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One Big Post : FPS / MMORPG / RTS Discussion
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One Big Post : FPS / MMORPG / RTS Discussion

Posted: May 20th, 2009, 1:02 pm
king doom64

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Check out Halo 3 Forum, http://www.taultunleashed.com/phpBB2/index.php?f=743
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Last edited by king doom64 on May 20th, 2009, 1:17 pm, edited 1 time in total.

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Posted: May 20th, 2009, 1:07 pm
king doom64

Total Posts: 283
Location: There are 2 brothers. They are both twins. They are both born on the same day.
Joined: May 12th, 2009, 11:49 am
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Hijack a Wraith

Go near a Wraith and press X. Then, press B a few times. Instead of throwing a grenade, just hop in. If this does not work, throw a grenade in the Wraith.

Destroying a Wraith

Besides boarding, there is one other reliable way to take down a Wraith in single or multi-player mode. Get a Ghost and hit the booster until you are right up against the Wraith. Then, circle around to the back of it and open fire. By the time he has fully turned around to get a bead on you, he will probably be dead. If he tries to get out, you can simply pick him off as he is climbing out. Note: This may not work as well in single player mode, as the Wraith has anti-infantry plasma cannons.

Shoot birds

On certain levels in campaign mode, there will be birds. Get a sniper rifle or any gun that zooms in and shoot the birds. They will splatter apart.

Weak points

If you have a rifle (carbine or battle rifle) aim at certain points of an enemy (for example, head for most Covenant or chest for Flood). A little dot will appear in the middle of the reticule to confirm the weak point. This dot will not appear on any form of Sentinels, Flood infection and carrier forms, Hunters, and Drones.

Moveable cover

Find a medium sized crate, such as an empty Forerunner gas container or a UNSC (Marines) helmet, body armor, gas mask, or boots crate. Hide behind it when under enemy fire. Due to the fact that most enemies aim for the torso, they cannot hit you, but will still fire on you because they can see your head. You can hit this cover to move it to safely advance on the enemy, while not getting shot. However, there are exceptions. Flood infection forms (small skittering Flood) will go over your improvised cover. Flood combat forms (Mutated Marines and Elites) without guns will either swat your cover away or go around it. Flood carrier forms (bulbous exploding Flood) will either detonate in front of your cover or go around it. Grunts are not tall enough to see you and Berserk Brutes will do the same as gunless Combat Forms. Drones also present problems, as they will fly over and simply fire on you from behind. Note: Shoot both arms off a Flood Combat form and it will slowly walk forward and burst with no explosive damage' and most of the time, an infection form will skitter away from the area or attack you.

Faster reload

When reloading a gun, press melee immediately after the ammo is reinserted into the gun, press X. This enables you to shoot and/or zoom instantly. This works for any gun that uses ammunition.

Dual wield two weapons that use clips. Shoot the one on your right. Reload it. As soon as it disappears off the screen, drop the weapon in your left hand. The gun on the right will have a full clip. With practice this can become useful, except in heavy fire situations.

To double shoot with the battle rifle, quickly press R(2), X. If done correctly, your gun will fire two bursts very fast then reload itself without showing the motion.

Using shotguns

This is a very good tactic when playing with only shotguns. Circle around your opponent, then jump over them then when you land. Crouch so they lose you, and they will scramble around in circles looking for you. Blast them apart with your shotgun.

Accurate SMG Dwing

When DWing SMGs, press one shoot trigger at a time simultaneously. This disables the reticle/aimer from going upwards. Note: This also works on other DWings.

Keep SMGs from moving up when shooting: To prevent the SMGs from moving up when you are shooting (with dual and a single SMG) keep tapping R (if single) or R + L (if using duals).

Sniping with the beam or sniper rifles

When you carry a beam or a sniper rifle, you can zoom in with 5x or 10x. You can switch from 10x to 5x by holding the Right Analog-stick from 5x to 10x. Release the Right Analog-stick and it will go back from 10x to 5x. This trick can also be used for more accurate sniping if you hold on to the Right Analog-stick. This also applies to the carbine and battle rifle, and the rocket and fuel rod cannon.

Lock on with rockets

To lock on with rockets, target a person, vehicle, etc., then hold R until it says that it is locked. The red reticle will follow the item. Release R to fire.

While using a rocket launcher, you can lock-on to the following items: turrets, vehicles, and the Phantom's plasma cannons (Covenant Dropship's turrets). To lock-on to those objects, aim your cross-hairs at the object. By doing this, your rocket launcher's cross-hairs should have four red squares on the corners. Then, hold Fire so that the rocket launcher will fully lock-on to the object. While this happens, the lock-on system of the rocket launcher should make a few repetitive beeping sounds. After the beeping sounds have ended, the cross-hairs should be completely red and ready to fire. Release Fire and your spiraling heat-seeking rocket launcher missile will go to the target.

Better rocket shots

When shooting a rocket, it is best to jump before you take your shot. You do not want to end up killing yourself. Also, instead of aiming directly at the targets, aim at their feet or direction of travel. It is always best to aim for the ground or a wall near your enemy.

Use the following trick for better close up Rocket launcher kills. If you are very close to someone and are holding a rocket launcher, do not just shoot them or at the ground near them. This will result in suicide and possibly their kill if they shot you. Instead, melee them in the head. Two melees in the front can kill them, and if you get a nice one in the head, you can kill them with one hit.

Hard to dodge rocket

When an enemy is in a Banshee and is aware that you are going to fire a rocket and is ready to dodge; lock onto your enemy and spin away from him and move upwards as well. Then, release the rocket. It will circle around to hit the enemy. This works if the enemy does backflips to dodge by looking downwards before releasing. If the rocket unlocks before you release it, you have taken too long to fire. If the rocket hits a wall or a ceiling or floor, do not spin as far and take the obstructions location into consideration when spinning to avoid spinning too far.

Avoiding locked on rockets

In multi-player levels such as Coagulation, where there is a lot of open space, faster more maneuverable vehicals such as The Warthog or the Banshee can avoid rockets from another player that are locked on to you. Wraiths and Scorpions are too slow to avoid rockets and shells. When in a Warthog, Ghost, or Spectre and a rocket is fired and is near you, perform a U-turn or a doughnut type of maneuver. Note: You must turn quickly in order to avoid the rockets. When in a Banshee and a rocket is near, perform a barrel roll to the left or the right by using A with the Left Analog-stick. Note: the backflip does not always work, but you stand a better chance to avoid rockets and shells fired from the Scorpion Tank by using barrel rolls. When a rocket is fired without being locked on, it tends to fly slowly, giving even the slowest of vehicles a chance to avoid it.

Switch grenade types

If you have picked up a frag grenade and a plasma grenade, press Black to change from one to another.

Practice with the sword

To get some good practice in with the sword, you must have two players, both with swords. Practice hitting each other. This is useful for combat with the Royal Elites.

Sword fighting

When fighting Brutes or Royal Elites with a sword attack, when the reticule turns red throw a plasma grenade immediately afterwards. The grenade will stick to the enemy's head and kill him. With good timing, this will work every time.

Defending against swords

When playing against someone who has a sword, run backwards (preferably with dual wields) and shoot them. Know what is behind you; if you walk into a wall or get slowed down you are open for a lunge attack.

When facing against someone that has a sword, take out a shotgun. When they try to use their lunge attack, shoot them with the shotgun just before they get close enough to take a swipe at you. Note: This will take some time to master. Get used to how long the opponent is in the air during their lunge attack. This is what gives you the edge in combat against sword users.

When people have a sword and are coming at you, as soon as they lunge strafe to the right. You will dodge, setting you up for a kill. Learn the range of the lunge and time. When you use this technique you will be unstoppable in sword matches.

Have same primary and secondary weapon without dual wielding

Xbox This trick can only be applied to weapons that can be dual wielded. For this trick to work, you need four dual wielding weapons in one place. Two or three weapons of the total four weapons must be the same, but remember a minimum of two of same weapon is necessary in order to have same weapon for both primary and secondary slot. For example, have two needlers, an SMG and a plasma rifle. To get two needlers, carry one needler as your primary weapon then select anything else but the needler (such as the SMG gun) as your secondary weapon. Note: You cannot select the same weapon as your secondary any way. Dual wield plasma rifle with the SMG then go to the needler that is on the ground, hold X, and substitute the second needler with the SMG gun. Then, throw the plasma rifle away by pressing B. You are left with the Needler as both your primary and secondary weapon.

Get a weapon that you want (that you can normally duel wield). Then, switch to your secondary weapon and duel wield any combination of weapons. Next, go to the same gun as your primary weapon (while dual wielding) and stand on top of the weapon. If done correctly the message "Hold X to switch" will appear. Hold X to switch out the weapon and you should have the same weapon as your primary weapon. Note: This trick can be done in campaign and multi-player modes. Also, the second weapon has its own ammunition.

Triple ammunition on duals

You can get an SMG/needler/pistol. When you get one of those weapons, switch to your other weapon. The weapon must be another dual. You will then get dual of that weapon. Go to somewhere where you can get dual of your first weapon. You will be instructed to hold "X" to get that weapon. Press X and you will have two of the same gun. You can then dual with the same kind of weapon, with triple the ammo as you had.

Dual wielding recommendations

* When dual wielding, it is best to think about things before you just grab a needler and a plasma pistol, and have a pistol as your third weapon. You should make it so you have a good backup weapon; when dual wielding, ammunition can go quite quickly. Have two plasma rifles (or your choice) and have something like a particle beam rifle, shotgun, Covenant carbine, or perhaps a rocket launcher so that you have something to fall back on. Some suggestions are as follows:
o Needler x2
o Plasma rifles x2
o SMG x2
o SMG and a plasma rifle
o SMG and a plasma pistol

* Note: Having two plasma pistols is not a good choice because you cannot hold the two triggers down, or you will power them up. You must keep pulling, making this somewhat difficult.

* When wielding two weapons at once, use only one at a time, and when that runs out of ammunition, use the other one while reloading. Do this to keep up a steady stream of fire.

* Dual needlers is probably the most underestimated weapon pairings available in the game, and probably the most powerful as well. Needlers have an incredibly fast rate of fire, are heat seeking, do initial damage then explosive damage, and you can pick up usually 80 to 160 ammo after each bout of gun fighting (in campaign mode). The only bad thing about needlers is the fact that they ricochet off shields and some body armors (for example, Hunters and the Elite Guard). They are not recommended for fighting shield wielding enemies, Hunters, Elite Guard, or Infected Flood (as they are extremely quick and will most likely do damage to you before the needler shots explode in them). In multi-player mode with friends, there should be nothing more feared then dual needlers.

* Do not be afraid to retreat for a moment to let your shields recharge and reload your weapons, especially when dual wielding.

* Use the following trick for easy kills by dual wielding a plasma charger. Get one plasma and any other weapon of your choice (SMG, plasma rifle, needler, etc.). Next charge your plasma pistol and keep it charged. If you get a hit on your opponent, his shields will be down and you can kill him within two seconds with a normal gun.

* The best dual wielding combo is the plasma rifle and the sub machine gun (SMG). The second best is dual SMGs, and the third best is a plasma pistol and pistol combo.

* A great dual wielding combo are two plasma pistols. Early in the game, two blue ones will do. Later in the game when you begin to fight the Brutes, after they die take their red plasma pistols. The red ones are slightly more powerful and overheat a little bit faster. A red and blue plasma pistol is recommended, as they compliment each other very well. If you have fast trigger fingers, any enemy will die. Even Brutes will die within around five seconds. Be careful; watch your heat and ammo meters. The plasma pistols are very good because they are powerful, and get rid of energy shields very quickly.

* Dual wield a plasma rifle and a plasma pistol. While the rifle is firing you can charge up the pistol, and while the rifle is cooling down shoot the pistol charge.

* The best multi-player dual-wield combo is the SMG and the plasma pistol. First, charge up your plasma pistol and shoot at the target, which drains their shield. Next, fire your SMG at the target. It should not take long for the target to be killed.

* Try dual wielding a plasma pistol and a plasma rifle; or two magnums; or a needler and a magnum.

* To be very effective against any enemies, have a human weapon and plasmas in dual wield mode. Try the following combinations. Note: Needlers are devastating against Brutes.
o Magnum pistol and plasma pistol
o Plasma rifle and a SMG
o SMG and a plasma pistol
o Brute plasma and Needlers

Instant kill

To instantly kill any enemy except Hunters and Bosses, hit them in the back with any weapon.

Melee combo

When caring an item (bomb, flag, etc.) quickly press Melee, X, Melee to perform a combo melee attack. Continue pressing Melee, X, Melee, X, etc. to make the combo continue indefinitely.

Melee, shotgun, melee combo

While equipped with shotgun, get in close range and press Melee, X (reload), Shoot, Melee. Note: You must press X immediately after the first melee is finished.

Plasma rifle, melee, shoot rage combo

While holding the shoot trigger, press Melee, and immediately after the hit, press X (which instantly continues you back into shooting). Note: This can be done as long as you do not overcharge the plasma rifle.

Plasma rifle, battle rifle combo

Get a plasma pistol and battle rifle. Take out the plasma pistol and fully charge it. Shoot it at someone then quickly switch to the battle rifle and shoot the person the moment that the plasma bolt hits the person. It will look as though the plasma bolt killed the person.

Double whack energy sword combo

When using an energy sword, press Melee, X, Shoot. This combination can happen very fast.

Running bombs

Use the following trick to kill multiple Elites with a single plasma grenade. Stick a grunt. They will run toward the enemies and explode, killing the rest of them.

Easy kills

The plasma sword is one of the most deadly weapons in the game. However, there is a way to make it deadlier. If you are walking up to someone, you will see the aiming reticule turn red. If you press the trigger or B, you will deliver a deadly lunge that can kill almost anything in one hit. To make this even deadlier, before you reach your enemy jump and keep aiming at him. When the reticule turns red, you will still be in the air. As you are in the air, press the trigger or B and you will lunge forward in mid-air. This is more deadly because you are above himm and his head is the closest thing to you when you are in mid air.

Get two Magnums (pistols) and shoot one trigger at a time. Do not use against the Flood, as it will backfire and kill you.

While dual wielding (SMG, Needlers, etc.) instead holding L and R, tap each of them quickly. The dual wielded weapons will fire faster. Also the SMGs will not kick back (aim up slowly).

With plasma grenades, drive a vehicle towards an enemy. Allow the enemy to steal the vehicle then stick the plasma grenades to the vehicle before he or she can get away. This works best on Ghosts and Banshees. Small areas make it difficult for the enemy to escape in time to avoid the plasma grenade.

Sword cancel

To sword cancel, rapidly press B + X. This will let the sword swing wildly and is also a good way to shock opponents.

To swing your sword at an enemy but not hit them (canceling your attack) press L or R+ X. This will only work when you are locked on an enemy.

Unlimited energy sword ammunition

When the energy runs out, do not trade it for another weapon. When you get to the next level, try to use the sword. The ammo will be at zero but you will do full sword damage instead of melee damage and can do sword moves.

Use a sword until it is almost out, then give it to an ally. They will now have a sword with unlimited power. Do this every time you pick a sword and use it. Eventually, you will have an army of swordsmen. Note: You can only give swords to Elites. Marines and Grunts cannot hold swords.

Using a destroyed machine gun

You can use a destroyed machine gun; for example, in Zanzibar after you fire a rocket to one of the turrets on the left and right on the main base. Just go back to them and the screen will prompt you to hold X to operate. This can be useful during heated sessions.

Active camouflage

When in campaign mode as alien, press White to turn on the active camouflage. Note: It does not last long.

When playing as the Elite, use your active camo wisely. It does not last long. Find the enemy and an energy sword. Use the camo before the enemy notices as you are approaching them. It will them be easy kill. Wait for the crosshairs to turn red, then lunge and slash.

Flying sword

Have the sword when an enemy is very close. You can jump and do it, or run and jump to them, then press B. This is a one hit kill for Flood, and a two hit kill for some Covenant and the shield Flood.

Unlimited ammunition or power

This trick requires levels that have either Covenant or Marines following you. If you have a powerful weapon that has very limited power (for example, the energy sword, or Covenant sniper), or weapons that are very powerful (for example, Human sniper or rocket launcher) give them to the A.I. following you. As they use them, the weapons will never run out of power or ammunition. Also, they can use them very well.

Your allies' weapons' ammunition never runs out. If you have a strong weapon (for example, shotgun, rocket launcher, or sniper rifle) that only has one round remaining, trade it for an ally's gun. Even though it has one shot remaining, your ally will never run out of its ammunition. However if you try to get it back, it will still only have one shot left.


Grunts: The basic enemies. They can be yellow, red, green, black, or heretic. They can use plasma pistols, plasma rifles, plasma turrets, and fuel rod cannons. Use a melee attack to the face twice or back once for an easy kill. Any weapon can easily kill them.
Jackals: Special force assassins. They can have a blue or orange shield. They use plasma pistols and beam rifles. Melee them twice in the face to kill or shoot the black center of shield.
Elites: The infantry of Covenant forces. Can be blue, red, gold, black, white, silver (Arbiter), heretic, or royal. They use plasma rifles, carbines, SMG's, or energy swords. Use a plasma weapon to take down the shield then shoot them in head. Melee them in face about three times.
Wasp: The only flying enemy. They can use plasma rifles. Can be blue or green. Zoom in with a battle rifle and shoot them twice.
Hunter: Protected enemies built like a Scorpion tank. Only blue. They can use the fuel rod cannon. Shoot them in pink spot on back or torso with any weapon. The needler just bounces off their armor. Rockets work the best.
Brute: Resemble evil gorillas. They can be grenadiers, riflemen, or royal. They can use brute shot and brute plasma rifle. Shoot them in head, or throw a plasma grenade on their back.

Human weapons

M6c pistol (magnum): Recoil operated magazine fed handgun, firing a magazine of six 12.7mm semi-armor peircing rounds. fired accurately in semi-auto mode.
BR55 Rifle (battle rifle): The battle rifle fires 9.5mm rounds from a 36 round magazine. Mounted with a 2x optical scope for targeting. Fires in short automatic bursts of three rounds.
M7/caseless sum machine gun (SMG): Bullet hose fires a sustained bust of 5mm fire from a 60 round magazine. SMGs, while not accurate over long ranges can wither enimies at close range.
52 AM Sniper Rifle: Gas operated magazine fed weapon utilizes a smart linked scope with 2 levels of magnification (5x and 10x). Firing 14.5mm armor piercing, fin stabilized, discarding sabot rounds make it a powerful weapon.
M19 SSM Rocket Launcher: Most commonly used light anti vehicle weapon. Man portable, shoulder fired, with single 2x level of magnification. Fires 102mm highly explosive rounds.
M90 Shotgun: Powerful, loud, pump action magazine fed, firing 8 gauge magnum (3.5") rounds with strong recoil. Devastating at close range.
M9 He-Dp Fragmentation Grenade: Basic explosive device has changed no thanks to excellent design and flexibility. Well thrown grenade, will kill or stun most opponents.
M41 LAAG (vehicle mounted): 3 barreled, electric powered, link-less drum fed, vehicle mounted light aircraft gun, Firing 450-550 rounds a minute.
M68 Gauss Cannon (vehicle mounted): Asynchronous linear-induction motor produces bipolar magnetic field to fire 25mm projectiles at hyper-sonic velocity. Excellent armor penetration weapon.

Other weapons

Brass-Knuckles: Get you energy sword depleted to zero. Do not drop it. Melee the Covenant to death by using only R. If you keep pressing R at the correct speed, you should punch the Covenant's teeth out at amazing speed. You will punch so fast that when you face an Elite, they will not be able to move. You cannot affect Hunters. It is also weak on the Flood.
Brute Shot: It has rapid fire, four shots per clip, and almost every Brute has ammunition for it. It can destroy groups of enemies. It is very powerful and has an anti-Flood power. If you see Flood coming at you, melee them. They will turn to dust in one hit. It is the strongest melee in the game other than the sword. It can also kill Grunts, Drones and Jackals in one hit, Elites in about two to three. You cannot kill Hunters.

Recommended weapons

One of the best combinations campaign mode is dual plasma rifles. With them, you can vaporize numerous Elites in seconds under the Heroic setting. This makes most close quarter fights extremely simple. A battle rifle in secondary makes medium to long rang targets easier as well.

Jump faster

Keep pressing [Jump] to jump faster.

Jump higher

Play in co-op mode in any level (Outskirts recommended). Have one player jump on top of the other. Then, have the player on top jump again and keep pressing [Jump]. Then, have the lower player jump immediately after the first player. If done correctly, the top player should land on the lower one (who is in mid-air), then jump again. You can use this to get on top on locations you cannot reach normally.

This trick can only be done in co-op or multi-player mode. Get next to the structure that you want to climb. Have a player take out his plasma sword. Have the other player stand on top and keep jumping in the direction of what you are climbing. While player two is jumping, have player one look up and use the "Sword cancel" trick. If done correctly, you can reach any area in the game as long as you do not exceed the invisible barrier.

You can jump higher with the energy sword than normal. Note: This only works when attacking enemies. When you have the sword, attack someone with L. As soon as you press it, jump. You will go much higher than normal and can attack airborne enemies such as the bug things or Sentinels.

Flip a tank on any map in multi-player or campaign mode. Get on the back and press X + A to jump very high. You can use this to get on buildings and other objects.

On any co-op or multi-player level, have you and a partner find an area where you need some kind of boost to get to a higher location. Have your partner crouch under that area. Jump on your partner, then jump (without falling off your partner) as your partner un-crouches. This should give you a big enough boost to let you jump up to your destination.

You can jump higher by simultaneously pressing [Crouch] while in the air after a jump.

Finding super jumps

There are four things required to find super jumps on any level. The first is a place to crouch that holds your crouch. The second is an elevated position to jump off. The third is a line in the game to land on (if on Xbox Live, press Start then Y to enter your friend's list. Then press B to see a faint outline of the map in which there are lines). You will know if near one if jump off an elevated position and land and bounce. Finally, all of these things must be relatively close to each other.


This trick requires at least two people. First, flip a vehicle (Wraith recommended). Have your partner sit on the vehicle, then flip it. It should give you good height and good range. This works well if you have an energy sword out and there is an enemy close to you.

Banshee tricks

When in a Banshee, press A and a direction on the Left Analog-stick.

While in a Banshee, hold A and press Left Analog-stick Down. The Banshee should do a backflip.

To do tricks in a Banshee, press Left or Right on the Left Analog-stick and hold A to do a barrel roll, or hold Down + A to do a loop.

Scraping the "wings" off a Banshee

Line your Banshee up with a wall so that the wing you want to scrape off is opposite to the wall. Barrel roll into the wall and the wing will hit the wall. This will require a few attempts to completely scrape the wing off and will drain your shield (if available) on every hit. Another way is to simply fly at a corner pointing in the direction you are going, or a pillar. Make sure your wing is the only thing that hits the wall or pillar. Like the first method, this may take a few attempts and will drain your shield.

Ghost tricks

In multi-player-mode, turn on all vehicles and go to a place with open space. Get in a Ghost and find a tank. Go towards it as fast as you can. You will flip and do different things, depending on where you hit the tank.

Chose a level with the yellowish glowing boxes that blow up (Headlong or Waterworks recommended). Get in a ghost and boost into one of the tiny boxes and you will be sent flying. You can repeat this as many times as desired, or you can pile the boxes and be blown sky high.

Go to any level (Metropolis recommended, when you have to get on the Scarab). Back the Ghost up to the side of the bridge. It will start hopping up and down.

When driving a Ghost or a Specter, hold A. The front of the vehicle will lift. How high it lifts depends on the flatness of the surface you are driving on. This is useful for driving up walls that are difficult to start climbing, but not too steep to drive up after starting.

Hide on Scorpion

On any map that has heavy vehicles, put a Scorpion tank in it. Have a shotgun out. Go on the Scorpion tank and stand on the middle of the nose. You can stand in the middle of the gun. Fire your shotgun at about the timing which a Scorpion tank cannon would fire. Note: This works best when you are using a brown or sage colored Spartan. Opponents should see you, and if they check out the tank, blow them to bits.

When using a Spectre, go at top speed and hold A. You will do a wheelie for about three to four seconds. This is useful when climbing up walls or going over short walls.


Choose a level with high ledges or windows (Lockout recommended). Perform the suicide shot while running towards the ledge or window. You will kill yourself and do a frontflip out of the window and fall to the ground or into the abyss. Note: This does not work in campaign mode.

Dead Jackal noises

In any level with a force field shield (for example, Gravemind), melee the shield to hear a dead Jackal as if you cut it with a sword.

Respawn at previous checkpoint

Commit suicide five times consecutively and you will respawn at the checkpoint before your most recent one.

Cancel loading sequence

At any point during the loading sequence, press B to cancel and return to the previous screen.

Get attacked by allies

Go to any level in either co-op or single player mode. Make sure that there are more than three of your men that you can kill. Kill either two or three, and all of your remaining men in the area should say something like "You killed him" and start shooting at you. Note: They will stop shooting when you kill enough enemies. They should forgive you and then become your allies again.

Grenade meteor shower

Go to a mode such as multi-player or campaign and get the Brute shot. Go to a wide area so that you can see it. Shoot all four of your grenades into the air. The grenades will come down like a meteor shower.

Alternate intermission sequences

If you choose different difficulties in Campaign mode on a level with an opening sequence, the cut-scenes will have different actions or different sentences. For example, in Metropolis John says different sentences under other difficulties. On Delta Halo, watch the grunt next to the Jackal and Turret. It will play with fire under Legendary or a doll of itself under Heroic.

Programmer reference

On the Metropolis level, at a certain part a building will be named "TTERRAB INDUSTRIES". "TTERRAB" spelled backwards is "Barrett", the last name of one of the game's developers.

Secret coded message

In the Limited Collector's Edition of the game, there is the special booklet called "Conversations From The Universe". In the booklet on page 7, there is an extremely difficult to read text from the Prophet of Truth to the Prophet of Mercy concerning the Prophet of Regret. The following is the translation (the number of words in each line is equal to the number of words in each line in the booklet, except for the words in parentheses):

To thine own eyes, Prophet of Mercy

Dearest Brother,

I hope this finds you well. My sorrow
and anger precedes me with regard to the
atrocity and heresy at Halo. We shall avenge
this destruction with some of our own.
Work proceeds apace on our battle plan. The
Sangheili (Elites) will do what is asked of them, and
the Jiralhanae (Brutes) will show the humans what our
strength looks like at close quarters.

But this message concerns neither the
planning nor the discovery of the Human
homeworld. Rather I question Brother Regret's
suitability for this great purpose.

I am aware of his tenacity and ambition,
but I believe his youth and reckless reaching
may prove to be grave risks to the perfection
of this undertaking. You have noted his
rashness in the past, and yet neither of us
has acted.

I suggest that we continue as planned, but
we would both do well to pay mind to Brother
Regret, and provide wisdom and guidance
as needed. This matter is too important to
be left to inexperienced hands. Piety is no
substitute for wisdom.

Perhaps I worry too much. You know that
I embrace caution, but cannot have
inexperience or arrogance at this great

Be pure, be vigilant, and never rest.

By my own hand

Prophet of Truth

Red vs. Blue gun trick

If you watch the machinama show Red vs. Blue, notice when they are in Halo 2 style they have their guns held up to their chest, but when you play it is pointing forward. To do the trick online, waste all your grenades, then hold L. When someone sees you, it should work. You cannot use sword, rocket, etc. type weapons for this trick). To do it offline, you can press Down and it will appear the same way.

Play as a Grunt Master

Create a profile and customize his appearance as follows.

Player Model: Elite
Primary Color: Orange
Secondary Color: Violet
Primary Emblem Color: Orange
Secondary Emblem Color: Violet
Emblem Foreground: Grunt Head
Emblem Background: Vertical Gradient


All of the oddballs are the skull of Captain Keyes from the original Halo.

Fall through floor:
At the second level near where the Elites come out of the coffins, there is a support object appearing from the ground. When a Grunt is shooting you, jump on the floor support and you will fall through.

This trick only works against enemies. When in a multi-player map, team up with a friend. Have one person stand still on the ground with the energy sword. Have your friend jump on top of your head repeatedly so that they are constantly jumping directly above you. Now, with the second person looking straight up, tap B, then X immediately afterwards so that you lunge at the "jumper" without killing him. Keep doing this repeatedly so that the jumper goes higher into the air as you follow him up. This trick is especially useful in Headlong. Try to get into the corners of buildings so that it is easier to remain on top of the "sword" player while jumping. This trick can allow you to reach great sniper locations, such as on the cranes or other objects.

Note: You must have a sword. Get a Warthog on the passenger side in multi-player mode. Have a friend get in a Banshee on the side of the warthog. Lock on to it with the sword. You will hear a slash, but will not see him do it. Then, have your friend go far away and get out with the trigger still pulled. You will start flying.

Instead of shooting out all of your rockets, you can keep them and still do the rocket sword glitch to fly. Begin pressing Y to switch weapons then go into alternating between R and Y. You will not shoot any of your ammunition, but still fly through the air.

You can also use the sniper rifle to fly. To do this, make sure you are zoomed in and your crosshairs are red. Then, look at your enemy and quickly press Y + X + R. Also, when you are sniper or rocket launcher flying, hold A to get more air.

To do this you need a rocket launcher and a plasma sword. Waste all the ammo in the rocket and aim at an enemy that is far away. Wait till the reticule turns red, then press Y + R. Keep doing it quickly and repeatedly until you get it. When done correctly, you should fly across the map directly at the opponent who you were aiming at.

Go to a map with a Banshee, rocket launcher, and an overshield . Fly the Banshee to an open space. Flip the Banshee so that you can stand on one of the wings. Take out your rocket launcher and shoot the very top of the other wing. This should cause you to fly up into the air.

Use the following trick for side by side flying. It requires two people on opposite teams, both with swords. Have them face each other and simultaneously repeatedly press R + X + A. If done correctly, both players will slowly begin to fly upward.

On a level with some of the mini human barriers, stand on the bar holding the barrier down. Throw a frag grenade at the barrier to fly high.

Super run:
This trick requires two people. Have one person walk backwards, and the other person sword cancel. If done correctly, after the third time you will begin to super run.

Stair stepping:
This trick requires two people on opposite teams. Have one player look directly up and the other to jump on his head with a sword. Crouch while on his head and kill him. Immediately after you kill the other player, release Crouch and you will be floating. When the other player respawns, have him dual wield any weapon. Have him go to you and get very close, but not underneath. Have him jump and press Y. If done correctly, one of his weapons should land directly next to you, floating. You can get off and get back on the invisible platform. Repeat the entire process while standing on the invisible platform. You can use this trick to get to very high places, like the top of Coagulation.

Another way of doing this glitch is to park any vehicle on a ledge (tank recommended). Have a player get in the vehicle and the other player that is an enemy go where he is with a sword. Have the player in the vehicle get out. Quickly have the other player with the sword kill him while he is getting out. If done correctly, you can get the vehicle out of that spot, and the part of the vehicle that was hanging off the ledge or cliff would be your invisible platform. Note. If you keep doing this off the invisible platform you can create a long path. This is very useful in CTF. It does not work well with the Ghost.

Shoot into space:
Shoot the machine gun turret on the first level in a phantom tube. Instead of ricocheting, the rounds will usually go into space.

Shoot with a stick:
In one of the multi-player levels, go to a stationary machine gun and blow it up with rockets or other explosive devices. Do this until it looks like a bent stick. Go up to it and the message "Hold X to man machine gun" will appear. You can still shoot it, and it will do normal damage, only looking like a stick.

Shoot faster after melee:
When using a weapon that will not let you shoot immediately after meleeing (such the SMG), press B, then R + X. This should allow you to shoot immediately, but only if you have a full clip.

Huge explosion:
Play multi-player with at least two people (four people recommended to make it faster). Choose a level with many barrels that explode. Have everyone roll those barrels to an empty spot with a lot of room. Make sure you have every barrel in that pile. Then, place a player in the middle of the barrel pile. Have the other players move away from the pile and throw a plasma grenade. Once the barrels are lit, a huge explosion will occur. The player that was placed in the middle will fly so high that he will reach the very top of the level. Note: The barrels are very fragile. If you hit one twice, it will explode.

Low frame rate:
Play with some friends and have one be an Elite. Set the default weapons to plasma and the first and secondary weapons to either the plasma pistol or the plasma rifle. Go to any map and have everyone except the Elite get dual plasma pistol or rifle. Next, have everyone meet at one location. Have someone kill the Elite and pick up their weapon very quickly. As soon as the Elite is dead have everybody shoot at roughly the same spot on the Elite until the body disappears. Then have one person turn their view at the spot where all the blood is and zoom in on it. They should stand roughly near the middle, and crouching helps. If done correctly everybody else should start acting very strange. If you are playing in System Link mode, the players on the glitched Xbox will be moving strangely. Vehicles that they get into will also move the same way.

Circling rocket:
This works best with a Warthog on Coagulation. Drive the Warthog to the tall hill in front of the trees with the rocket ammunition. Have one person in the Warthog with an overshield in the event of a mistake. Stand a short distance back, lock on the Warthog with the rocket launcher, and move the reticule a little to the side of the Warthog and fire. The rocket will continue to circle around the Warthog for a few minutes. Note: You can still get hit by the rocket if you walk into it.

Create a custom multi-player game with rockets, damage resistance, and overshields. Start on Turf or Relic. On Turf, go to the medical tent. Get behind one of the battle shields there (the small one works the best). While standing on the brace that runs one the ground, shoot the top of the shield. It will launch you extremely high.

Incorrect crosshairs aim:
In multi-player mode, get a rocket launcher and stand directly in front of the other player, facing him or her. Aim it at the other player's head. On the person that has the rocket launcher's screen, it will look like you are aiming at the other person's head. However, on the other person's screen, the rocket launcher will appear to be aiming straight past him.

Hijack nothing:
Play on Slayer or Juggernaut (recommended). Have a friend get in a Ghost and come to you. Hijack the vehicle (friend must be enemy to hijack it). but just as you are about to hijack it, have your friend get out of the Ghost. You should kick nothing and get in.

Killed by Guardians message:
In multi-player mode, have the carbine as your first weapon, energy sword as the secondary weapon, and no shields. Get the player with the carbine and aim at head level. Then, run forward, hold R, then quickly and rapidly tap Y until your person dies. In the upper left corner, "killed by the Guardians" will appear. Note: Sometimes you will just get hurt; this may require a few attempts.

Stand in mid-air:
In multi-player mode, stand on someone that is holding perfectly still. Crouch down and shoot him dead. After the person that was remaining still respawns, have him to walk over to where you killed him. He will be able to see you standing in mid-air.

In the first level, find and drive a Spectre that had Flood in it. Drive the Spectre until you find a room with lots of flying robot things and is tinted a bright red. A wall to you right is perfect for you to scale while holding L for the boost. Keep driving and it will seem as if the world ended. You can dive on some of the air, others you will just ram into. You will also be able to walk on air. This can also be done with a Ghost.

Stand on person's head almost forever:
Enable the "No weapon trick" for both players. Have the first person stand still and look down slightly. Have the second player jump on the other player's head and he should seem to stick. The first player can now pick up any weapon, look anywhere, and walk as fast as he wants without the second player falling off. However if you walk fast up an incline or jump, the second player may fall off. The second player can jump on top of his head without doing the trick over again, even if you have a weapon. Basically the first player is now "sticky" for the second player. Note: If the second player does not pick up a weapon, you can get an overhead view of the first player. This is useful if you want to record someone shooting up people. You and your partner can now become a deadly weapon if you both have weapons.

Shaky hand:
Get in a side seat of a vehicle (Spectre or Warthog) with a plasma pistol. Charge the plasma pistol and get out. The gun will be shaking as if it is still charged.

Living dead Flood:
On the level in the library, just before it shows the intermission sequence, there are dead Flood and Marines. Shoot them in the leg. They will skid across the floor and make a moaning roar. Note: They may not skid that far.

Ghost launching:
This trick can be done on any map in multi-player mode, but Headlong works best. Get into a Ghost and have someone get into a Wraith. Go over to a wall and make a big black mark on it by shooting it. Next, go over to that wall with the Ghost and put your back to it. Have the person who is in the Wraith stand in front of you. Note: You must be facing straight forward in order for it to work. Then, have them move forward while facing directly in front of you and boost, crashing into you and making you spin and go flying upward. If done correctly, you may be able to get on the top of one of the cranes or land outside the map.

Ghost floats on water:
In a multi-player game, play a level with a large body of water and at least two or more Ghosts. Get in one and use turbo in water to hover over it.

Walk through Pelican cockpit:
On the level were you are the Master Chief fighting the Flood for the first time, go to Pelican that has landed and go inside. Keep walking toward the door to the cockpit and you will go through it. You will be able to see the cockpit.

Flying Scorpion:
You will need at least two people and overshields as your default shield for this trick. Overshields will help keep your player from dying while the tank flips and flies, as it spins and constantly takes down your shields. Make the heavy vehicle random. Once you have a Scorpion and a Wraith, have one person get in a Wraith and another in a Scorpion. Get about two tank lengths distance away from each other. Face each other head on. Drive at each other at the same time. Have the Wraith boost half a second after it hits the Scorpion. If done correctly, the Scorpion should fly all over the map.

In split screen mode, go to heavy vehicles and change it to random. Set your shields on overshields. There should be a Wraith and Scorpion. Go to Coagulation (recommended) and get the vehicles. Then, go to the center of the map. There is a road-type thing. Go to each end of the road, then drive towards each other. At the moment when the Wraith hits the Scorpion, have the Wraith use boost. This may sometimes backfire, and the Wraith will go flying, or both vehicles will go flying.

Get a tank upside down perfectly. Damage must not be done to tank. Then, get another tank and line them up. Drive your tank on top of the other tank that is upside down. Make sure that it is lined up, then get out. Flip the bottom tank, then look up. The tank will go high in the air.

Drive tank without turret:
This trick requires Xbox Live a host and a plasma grenade. Have the host throw a plasma grenade at the very front of the tank's turret. Then, have the host leave. If done correctly, the tank's turret should be slightly off. Get in the tank and drive. The turret will be in the exact spot you threw the grenade, except on the ground.

Invisible Warthog passenger:
This trick requires one driver, one passenger that is an Elite, and Xbox Live. Note: This glitch will not always work. First, have a driver in the Warthog and an Elite player in the passenger seat. Have the Elite passenger press X. Until he is nearly out of the Warthog, have him keep tapping B. If done correctly, the Elite on his screen will be in the Warthog, but on the driver's and everybody else's screen he will be out of the Warthog. If the driver drives to another location, he will still be in the Warthog. When the Elite gets out, he should not move the Left Analog-stick or he will return to the normal position. This glitch works because in real time game play, your body is where you started tapping B, and your invisible body is on your Xbox. Moving on free will place you back where you started tapping B, which is where your real body is located. If somebody moves your real body, you will return back to it. Also the glitch will be interrupted if somebody kills your real body. If somebody bumps into your invisible body the glitch will still work. The same result will happen if the Warthog blows up.

Steal the flag and capture it instantly:
This trick requires one driver, a one passenger that is an Elite, Xbox Live, a Warthog, and a Capture The flag game. Have the driver drive the Warthog next to their scoring base passenger side. Have the Elite do the "Invisible Warthog passenger" glitch. Then, have the driver drive to the opponent's base and park by it passenger side. The passenger can now get out, hold X, and grab the flag. You should have scored. This works because the Elite's body in real time game play is over the base, but on his Xbox he is in the Warthog. When he steals the flag, it goes to the Elite's body in real time game play, thus scoring instantly.

Warthog missile command:
This glitch requires one driver, one passenger that is an Elite, Xbox Live, and a rocket launcher. Have a driver and an Elite passenger. Make sure the passenger has a rocket launcher. Do the "Invisible Warthog passenger" glitch around where there are no walls or hills close by. Then, have the driver drive over to their base. Have the Elite get out. Being over at their base invisible, you can see what vehicles they get in. If an enemy gets in the vehicle, lock on to them and start pressing the Analog-stick Up to aim, to make sure you do not shoot the rocket at the ground which could hurt you. The rocket will home on the enemy vehicle, even though you could be very far away.

Wraith launching:
In multi-player mode, you can launch each other with Wraiths. Turn on overshields or be on team play. This trick works best on Headlong. When you start, get one player in the Wraith and have the other person stand against a wall. Then, line the Wraith up with the person standing against the wall and charge at them with the boost. You should send them flying sky high. You can fly very high and can get on the cranes or on top of a building with an invisible floor. Note: If you get launched and land in the building with the hole in it, you will get stuck and have to kill yourself or reset the game. This trick also works well in Coagulation, because you can launch anywhere.

Start a game in Headlong or in Coagulation (recommended). Make sure you have oversheilds on. Have one person stand against a wall and have the other person charge them with the Wraith's boost. This should send them flying. You use this to get on top of Coagulation or atop the cranes and get higher in Headlong.

Check out Halo 3 Forum, http://www.taultunleashed.com/phpBB2/index.php?f=743
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Posted: May 20th, 2009, 1:10 pm
king doom64

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Drive Wraith without turret:
This trick requires Xbox Live a host and a plasma grenade. Have the host throw a plasma grenade at the very back of the Wraith. Then, have the host leave. If done correctly, the turret of the Wraith will be slightly off. Get in and drive it. The turret will remain in the same location that it was on the ground.

Invisible kill:
This glitch requires one driver, one passenger that is an Elite, Xbox Live, and a Warthog. Use the "Invisible Warthog passenger" glitch. Drop the Elite off anywhere, then drop his invisible body anywhere (preferably the defensive base in objective games). Then, anytime somebody passes you by, melee attack them without moving the Left Analog-stick. Do not worry if you move; moving without pressing the Analog-stick will not ruin the glitch. They will die and not see you anywhere.

Warthog launches for no visible reason:
This glitch requires one driver, one passenger that is an Elite, Xbox Live, a Warthog, and preferably a sword. Do the "Invisible Warthog passenger" glitch. Drive the Elite a good distance away from his body, then park. The elite can melee attack the Warthog. This can result in launching and spinning the Warthog. If the passenger hits the front end or the back end, prepare for the best spin in the game. If you aim on the side and as low as possible, the Warthog will launch very high. This glitch will work best with a sword.

Warthog cannon:
In multi-player mode in any level, have one person with a sword get in the side seat of a Warthog. Another player needs to go near the side seat. Then have the person in the vehicle slash the other player with the sword when the crosshairs are red. The person who was slashed should go to the opposite side of the level. When he is very far away, have the person in the Warthog aim into the sky and press X to get out. He should then be launched high into the air and will come down shortly. This can be a great way to reach good sniper locations.
Thomas Workman.

Grenade appears from Sentinel:
Get a Sentinel Beam and overheat it. Quickly throw a grenade and it will appear as though the grenade appeared from the Sentinel.

Phantom Covenant:
This glitch requires a partner and a Warthog on a multi-player map, and you must be a Covenant. Try this out in the Coagulation level. This glitch allows you to make two copies of yourself, one vulnerable to enemy attacks, and one invulnerable. First, get in the passenger side of a Warthog. Press X, but as soon as you are about to jump out, start to tap B very fast. The longer you can tap B, the longer the phantom will remain in the Warthog. You will see yourself in the Warthog, but your partner will see you out of the Warthog. Then, have your partner drive you over to the opposing base where the Banshee usually is found, and park the passenger seat inside the levitating warp. Then, tell your partner to stop pressing B and he or she will float up to the second level. Tell them not to press any buttons besides Team Chat. He can look around, but if he jumps or moves, he will reset back to the original place the glitch was done, and the phantom will be gone. Now, have the phantom look around for the flag (if playing Capture The Flag) and press X to grab it. Once he has it, he can jump and will respawn back to his base with the flag. He can then run to his base to score easily. This trick also works in Zanzibar too.

Floating Master Chief:
In a multi-player game, have a friend to help you do the following. Have him look down straight at the ground, then jump on top of him. If you start to slide, move slowly away from the direction that you are sliding until you stop. When neither of you are moving, have him crouch down and walk out slowly from underneath you. You will now be floating in mid-air. You can look around and shoot, but if you move you will fall down. If you do it directly next to a tree, you can be covered in the branches and people cannot find you. They will not be looking for you so high up.

Flying Master Chief:
This trick requires two players on different teams and an energy sword. Have the player with the energy sword get a side seat of a vehicle (Warthog or Spectre). Lock on to the enemy with the sword. When it is red, press R. After that, the enemy can either fly away in a Banshee, drive away in a vehicle, or just walk away. However, the player in the Warthog needs to keep their crosshairs on them. After they are far away and still followed with the crosshairs, get out of the vehicle. You will fly directly to them. This is funniest with the Banshee.

Gravity effects Banshee more:
In the levels where you can take a Banshee, fly up until you cannot get any higher. Look straight down, then shoot the rod gun cannon. Let the banshee free fall you will eventually pass the blast. This flaw has no strategic use.

Crazy Banshee:
On the level when you first get the Scorpion, drive to the top of the hill and snag the Wraith. Drive down the hill until you get to the part where two Wraiths attack you coming out of the tunnel. Do not go in that tunnel. Take out everything except one Banshee flying around. Kill your allies so they do not interfere with your next action. Get out of your Wraith and stand on top of it. Wait for a Banshee to get close and hijack it. Note: Make sure you are on the side of the tollbooth facing the tunnel. Hang on tight, because you will rocket towards the bridge. If you try to fly to the tunnel again, an unseen force will push you back, but it is not as bad as the other force.

Banshee catapult:
Note: You will need a rocket launcher to perform this trick. Go to any level with a Banshee. Get a Banshee and flip it over. You can try doing a mid-air backflip and jumping out in the middle of it. Walk up to the Banshee and stand on the booster on the end of one of the wings. Use your rocket launcher and go into the scope. Aim into the center of the booster on the other wing and fire. If done correctly, you should be launched hundreds of feet into the air.

Extra ammunition with dual wield weapons:
Have two dual-wieldable weapons (for example, a Needler and an SMG), but do not have them out at the same time. The Needler would be the weapon that you want extra ammunition for. Have the SMG out and find another Needler to dual wield with it. Then, find yet another Needler and trade that with your SMG. You will now have three Needlers, and have three times the ammunition.

Dual wield with same primary and secondary weapon:
It was originally intended not to be able to have the same weapon as your primary and secondary. Get as a human pistol as your primary weapon and a plasma pistol as your secondary weapon. Get out of the plasma pistol, find a Human pistol, and duel wield the two. You should now have Human pistol as primary and secondary as plasma pistol and Human pistol. Find another Human pistol and press X to swap the plasma pistol with a Human pistol. You should now have Human pistol as primary and secondary as Human pistol and Human pistol. If done correctly you can melee (press B) and have a human pistol as your primary and human pistol as your secondary weapons.

First, obtain two different weapons that you can dual wield. Make sure you are not dual wielding yet. For example, get an SMG and a plasma pistol. If you want to get two SMGs, switch to the plasma pistol. Then, find another SMG and dual wield it with your plasma pistol. Next, find yet another SMG. You will be able to swap your plasma pistol for it while keeping your other two SMGs. Then, press X to discard one SMG. If you press Y to switch weapons, you can now revolve two SMGs without dual wielding.

Set your starting weapon in multi-player mode to a dual wield weapon. A Brute plasma rifle can also be used. Then, dual wield two different weapons, one of them being a dual wieldable . Change the different weapon to a dual wieldable weapon also. Melee attack to drop one weapon, and you will have two of the same weapon in different weapon slots. This tactic works well with either plasma rifle and SMGs.

This trick requires four dual wieldable weapons, three of the same type and one different. For example, if you have three SMGs and one Needler, get one SMG then press Y to switch to your other weapon. Put an SMG in your left hand and a Needler in your right hand. Go to the other SMG and press X to swap. With the SMG you can now get a total of 540 shots and 60 shots in each SMG. If you drop one SMG and keep pressing Y you will have two SMGs, both with a total of 360 shots.

Dual wield shotgun and SMG:
You will start the game with a shotgun and a SMG. Wield the SMG then find a SMG on the ground. Quickly press Dual Wield and move away fast from it while constantly pressing Y. You will wield a SMG and shotgun at the same time.

No weapon:
Start a game of Oddball on any level with only the plasma pistol as all of the weapons. When you try to get the Oddball, charge you plasma pistol then run away quickly. If done correctly you will have no weapon. Note: You cannot punch while having no weapon.

Start a CTF, Assault, or Oddball game. Pick up the object, and drop it with R while holding X and moving back. Once you have no weapon, you cannot punch, but can still throw grenades. Note: If you run over a weapon while not equipped, you will automatically pick it up and have to repeat the process.

Unlimited ammunition in campaign mode:
To do this trick, your weapon must be reloadable and have at least one clip in it. When your weapon has no shots remaining, before you reload switch to your other weapon. Find an ally that you can switch weapons with, then quickly switch to the weapon that needs to reload and swap with the ally. If done correctly, you will see your ally reload the weapon. Swap your weapon back to see that your clip is now full, and it did not take away any ammunition.

Extra SMG ammo:
First, start on a multi-player map that has pistols and SMGs in easy to find locations. Dual wield two SMGs and get both of their ammunition to the maximum amount, which is 360 per SMG. Then, locate a Magnum Pistol and hold Y to dual wield. Notice that your SMG will now have 360 ammunition, as if you were dual-wielding two SMGs. Also, if you drop the pistol, you may just use a single SMG that still has an ammunition limit of 360 rounds. Note: You cannot have a secondary weapon when doing this trick. It will also work in campaign mode.

Do the following on a level with lots of SMGs. Go somewhere with at least four SMGs so that you can be sure to have enough ammunition. Get an SMG and give it the maximum amount of ammunition. Then, grab a different dual wield weapon (for example, a pistol), but put it in a different slot. Next, dual wield another full SMG with that pistol. Then, take yet another full SMG and replace the pistol. You should now have two dual wielded SMGs in the first slot and a separate SMG in the second. You will now have a full clip plus 500 rounds of ammunition in each SMG, totaling to 680 rounds each and a grand total of 1,440 rounds of ammunition.

Single shot battle rifle:
To make your battle rifle shoot only one round (useful for saving ammunition), you must first have a battle rifle with a full magazine. Then, press Melee (B) while shooting. If done correctly, the gun will shoot either one or rounds instead of three. This is not a good idea with Elites, but if you are accurate enough, you can kill a Grunt with one shot to the head.

Double shot:
The double shot works best with the Battle Rifle. In order to do the double shot you must have a secondary weapon and the Battle Rifle the primary weapon. Press R(2), X, Y(2) and you should do the double shot. You can also do the double shot without a secondary weapon but it is less effective in a battle. When the double shot is fired without pressing Y(2) you must to pause a moment to reload automatically. The Y(2), cancels that reload, allowing you to fire again a lot sooner.

"BXR" is a close range melee combo that also works best with the Battle Rifle. When approaching someone press B, X, R (but not too fast or you will cancel the melee). This allows you to shot a lot sooner and is a good one hit kill if you are aiming at the head.

Separated energy sword:
In levels with shallow water you can step in, such as Zanzibar, toss an energy sword into the water. It may become separated from the hilt, and has a much longer range.

Sword still appear while cloaked:
When you have a depleted energy sword, turn on your cloak as the Arbiter. Your sword will still look like it is there while cloaked, even though it is not.

When an Elite, fight with the energy sword until the power runs out. When its out, turn your active camouflage on. You can still see the energy sword even though it has no power.

Flying sword:
This trick involves a rocket launcher with no ammo and a plasma sword. First get the rocket launcher with no ammo and make it so your target turns red and you are aiming at that person. Quickly press Y to switch from the rocket launcher to the plasma sword and quickly press R to attack. If done correctly, the game will think that the target is red for the sword and you will shoot across the screen and slash them. This may require a few attempts.

This trick requires a rocket launcher, energy sword, and oversheilds on. It works on all multi-player maps. Have both players stand still. Begin switching your weapons while pressing R quickly. This only works when the targeting for the rocket launcher is red and not zoomed. This works better when your rocket launcher is out of ammunition to prevent hurting your friend.

Start a multi-player game on any map with at least two players and a sword and a rocket launcher. Have a rocket launcher out, fully re-loaded, and a sword as a second weapon. Aim at anyone with the rocket launcher and have the cursor turn red. When the cursor turns red, press X + Y then as fast possible, press X + R. You should fly towards your enemy with the sword out and slice your opponent. If you look at yourself on the opponent's screen, you will be running extremely fast in the air towards your opponent.

Sword bouncing:
In any multi-player level, start the game with at least two people and the starting weapon as an energy sword. The players must be on different teams. The easiest way to do the trick is to get into a corner, but it will also work elsewhere. Have one player jump on top of the other player's head. Have the player on top repeatedly jump up and down as fast as possible, while the player on the bottom looks up at the person on top and locks on to him with the sword. The player on the bottom should now press A + X + B repeatedly. The player on the bottom should charge at the player on the top, but not hurt him. Both players should start bouncing each other higher and higher. This is useful for getting to objets that normally cannot be reached.
wes cordes.

Unlimited energy sword:
On the third to the last level (when you are the Arbiter), deplete your energy sword and keep it. Go through the level with your depleted energy sword and any other weapon of your choosing. When you complete that level, you will have to play the second to the last level (Gravemind). When you complete that level, you will be on the last level. Take out your energy sword. It will still be depleted, but will be just as powerful as a full energy sword. Note: If you get rid of it and pick up a new sword it will not be unlimited.

In the Uprising level, get a shotgun and a sword. Before you finish the level use all the power in the sword. Then, end the level with the shotgun and the sword with all the power gone. You are now in the High Charity level playing as Master Chief. Finish the level any way desired. You are now in the The Great Journey level. You will have the same weapons as before, but the sword that had no power now has infinite power but invisible.

Crazy gun:
Quickly press B, X repeatedly. This will make your gun hit extremely fast, or just hold in that hitting position. This will not have an affect on hitting someone.

Stick gun:
Use this trick to get a gun turret's pole that actually shoots bullets. Do this in split screen multi-player mode and have the gun emplacements enabled. There also must be a Brute shot located somewhere in the level. When you receive the Brute shot, go over to the base that has the Human gun turret (the machine gun). Next, stand directly to the left of the gun and get as close to the wall as possible, while still facing the gun turret. Then, shoot the corner of the wall that is behind the gun turret. The gun on the turret should blow off/disappear. If it does not work, shoot again. Finally, walk up to the pole that was holding the machine gun. The "Press X to use gun turret" will appear, but there will be no gun. Press X and the Master Chief will kneel down and positions his hands as if the gun is there. When you R, bullets will fire, and everything is normal. The gun turret is almost exactly the same, except it is gone. This is extremely useful when people are coming at your base and see that the gun turret is blown out. You can then just trick them by jumping on the gun turret and blowing them away.

Permanent cloak in all Master Chief levels:
Get the "Envy skull" in the Delta Halo level. Then, start any Master Chief level except for Arbiter. Play until the first checkpoint. Immediately before it says "Checkpoint... done", activate the cloak . Make sure you are cloaked when the checkpoint arrives. To check, revert to saved. If you are cloaked, it indicates that it worked. Save and quit the game. Turn off the Xbox and play the game again. Do not pick up the Envy Skull again. Resume your game and you should be permanently cloaked for the remainder of the level. This works well when on the hard levels. Some first checkpoint locations are as follows.

Cairo Station: When Johnson says "Seal the fire on that bulk head", cloak.

Outskirts: Cloak a few seconds before nearing the flashing door.

Metropolis: When you see the hole on the bridge.

Delta Halo: After turrets are destroyed

Regret: After bugs and Elites die (before music).

Gravemind : After Cortana says "Oh I don't think so".

High Charity: After Cortana says "In amber clad was always its intended vector".

Get the Delta Halo "Envy skull". Then, go on any level with Spartan 117. Go through a checkpoint while invisible. Save and quit, then turn off the Xbox. When the game is played again, do not get the Envy skull. Resume the checkpoint. You will be permanently invisible for the rest of the level. This is useful when completing the game under the legendary difficulty setting.

Use destroyed turrets:
If you are using a human turret and it gets destroyed, you can still use it. However, it must still have the metal rod sticking out and you must get to it in about three seconds or less. Note: This may not work every time.

Radar in multi-player:
Notice that your multi-player screen has a radar on it. However, it has no use. When you go on their radar after you crouch, they cannot see you on the radar. This allows you to sneak up behind them and use a melee hit.

Invincible opponents:
Whenever you shoot Johnson (leader when you are Master Chief) or the white-armored Elite (When you are Arbiter), they will never die.

During campaign missions, you will encounter a human named Sgt. Johnston and an Elite named "Half-Jaw". These CPU characters cannot be killed. You can melee them, shoot them, and throw grenades at them and they will not die. When on a level with "Half-Jaw", make sure he and you have a sword. Kill your allies until they turn on you. You will now be locked into a bloody sword brawl with "Half-Jaw" with only one outcome, your death.

See cause of Pelican crash:
On the last level when you play as Master Chief, and the Flood crash the Pelican, go up to the Pelican and enter through the back. Then, go through the door. You will now be in the pilot's seat of the Pelican and see the Flood who crashed it.

Take a closer look at Brutes:
In the last level in campaign mode. when the Scarab stops moving or is back at where you started (the cliff with the Wraith; sometimes taken by the Elite), go down it and keep moving forward until you see Wraiths.Kill them in anyway desired. Wait there and a Banshee will appear. Shoot it once with a non-lethal weapon. It will approach you. Get it close enough to board the banshee and kick the Brute out. Note: This may require several attempts. Next, go to where you kicked him out (where it fell). You can now look at it more closely. He will not attack, because the brute AI is not meant to work there. Note: Sometimes there is an Elite down there that will try to kill him. Kill that Elite to continue looking at the Brute.

Semi-floating building:
Play the last level of the campaign where you escort Johnson's Scarab. Get a Banshee and fly over to the building. You should see a pond on the right (against the building). Fly over to it. The Banshee cannot go down there -- get out. When you land in the pond, look at the wall. It is up in the air. If you get in the Banshee, it will push you out of the water.

No flags in CTF:
Go to a split-screen game. Choose any territory game. Change the team color to any except red or blue. Then, go to a one flag Capture the Flag game. The team color you selected earlier should still be the same. Start the game, and your color will be the same, only if you are an Elite your arms will be red or blue. Because there is only supposed to be red and blue teams, there will be no flags because the red and blue teams do not exist.

Suicide without point loss:
This works best in Ascension. Start a split screen game. Have one player pick up a plasma pistol and the other balance near the edge of a cliff. Shoot the person on the edge and while the shield is still blinking red, jump off the cliff. The suicide should be credited as a kill to the person with the pistol.

No background music:
Finish the game under the legendary difficulty setting. Then, play the last level only on legendary. Die or finish the level. Turn off the Xbox, then start the game again. Go to campaign mode, then to co-operative. Next, sign out the other person. Without exiting the Pregame Lobby, change the difficulty setting to easy. The music in the background stops.

The Arbiter: Unlimited Banshees:
Fight through the beginning of the level under any difficulty setting. When you reach the first section that you fly a Banshee, stop. Do not board the Banshee. Instead, look to the right, straight ahead, facing in the same direction as the Banshee. You should see a bridge connecting the center structure with one of the pillars. Board the Banshee and fly towards it. Boost your way there to avoid being shot by the Banshees in the dogfight. When you reach the bridge, you should see a red door that you obviously cannot go through. Turn to face away from the door. Notice that there is a walkway that runs around the entire center structure. Fly to the left and you will notice a ramp leading upwards that is part of the walkway. Park your Banshee here and get out. Make sure you are on the walkway enough to land on it. Then, run down the walkway towards the red door. When you are almost to the red door and are standing between the two large pillars just in front of it, turn around and look behind you. There should a new Banshee parked facing to the right. You can repeat this as many times as desired to gain a new Banshee. This is especially useful under the legendary difficulty setting, as you will not be harmed or shot at while on the walkway.

Continue through the level until you get to the part where you have to fly the Banshee. Go to the outer platforms and fly around until you get to the large platform with two spare Banshees on it. There will be Grunts down below in turrets with fuel rod guns. Park your Banshee fairly far away from the two spare Banshees then get one of the other Banshees. Fly it to the Banshee you just parked, then get the last spare Banshee. Fly fairly far away. Go back and you should see two new Banshees. Continue this process until you have about forty or until the object overload happens. You can determine this by throwing a grenade. If object overload is happening, the plasma grenade will not have any fire on it. You can also do this in co-op mode.

The Arbiter: Run extremely fast:
on the first Arbiter mission, go to the Banshee part. Find a steeply slanted beam. Fly to it get off and go up to the top. Jump once, and once you land, jump again. Do until you die and it will look as if you are running down the beam very fast.

The Arbiter: Enemies do not shoot:
As you begin, kill all your partners, You must kill all the Covenant before the next loading screen for this to work. Then, proceed as usual. After you kill the Heretics in the first room, notice the walkway to the elevator is quiet. It will look as if they dropped their guns and went on strike.

The Arbiter: Unlimited energy sword without power:
Kill all of your men except the one that talks. When he puts on his camouflage and walks through the door, quickly hit him with your energy sword when your camouflage is on. Hide and wait until he is dead. Then, get to the part where you get in a Banshee and have a empty energy sword and fuel rod cannon with you. Then, get to the Juggernaut part and keep your same weapons (energy sword and fuel rod cannon). Hit the Elite in silver with your energy sword that is empty. Switch to your fuel rod cannon then back to your empty energy sword. You should have an unlimited energy sword that is empty.

Use up all your sword energy in the first section of the level, but keep the handle. Have the handle in your hand after you fly in the Banshee. Walk into the door to go to the next section. In the intermission sequence, the Arbiter will be holding the sword, and you can see the blade. When game play resumes, the blade is invisible and the HUD says that it has no energy. However when you pull out the handle, it flares up. When you hit the wall, floor, an ally, etc., it will the sound as if the blade was there. The handle acts like a normal sword, including lunging and sword canceling, except it has unlimited energy. Dying does not matter, but you cannot switch the handle out with anything.

Keep the plasma sword when it runs out of ammunition all the way to the next level. You get an unlimited ammunition long range invisible sword.

The Arbiter: Bouncing grenade:
Go through the level until you reach the first elevator. As the elevator is descending, throw a plasma grenade on the glass so that it bounces off and lands on floor. It will bounce up and down. Be careful, as it will explode when the elevator stops.
biggie pow.

The Arbiter: Falling ships:
When you begin the level, immediately turn around and zoom in with your sword or gun. Watch the ships as they leave. After a few seconds, two of the ships should collide, sending one flying towards the bottom of the level. Shortly after, another ship should come flying back at you, but not hit you.

Armory: Shield test:
When told to step in the zapper, go in it and wait for the :Press X to start energy shield test" to appear. Move out of the zapper and go around to where he is. You will notice that it will say "Press X to start energy shield test". When you press it, you will be free to move around. You will still get hurt by the shield tester.

Armory: Killed by Guardians:
Start the game in Legendary mode. After you leave the elevator, turn to the right. You will see a trash can. Get on top of it in the center and start duck jumping repeatedly. You should explode with a message that you were killed by the guardians. Note: This may require more than one attempt.

Ascension: Fly very high:
Play the multi-player Ascension map. Take a rocket launcher and before you go on the thing that shoots real high in the air, shoot downwards. You will fly up twice as high, but will be dead.

Go to the biggest tower in the map and find a rock that has a crack. Get in it, crouch, and walk. The screen should shake. Then, back out and run up the balcony. Make a U-turn and you should see an edge. Jump off and land on a crack-like line where the sand meets the metal. Land on it as close to the wall as possible. You should now jump very high -- enough to land on the roof of the tower. This is the perfect sniper location. You will have a view of the entire map. Remember to bring a sniper rifle with 24 rounds.

Ascension: Super jump:
When you are walking towards the big tower you will see a corner to your right. Crouch and walk up to the corner. Release Crouch and keep walking towards the corner. You should still be in the crouched position. Keep walking towards the corner until the screen shakes, stops, then shakes again. After that, move left, left, then left again up to a cliff. Jump on the third bolt on the metal strip. If done correctly, you will end up on top of the big tower.

Ascension: Hiding location:
This trick requires at least two people and a Banshee. Have the Banshee go next to where you can stand on the small ledge behind the tall wall in the tower. Have it continue flying into the wall so it cannot go anywhere. Then, have the other player jump onto the Banshee and go a little to left into a small hole. Note: You can only get there using a Banshee. It may look like you can jump down, but you cannot.

Ascension: Fall through level:
Go to the platform were the Banshee is located. Go on the path that the Overshield is on, and walk to the last archway. In front of you should be a part of the railing that is taller than the rest of the railing. Jump on top of it. Look down off the pole and walk onto the ledge below you. Then, look down. There should be another ledge that is almost completely covered in fog. Walk off the ledge onto it. You are now under the level. Note: Do not walk down the ledge, or you will fall to your death.

To get below Ascension, go to the bridge from the Banshee platform and the tower (Oversheild bridge). Stop before going into the tower off the end of the bridge. Looking off the edge to the right, there is a sloping floor sticking out of the side of the building. Jump on top of that slope, then crouch and slowly walk backwards. Once you fall off the edge, hold Forward (while still crouching). You will land on a similar slope that is cloudy and mostly out of sight. Going farther down, you will "fall to your death". This location is useful for hiding and gives a view of the ramp up to the Banshee platform. It is not an ideal location but is very useful in Oddball mode.

Ascension: Leave level boundary:
This glitch requires a Banshee and at least two players. Go to the main tower through the front entrance and turn to the right. You will go down a ramp onto a kind of "deck". Once you have turned right to go onto the deck, follow the railing to the left until you reach the end of it. There is another ramp on your left. Get to the end of the railing. Jump on the corner at the end of the railing and turn in the direction of the other tower. Then, get the Banshee to fly opposite of where you are, so that you are both looking at each other. Have the pilot slow down when he reaches the beginning of the railing, then hold Boost and fly directly at you. This will cause the Banshee to run directly into the person on the edge. They will fly off, past the level boundary. Note: The person in the Banshee will not be able to get down by his or herself, and you cannot simply jump down there. If they say they made it, you can jump on the corner and look down. If they have a sword, you will barely be able to see them. You can run around anywhere down there, however some locations will make you fall.

Ascension: Homing rockets:
This glitch will allow you to fire a full load of rockets to chase the Banshee like heat seeking missiles. First, get some overshields, rockets, and rocket ammo pre-set. Go to Ascension with these items. Go onto the Banshee pad. Have a player fly the Banshee into the ledge to the right of the steps that lead to the Overshield. You need the Banshee to be leaning into the ledge without flying over it. Once it is in position, get a second player to get a full ammo load of rockets and lock onto the Banshee, but not release R. Once targeted, quickly aim above it so that the red disappears, but it is still targeted. Then, release R. This may require a few attempts. The end result is that the rocket goes over Banshee and keeps going around the pad. Quickly repeat this with the rest of your ammo and let the Banshee take off. The rockets will follow it, but not fast enough, so they end up chasing it. The rockets will disappear after a while.

Beaver Creek: Fall through level:
Play the Beaver Creek map in multi-player mode. Go up to the sniper rifle and walk across the edge so that you are behind the rocks. Turn to your right and look at the tree in front of the sniper rifle area. Jump and land directly in front on the tree. You will sometimes fall through the level and the game will say that you were killed by the Guardians.

Beaver Creek: Move without moving:
Have a Spartan and a Covenant. Stand next to the tree at the Red base and have the Spartan stand on the Covenant. You will soon start to move in the direction in which you are leaning.

Beaver Creek: Telefragging:
At least two players are required for this trick. Have player one go to any teleporter. Have player one have his back face the teleporter, then slowly back up into it, just enough to not teleport. Then, have player two walk into the other teleporter. Player two should not teleport, and instead "Teleporter blocked" will appear on screen. Player two should stay in the teleporter and player one's screen will keep getting whiter until he dies. The "Telefragged" message will appear on player one's screen.

Beaver Creek: Super jump:
Go to the Blue base. You will see a large rock next to the left side of it. Crouch walk into the front left corner of the base towards the rock. When you get to the rock, jump on top of it, then on top of the base. Walk around half way to the tip of the base. Jump off and land in the top right corner of the gray entrance where you can get to the bottom of the base and you should fly up in the air. Note: After you jump off the base, release Forward before you land to complete the bounce. This may require a few attempts.

Burial Grounds: Get on top of level:
Use the Ghost or a miss with the energy sword to get up on the level. You can walk around the dunes, but invisible walls will stop you.

This trick requires at least two people equipped with energy swords, rocket launchers, and over shields along with a Wraith. Have one person drive the Wraith and the other person board it for the ride. Drive the Wraith towards the far-end of the map (away from the base) and take it up the ramp that leads to the rocket launcher Maneuver the Wraith past the bridge with the rocket launcher, and instead follow the path to the corner of the map. You should be between a dirt wall and some rocks that would have otherwise prevented you from getting a vehicle past them. Make sure that the rider is on top of the Wraith. Slowly drive it up the dirt wall. Have the person riding hop off the Wraith and get on top of the dirt wall, up against the invisible level boundary. Then, have the driver back the Wraith up about a quarter of the way down the hill then hit the boost. Have the Wraith hit the person head on. This may require a few attempts. If it does not work, let the rider's shields recharge and try again. Once he gets through the barrier, have him run around the map to where he overlooks the base and is near a big crack. The driver and anyone else attempting the trick should move to the base and look for the rider. Stand to the left of the turret and waste all rockets in a safe direction. Then, look at the rider with an empty rocket launcher and use the rocket-sword dash technique. You should fly up to the crack and get stuck in it. Jump a few times and get on top of the Burial Mounds.

This trick requires you and an enemy to work together. Both of you must also have an energy blade. Get the Warthog or Specter located on the opposite side of the level from the building and drive through the metal skeleton of what looks like the "Pillar of Autumn" from Halo. Then, run it against the opposite side of level away from the building until you run into some boulders. Have one of the players stand on the turret of the vehicle and jump up and down. While they are in the air and you have your energy blade out, press the R + X to dash upon the top of one bolder. Then have yourself do the same jump and get up to the same bolder. Jump from boulder to boulder. At the very last bolder, have one of the players jump up and down. While they are in the air, do the special jump and you will be on the top of the level. Note: When you get on top of the level, look to your left to see a U.F.O.

This is a useful trick that can be done in any game type (no sword or rocket necessary). A Warthog or Spectre and a friend ar required. Go to where the beam rifle spawns. There is a huge boulder next to it. Have one person stand where the right side of the boulder meets the cliff wall and makes a corner. Have the other player line up the Warthog with the cliff wall and charge directly into the person waiting. This should launch him up to the top. This part is slightly difficult because of invisible walls. You can walk through them if done correctly. Up on top are four big rocks. Get on top of the largest. Look at the location where the two invisible walls meet to make a corner (one will be directly in front of you; the other wall is to your right). Zoom in with your binoculars (not scope) directly at the corner where they meet and walk off the rock, still zoomed, and go straight to it. When you run into them, strafe right and you will pop on to the other side of the invisible wall. The only way back down is to jump through the crack directly behind the base. This is useful for a bomber to do in single bomb.

This trick requires two people on opposite teams, a Warthog, and a sword. Go to the base where the Covenant sniper is located, but do not park in it yet. Pick up the sniper rifle. Once near the base you will see three frag grenades and a needler (if the options set on map default). Park directly on top of it, but the passenger side needs to be facing the rock wall. Exit the driver seat and enter the passenger seat. Do the sword cancel trick, aimed up in between the boulders and the gray rock that is not connected to the base. You will start flying up and falling behind the boulders that you were aiming near. Take out your sniper rile and shoot away. Sometimes if you are lucky, the invisible wall will not be there to block you from walking around the perimeter.

Have two players and set the heavy vehicle to Wraith. Have player one get into the Wraith and the other go to the pillar that appears burnt. Have the Wraith also go there. Go to the far side (that is facing most of the level). Stand against the pillar looking in any direction. Have a player stand in front of the wraith and the other look up or at the pillar. Then, have the player in the Wraith press L. If done correctly, you will fly high up over the level, come back down, then bounce very high. If done at different angles, you may be able to go on top of objects.

Burial Mounds: Blimp trick:
This trick requires at least two people in a match. Set the game to include Wraith tanks and find the burnt pillar next to the Ghost spawn point. Notice that the pillar is slanted. Take player two and line him up at the bottom of the slanted point. Have the Wraith parked at the top of the hill, then turbo down into the other player. If the body falls through the ground, a huge model of the body will appear floating over the entire level. You can walk through it, but enemies will not be able to see you. It provides good cover for a few moments.

Burial Mounds: Walk on air:
Make a game with swords, rockets, and Wraiths. Bring the Wraith between the rockets and battle rifle. Have a friend stand on the tip of the Wraith and boost themselves up. After awhile, push them through the invisible wall. Rocket fly up to him and sword cancel through the wall. You will ten find a hill too steep to jump, Again, sword cancel up then have your friend(s) do so. Walk until you get directly above the base. You will be right next to a pillar. Start walking up to the left and you will be walking on air.

Burial Mounds: Leave level boundary:
This trick only requires one person and a Spectre. Get the Spectre then drive it over to the end of the metal spines, where there is a deep cut in the rock wall. Back up away from the wall until you go over a bump. Go slightly farther, then stop. Press L to boost and hold the Left Analog-stick Back, and hold A. This causes you to jump the bump and leans the Spectre back so it will land parallel with the rock face. Keep holding L + Left Analog-stick + A until you make it past a big rock, then go to the left. You will be in a little box-type place. There will be three rocks in front of you that resemble like a staircase. Jump on each rock. When on the top rock, jump-crouch to get on top of the big rock in front of you. Once you are up there, turn and look at the invisible wall. To the right on the wall you will see some corners. Look at the farthest right corner. Jump down and run straight towards the corner. As you hit the corner you will go through the invisible wall and leave the level boundary.

Cairo Station: Johnson's cigar:
In the first level, as soon as you get off the lift do not go on the train. Instead, look to your right to find a trash can. Go over to it, crouch, and look in between the can and the wall. There should be a Johnson Cigar burning away.

Go to the armory. As you are coming up the stairs, you will hear the man shooting his shotgun and talking. Kill the Elites and go through the door. Jump over the turret and look to the right. Jump on the lights sticking out of the wall, then jump over the rail. Get on one of the beams and jump off it onto one of the rails. There will be a small room with no doors. Jump onto that and bash the trash can. When you look on the floor, you will see Johnson's cigar.

Cairo Station: Johnson floating hat:
After things start and you are getting some weapons, go down the stairs. You will see a hat on a box of gear. Melee attack the box from under the hat, and it will float.

Cairo Station: Sarge in space:
When you get to the part where Johnson and Commander Keys are fending off the Covenant with some other marines, kill everything that is the enemy. Then, go to Sgt. Johnson. Melee attack him until you move him to the room where the door locks and there are two Elites with jetpacks. Note: You must continue melee attacking him or he will run back to the place where he came from. Then, let him kill the Elites, if this is done under a harder difficulty setting. Then when the Covenant are dead, melee attack him until he is outside in space. You can continue to melee attack him until you get to the airlock door, but he will disappear when you have gone that far.

Cairo Station: Kill Sarge:
Playing in two player mode is recommended. Once you get past the first invaded room, start meleeing Sarge down your usual path for completing the level. Once you get to the stairs that lead to the hangar with a Pelican, you have taken Sarge off his normal path of walking. A burst of battle rifle fire will do him in. However, he will still appear in the rest of the game.

Cairo Station: Marine in machine:
Go to where the bomb is. Go out of the elevator and turn directly to your left and move down the hallway. Turn right and you should see no enemies, but a Marine. You will need to do this quickly. Push him up the stairs, but do not attract the guards. This will make him move. Then, push him into the ammo feeder and watch him get pushed into the wall. He will disappear. Note: If you do this, you will die and fall through the level or land on other platforms you previously visited, like the Pelican in the hangar.

Cairo Station: Get on top of level:
When you get to the air lock part where the screen enters a cinematic view and the phrase "Authorized personnel only" appears at the bottom of the screen. Elites with jetpacks will come to attack you. Run past the flying Elites. Run out into space where in front of you is a pillar that slants upward. Walk all the way up to this pillar and jump on it. You should now be on the pillar's slanting portion. Walk up the pillar and you should be on top of the ship. Turn right and go straight until you pass two hallways to the right of you. You should now still be on the silver-brown part of the ship. At the very end of it you will see your path slant to the right slightly. You now can see that the only place to go is on the blue part of the ship. Jump from the silver-brown part of the ship to the blue part. Look to your right and you should see a upward path. Climb it. If desired, you can go sightseeing to your left "towards earth"; there is nothing but the cannons of the ship. Once up on the elevated part of the blue ship, you will see a gap between the blue ship and the silver-brown ship. Jump on the silver-brown part of the ship. Once on there, run towards your right. Do not go down the orange glass plated window that slants down; this will leave you at a dead end. If choose to go that route, there are pillars here that will allow you back up, like on the first step of getting up on the ship. You will come across orange windows. You will fall through some of them, but not enough to not be able to get back up (simply a few feet). You can look down into the ship from the top plated part of the glass. Jump out of these if you come across many of these non-solid pit holes. Some orange plated windows laying on the ground that have force fields. Hold Forward and jump to clear them. This can go on for a very long time.

Cairo Station: Floating turret:
At the start of the level, Johnson will be setting up a turret for the Covenant. If you do not have the Sputnik and Grunt Birthday Party skulls, the following trick will not work. When he is setting up the turret, just before it is set up, shoot him in the head. He will go up in the air along with the turret. He will set it up in mid-air, and you can get into it if you jump. If you are lucky, he will stay in the turret and shoot them in mid-air.

Cairo Station: Float on a destroyed energy shield:
Play in co-op mode and go to a room with the energy shields that come from the generators. Have one player stand on that, then have the other player get on a plasma turret. Have the player on the turret shoot the energy shield out from under them. The player standing on the energy shield should be floating in mid-air.

Cairo Station: Boxes fall through floor:
On the first level in the armory, after testing your energy shields Sgt. Johnson will come out of the elevator. Do not get in the elevator. Instead, find boxes that you can push around to the areas between the elevator and the armory where the door shuts. Once the boxes are placed, get on the elevator. Before the door shuts, the boxes should fall through the floor.

Cairo Station: Bloodbath:
Start the level under the normal difficulty setting. Fight your way through the level until you get to the second hangar bay where the second space station explodes and the Admiral tells you to find the bomb. Go down the stairs to ammunition storage and kill the Covenant there. Walk down the hallway and you will get to one of two doors. Each door is on a parallel side of the room. There are two stairways to get into this room and there is a separate hallway for each door. However, they link together in the same room. Go to either one of the doors leading to the armory. A stealth Elite will surprise you in either door. Kill him but do not proceed up the next set of stairs. Wait on the beginning of the stairs in the doorway. You can now hear the Sergeant who helped install your armor in the previous level, Armory. You can also hear shotgun blasts and plasma rifles. Do not go up the stairs, but just listen to the fight. Until you go up the stairs, neither the Marine sergeant nor the two Elites attacking him can die. They will continue to fire at each other and usually hit each other. Wait a few minutes and let them fight. Every time the Elites and the Marine get shot, they will still bleed. Continue waiting and the Elites and Sergeant will lose an extreme amount of blood. Eventually you must go up the stairs to the armory. This is when the sergeant dies. The Elites will be weak and you can get two easy kills. Look around the armory. There will be a massive amount of alien and human blood.

Cairo Station: Marine torture chamber:
Start the level the easy difficulty setting with a co-op player. Play until you get to the hangar with a large platform in the middle of the room. The platform is raised above everything else in the room and a few Marines should be fighting from it. A Marine should be manning a machine gun turret. Both players need to stick the Marine with plasma grenades at the same time. One should stick his back and the other should stick his stomach area. When he explodes with the turret, he might be forced into the cracks in the platform floor. His dead body will be lodged in the cracks. If you stick him again, he will be forced downward even more. His head will be sticking up from the cracks. If you jump down below the platform, you can see his lifeless body hanging down as if he were strangled or hung. His face will look like someone who has been tortured. The glitch requires several attempts to perfect, but it is easily achieved if done exactly this way.

Coagulation: Banshee snipes:
Get a Banshee and fly directly behind the Blue base. Land up there, then get left (behind) the Red base. Then, get in the peak of the rock point by the Blue base.

Coagulation: Ride the walls:
Take a Spectre, Ghost, or Wraith and use boost to get behind the Red base. Ramp over any ridges and rocks. Go up on different rocks and ride along the walls sideways.

On the right side of the Blue base, take a Ghost and boost at the wall. There is a location that lets you drive straight up the wall. This trick has no strategic advantage, because as soon as you hop out of the Ghost both you and the vehicle will fall down.

Get a Ghost and ride into the wall while holding A. You will begin to go straight up the wall. This only works in some places, like behind the Blue base and slightly to the left.

Get in either a Wraith or Ghost. Go to side of the map until you see a slight slant. Drive up to it and your vehicle will begin to go up. Rapidly press Boost and your vehicle will start climbing up the wall. When you get out of the vehicle, it will not fall until you drive it down. This is a good way of finding sniping positions. However, it does not work on all of the slants in the wall.

There are some walls that you can go up while in a Ghost. These are great sniping locations, as well as great cover. This also can be done wtih a Spectre.

On multi-player mode in Coagulation, get in a Scorpion tank and drive over to the right side of the Blue team building. You can then drive into the wall. You should begin to climb up the side of the wall. You will be able to see a plateau. You can drive over to it, hop out, and start sniping your opponents from the safety of your tank.

Coagulation: Get near top of level:
Play a game at Coagulation and make sure you have Ghosts. Play as the Red team and get a ghost. Get on the hill behind the Red base. Lean up against the right side of the lower rock (if you are looking at the Blue base). Turn slightly uphill until you see a vertex where the land goes upward and meets the cliff. Face it. Strafe right about five game feet, but do not move your aim. Press L and hold Forward until you reach the top. You may need to turn slightly once you Ghost moves up the wall a short distance.

Coagulation: Leave level boundary:
This trick requires swords and Banshees. Have a partner from the opposite team stand on your Banshee and ride up any part of the edge of the level. Have your partner jump off the Banshee. As you do this, you must time this perfectly. After he has jumped and is in mid air, eject and use the sword fly glitch. You should fly directly over the invisible boundary of the level and land on a platform. Keep running straight and you should see "A Whole New World." This is a great sniping location, and it is very hard for any enemies to kill or see you. This is very difficult to do and may require practice.

Play as an Elite and get a Spectre. If you are not already there, go to the Blue base. Behind it (in the opposite direction of the Red base), there is a huge wall. In between the middle of the wall and the little elevated path that should be on your right is a section you can drive your Spectre up. As you are going up this wall, angle yourself slightly to the left (about 20 degrees). Make sure you are not going too fast or you will jump off the little bump at this part. Once you safely make it over, continue your way over until you find a location that your Spectre is only slightly moving downward when you release the throttle. When you are here, there is a slight bump that is at the edge of the inside of the map. Take your Spectre to the tip of this edge, making sure that the left side of the Spectre is at this "invisible wall". Get out of the Spectre and you should be outside the level. If not, you probably did not have your Spectre in the correct location. Adjust to get out of level. This works best for sniping.

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Posted: May 20th, 2009, 1:11 pm
king doom64

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Coagulation: Fly through level:
Get a Warthog and face the passenger seat to a rock far away. Get a sword and get in the passenger seat. Then, have a person out of the Warthog stands by the person in the Warthog. The person in the Warthog must lock on, and when the reticule turns red, attack. It will make a sound. The person who is out of the Warthog should get to the rock and stand on it. Then, have the person in the Warthog get out. They will fly across the stadium to the person on the rock.

As you begin, take a Warthog to the area that is behind the Red base. Go to the cliffs behind at the back of the level and have two or more people (preferably more for more fun). Have someone park the Warthog as far back and as far as he can without leaning on the canyon wall. Then, have another player take a Banshee up to the Warthog. Next, have the other person sit in the Warthog's side seat and slash at the Banshee until he hears the sword slash, but he does not move. Then, have the person in the Banshee go to the other end of the canyon and look up as high as possible. When the Banshee is at the Blue base, get out. You will start to fly. If done correctly you should fly extremely high.

This glitch sends the tank flying across the level. Choose Coagulation with the heavy vehicle as Scorpion tanks. Get in the Scorpion tank behind the Red base and drive it over to the cliff wall. Then, drive into it. The tank should go up the wall for a few seconds, then flip over. You will automatically be ejected out of the cockpit unharmed. Then, go to the blue base and get the other Scorpion tank. Bring it to the flipped Scorpion. Drive the Scorpion from the Blue base on the flipped Scorpion so that the middle of the tank you are in is lined up with the left tread of the flipped tank. Get out, then go up to the right side of the flipped tank until the message "Press X to flip Scorpion" appears. Then, press X and watch the show. The tanks may be totaled after you do this. It is also fun with two people; you can keep one player in the tank so that they can watch it flip up close.

Coagulation: Get on sniper rock with vehicle:
In multi-player mode, there are two sniper rocks, one for the Red base and one for the Blue base. They are both on the right side of the base. There is a glitch that lets you get up on the sniper rock with a vehicle. For the Covenant vehicles, use the boost to make your way up. You can also get there with the Human tank. This is very useful on Xbox Live. The Warthog cannot get up there though. Note: The Blue base's sniper rock has some sort of cover or wall. [Screenshot]

Coagulation: Run in air:
Set the game so that the main weapon is the energy sword. Get a Warthog and put it at one end of the level. Have one person get in the passenger seat and look at the other player. When you lock on, hold R. Then, have the second person to go to the other side of the level. Have the other player hold X. When the player gets out, he will run in air. He will run until he gets above the other player. If you are skilled, you can get the player on the top edge of the level.

Coagulation: Super jump:
When in multi-player mode (Xbox Live or split screen), choose Coagulation. Any other options do not matter. Go to the Red base. Go to where the Banshee is located, but do not go inside the base. Walk up the left ramp. Turn left slightly to find a little hole from a pillar. Jump in the hole. While in mid-air, click the Left Analog-stick to crouch to fit in the hole. Continue to walk forward, even though you are not going anywhere. When you are stuck in the hole, release the crouch but continue to walk forward. Then, press A to jump out of the hole, but still walk forward. Immediately before you hit the ground, release the Analog-stick. If timed correctly, you will soar into the air. If you land in the green teleport at the top of the base, you can get a double super jump. If you are lucky, you can get a triple jump depending where you land. This is useful on Xbox Live because it is easy to get head shots with the sniper rifle.

Play with no oversheilds. Go to the Red base and go to the back. Go up the slope that leads you into the base, but do not actually go in the base. Look to the left slightly and you should see a little gap between the building and a pillar that is connected to the building. Your goal is to jump into that. You must jump, then crouch to get in it. Once you are in it, release Crouch and press A repeatedly. Once you hit the ground, you should go flying up in the air. If you can land on the little pad under the transporter (the one on the building), you will go flying up in the air twice as high as the first one.

Coagulation: Spinning tanks:
This trick requires a Wraith, a Scorpion tank, and oversheilds to be turned on (recommended). Have the Wraith and the tank ram each other. As they hit, have the person in the Wraith hit the turbo. This should glitch the tank and cause it to start spinning uncontrollably and bounce off of a lot of things. this glitch is alot of fun to do but it can be hard to do.

Coagulation: Flying Scorpion:
Play in two player mode with an friend with "Random" on heavy vehicle and Over Shield. Get a Wraith and Scorpion. Drive front to front. Before you hit the Scorpion, swing to right and use Boost (L). If done correctly the Scorpion will fly along. Note: You may get killed.

Coagulation: Tank flip:
Get two Rhino tanks from both sides of the map. Find a slanted hill, then flip one of the tanks so that it is upside down. Drive the other tank with the second person staying inside on top of the flipped over tank. Have the first player (not in a tank) stand in front of the upside down tank. Flip the tank. The tank on top should flip over and spin across the map like a Frisbee.

Coagulation: Boost high into the air:
This trick requires a Wraith with overshields on. Locate the rock that sticks out. Stand up against the wall that sticks out and have someone hit you with the Wraith when they boost. If done correctly, this should shoot you extremely high in to the air. This also can work on almost every map with a wraith, but you must have oversheilds on to avoid getting killed.

Coagulation: Grab flag through floor:
To capture the flag easily, go to the enemy base that has the flag. Go to the bottom level where the Banshee is located. Jump on the Banshee then jump once more and press X to get the flag. Get down and use the Banshee for an easy escape.

Coagulation: Have no weapon:
Select multi-player mode and the Coagulation map. Make sure that you start with plasma pistols. Set it to a capture the flag game. Go to the opposite base and charge your plasma pistol. When your plasma pistol is charged, go over and hold X on top of the flag. You will have no weapon.

Colossus: Grenade does not move:
Throw a grenade on a conveyer belt. It will stick to the ground, but not move with the conveyer belt.

Colossus: Super jump:
Change the game settings so that the primary weapon is the energy sword and the secondary weapon is the rocket launcher (or vice versa). Have a friend on the opposing team stand at the end of the conveyor belt in front of the giant gravity lift. Stand behind the gravity lift and do the flying sword technique at your friend. You will shoot towards him, but because of the gravity lift, you will be shot up into the air. If done correctly you will land on a ledge on the ceiling. You will most likely have to do it more than once for this to happen.

Colossus: Leave level boundary:
This will get you out of the level alive, but with limited moving room. Go to the overshield spawn. If you are looking at the actual overshield, go to the glass on your right. Go there and it will be a slanted window. Crouch and go up the left side of the gray part until you cannot go further. Release Crouch, quit holding Forward, and jump up ten times starting as soon as you begin seeing orange parts. The jumps do not have to be rapid, but must be at a steady pace. After the tenth jump, immediately crouch and go to your right so that you are on the top left corner of the glass. Then, look down and melee attack the window until you fall through. You will know when you are about to fall when the white lines on the glass disappear. This may require a few attempts. After you are through the glass, go down as far as you can. Just before the bottom, throw a plasma grenade below you. You will either die or live but with shields down. If you live, throw another plasma grenade. Once you die, run back to the window and look at your body. Parts of you will be through the glass.

Containment: Get on top of the level:
Get a Spectre and go to the right side of the level were the base is locaed. Hold A and boost while holding Down. You should be able to ride up the wall. When you are on top of the level you will see a tower. Go around it. You will then see a long steep ramp. Hold A and boost while holding Down to go all the way up to the top of the tower. Note: You will not be able to get back down cause of invisible walls.

Go to the Blue base and go to the left side (if looking out from the base). Go halfway up the ramp. Once there, crouch and go against the rock as much as possible. If done correctly, your crouch should hold. Keep moving up the ramp while in the locked crouch position until you reach the top of the ramp. Note: You do not need to hold Crouch the entire time; just until you get under the rock. Once at the top, it should release your crouch and you must continue holding Forward. Guide yourself to the right after the top of the ramp and jump off. Hold Jump + Forward, but hold Forward only until you get over the location you need to land on. Once you are here, release Forward but continue to hold Jump. The spot you need to land on is the kind of crack that separates the ramp at the bottom. If done correctly, you should land on the crack and fly extremely high. You can aim for the structure and land on it. If you land there, you can walk on the air in the space between the one you are on and the one in front of you. This may require a few attempts, but it is possible.

This trick requires Spectres or a Banshee. With the Spectre, go to the Red base. You should be able to see the difference. Go to where the Spectre respawns. Behind the respawn point is a ramp. Turn the Spectre to face it then boost and hold A. Keep going until you pull a wheelie onto the wall. Go towards the crack a bit then turn left. After this you no longer have to hold A. Go straight until you find a little dent or crack-type thing in the cliff. Take a wide turn into it, then go straight up onto it and you will be on top. If you keep going straight, you will see a big slanted wall. Do the boost and A onto the sloped side and you will start going up it. Once you are up there, you will see the entire level, However, if you jump you will get stuck and must die. Bring a sniper and rocket launcher with you. You can also explore and go around the entire area with your Spectre before you go up the slanted wall. To get up there with a Banshee, before you get in it, blow a wing off. Then, do the same as the Spectre by flying up the crack. However, you cannot go up the slanted wall -- only up on the snowy area. This may require a few attempts.

Containment: Leave level boundary:
There are two ways of doing this. First, go to the Red side of the level. Shoot off the Banshee's wings. Make sure not to blow up the Banshee. After that, drive it towards the mountain at the Red base. Look for a crease. towards the left. Boost up the crease until you leave the level. The second way is to get a Spectre at the Red base. Then drive up the smooth stair-like objects that are behind it. Boost and hold A to lift the front of Spectre. If done correctly, you will be on the wall. Drive to that same crease, then boost up it. Note: This may require a few attempts. While out of level with Spectre, you can boost up the slanted pillars. Do not fall off forward on it or you will become stuck until kill yourself.

Delta Halo: Get on top of the level:
By doing this trick you will be able to drive around the mountainous rim of the entre level and to actually drive or walk under the water and all the structures. After crossing the drawbridge and taking care of a few Ghosts, continue until you reach a courtyard with a pond in the middle and a stone structure in the middle of the pond. For the next part you will need a Ghost. At the entrance, turn to your right and you will see a few trees sort of all clustered together. There is a stone wall there that you cannot jump up. However with the Ghost, you will be able to get onto the green patch and beyond. Boost if you need to and be careful going around the mountains. You can still fall to your death. If you make it all the way to the opposite end of the level, you will find yourself on a very flat piece of land. Here is where you can enter the water. [Screenshot]

Get the Scorpion tank and go into the temples. Go as far as the point where the Pelican drops off guns and two men, but do not wait for this too happen or it will be too late. There will be a row of mounted energy shields (the big oval shaped ones). Drive on top of three of them. Get out of the tank and shoot the three shields. Get back in quickly. The three shields will reform, and the tank will go up, with you inside. Also, if you keep trying, your tank will land in a corner and on its back. Get out and flip it on the side that is going down. This will project you onto a higher platform. Once you are on it, run to the left of it. Walk to the left and you will see a dead body with a rocket launcher and a SMG next to it. It looks like one on the men with the black helmets and suits from the beginning of the level. There will be a giant rock next to it, with a hole big enough for you to crawl in. Once you get to the other side of the rock, there will be a jagged part of the platform going outward. Next to this will be the Pelican, still suspended in air. Jump onto it (while in mid-air, press Forward to give yourself a boost). Jump once so that the Pelican will mistake you for not being on it. Once the Pelican starts to lift, stay on it until it leaves the level. You will be walking out of the game space. Note: You can climb mountains and go to the edge of the other side of the level that you were never meant to see. This may require a few attempts, but is well worth it.

Play the level under any difficulty setting. Continue through the level until you get to the part where you are told to push through the Covenant-held ruins. Make sure that you have the Scorpion. In the far right corner from where you enter that little area are a few ledges with some trees and things. Park the Scorpion backwards in the corner and use it to get up on the ledge. Run around the ledge until you reach the straight area with kind of perfectly square rocks with little ramp-like objects in from of them. Wait until the Pelican arrives to drop off the Marines then get on top of the square "rock" by using a crouch jump. Then, jump on top of the Pelican and wait for it to leave. Wait until you fall off of the Pelican, then you can walk all around the top of the level.

When you reach the area with the Jackals with sniper rifles on the path, kill them and find a Ghost. Go back to where you saw the Jackals and go to the left. You will see a group of rocks. Go beyond those rocks and up the hill near them. Continue to use boost and go up the mountains. Note: Try not to get out of the Ghost too often; if you make a mistake you will fall to your death, and if you do not get a checkpoint while on there you will have to start all over again.

Go by the turret to the right on top the hill. Keep going up the hill and jump left onto another slope. Jump on top of that one and you will be on the top of the map. However, it is very difficult to get down. If you do get down, the bridge will already be down and there will be no vehicles or AI on the map.

After crossing the bridge and get to the first checkpoint afterwards. If you are on a Ghost, turn right immediately. You can boost up the slanted grass area. Keep boosting on the slanted areas to get all the way to the top of the mountains where you can drive around and skip parts of the level.

When you first start the level, walk through the fight and go to where the snipers are located. Kill them, then go to the place where the bridge is found. Do not go in the base and put down the bridge. Instead, get a Ghost and go back where you kill the snipers. As soon you go over, bump left and go up the wall. Keep going up with the boost and go through the flat trees.

When the intermission sequence for the level ends, go directly in front of you until you reach a big white boulder. Go to the left of the boulder, hugging the mountain until you reach a slope. Go up the slope. Behind you will be another slope. Go up it and look straight ahead. There should be a small ridge above and to the left of you. Jump on the ridge. Keep walking until you get past the bushes and can see the sky. You are now on top of the mountain and can finish the level a lot quicker.

Delta Halo: Leave game boundary:
When you get the tank for the first time, continue as usual through the ruins and the waterfall until you reach the area where it starts a new chapter. You will know when you are in the area when the screen changes to a wide screen view with captioning at the bottom. In these ruins, use the tank to climb the cliff side on the right until you are in the mountain range. It is very detailed, with cliffs and mountains. The tank will climb straight up and down vertically.

Go to the part where there are four Jackals sniping. They are near the beginning, by the cliff. Then, get a Ghost and return to this location. You can now go to the cliff away from the drop off and work your way up the wall with your boost. If this does not work try moving around a bit. You can now explore the level. If you go down to water, you can go in it and go all the way under the temple.

When you start, exchange your SMG for your teammate's battle rifle. Then, run past the part where you must take out the turrets. Go to the building where you have to extend the bridge. Once there, take a Ghost and go back the way you came from. You must pass a big rock to your left, then you will go over a little bump. Stop a short distance after the bump. Note: If you go to the cluster of three rocks you have gone too far. There is a part of the wall where you can turbo up with the Ghost (you must hold A). Keep going up until you pass the line of tree things. Once up there, you can go almost anywhere desired.

When you start the level, walk straight up the small hill. Then, turn left and walk up the other one. Kill everyone, then keep going straight. Turn right and look directly at the building. Walk until you are next to the pod laying next to the walkway leading into the entrance. Turn your head to the right until you are facing another pod. Walk to it, then keep going straight. Walk up the small hill to your left and then the other one. You should be facing an incline with a bridge to your right. Walk up the incline. Carefully jump to the other side of the wall in front of you. Look to your left and walk about three steps, then stop. There is an invisible wall in front of you. You can pass it by press Forward, then crouch jumping. You can do this by jumping, and at the top of your jump, crouch and press Forward. You should now be past the wall and can walk up. Do not worry about the wall of trees in front of you, as you can walk through them. Note: By doing this glitch, at a certain point in the level you cannot advance further, making it impossible to proceed. You must then restart the level.

In Campaign mode, you can exit the boundaries and roam on the mountains seen in the distance. To do this, when you first begin the mission kill the Grunts then go up the ramps. Go to the right after killing the Grunts to find them. Jump on the outside of them until you see the white area of land above you. Proceed to jump up to the white land. You will be free of all invisible walls in the level. It is also possible to bring Ghosts, Scorpions, Wraiths, and Warthogs up here. Note: Once you do this, all enemies, vehicles, Marines etc. will be cleared off the map. Also, the level will appear in its completed state (lifts are already across the lake, bridge is already down). However, all weapons set on the map not wielded by enemies will remain.

Delta Halo: Flying tank:
Drive the tank around until you get to the part with all the stationary Covenant shields. Blow the shields up then quickly park the tank on several of them. Get out of the tank and then watch as the shields reform. The tank will fly, doing spins. This is even more enjoyable when you are in the tank. You will die when in the tank and it flies very far. You can also try this with other vehicles.

Get the tank and go to the area with the big castle in the middle, where you get men and ammunition. Bring the tank up to the shields (four or five), and shoot the shields with the main cannon. Go onto the shields and wait until they respawn. You will see the tank spin very fast and go very high. Note: You will die and respawn.

Acquire a Scorpion tank. Then, proceed with the mission until you reach the ruins of a complex. Slaughter all the Covenant, then reach the top platform where the energy shields are located. Knock out the shields, then drive your tank on top of them. Position it correctly, and when the energy shields appear your tank should go flying through the air.

You will get the Marine tank after activating the bridge. You will reach a structure which the Marine will point out is the second structure. After you hear one of the Marines say "A pelican is coming in. Let's clear an LZ", you will come up on some Covenant hiding behing about six or seven lined up shields. Destroy all of them, then wait for the shields to reappear. Then, shoot them all to make them deactivate. Immediately park the tank across as many shields as you can. Get out, stand back, and the watch the tank fly.

Delta Halo: Flip the Pelican:
This requires two players in coop mode. When you get to the bridge, clear the area of all Covenant forces. A Pelican will arrive to bring you a tank. Before they drop it, have your teammate stand under it. It will not drop the tank. Then, get across the bridge and kill the Elite in the Wraith. Keep the Wraith and go back across the bridge. There will be a hill next to the Pelican. Use it as a ramp and use your boost to get on top of the Pelican. Once on top, wedge your Wraith on the wing. You will be able to push it with your boost. Push it until it hits the building. The Pelican will automatically drop the tank and start to lift up in the air. Stay on it using your boost and it will turn the Pelican. When it flies it will travel straight into the cliff and slide down to the ground. The Pelican will become stuck to the ground and keep spinning. If you go to it, the "Press X to flip Banshee" message will appear. You can flip yourselves very high. Note: This may require several attempts.

Delta Halo: Ghost inside Scorpion:
When The Dropship is going to drop off your Scorpion (after you have put down the bridge), get a Ghost under the area where the Scorpion gets dropped. The Ghost will be inside the Scorpion. Note: This may only work for a few seconds, and may require a few attempts.

Delta Halo: Do not fight anyone in the entire level:
At the start of the level when you crash land near the cliff side, destroy the turrets and the few Grunts. Then, walk to the small tunnel on your right. When you are in the tunnel, walk up the hillside that you can see in front of you. When you are on top of that hillside, do a 180 degree turn and walk up the next hillside. Keep walking until you run into the mountain slope and cannot walk any further. Then, grenade jump onto the slope. You can also just jump onto the slope, but grenade jumping is easier. When you are on the slope, you can walk up it to the top of the mountain. There will be a lot of paper-thin trees. You can walk on many of the other mountains if desired. When you are on top of the mountain, carefully go down the slope to the place where the Jackal snipers are located, when you are supposed to get into the Warthog. When you reach this location, you will have just skipped the beginning of the level. There will be no snipers or Warthog here. You can now walk through the entire level without fighting anyone. Note: If doing this glitch under the legendary difficulty setting, the Envy Skull will not be there.

Delta Halo: Unlimited energy sword:
Once you get to the "Off the rock, through the bush, nothin' but Jackal" part, jump down the waterfall and try to find the energy sword. Then, try to run out of ammo for it. After you clear the part, you will go down a hill and must face Honor Guard Elites. Try to beat them down with your out of ammunition energy sword. When they are dead, a intermission sequence will start. After the sequence, switch to your secondary weapon, then back to the energy sword. You will hear the sword, but not see it. You can still lunge and kill. Note: If you trade the sword you will not be able to pick it back up.

Get an energy sword as soon as possible. Use it up and keep it. Finish the level. When the intermission sequence of Spartan and Kortana ends, the energy sword will be "gone". However you can still just use it. It will never run out and it works like a regular one.

Proceed through the level and wait for the Elite with the energy sword to drop out of the second phantom. Kill him and take his sword. Use it until it runs out of energy. Do not get rid of it. Complete the level with the empty sword and a battle or beam rifle. They cannot be empty or this trick will not work. On the next level, Regret, your sword will appear to be empty but it will have unlimited energy. You can still lunge and slash your enemies and hear the sword effects. Also when you pull out the sword, it will create a strange vapor blast. The sword is still technically an empty weapon; if you swap it for another weapon you cannot pick it back up. Note: This will not work in Co-op mode.

Elongation: Floating flag:
Have a Capture The Flag game in the map Elongation. Take the flag and put it on one of the boxes on the moving conveyor belt. The flag should be floating when the box moves.

Elongation: Boxes:
When you start, go to any one of the places that drop the boxes on to the conveyor belt. Once there, stand in a corner and keep walking back until a box drops on your head. You can now stop walking backwards. Just stand there until there are so many boxes that they push you over or just kill you. You will get a message that you committed suicide.The boxes will then start coming out nonstop. Soon after that, the boxes stop coming out for about a minute.

Elongation: Stuck in mid-air:
This can only be done with Elites. A sword is required for this glitch. Go to the bottom floor to the middle wall divider object. Most of the doors are closed, but some are open. Two of them have red lights flashing on the ceiling. Go to one of those rooms. Stand under the light, and look up at it. Then, jump and slash at the light repeatedly. Keep repeating this process non-stop for about ten to twenty seconds. If done correctly, you will eventually get stuck in the light. To others looking at you, it will appear as if you are lagging in mid-air up and down, or that you are still on the ground. If you move you will fall, and after a little while you will also fall.

Elongation: Leave game boundary:
This trick requires three players (two Spartans, and one Elite) and possibly overshields. Have the two Spartans and the Elite to go to Blue base. At the base where the boxes are, go to the ones against the back windows. if looking at the window boxes, the Elite needs to go to the right side while the Spartans go to the left. The Elite should go to the right side, by the boxes. There is a type of gray light panel the Elite can jump on. Jump on it and walk toward the window boxes. The Elite should get stuck in midair between the light and the boxes. Once there, get as close to the boxes as possible, face the window, and walk into it the whole time. Meanwhile, have one Spartan at a time to get out of the level, using the following steps. Go on the left side of the boxes and jump onto the gray light as well. Walk toward the window boxes. That player should become stuck. While the Elite is walking into the window, look at it and start walking left into the window (while still looking at the Elite). you should be able to see most of its body. While looking at the Elite and walking left, target it and sword cancel. If done correctly, you will go out of the window and land outside in space alive. Repeat the steps with the other Spartan. Once both are out, get as close to the building as possible and butterfly (one player stands on the other's head and jumps while the bottom player repeatedly presses X + B until they reach the top). Once on top, you cannot butterfly past the wall. Barriers stop you, and you cannot fall off either side except for the front.

Foundation: Leave game boundary:
You can make it up to "white space" by rocket jumping up the second floor room with the slow rotating fan on the ceiling. After making it up onto the ledge below the fan, lean against one of the ledge's walls. While aiming straight down, rocket jump again to successfully make it to the top of the level. While on top you can successfully circumnavigate the entire level with the exception of the middle, which is blocked off by invisible walls. Note: This can only be done with a full overshield. Also while in this level on the bottom floor, a monkey riding a missile and a torn poster of an unknown figure can be found on some of the doors near the air-elevator.

Foundation: Get to the top of the level:
This trick requires a friend and both of you must have swords. Go into room number one. There is a box and two windows in the room. Position the box directly under the window. Have your friend stand on top of the box and jump. With your sword out, look at your friend. When he is at the peak of the jump, swing at him and quickly press X. Doing this will cancel any harm that may occur to him. If done correctly, you should be standing on top of the window sill. Next, have your friend do the same thing; swing and press X so that now he or she is in the window with you. Repeat the process as before; jump, swing, and cancel so that one of you is outside of the window on top of the level. Have your friend attack you with the sword and cancel so that now both of you are outside the window. If done correctly, you should be on top of the level, and can now cause mayhem on every player below you.

Go to room 1 or 3. Get a player not on your team and have him or her stand next to the wall under the "fan". When your partner jumps, sword cancel to fly to the "fan". Let your partner do the same thing to you. Once you are both up there, jump on your partner's head. Jump and have your partner jump. You will jump to the top of the level. You can either leave your partner or bring him or her up.

Start a custom game with rockets as the start weapon, rockets on the map, and overshields. Once the game has started, go into the room that has fans on the ceiling. Rocket jump up to the part below the fan. Once you are inches from the fan, wait until there is a gap in the fans large enough for you to fit through. Then, rocket jump again. You should now be either on top of the level or the fan. If you are on top of the fan, jump and you will be on top of the level.

Foundation: Get on center roof:
First, get on the roof. Then go as far down to the bottom of the level as possible. You should hit an "invisible wall". Then, go to the right (if you get up on the right side). You should hit a grayish slanted pillar. Have both players jump, then have the bottom person (on the ground) sword cancel you. When you are in the air, press Left. You should get up on a platform.

This trick requires an overshield, and a plasma grenade. Go to the area between rooms 3 and 4. There are three exploding gas canisters stacked against the wall. Get on top of the top canister and face ahead. Look up and to the left. You should see an area to land on. Then, look down between your legs at the floor and throw a plasma grenade there. If done correctly, the gas canisters will explode and send you high into the air. Make yourself land on the area of the roof that was just to the left of the gas canisters. Once there, you can walk to the center of the roof and snipe anyone that passes below you.

Foundation: Super bounce:
Go to the middle of the level where the little building is found. Go inside and look for a corner. It will be near an opening that you can walk through. You can also tell if you are in the correct location because it will be on a pile of dirt. Crouch and walk in as usual. Release your crouch, then walk out by the opening by which you crouched. Go up the stairs and turn towards the battle rifle area. Align yourself with a triangular-like crack. Then, run holding Forward and jump (still holding Forward the entire time.)Land on the crack and jump again to super bounce.

Foundation: Shoot rocket launcher through walls:
Stand at the bottom of the stairs with the rocket launcher by room two. Aim part way up the stairs and fire the rocket launcher. The rocket will go through the walls and explode inside room two.

Gravemind: Covenant carbine with 120 rounds:
Under the heroic difficulty setting, at the detention center you can get a Covenant Carbine with 120 rounds rather than the standard 72. After releasing all of the Marines, do some weapon swapping so that they all have carbines and you do not. Try to have an energy sword and a Brute shot. Later, in the corridors where the Brutes and Elites are fighting, if all five Marines are still alive and you have cleared the first section, wait there and swap weapons with them. Obviously you will need a different weapon to swap; ditch the Brute shot since it will probably be out of ammo, and try to find a Brute plasma rifle to swap. Swap weapons with them until you have a carbine with 120 rounds. It is most likely to be a Marine with a helmet; try them first.

Gravemind: Fallen Covenant:
Play the game normally (easy difficulty setting recommended) until you reach the point where you must rescue the Marines. For this to work, all the Marines must be alive. While on the bottom level just after you rescue the last Marines, go to the second level through the lift. Stand back a moment and note that there are red dots on your screen. Wait for the Grunts (the red dots) to come down. Try to have a Brute shot and shoot them all as they land. Make sure to kill them all at once. Then, go down to the third level, then up to the second level again. Wait until Cortana says "There are more coming down the lift, Chief". Wait a moment, and go up. If done correctly, you should only see bodies and guns drop and bounce around.

The Great Journey: Leave game boundary:
Wait until Sergeant Johnson blasts open the door to the control room, and destroy all the enemies. A Phantom dropship will appear. Get in a Banshee and fly close above the dropship when it stops. Get out of the Banshee, and stand on top, preferably close to one of its wings so that you will not fly off when it starts to move. Keep standing on it while it starts to fly away. If done correctly, you will fly past the level's boundaries. You will be able to see the peninsula with the control building in the distance. Eventually, the Phantom will disappear and you will fall deep into the water.

When Sergeant Johnson gets to the place where he blows down the door with the Scarab, a Covenant Dropship comes in from the left. Fly over there in the Banshee and destroy all of its guns. Then, fly on top of it and get out. It will then take off and jerk you around. Try and stay in the middle. After about fifteen seconds you will fall off because it boosts, and you cannot stay on. You will fall off into the water below. It should take you about twenty minutes to walk back.

Play through the mission until you get to the part when you fly the Banshees. Fight and kill all the vehicles expect for the Spectre. Shoot the Brute off the turret of the Spectre, then kick the driver out of the driver's seat. Drive your Spectre all the way to the part where the Scarab destroys the door. Drive the Spectre all the way out into the water until you reach the boundary where you would normally not be able to reach on foot. You should break through it Note: If you cannot break directly through it down the middle, go to the far left side. Once across the boundary you should be able to get out and walk around, enjoying the nice swim and water.

The Great Journey: Walk on top of the cliffs:
Note: You must first have the Sputnik mode skull do this glitch successfully. Start the Great Journey level under any difficulty setting. Immediately look slightly to your left to that see a Spectre is driving toward you. Walk up to it then just stand still. The Spectre cockpit should be pointing towards you. You will now have to Spectre launch. Make sure the Elite stays in the cockpit. Throw a plasma grenade under the tip of the cockpit, then jump onto the cockpit. Try to land on the place where the purple and gray/blue meet. You will slide onto the edge of the purple area. If you are standing on the gray, you will die when the grenade explodes. If you jump on the tip of the cockpit, you will slide off. Make sure are standing on the correct place on the Spectre. When the grenade explodes, you will be launched very high. When you are in the air, walk toward the cliffs behind you. If you have the correct amount of height, you should land on the top of the cliffs and still be alive. When you are on top of the level, you can also reach areas from Uprising, such as the first and second outdoor areas. There will be less trees, rocks, and plants in those areas. Also, if you try to get into the indoor area of Uprising, the entrances will be sealed with concrete walls.

The Great Journey: Zombie Brutes and Elites:
At the "Protect the Scarab" part, go through without killing anything. When you are at the beach, hijack all Banshees (also may work for turrets and Spectres), and all the Brutes will appear as "zombies". The worst they can do to you is walk into you. Occasionally, an Elite will appear with a Banshee for you. Push him in the water and he will be a half zombie (will duck sometimes). He should not harm the brutes, but if he does, kill him.

The Great Journey: Underwater Ghost:
At the beginning of the level on co-operative mode, make sure you leave at least one Ghost unharmed. To do this, shoot the Brute out, leaving the Ghost "rideable". Continue the level until you need to protect the Scarab. Fly to your Ghost, then drive it off the edge and onto the beach. You will die. Get a ride on your partner's Banshee to your Ghost. You now can drive it underwater until you reach the second barrier (past the first barrier, at the part where the graphics go away). You can also climb up the tower with the Ghost.

The Great Journey: Unresponsive Covenant dropship:
Follow the Scarab until it blows the door up near the tower. Look to the left to see a Covenant Dropship. You can destroy its guns and the things on the wings and it will not move or respond.

The Great Journey: Killing Johnson:
When you face Tartarus, get a Needler. Keep shooting Johnson and eventually he will fall off. He will reappear directly behind you, run up, and keep sniping Tartarus as if nothing happened.

The Great Journey: Endless sea:
Note: Try this on every difficulty if it does not work the first time. Once Johnson gets in the Scarab, follow him once he starts to fight the first group of Wraiths. Start moving towards the place where he blows up the door for you to get in. Make sure the Scarab is still fighting the Wraiths. Go back and land on a little strip of land surrounded by water. Start walking into the water and you should be able to survive. If you go back to land and get a Wraith, you can go into the water and be able to go anywhere while underwater.

The Great Journey Level: Water shield:
When you have to protect Johnson in the Scarab, ignore him. Fly the Banshee until you reach the water. Go above the ocean and hop out. When you fall to your death you will revert to the last checkpoint. Go back to the ocean. Walk from the shore into the water. The Brutes will not be able to penetrate the water. It will act as a shield to protect you from Banshee fire.

The Great Journey: Do not drown:
Go to the Scarab section. When it blows the door up, fall down in the water. You will sink, but not drown or die.

The Great Journey: Invisible weapon:
When you see Miranda Keyes in the control room when you fight Tartarus, she will be riding on a gear. Hop up on it with her. Look at her. It will appear as though she is holding a battle rifle with her finger on the trigger but not firing it.

Headlong: High platforms:
In multi-player mode, go to the Headlong map and make sure there is a Banshee. Get in the Banshee and fly over towards the opposite base. Between the Warthogs and the water, you will see a building with a ramp leading up to a flat surface. Fly the Banshee at a high level towards where the ramp meets the wall either on the left or right side. Then while not in turbo, gently glide towards it so that the wing will just barely scrape the wall. You will slide up to this flat surface and be able to walk around, although your Banshee flying is limited. You can walk behind the buildings and be able to see through walls. On the surface to the left, you can jump up to the next platform by using the Banshee as a boost. Put it against the wall and jump up off it. This allows you to get a good sniper location. This can also be used in System Link or Xbox Live.

Note: Once you get on the platform above the Banshee as previously described, have a two partners approach and do the same thing. Note: A Banshee is not needed to jump to the second wall; you may use a crouch jump to get up there as well. Once your partners get up, have them jump to the second wall. There will be a glitchEd walk way that you can go through. Turn to the left, and there will be a wall with a hole in the middle. You can easily get up there by sword canceling with two friends jumping on each other's head at the same time. While your friend that is jumping at the top gets maximum height, sword cancel in the air while aiming at him. You should be up to the second level of the glitch. You may now continue and have your friends go back to battle, or they can come up if they use the rocket glitch. While you are up, keep walking forward and take a turn towards the battlefield, but do not jump off. Look at the wall and there should be a slant. Jump on it and continue to the end of the edge. Take a turn to where the cranes are located. Jump on the cranes and you can either walk up on the wire to get to the highest position, or you can move all the way to the edge. Both make excellent sniping locations.

Headlong: High jump:
Go to "Settings" at the main menu. Select "Game Variants", then name the game as desired. Go to "Player Options" and add overshields. Then, go to "Vehicle" options and add Wraiths. Press Back or B until you are at the main menu again. Find your game at whatever type of game you set it to. Go to the Headlong map and start the game. Wait for another player and when they arrive, look up for the building with the yellow on the top. Get the Wraith and put it on the corner facing the two Ghosts and Banshee also facing a low wall across from the building you are at with the Wraith. Have the other person stand in front of the wall you are facing. Use the turbo speed to hit the person with the Wraith. If done correctly the person should shoot up higher than a Banshee can go and land on a building. It is a great place to snipe or hide.

Have one player get a Ghost and the another get in the Wraith. Go to the dirt under the broken bridge. Have the Ghost back up into the small wall that is lined up under the bridge. Note: This person cannot be positioned under the bridge, or you will get nowhere. Hold Back. The Wraith should charge into the Ghost, and it will fly an incredibly high distance. You might land in an entirely glitched area behind the sign with the Golden Warthog on it.

Headlong: Get on top of cranes:
This trick requires at least two players and a Wraith. Go to the base with the Ghosts and Banshee. Go to the side below the transport exit with both players. Have one player get in the Wraith and the other stand against the middle of the wall facing the base. The Wraith must be lined up exactly with the other player or else he could get squashed. With the Wraith against the base, move then boost at the player standing against the wall. If done correctly, the player should go incredibly high and be able to fall on top of the highest crane. This is an amazing vantage point (except obviously for the people inside of the buildings). You can get a whole team up there with snipers and rocket launchers.

Note: This is a long process that requires two people. Get in the Banshee and fly to where the shotgun is supposed to be. Then, fly up to the rooftop that is to the right of the crane. You should only be able to get on one roof. Drop the Banshee down, and have the second player repeat this. Once the second player is up, have him fly to the left and he should hit a wall. Have him fly up as high as he can, then hold still. Have the first player get behind the Banshee, jump, and sword cancel at the Banshee. He should get thrown up to the next roof. Then, have the first player come to the edge of his roof, but just far enough for the second players crosshairs to turn red on their rockets. Have the second player rocket jump up to the first. Then, travel to your right until you reach a wall. Have one player stand facing the wall and jump up and down. Have the other player get set so that their sword crosshairs are at the player who is jumping's peak height. Sword cancel up to the next rooftop. Have the player that was jumping either sword cancel or rocket jump to the first player. If you go to your left, you should see a slope. If you jump on the slope, you should not slip and fall -- you will cling to the slope. Have both players do this. Follow the ground and turn where it turns. Once you have made the "U" turn, you should begin to see the crane. Jump to the crane and walk up the tight rope. You are now at the second highest point in the level.

The following can be done on Xbox Live with two players and a Wraith. First, go to the wall near the building where you get the sword with the little slant on it. Have the player not in the Wraith stand up against the wall. With the Wraith, boost into the player. He should be sent flying up and land on either the crane or a building. Note: You must have overshields on.

Headlong: Get Warthog or Ghost in buildings:
In a Ghost, use boost at an entrance, then air brake just as you are about to hit the pole. You should go over and be in the building. For a Warthog, first land a Ghost directly in front of the pole that blocks the entrance. Then, use the Ghost as a ramp for the Warthog and drive over it (and the pole), into the building. Note: This may destroy the Ghost.

Headlong: Fly very high:
While on Xbox Live or split screen mode, make sure that there are overshields and a Wraith. Have someone stand directly next to a wall next to a base (only the low walls, where the turrets are on top). Have their gun target pointing directly up. Then have someone in the Wraith use boost (L) and slam into the first player. If done correctly, the person that was hit should fly extremely high and be able to reach secret places not accessible any other way.

Headlong: Get on top of the level:
Get a Banshee and fly left, then straight for awhile. You will see a building where you can get on top of just it. Fly the Banshee on top of there.

Headlong: Move anywhere:
Headlong is a completely explorable map. You can literally move anywhere with at least two players. There are three ways to get out of the level. For the first, to the left of the weird circular object in between the vehicle spawn and the ocean is kind of a slanted roof. Fly your Banshee back about 50 feet away from it at the highest point then slowly approach the top of the slanted roof without boost, facing upward. You will easily fly over onto the roof. For the second method, you can Wraith-Ghost launch to the right of the construction building. Back the wraith up against the building, then a Ghost back up into the wall in front of the Wraith and hold Back. Then with the Wraith, hold L and then just before you hit the Ghost hold Back. If done correctly, you can send the ghost flying out of the level in a random direction. It is even possible hit the Ghost to the top of the twin towers. The third method is to have someone crouch in the crack on the ramp and have a Wraith hit them from behind. This should send them soaring out of the level. After leaving the level boundary, use the following trick to get on top of the highest building. Have the bottom player walk directly into the corner and look straight up. Then, back out about two feet so that you are not completely in the corner. Then have the top person jump into the corner. As soon as they land there, the bottom person should start pressing X, B, X, B, X, B, X, B and the top person should just press A repeatedly. No other buttons should be pressed. You do not have to hold Forward with either player. Only press Forward when both players are at the top. You can now get on any building, with the exception of the one in the middle of the map. In order to get on it, simply repeat the Banshee trick, only with the black part of the top of the building. This is a little more tricky and you may have look up higher. Once on top, there is a hole which leads to a window that can be seen from inside the building.

Heretic: Go through wall:
Play the level in co-op mode. Go to the elevator that takes you up to the cable room. Have one player go up to the cable room and the other stay at the bottom. Have the person on the elevator jump into the wall when it says "Check point done". You will be on a platform in the middle of a storm.

High Charity: Stand on transport beam:
On the campaign map High Charity, at the last room where you get in the transporter, there is a green beam above the area. This beam can be used as a quick way to run to the end of the level, bypassing most of the fighting. To get on top of it, look behind you as soon as you enter the room via the lift. There will be a Covenant gun crate (the purple box). Get on top of the crate and grenade jump onto the beam. Going into the small cave-like structure at the back of the area, you can hide until most of the enemies have killed each other off, or go in the opposite direction. Run along it until you are finished with the level. The best way to get up is to use Brute Shot grenades from the room at the bottom of the lift you just came up on (the room with the energy sword in middle). Avoid the carbine shooting enemies. The carbine is your biggest threat at this point.

Ivory Tower: Separate legs:
Go to the sunny side of the map where the stairs are located. Destroy the hanging pot. Then, get to the ledge where the pot is located and and slowly walk toward it. You will see your own legs walk forward with no upper half.

Ivory Tower: Fall through the floor:
This trick requires two players. Have the settings for rockets. Have one person go to where the over shield is located and jump into the right corner. Then, look at the other player. The other player should be opposite the player in the corner as far back as possible. Stand where the ramp meets the ground. Look at the person in the corner at all times. Crouch-walk very slowly towards the person in the corner, while crouching and looking at him. Once you get to the corner, whack with the rocket launcher and move to the right immediately. If done correctly you will enter a white abyss but not die. Save some rockets because it is difficult to get out.

Lockout: Grab Oddball through ground:
When playing Oddball or Team Oddball, the ball is always in the middle of the field. You may get stuck under the ball when everyone on the other team is on the platform with the ball. This can change -- if you are under the ball when it is in its spawn location, jump up and hold X. You will grab it through solid ground.

Lockout: Super bounce:
Go to the area where the Needlers found, on the floor with the glass in the room opposite from the sniper hill. Walk out and make a right as if you were going to get the battle rifle on top. Look for a space where you can crouch. It is under like a dome-like area. Crouch under it, walk forward, stop, and thne jump and hold Away,. but try not to fall off the edge. It will appear as if you were going to go down the walkway towards the sword, but do not go. Walk and jump, trying to land on the corner ledge holding Forward the entire time. Remember to hold Away after you super bounce or you will hit the rocks.

Use the following trick to super bounce to the top of the Sniper Tower Go to where the three plasma grenades are found near the sniper rifle. Walk up the ramp and into the corner on the right side. Jump up on the railing and you should be able to crouch underneath the rocks without falling of the edge. Jump out, turn around, then jump down the ramp and land on the edge of the dirt pile beside of the three plasma grenades. You will bounce to the top of the Sniper Tower.

Lockout: Get on the roof:
Go to sniper rifle hill (where the sniper spawns). Turn around and start to go down the walkway. Look to your right and you will see a ledge. Get on the ledge and follow it around until you reach a corner. Start jumping and have your partner sword cancel at you. You will shoot up to the roof. Then, use the rocket launcher lunge trick to go up there with them.

Lockout: Get to top of level:
Use the following trick to get to the top of the center console. This trick requires two people, both on different teams. It is much easier to do this if you both have overshields on. Set the custom game so it has rockets and swords. Get one person on the blue portal and make him walk to the edge where you can jump onto the main fighting arena, but do not jump on to it. Stay on the edge. Have the second person walk directly underneath him, but make sure that you can see the other player in the sword aimer. On the little incline ramp, you can probably see the blue portal from where the second person is standing. Next have the person that is on the ledge jump up and down repeatedly. Have the player at the bottom jump up when the first person is about at the peak of his jump. Have the bottom player will do the lunge with the sword. If done successfully, you should fly up to the top. Once up there have your friend "rocket" up (have the player that did not go up empty his rocket launcher, aim so that the reticule is red on the player at the top, then quickly tap Y, R repeatedly).

On Slayer mode, have one player to stand on the top part of the transporter while you stand below that player on the walk way. Jump while aimed at the player. When the crosshairs turn red, sword cancel and you should fly up to the top of the level.

Start the level with rockets and overshields. Get some plasma grenades. Then, go to the beam that teleports you up. Go to the right and you should see a big cylinder. Walk against the cylinder and make it fall forward towards the courtyard. Then, roll the cylinder by walking against it against the wall. Push it forward to the corner in front of you. Then, get on the back of it and throw a plasma grenade at the other side of the cylinder and the wall. Jump up in the air and fire a rocket, then press the Analog-stick Forward. You should land on the top of the big tower. Note: You can only do this once because the cylinder does not respawn.

Lockout: Get through wall:
Go to the room where the walls are slanted. Go to the side that is facing the blue room. On the wall in the room you are in will be a light going across the right side. Crouch, then walk slightly left of the light. Walk as far up as you can, then release the crouch. Jump up and down. When you kind of see blue at the top of your screen, crouch then go backwards then forwards. You will go into a ledge on the side of the walkway. This works very well in cops and robbers when you are trying to get away.

This glitch, if done correctly, will get you stuck inside the walls of Lockout. If done wrong, you will either not do it, die, or go through the wall to the opposite side. First go to the room under the very center. In the room should be ramps in all corners and a light in one of them. Go to the ramp with the light and crouch. Go as far up the ramp as you can. Try standing to the left of the light. Once there, jump once, then again. You should see through the top slightly. The first time you can see through, jump seven more times, eight in all. After eight jumps, hold Crouch + Away. You should slide to the bottom of the ramp and through the floor. You will see whiteness. Wait a moment, then hold Right. You should get stuck inside the wall.

Go to the sniper tower and into the room on top. In the room should be a hole and a "door". You must be on the right side of the door if you are looking at it. Crouch and walk along the right edge of the hole leading to the door. Once under the door, you should be stuck. Release Crouch and turn out and run up the sniper rifle ramp. When at the top of the ramp, jump on the ledge that it in front of you (if you are going up the ramp). Jump on it and look down, then jump off in between the two pillar-type objects on the black strip closer to the back pillar. If done corruptly, you should get stuck. You can crouch and see the thin floor. If done incorrectly, you will either die, bounce a little, or nothing will happen.

Lockout: Hit opponent through glass:
Using a sword, have one person stand on the glass in the middle of the arena. Have the other player stand in the room below. Look up, and have the player on top slash his sword at the person below while the person below jumps and slashes up. You should be able to hit the other player through the glass. You can also do the same thing by having the bottom player throw a plasma grenade. You should be able to hook the player on top through the glass.

Lockout: Get inside other player:
Set the game settings so that you have turrets. Have one player get into the turret. Have a second player crouch and walk into player one. You will then be inside player one. If you stand up while inside player one. for him it will appear as if the gun is sticking out of his head.

Metropolis: Fly away:
Go to Metropolis level (easier in co-op mode). Go in the middle of the bridge where the Banshees come from. From there, the Banshees should attack you. When this happens get in it (knock them out). Fly the Banshee down to where the Covenant ship is located. Have the other player take out the guns on it. Once the guns are destroyed, jump off the Banshee above the Covenant ship. Stay on it. It should take you to a flat surface that in the distance where there are buildings. You can walk through them.

Metropolis: Flying Scorpion:
In Campaign mode in Co-op, have a friend in a Wraith and yourself in a Scorpion. Drive backwards over the Wraith. When you are about one third over the Wraith have your friend boost. You should go flying all over the place. This may require a few attempts. Note: You will most likely die.

Metropolis: Pelican cruise through city:
Near the end where you reach the Marine HQ and the Scarab almost crushes you, you will board the Pelican Dropship. After destroying all Covenant forces in the area two Pelican dropships will approach. One is carrying a Scorpion tank, and the other is carrying a squad of Marines. The dropship carrying the Marines will not touch down, but will hover about twenty feet from the top of the second ramp. Before the ship arrives, drive a Warthog up to the area where the Marines fall out. As the Marines jump, stand on the Warthog and look up to the end of the ramp of the Pelican. As you are suspended, press X repeatedly or hold that button. You will sit in a Pelican seat, and the marines will jump back in with you. The Pelican will lift off and fly through the city and out towards the harbor. It will then fly in awkward patterns and start crashing into things, shaking the camera violently. You and the Marines fall out and onto somewhere on the edge of the map. You land somewhere different every time. Most often, you will land on top of a ledge or in midair above the water. The pelican Will be located a few yards from you, spinning and twirling in the air. Approach the Pelican and the message "Press X to flip Banshee" will appear.

Metropolis: Get in Pelican at end of level:
Start the level in co-operative mode. After doing the "Scarab gun" trick with the Banshee, keep the Banshee. At the end of the Scarb's path you will normally see Pelicans flying across in the distance. You can get in some of these. Fly over to where the Scarab ends its path. Pelicans should be flying across. If not, wait until the Scarab gets there. With a second player on top, land on the harbor to the right and stay there. Pelicans should be flying over you. Occasionally, one will turn slightly, slow down, then go off. This is the one which you must get in. It is on a continuos loop; do not worry if you miss it. Wait until you see that Pelican, then fly over to it quickly with player two on top. Fly under it and have player two to jump. At the top of his jump, have him hold X. If done correctly, player two should be in the pelican. The Pelican will fly into the sea and into the water, but you will stay alive.

Metropolis: Put Ghost on the Scarab:
Proceed through the level as usual. When you reach the part where you enter the building with the trapped soldiers, get a Ghost and go into the room with the soldiers. Try stealing one before they all blow up. Note that one of the soldiers will say "Nice ride, Chief". Keep going up the stairs until you get outside. Go to the end of that area where you get on the Scarab. Blow the machine gun off and push the boxes off the side. Wait for the Scarab (unless it is already there), then jump onto it. Note: Do not get on it anywhere else or the Ghost will explode under the other bridges. When you are on the Scarab, you can go on top and the Ghost will freeze. When you get off it, it will still be hovering. Before you get on, make sure to kill all the enemies on the surface of the Scarab or they will keep stealing it or just drive off the ledge. Note: This does not give you any advantage.

As you go into the building with the Marines, make sure you have a Ghost. Drive all the way up to where you would jump on the Scarab. Note: You may want to have a rocket launcher. Blow up the Marine at the turret and the box next to him with a rocket. Then, hop back on the Ghost and drive up to the place where you just killed the Marine. Boost off, and with luck you will make it on top where you normally battle. You may now battle the Covenant on top and inside if you are careful.

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Posted: May 20th, 2009, 1:16 pm
king doom64

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Metropolis: Put Warthog on the Scarab:
Get to the part where you get a Gauss Warthog. Drive it into the place where the Marines are waiting for you inside. Drive the Warthog into there and take a right. There should be stairs. Use the power slide (press L) to squeeze your way through. This may be difficult, but it is possible. Wedge your way through to the top, then stop. Take a left to find a set of stairs. Drive up them carefully, then take another left to the door that the Marine opens. Make your way to the bridge and take a right. Go all the way to the end and wait for the Scarab. When it arrives, knock everything off carefully and fill up on ammunition. Get a running start and launch onto it. Get out and get on the gun. Shoot everyone until they die, then get back in the driver seat and drive down the slope. Power slide around the corner and get back on the gun. As soon as everyone dies, you will have completed the level. This is a very difficult to accomplish.

Metropolis: Jump on Scarab early:
When you get to where you can jump on the Scarab, jump early so that you get on the top of the eye that has the gun on it. When you get to the eye, go to either the left or the right. You will land on a ledge. Then, move forward. You can now see the top and the bottom levels of the Scarab. The Covenant cannot see you and you can still shoot them. You must still go inside to kill the drivers and complete the level.

Metropolis: Look through Scarab:
While performing this, you will not see anyone in the Scarab. Be equipped with a shotgun and a rocket launcher. After going through the last pair of doors, turn left onto the first ledge. In the fourth opening on the ledge, jump onto the right side of the Scarab's cannon so that one part of you is supported by the wall and your other side is supported by the cannon. If done correctly, you should now be looking through the Scarab. You also will not be able to get hit by your enemies. Note: This requires precise timing.

Metropolis: Tank in tunnel:
When you get past the bridge, if you have managed to keep the tank intact you can get it into the tunnel. Drive it down past the two Wraiths and take out the Grunts and the Elite on the way. When you get to the barrier where the Marine says "It's tight quarters on the other side, take this" and gives you the shotgun, jump out of the tank and drive the Warthog up against the barrier. Make sure it is facing the barrier and is directly against it. Then, drive the tank directly at the barrier, using the Warthog as a ramp. You should start to angle up. If you hold Forward, you can keep going. You can also get it past the next barrier by doing the same thing. If you want to get it past the part where you need the Banshee to get the Scarab gun, you must angle the Warthog so that you can drive the tank over it to be diagonal to the door. This is difficult to do and requires a lot of patience.

Use the following trick to have the Scorpion Tank go through the whole tunnel. When you enter the tunnel after the bridge, go to the barricade in reverse in a Warthog. Make sure that the rear end of the Warthog is straight down the middle if the barricade. Hop out of the Warthog and jump into the tank. Then, ramp away. Hit the Warthog directly down the middle. The tank should go over the barricade. This may require two or three attempts, but it will work. The tank may sustain damage. This is best done in Co-op mode.

Metropolis: Get on top of the tunnel:
Kill the Marines because they will destroy the Banshees. Once the Banshees come up, shoot one of them. This happens before you must enter the tunnel. Then, board one of them. Go to the tunnel and land on top of the Phantom. Wait for it to lift of the ground. Make sure you do not fall off. Once the Phantom disappears you are free to roam around. Note: There is no boundary, and you can fall of into the water or back onto the main part of the level.

Metropolis: Stick to water:
Get a tank at the start of the level. Get in the tank and keep driving until you get to the big hole in the bridge. Wait there until the check point message appears. Then, drive the tank through the hole. When your body is supposed to hit water, sometimes it will just stick to the water. Also the tank and only your weapons will stick. The results vary every time.

Metropolis: Float above water:
Do the "Get in Pelican" trick. When it flies out and starts to flip, you will be standing above water.

Metropolis: Floating Warthog:
Fight your way to the part of the level with two Wraith tanks and a Gauss Warthog fighting a few Ghosts. Help the Warthog take out the Ghosts and the Wraiths. After this, you will be directed toward a door with a few people and boxes. Get into the Gauss Warthog and drive to that door. Hit a few people on the way if desired. After you get to the door, you will realize that you can fit the Warthog through the hallway if the boxes were out of the way. This is where the turret on your vehicle comes in handy. Shoot the boxes to the farthest corner away from the Warthog. You will need to determine the correct spot for them. Every so often, drive into the room with the boxes, and see if you can shift around (using the L-Brake) and swerve into the next hallway. There will be more boxes. Also shoot these, but this time get them in your way. You can then drive into them and will be pushed over and towards the stairway. L-Brake onto the stairs and drive hard into the Marine in the turret at the top of them to get him out of your way. Drive your way to the top of the building, using the stairs. When you emerge and see the Scarab walking over a bridge, turn left and drive to the next door. Continue what you have been doing, and drive through the hallways to the top, where you have to get on the Scarab. Let the Scarab reach the end of its scripted path, and go to the platform overlooking it at the dead end. Ram the Human turret and the boxes off the edge and back up. Then, drive hard onto the Scarab. Hopefully you will land on the very top of it. Get out, and look at the Warthog. It is now floating, as if in an electromagnetic field of some sort.

Metropolis: No Wraiths:
You will begin the level beside a tank. Ignore it, turn right, and look for a Warthog. Climb in the Warthog and race down the bridge. If you go fast enough, the Wraiths at the beginning of the tunnel will not have time to respawn.

Metropolis: Invincible Marine:
When you reach the far side after taking the bridge in the tank, you will enter a tunnel. At the bottom are some Marines. Kill all the Marines except for one, then get back into the tank. That Marine is now invincible. You can run her over, leaving a long streak of blood. You can also drive her up a wall and blood sprays very high on the wall.

Take the tank at the start of the level and kill the two Marines. Pick up the other two marines on the way to the tunnel. Enter the tunnel. Before you go to the location where everyone gets out of your vehicle, there will be a Warthog with marines sitting in it. Shoot it with your tank until it flips over and the Marines come out. Drive near it and get the Marines to board your tank. Check your tank for a redheaded female Marine with a shotgun. No matter how many times you shoot her, run her over, or blow her up, she will not die or shoot back at you.

Metropolis: Disappearing Scarab:
Note: This trick requires the Sputnik mode skull. Reach the area when you first exit the tunnels and a caption on the bottom of the screen reads "This town ain't big enough for both of us". You will have to do this quickly. Immediately when you walk out of the tunnels , grenade jump up the wall on your left. You will be on a ceiling area. When you are on this, go forward and get on the narrow ledge that you see in front of you. Then, when you are on this, just walk across the ledges and awnings on the side of the wall until you reach a point when you have to grenade jump again to get to the ledge above you. Grenade jump here and walk a short distance. You will fall onto a lower ceiling area. If done quickly enough, the Scarab will be walking past and will be going down a path through a cluster of buildings. Follow it, and eventually it will be about to walk into a wall. You will see the Scarab disappear just before it hits the wall, since it has reached the end of its scripted path.

Metropolis: Disappearing weapons:
When you are on the walkways to kill the Scarab, use the rocket launcher and shoot the tail and the similar plasma gun-like weapon near the head. If you hit them correctly, they should disappear.

Metropolis: Anti-gravity Warthog:
Start the game under the easy difficulty setting with a co-op partner. Play through the level and get to the Marine HQ where the Scarab attacks. Make sure you have a Warthog. Drive it through the base hallways to the roof where the Scarab will pass over. Continue driving until you get it to the bridges over the river where there are a mass supply of weapons. Drive the Warthog all the way to where you must board the Scarab. Make sure both players have rockets. Where the Scarab stops, destroy the turrets. Park the Warthog facing the parked Scarab with the front two wheels hanging over. Both players must fire their rockets at the back of the Warthog at the same time. It will be launched onto the top of the Scarab. It will float here and never disappear. You can board the Scarab and see the Warthog up close. Try beating it with weapons. It will spin around fast as if there were no gravity.

Metropolis: See inside Scarab:
When you jump on the Scarab, jump on the top of the green gun. Go slightly to the right or left. You can see inside and out of the Scarab, but your enemies will not see you.

Midship: Boxes:
Get the large heavy boxes that do not blow up onto the top of level. Then, put it on the floating platform in the middle.

Midship: Super jumps:
There are some super jumps on the level. The first takes place where you step onto the pink "bouncer" and it lifts you onto the platform above. You must start on that platform. Once on the platform, turn back toward the pink bouncer. You will see three gray pipe objects along the wall. If you are looking at them, go over to the one farthest to the right. Then, crouch into it and walk into it for a little bit. Keep holding Forward and turn out and jump out of the hole that leads to the middle. Jump towards the right side. When in the air you will see on the ground a white "X". This is where you need to land. When in the air, aim for the "X". When you are above it, release Forward and hold A. If done correctly, you will fly into the air.

Oracle: Heretic's room of death:
Go through the level normally until you reach the room where the Heretic runs into a passageway that raises a force field as soon as he gets into it. With a sword and at least two grenades, try to get close to the Heretic. Then, either get ahead of him or sword-cancel past him into the room. You can also sword-cancel Sentinels or Flood, or grenade-jump towards the Heretic. Once you get into the room, it instantly kills you.

Oracle: Stuck in area:
In Co-op mode, after the part where the Arbiter has to go to the top room to cut all three cables, have one player stand on the elevator and activate it, leaving the other player behind. Next, the other player must quickly activate the elevator again before he gets teleported. If done correctly, you should go down instead of up and end up in the middle of the storm under the structure, unable to go back. Try killing each other and you will not die. You may be able to do it on single player mode if you jump off.

Outskirts: Get to top of level:
When you wake up, exit that door but do not kill the Grunt. Instead hop up onto the flickering light by the elevator then look to your left. There will be a wall that you can jump up onto. Jump and crouch to get up there. You can now walk around and get on top of buildings by using grenades to boost you up.

After going across the beach, when you reach the tunnel climb up on the ledge to the right. Jump on your partner's head and from there, jump up on the slanted roof. Have your partner kill you so that you respawn with him on top. You are now in "Halo heaven". You can walk around and see a lot of things, such as the cover from Halo 2 Special Edition, good sniping locations, and you can also get on the balcony from the second part of the beach.

Get to sniping alley in Outskirts. Kill all the Jackals, Drones, and Grunts. Behind the Jackal that was closest to you is a ramp. Go up it and you should see a engine-type object with three half hoops around it .Jump on it. When you are on it, look to your right. You should see a slanted roof. Crouch jump to get onto the slanted roof. This might take some practice. Look to the left of you .You will see a row of generators. Jump to that level. Turn left and run to the wall. Turn left again and you should see two slanted roofs (a top one and a bottom one). Jump on the bottom. You might fall, but that is not a problem. Look across the big gap between you and the other side. Jump to the other side. Jump to the slanted roof across from you -- you will not die. This might take several attempts. When you are on the slanted roof, jump up and you are on the rooftops. This is a great sniping location. Jump from roof to roof. Snipe your Marines and they will not be able to kill you because they cannot see you. You can also find the "Who's Your Daddy" skull up here. The rooftops are also filled with secret areas, If you fall, repeat the process. There is also a Jackal with a sniper up there. Kill him to get that weapon. Where you see the Jackal, go in the alley behind him. Keep walking and you should see dead Marines with weapons lying around (SMG, battle rifle, sniper, and last a pistol).

When you run into the second street with the snipers in the openings in the background, kill them. Make sure everything is dead. On the platform to the right, there are two pipes and an object that resembles a vent. Jump on the vent then jump on the tallest pipe. This might require a few attempts. When on top, jump on the canopy that is over a window on your right (if facing the wall). You should then be able to jump on the rooftops in the town.

Get a trash-can and push it to an opening in between one of the buildings. There will be a pile of something. Put the trash can on it, then jump on the trash can. Jump on to the ledge and run forward and jump. You should land on the building. This may require a few attempts.

Outskirts: Invincible Warthog:
After going through the hotel part, defeat the aliens then go to the downed Pelican. Once facing it, look back from where you came from. Turn slightly to the left and you will see a balcony .This is where the Warthog will appear. However, for it to appear go along the regular way and kill all the aliens until you reach the tunnel entrance. Then, turn around and go back to the balcony. It should now be there. Get in and drive straight into the flower pot. You should go up it. If it gets stuck, just blow it over the fence with a grenade. The engine will catch fire, the Warthog will get damaged, but it never blow up.

When you get out of Hotel Zanzibar, either drive or walk to the road tunnel. After you get the first checkpoint in the tunnel, turn around and go back to the downed Pelican on the beach. Go past the Pelican along the beach and you will see a raised platform with a Warthog on it. Jump onto a rock and then onto the platform. You can use the flower stand to jump onto the beach. The warthog will take damage normally but will never explode.

When you get to the beach, fight your way to the tunnel killing every enemy you encounter. When you get to the tunnel, do not go in. Instead, turn around and go back toward the beginning of the beach part. However, do not go up the road. Keep going along the beach and there should be a platform with rocks to the right. Jump on the rocks then on the platform. The Warthog should be there.

Outskirts: Warthog endless honking:
Get to the beach area. Go directly to where the Warthog comes from. It should not appear. Go back a short distance, then look down the alley again. It should appear. Run toward it, jump, and hold X. You should enter the driver's seat of the Warthog. If done correctly, it will still be honking, and will not stop even when it explodes.

Outskirts: Hunters:
When you complete the Outskirts level and make it to the Hunters, jump on top of one of them. They eventually get you off, but no harm comes to you until then. To do this, go to the door where the Hunters appear from. If you are standing in front of the door, try the left side. When the Hunters comes out jump on top of one. It will thrash around a bit until it finally gets rid of you.

Outskirts: Invincible Marine:
Exit the crash site as instructed. You can now kill any Marine besides the African-American one with the sniper. It is impossible to kill this Marine, no matter how hard you try.

Outskirts: Enter the Pelican cockpit:
In single player or co-op mode, proceed through the level until you reach the beach that has a crashed Pelican. Go up to the back of the Pelican and jump into the very back where the Marines usually sit. It is easy to get there if you jump towards the back and duck. Run up to the back of the door that leads to the cockpit. Melee the door while running into it. Your character will run through the door and get between the cockpit and back of the vehicle. You can see through the window slightly. You can also have a friend go over there to look at the back and not see you. If you do this trick, you can walk through the wall whenever desired, as long as you do not complete the level or turn the game off.

Outskirts: Disappearing Pelican:
Once you defeat the two Hunters at the start, go through the gate. A few steps forward and slightly to the left will be a small fire and a broken wall that you will pass through. Do not pass through it. Instead, on the wall-part on the side of the small fire (the left side), jump and crouch-jump until you get on top of the building. There will be some pipes that come out of a wall and then go down into the roof of the building. Jump up onto this, then jump across the small gap between the two buildings. Land on the awning and proceed forward. You are now top of the level. At this point, you can go around the level go to where the Pelican appears and Cortanna says "We need an escort that isn't afraid of a little hostile ground fire". At this point, a Pelican appears at the far end of the broken highway. Jump onto your side of the highway and wait for the Pelican to land/hover. At this point, jump onto the Pelican and stand on the middle. The Pelican will rise up and fly away. When it reaches the end of the level, it will disappear and you will fall.

Outskirts: Leave level boundary:
After you walk out of Hotel Zanzibar, look to the left. You will see a destroyed building. You will need about eight grenades to do this trick. Walk to the end of the building. You should see a way to jump onto a platform. Then, you can jump up again onto another piece of the building. Note: You must have the Sputnik Skull. Throw a frag grenade down to your feet and jump towards the corner area, where you can see an alley. You will get boosted to it. Do this again while in the alley to boost on top of the building. Then, boost to the building to the right of you. You can now walk all around the area. Points of interest are an area with a Phantom that is in the middle of the air, with drones in the building next to it flying. They should drop plasmas. It is to the back. Get a plasma pistol and find a "pier" that is jutting out. You will know its the correct location if you hear a Warthog honk. Be careful; you will find a wall with a "new" Covenant. If you shoot it, water will shoot out.

When you are on the beach after Hotel Zanzibar, go all the way to the end of the beach near the tunnel. Go into the water, then turn left and walk all the way to the wall. Stay close to the wall and walk out into the water. You will get past the invisible wall. This is the only way to get back through the wall. You can also bring vehicles through this way.

Progress through the level until you have gone though the dark hallway in the hotel. Go outside and wait for the Warthog. Get the Warthog and drive it back to the gates it came from. Park it next to the wall. Grenade jump up on top of the wall. Then, walk off into the water. You will be out of bounds in a endless sea.

Use the following trick to find a hole in the barrier. Get to the point where you can go on the highway. Do not go on the highway. Instead , go straight when there is a jump. Then go all the way until you reach the wall. Stay on the wall and go right to find the hole.

Outskirts: Get past waterline:
This trick works under any difficulty, and in coop and single player campaign modes. Proceed through the level until you get to the beach. Go to the very end of the beach (the part where you should enter the bridge). Do not enter the bridge. Instead, get in a Warthog or a ghost and Drive right next to the wall to the left of you. You will drive through the water line. You can drive around freely underwater, can get out and walk around, and in some cases get lost in the water. You can also drive to the edge of the level.

Outskirts: Swim:
Fight your way through all the way until the Hotel Zanzibar. Go through the hotel. Deal with Covenant along the way. When you reach the outside, you should be on a balcony. Jump down off to your right. There should be an overpass. Keep going in that direction and you will soon see a dead end. In the right corner of the dead end should be a box. Jump on it, then on the ledge above you. The ledge is a very small rectangle; so look carefully. When on the ledge, grenade jump (using some plasma grenades from the Covenant) and move forward. You should be on a ledge that connects to the "rooftop" on your left. Get on the "rooftop". Jump into the water. You are now swimming. If you jump, you will pop out of the water and can see where you are going. You can optionally get vehicles into the deep water. This works better in co-op mode. Do all the previous steps. Once you get the "rooftop", have only one person jump in. The second person can now direct the swimming person by the little green arrow. Direct him around the far corner to your left. Once there, if you crouch jump you will see the far side of Hotel Zanzibar. Keep going straight past the dock. Keep going straight until you reach the part where you have to go into the tunnel with a Ghost. Get as close as you can towards land. There will be an invisible wall. Keep following it to your right until you encounter a real wall. Follow the real wall into land. Then, have your partner kill himself so that he reappears by you. Get a Ghost or Warthog and go through the hole previously mentioned for swimming vehicles. Note: Use the secret sword trick and this water trick to skip most of the level. This is especially helpful under the legendary difficulty setting.

Outskirts: Skip most of level:
Use the hidden sword trick, but keep going over the rooftops until you see the "Hotel Zanzibar" sign. Go through the hotel and use the "Swim" glitch to go all the way to the part with the tunnel.

Quarantine Zone: "Phantom" Phantom:
When you are in the gondola, turn around and you will see a phantom. If you have the Sputnik Skull, at the correct moment you can grenade jump onto it. Eventually it will go ahead of you. Later, it will disappear, and you will fall to your death.

Quarantine Zone: Fall through game after loading point:
When you are in the Gondola, grenade jump up to the thin glass wall on either side of it (using the Sputnik Skull). You will see a rectangular engine, with two metal points sticking out of each. Jump on the engine (not the metal points or you will fall through). Then jump to the edge of the room. You will now be off the gondola. Eventually it will go through a tunnel and a loading point will begin. The game expects you to still be on the gondola in the next room. Everything in the room you are now in turns dark, and you will fall through it.

Quarantine Zone: Fall through pipe:
While on the moving platform where Flood board, at the bottom of it there is also a sewer pipe. If you wait there long enough, Flood will eventually come out of it. If you back into the corner while facing the pipe you will fall straight through and will die.

Quarantine Zone: Unloaded chasm of doom:
Note: The Sputnik skull is required for this trick. After you get to the large floating platform headed toward the Sacred Icon (when you and some other Elites are on that platform), you will have exactly 45 seconds to get to a certain part of the level. First, run to the right, toward the glass wall at the edge of the platform. Grenade jump over it so that you clear the wall and land on the ledge off of the platform. You should see, on this ledge, short rows going across its width (no higher than your ankles). Count these to make sure you are not too late. You should have jumped near (and preferably before) the third row into the level. Turn away from the large circular door and move backwards, past all three short rows. A little over halfway past the last row, between the row and the sudden drop at the edge, slide off the left side (away from the inner part of the level). Hold Right so that you fall onto a slope that goes downwards and faces the large circular door, in which you should see that floating platform in the distance. Run down the slope, watching the circular door close in the distance. Jump down off a drop ahead of you to a lower slope and just keep running. It is impossible to actually get to the bottom, but that is not the point. Once the door closes, the entire structure on this part of the level will disappear. The reason for running all the way down here was so that you do not fall to your death. You should fall anyway, but after this timed ordeal, you should safely hit the ground without dying, being close to the bottom of the level. Notice that you are in the same level as you started, except the only object is that circular door, and a vast expansive tunnel for you to explore. It has nothing more in it.

Quarantine Zone: Leave level boundary:
Note: This trick requires the Sputnik Mode Skull. When you get off the ledge that it was on, walk about five yards in front of you then turn right. Walk to the rock face that is in front of you, on the right of the stone wall. When you have found the rock face, find the least highest point in it. Then, grenade jump directly in front of it. If done correctly, this will blast you on top of it. You will now be able to walk on the mountains on the top of the level. If you want to get past the level boundary, just walk forward and follow the ledge until a steep hill is directly in front of you. You can walk up this hill and will be on the edge of the level. If you keep walking forward, you will be able to walk in nothingness past where the ground stopped.

Quarantine Zone: Get to top of level:
Get to the area where you see the three Wraiths fighting the large Sentinels. Then, get to the place where you are in front of a cave with pillars in it and several small Sentinels attack you. Destroy the Sentinels. Then, make sure you have a Ghost. To the right of the cave entrance is a rock face that you can easily scale by using boost. After you scale the face, you will be on the mountains at the top of the level. The top of the level is very big, and there are many places where you can walk in mid-air.

Quarantine Zone: Sentinel with needler:
When you go into the first Sentinel constructor factory (the building with indestructible windows), turn on active camouflage and jump out of the first broken window possible. Then, turn to the right and look. Around here you should see a cluster of normal Sentinels and a few flying needler shots. Follow the shots to find a needle shooting robot. Note: The needler drops when it is defeated, and you can pick it up. Do not mistake it for a super weapon.

Quarantine Zone: Float:
When you hit the checkpoint "Shooting Gallery" or when you are on the giant cross-directional elevator when the aliens invade, do the following. Turn around just at the beginning and keep walking to the end of the ship. If you look up, you will see a slot. If you jump on the very edge of the railing, you can jump up there. Note: If you look down you will see that your feet are sticking straight through the ground. If you keep walking up there, you will reach a wall. If you want to do the floating part, you can jump straight through the wall. You will fall for a few seconds and will appear floating.

Quarantine Zone: Floating guns:
After the gondola ride ends and the chapter "That Old, Familiar Feeling" begins, you might hear an Elite (if you have one or more remaining and stay on the gondola for a moment) say that he hears something. You might also hear some faint static-like noise. This is the sound of two SMGs firing (either that Keys or McKenzie and Perez have). To get to the source, get to the gondola the humans were riding. The easiest way is to go to the end of "your" gondola nearest the gondola the humans rode. Grenade jump from the rail to get on the structure in which some of your Elites stand. Then, jump off this structure towards the part of "your" gondola that is nearest to the "human" gondola. Be forewarned that the wall toward which you are jumping is fake, and you will pass through it. Make your way from the beam of "your" gondola to the beam of the other gondola via a jump. You now must grenade jump over a wall to be on the main part of the "human" gondola. As you near the exit of the gondola and begin to enter the library where you find a dead human, you will hear the static sound. -- the sound of SMGs firing. As you walk toward epicenter of the sound (the door leading toward the center of the library where the Index/Sacred Icon is found), you will see two SMGs floating in mid-air and firing. You can "Hold X to swap" and the gun(s) will continue to fire in your hand. It only has one clip. After a few seconds of it firing, you will just hear the trigger being pulled. You can also juggle the weapon toward or through the door and have it shoot at you in the intermission sequence. The gun fires throughout the entire length of the intermission sequence. Your previous weapon(s) will not, however, hover and shoot like the SMG(s) you swapped.

Regret: Flying dead Jackal:
Get the Fuel Rod cannon in the top floor of the room before the elevator. As the elevator is coming up, throw a plasma grenade on top of it. If done correctly one or two of the three Jackals should die. Get in the elevator and turn it on. As you are going down, take out the Fuel Rod Cannon. Use the melee attack on one of the dead Jackals. On the fourth or fifth hit, the Jackal will fly up and hit the ceiling.

Regret: Leave level boundary:
On the campaign level Regret, after you have gone through the second water elevator, through the building, and up the hill where the Pelican will drop weapons, there is a glitch that lets you go beyond the boundaries of the level, to the point where you can walk under water and climb even the highest mountain that would normally be in the distance. Go to the stone ledge that looks out over the water and into the distance. If you are facing the water, there is a hill to the left that you can jump on and walk up. Stay here until the Pelican arrives. Face the Pelican and as it is dropping off Marines, run and jump onto the its wing then go to the back of the ship, away from the water towards the building that you just ran through. Stay on top of the Pelican as it begins to take off. When it starts to fly off over the hill you had jumped off to get onto it, jump so that you land on the top of the plain that was above the hill, but previously unreachable. If you make it, there is a long plain that leads up to a mountain with water down to the right and left. You have now gone beyond the boundaries and are free to not only scale every mountain around the entire lake of the level, but also be able walk underwater. You can walk up the sides of the mountains that would normally be too steep. The only way you can die is by falling for too long. Try running up to the top of highest peak and look down at the level, which starts warping, then jump to your death.

Regret: Prophet of Regret out of flying ship:
At the end of the level, you will fight a Prophet in his ship. There is a way to get him out of his ship. This glitch can be done under any difficulty setting and can be done in single or co-op play. With single player you can make a profile save, but it will require several attempts to get him out. On co-op mode, you cannot make a save but it is easier to get him out of his ship. First, enable the Sputnik skull. This skull provides more explosive results and will make him fall out of his ship. Once you have done this, start the level under any difficulty (easy recommended). Fight through until you reach the room with lots of ammunition. Once you defeat the Elites/Honor Guards in the ammo room, look for a crate with Needlers. Dual wield them and get full ammunition from other enemies or from the outside. Have 180 rounds for both Needlers. You can get Needlers at the beginning of the level and save them for the end, but this is not necessary. After you grab the Needlers, go inside and save them, using other weapons to fight the enemies. After a few minutes when you have defeated all the Honor Guards, only Grunts will appear. Grab your Needlers and wait for a checkpoint. Once a checkpoint appears, shoot your Needlers at the Prophet of Regret, exploding him rapidly. You must shoot more clips if you are not successful on the first try. Eventually after a few attempts, he should detach from his ship and fall onto the floor. You will get a glimpse of him for a several seconds then he will disappear and reappear in his ship. If you walk up to him when he is not in his ship, he will have half a body, arms and two little legs hanging from his body. I He will also shoot bursts of a plasma pistol at you like a Grunt when he is on the floor. If you hit him he will make a strange scream, as if he is being killed or murdered. You cannot board his ship when he is of it. The Rocket Launcher, Fuel Rod Gun, Needlers, and grenades will hurt him.

Sacred Icon: Dead Brutes blink:
When you see the dead Brutes, shoot them and look at there eyes quickly. They will blink.Note. This may take a few attempts, as they will not blink all the time.

Sacred Icon: Elite runs into wall:
When you are defending the camp from the Flood, take the white armored Elite's energy sword. Hit the white armored Elite into one of the holes on the outer parts of the camp with the energy sword. Because he is invincible, he will not die. On your motion tracker, you will be able to see where he is in the hole. Then, throw a grenade down to there where he is. You will hear him cry out. Jump into the hole near where he is and you will see him running into a wall.

Sacred Icon: Floating guns:
After riding the gondola to the icon, get off to get a checkpoint. Then, get back on and go on the side where you can see the humans' gondola. Grenade jump on to the side opposite the glass, then jump over the glass on to the side of the next platform. Next, grenade jump over the glass of the humans' gondola and go down to complete the level, where you will find two floating SMGs firing short bursts.

Sacred Icon: Evil room of death:
Enable "Sputnik" mode. After you go through the chutes at the beginning of the level, you will reach a room/hall where you will be attacked by Sentinels. Hanging from the ceiling immediately to your left are what appear to be doorways. Sputnik grenade jump up into them. If you run directly toward the wall, you will simply drop dead.

Turf: Get on top of building:
Go to the dead end by the little medical hut. Hop up by the windows with pegs under them. You can then hop onto the second to left peg then hop onto the window's overhang. From there you can jump to the yellow wall. Once on the yellow wall, jump to its third section and look to your left. You should see what looks like a wooden box with two pipes sticking out of it. Do a crouch jump to it. When you land on it, jump again to hop up to the edge of the building. The second jump seems to require some decent timing, and may require more than one attempt. Once on this edge, there is not much you can do unless you have a sniper/battle rifle. While up here, if you walk to the end you can drop down onto another window overhang that looks over one of the alleys for a decent vantage point.

Set up the game with starting overshields, unlimited score, rockets, and rockets on the map. Start the level and go to the medical tent. Get behind one of the shields. Make sure your feet are on the shield's base on the ground (the part that looks like a "T"; get halfway in the middle of that. Then, shoot your rocket at the fold on the top of the shield. This should send you to the top of the level. You can now leave the level boundary. Just do the same thing as you would with a superjump. Go right and go to the end of the level. Next, turn right again and go to the end of the level then go right again. You should eventually get to a building that has a ledge on it. Take that ledge around the side of the building and stop about one third of the way to the end. Aim down at the ground and fire while jumping. You should reach the top of a building. Go to the pole and you can walk through it. You can be in the pole and no one can see you. This is a very good sniping location.

Turf: Super jump:
Go to the gate behind where the Warthog respawns. There will be a corner you can crouch into. Crouch into it, turn around, and hold Forward. Run into the room with the ramp that leads to the sniper. Try not to hit anything, as it might interfere with the jump up. Run up the ramp and towards the sniper. Jump off of the platform where the sniper is located, and aim for a little edge on the ground by the yellow circle. Release Forward just before you hit the ground, and try to land slightly short of the edge. You should go flying. When in the air, go backwards and you will land on a roof. From there you can snipe.

Go to the tent. Go on top of it and jump on the ledge going up the ramp. Then, look down on the tent. There are two white squares on top of it. Jump off and just before you land on top of the square, tap the Left Analog-stick. If done correctly, you will shoot up in the air and can snipe on buildings. This may require a few attempts.

Turf: Leave level boundary:
Go to the medical tent/bunker. Get on the ledge with the two barricades, then look on top of the tent. There are two light green squares one on each side of the red and white stripes. Jump forward onto one, but crouch in mid-air. Release the crouch just before you land. If done correctly you should do a superbounce. At the pinnacle of the superbounce, crouch for two seconds and land on the wire. Then, walk left and forward. You should be able to walk through the level boundary.

This is a long procedure, but afterwards you can go anywhere in the level, except you cannot pass back through the barriers you already broke. You will need overshields, swords, rockets, and at least two players. To start, have the leader (you) take the other(s)to the health bunker. If you are looking at the bunker from where the Warthog is parked, you must to go to the right of the bunker and up the ramp. Once up the ramp, turn left and you should see a blue dumpster. Have the others to jump onto it, then onto the broken rooftop in front of it. Once they are up there, have the leader tell them to wait there. He or she then needs to jump onto the other broken rooftop that looks almost exactly like it. There should be a small thin piece of wall remaining. You must carefully walk up it as far as you can. Stop the jump upper left, and in mid-air, crouch. You will need to hold the Analog-stick in that direction the entire time. You should end up on a landing attached to the wall. This may take a few attempts. Once there, look to your right and up. You should see a landing above you. Jump onto it then walk around the edge of it. Be careful not to fall off or you will have t do it again. Once you have reached the edge, back up slightly. Run forward and jump to the left, avoiding the wall to your left. If done correctly, you should land above your friends on a little splintered walkway. Walk all the way over to your friends but do not fall off. Have them sword cancel up to you (press R, then quickly press X). They should fly up above you. Have them land on the same edge that you are on. Repeat this until your party is all up there. Once they are, have them to stay there and you can jump down. Go back to the bunker and jump on the wall with the two black shield objects on it. Go behind one and swath to rockets. Crouch and walk onto the little bar connected to the black object on the ground as far as you can. This should hold your crouch. Aim directly in front of you and fire. You should fly straight up above the rooftops. Aim for the edge of the building where your friends are located. You will not be able to reach them, but you can get on the roof opposite them, which is what you want. Once on there, carefully walk to your right until you reach a wall. Stand as close to the wall as possible and have one person of the group step up. There will be a crack on the ground running from where you are standing onto the other side. Have your friend stand directly on the other side of the crack and walk forward as much as possible. Then, have your friend aim at you and sword cancel. If done correctly, they should fly through the barrier towards you, do no damage, and be out of the level boundary. Repeat this until everyone but you is across. Then, get off the roof and go around and to where you crouched and walked up the wall. Do it again and stand where your friends stood previously. Have a friend that broke the barrier walk to where you stood to help them over, then sword cancel over to him. Once everyone is past the barrier you cannot go back. Have two people go over to the wall by the crack and one person stand against it while the other stands on their head. The one on top should jump and crouch onto the top of the wall, then help the others up by sword canceling. Once everyone is on the wall, look around and you should see a little ledge you can go up. Go up it, and walk around the level anywhere desired.

Get some overshields and rockets. This trick is easier for the connection host, but is still possible for others. Go to the health tent and stand behind one of the black objects. The smallest one is best. Stand on the piece of metal that is on the bottom. Crouch, then aim with the rockets at the bar in the middle and fire. You should fly upwards very high. Land on the corner closest to you on the building just beside the tent. Once you land on it, turn 180 degrees to the left so that you are facing toward the wall behind the tent. Start walking forward immediately. Slightly before you reach the end of the building, turn right and you should walk through the barrier and get out of the level. This may require a few attempts.

Turf: Inside Warthog gate:
This requires two players of any species (Spartan or Alien) and some overshields. Have one player get in the Warthog while the other gets against the middle of the gate behind where the Warthog spawns. The player against the gate needs to crouch and start walking backward with their back against the gate. Then, have the player in the Warthog drive at the person against the gate. They do not need to travel at full speed, but just about medium speed so they do not splatter the other person. Once they hit them, the player against the gate should go fly through it end up on the other side, still alive. They will not be able to get out. You may also get another person in the "cage" and they can have a cage fight.

Uprising: Separate your legs from your body:
When you begin, there should be a long rock directly behind you. Jump on to this and walk along it until you get to a small bush. Look to your right and there should be another ledge. Jump on to. Do not walk along it. Straight ahead should be another ledge. Jump onto this. Walk along it until you get to a bend. Do not take this bend. Just at the bend there should be another ledge a few inches down. Jump on to this. Walk along it. There should be another bend. Keep following this ledge (in other words, take the bend). You should reach a wall at the end of the ledge. Put your right side against the wall and look down. Move around and change your angle slightly. Eventually, when you get the correct position, your body should separate from your legs. You can take a few steps without your torso moving, but your legs will. You can shoot your legs, and it will take away some of your health. If you kill yourself, your body will go through some sort of fit and will usually spin around and sometimes will fly into the air.

Windmill: Fall through ground:
Get a Wraith or Scorpion tank on the windmill and let it take it to the top. When it falls down, run under it. Sometimes you will break through the floor. This can be used as a trap for enemies in capture the flag.

Zanzibar: Get on rooftops:
Use a tank, push it up against the far wall by the building, and get it stuck there. Jump on it to the top then get on the roof. Another way is go up in the building and get to where the metal rain gutter panels are found (above the gate that opens). Get two people up there then get on top.

Get in the tank that sits on the beach. Drive it to the area where the earthen wall goes into the right of the place with the turning object, inside which you can open the gate from. Drive it into the ceiling using the wall so it does not move at all. Jump on the tank then try to jump on the roof while clicking the Left Analog-stick. This will require a few attempts.

Use the following trick to get on top of the building on multi-player level Zanzibar. Note: This trick requires two players. Go to the right side of the building where there are rocks and an entrance to the building (not the side with the gate). Look up and slightly to the right where the mountain and the building meet. Have one person stand under where they meet in the corner on the floor. Have the other person aim over the other player's head so that he will jump and make the pointer turn red. When it turns red, press R + X. The person not in the corner should fly up and land on the roof. Then, have the person in the corner aim at the person on the roof, jump, and push the R + X. He should fly at him and also end up on the roof.

Zanzibar: Reveal bomb/flag slot:
In multi-player mode you can blow away the walls to reveal the bomb/flag slot in the middle of the main complex. Under the generator, the walls that connect it to the ground can be blown up with enough damage. Vehicle rams may help, especially with a Ghost using turbo. When they are blown up they are still attached to the ground because of a small chunk holding it on each side. This is very helpful if you need to prevent a bomb plant or flag steal because you can shoot from many more angles.

Zanzibar: Missing sun:
Enter the level alone in multi-player mode. Get a sniper rifle and look at the sun. Then, look at the reticule on the sniper scope. There should be no sun.

Zanzibar: Leave level boundary:
To get past the invisible game boundary wall, you will need an energy sword. First, get on top of the base that is as far away as the water as possible. To get on top, you can either boost one person up then cancel out your lunge by pressing R when your reticule is red, then press X to cancel it out. You will not hit the person. As soon as you and your friend are up on top of the roof, have one person go to the right side of it in a corner. Have them jump up and down and use the sword cancel method to fly up and over. When you are doing this, try and aim for the wall on your left, because it seems easier. You can get your friend that helped you up by switching roles, except you can be on the other side of the invisible wall instead of killing yourself. This does not have use unless you want to snipe or hide from someone. Note: If you are doing glitches, make a custom slayer game which has swords and rocket launchers and energy shields.

Two people are required for this trick. Get onto the roof of the large base at Zanzibar. Notice that there is an invisible wall on the right side of the base (if you are looking at the large wall behind the base it is the right side). Have one person go to the invisible wall and follow it to the large wall. Have the other person go to where the dirt meets the roof of the invisible wall and sword cancel (R + X) at you. A few attempts may be required at different places on the line where dirt meets the roof. When you cancel towards the person against the invisible wall, you will fly forward, then go into the sky. When you come down you will land on either side of the invisible wall. Make sure you have a rocket launcher so that the person past the invisible wall can rocket jump into this square pocket near the invisible wall. Then, have the person who did not get past the invisible wall keep canceling at the other person who is past the invisible wall. You must cancel at the person more than one time, and must do this repeatedly while in mid-air. Eventually you will get past the invisible wall.

Play the level with overshields (if you are not skilled at sword canceling) and swords. Get a Ghost and go to the beach. Drive to the huge wall. Once at the wall, get as close to it as you can and drive backwards toward the water. Eventually you will reach an invisible barrier. Drive into it as much as possible and make sure it is straight, then get out. Next, drive a Warthog toward the wall. Drive it straight onto the Ghost slowly. It must be undamaged, or at least so that you are able to get into it. Get out of the Warthog and stand on its front end. Go backwards and you should land on or beside the Ghost. If the Ghost is undamaged, you will be able to get into it. Once in it, hold Away. You should not go anywhere. If done correctly, the Ghost would not move. Still holding Away, press X to get out and continue to hold Away. The result is you actually getting out of the Ghost and landing behind it. Have a least another person do this. Then, have both players go behind a part of the wall and have someone stand on another player's head. Repeatedly sword cancel while jumping to "butterfly" up and you should go through the top and over. Note: Once in the water when you get out of the Ghost, going too far back will automatically kill you.

Zanzibar: Get on top of level:
Go to the base near the battle rifle. Go to the window on the right of the battle rifle and shoot the glass. You will then see a little bit of glass on the wall. Crouch under it and walk forward. Release Crouch look down and right and walk into the wall. If done correctly, the screen should start shaking. Jump off and hold Forward while pressing A.

To get on top of the level you must have a sword and a rocket launcher. You must have three or more players. Have all the players go to the base with the gate. Go on the outside of the gate, and while facing it, look slightly to the left. You will see a small slope with some dirt and a rock on it. Jump onto the highest part of the slope. Then, look slightly above the gate. You will see two windows sticking out with "roofs" on them. Jump on the first "roof" then jump to the second one. Use a crouch jump or possibly a grenade boost to get up there. Note: This may take several attempts. Then, have someone else come the same way onto the second window. Next, have the second person do a sword cancel to get on top with you. Do this with all the other players. Then have one person jump the gaps in the roof to the other side. You will find an invisible wall separating you from the large rock wall. Have one player stand in the corner on the right of the barrier. Then, have someone waste all their rockets. Make that person back up to where they first got onto the roof. Then have them back down the slope, until they can barely see the person standing in the corner. Have them aim their empty rocket launcher at the person in the corner, then press R + X + Y. Do this repeatedly. You will soon fly extremely fast toward the person standing in the corner. Note that you have ramped up the sloped roof, and are flying high into the air. You will be on the other side of the barrier. Then have the other player at the slanted roof at the start do the same thing. You will now have two people on the other side of the barrier. Have the person that was standing in the corner in front of the barrier to do the same thing. Then, continue past the barrier to another high wall. Take heed of the small crack which you can fall in. However you will not fall all the way down and can easily come back up. Then, have one person stand against the wall. Have them jump and someone else stand back and while the person is jumping. Make sure you have the reticule close enough so that it turns red. Do a sword cancel and that person will fly up, ending up on top of the wall. Then have other people do a sword cancel. You will now have everyone on top of Zanzibar. This is extremely difficult and may take some practice.

When you go inside the big building and are looking at the stairway, go on the left side. When you get there, go to the second glass window and blow it out. Note: Do this to all the glass that can be blown out. Once that is completed, look at the right side of the window frame. Crouch under the piece of glass that is sticking out on the right side. Once under the glass, stop crouching, but stay under the glass. Move slowly to the left. Do not fall off the ledge, but keep your reticule aimed at that piece of glass. Then, walk forward and aim slightly to the right of the glass, just enough to the point where your screen starts shaking. Note: Make sure to stay still while the screen is shaking, or else the jump will not work. Remember -- you must be walking forward for the screen to shake, and you must make no other movement. This will be difficult at first, but you will get used to it. Once this is completed, press A to jump. You should bounce backwards, but keep walking forward. You do not need to press A after you bounce out of the window frame. Just keep pressing Forward and you should fly out of the top of the roof. Make sure not to over jump the roof.

Zanzibar: Super jump:
Go into the Zanzibar base by walking up the dirt hill. You should be near the battle rifle leaning against the wall. If you are looking at the battle rifle, go to the window to its right. Shoot all the glass out of the window. There should only be small portion of glass remaining. Walk into the window without falling out then look to the right so that you are looking into the wall. Crouch and walk into the wall so that you can release Crouch and still remain crouched. Walk forward (do not fall out) and look at the very bottom piece of glass near the ground. Note: Try moving left a very small distance so that you can see the bottom piece of glass better. Once you are crouched and walking into the wall tap A to jump while still pressing Analog-stick Forward. You should jump out and land on a crack between the tiles then hyper jump on top of the building. Note: Hold Forward the entire time while jumping, and do not hold Crouch when jumping. You should be automatically in the crouch position before jumping.

Go to the base. Upstairs there are two windows. Break the one on the right. Crouch up to the wall in the broken window and look at the bottom of the middle broken glass. Release Crouch, but keep pressing Forward. You should still be in the crouched position. Let the screen shake, stop, then shake again. After that, jump while pressing Forward. You will fly to the top of the base.

Go to the building with the gate. Go up the ramp and go to the area with the windows that are open. Behind those windows are three glass windows that face the inside of the building. Go to the second window and break all the glass that you can. Then if your looking inside the building through the window with broken glass, go inside the window and face the right. Crouch and run into it. Go slightly to the left so that you do not have to hold Crouch. When you see yourself move to the left, walk off the side and you should do a super jump. You must time it perfectly or it will not work. This may require several attempts.

Zanzibar: Ghost sign:
Locate the beach. You will see a sign standing in the middle in shallow water. If you shoot it, it will disappear.

Zanzibar: Flying tanks:
Take a Scorpion, and go over to the windmill thing, with the front of your tank facing the beach. Go to the left side of the windmill. When one of the arms goes by, move into the path of the next one. Let it push you up. Once it makes contact with you, push forward slowly and get your tank wedged in between the arm of the windmill and the platform that goes towards the middle of the platform. If done correctly, your tank will fly all over the map, sometimes landing all the way over at the beach or even on top of the building next to you.

Zanzibar: Noisy tank:
Turn on Scorpions in the options. Drive the Scorpion into the spinning wheel in the middle of the level. Line it up a little bit on the right of the wheel. Let it push you up. As you are going up, drive to the right. If done correctly, you will land on the bridge. Drive the Scorpion into the center of the wheel (above where the sword normally is located). When you get it in the center, it will make the noise that the bridge makes when it falls repeatedly.

Zanzibar: Open gate:
Note: This works best if you are not the host. Select any CTF or Assault game. At the end of any round (but the last round), if the gate has not been opened press X when the screen is black and the round is resetting. This will cause the gate to be opened for the next round only. The gate will be open to everyone except for the host (this also includes your enemies). The host can go through the gate only if he is a passenger in a Warthog driven by a teammate. However, the host will be dealt damage because the gate is still closed for him. This glitch is best used if you want to rush the base with the gate then snatch and run the flag or quickly plant the bomb. The easiest way for you to do this glitch is to be on defense.

Zanzibar: Stand in fan:
To stand in the fan (which makes a good sniping location), go on the windmill's spinning blade. Walk towards the outer ring of the fan while it is going up. Crouching and continuing to walk, you will go near the top before you drop into a little platform inside the ring. When the fan blades pass you, you must continue to walk backwards or risk being knocked out of the hole. Because this is a ridiculous location to be sniping from, many players will overlook you until they see you shooting at them. For the more skilled it would be a good idea to switch sides periodically and go to the hole in the side of the fan on the other side. If you stay on the windmill blade when it reaches the top of the rotation, you will be squished and "Killed by the Guardians".

Zanzibar: Launch person from beach:
Use the following trick to launch a person from the beach, over the sea wall, and to the base. You need a Warthog and a person to launch. On the beach side of the sea wall, there is a slanted piece of concrete debris that is close to the stairs. Have your teammate stand at the bottom of this rock, in the middle of the flat edge, facing the wall. With the warthog, ram into the back of the person. If done correctly, that person will be launched over the wall and may make it all the way to the main base. If not, he will die. This tactic works the best with Assault game variants, if the person launched has the bomb. It also works with CTF if the person in the Warthog then drives around to provide support fire, and a pickup.

Zanzibar: Easy assault wins:
When playing Offense/Defense Assault on Zanzibar, and you are on defense, you can open the gate for the start of your next turn. Make sure that nobody opens the gate in the big base. At the very end of the game when it says "Round over", wait for the screen to start to fade to black and then press X on the gate controls to open it as the screen is fading. At the start of your offensive turn, get in the Warthog immediately with the bomb and drive to the base. The gate will be open and you can drive in for a quick win.

Zanzibar: Repeating sound:
Make sure you have tanks and Warthogs. When you go to the giant windmill, go to the side of it and hit the lever until the bridge goes down. When you hear the sound of it going down, get your tank and put it on the windmill. Park it fairly straight in the middle of the windmill. Hop out and watch as it pushes it up. Make sure it lands on the side where you knocked down the bridge. Keep trying if this does not happen. You will hear the sound repeat, as if the bridge is being lowered.

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