Halo Secrets
...remember to utilize aspects of other tricks to do it. Stationary shield jumping and overshield jumping are two good tricks that are pretty versatile. You can overshield jump anywhere there's an overshield, and stationary shield jumping isn't limited to Keyes; it can also be done in the Pillar of Autumn. Realize that there's more than one way to do a trick, and that the most obvious way may not always work. Take Sniper Rock as an example. There are so many ways it would seem you could get up there by using the area directly under it, like rocket jumping with 400% health. But even that doesn't work. The path with the Ghost is something that, at least I, would have never thought of. There are no ways within ten feet of getting to Sniper Rock (at least, with 100% health), but there is a way beyond those ten feet. Take another example: the bottom of Halo. I don't know how many countless hours people have spent hurling themselves over waterfalls in vain. But who would have ever thought of going UP to get DOWN? Frogblast did, when he realized that there's an invisible slope on the top of the level that you can slide to the bottom on. He didn't just think one day, hmm, there must be a slope atop the level. On Utfoo he says how he got down using an incredibly ingenious, yet horribly complex method, and then was observing the area down there when he found an alternate route down. Always keep an open mind. It makes life, and tricks, a whole lot easier. Another example of applying earlier methods for new ones: the secret room in Chill Out. An HBO forum member had created a contest, prize and all, to see if it was possible to get back there. Several people agreed that such a feat was impossible. One of the ideas that came from brainstorming was to get the max players into the level, bring an overshield to the red flag, have one player grab the overshield and have everybody else shoot him with rockets as the overshield charged. A good use of the overshield invincibility trick, but it didn't work. That didn't mean it was impossible, as was quickly discovered. The teleporter glitch for Damnation, the one that lands you on top of the level, had already been discovered. I think it may have been discovered for Rat Race, too, by that time. The winner(s) of the contest posted a video on how to do it, in which they showed how they applied the teleporter glitch to a level it had never been done in yet, and used that to get on top of the level, so they could just hop right into the room and win the prize. There are tons of tricks out there, and oh so many base-methods (i.e. the teleporter glitch) out there, and every level in Halo is open and free to explore. Use your imagination and experience when going through a level to perform a new trick, or at least one new to you, and don't give up just because your first method failed. /==========================================================================/ / More Help / /======================================================================== / / / If you still can't complete a trick using any of the descriptions or links I've given, you can either watch a video or ask on a forum. These are two more really good ways at learning how to do it. Some forums to try are: GameFAQs: (http://cgi.gamefaqs.com/boards/gentopic.asp?board=2000163) HBO: (http://carnage.bungie.org/haloforum/halo.forum.pl) IGN: (http://boards.ign.com/Halo/b5240/p1) 1337guide: (http://www.1337guide.com/forums/) Halo.ibonk: (http://haloib.com/index/forum/topic/tricks) HIH: (http://highimpacthalo.org/v-web/bulletin/bb) Some tricks are really hard to teach just through plain text, and most tricks are easier to learn when you see what's suppose to happen. So, if you're struggling to do a trick and just can't quite get it right through text, I may as well point you in the right direction for media. Individual videos to look for: *Warthog Jump (Randy Glass) *In Too Deep (Mike Miller) *Winning Isn't Everything (Mike Miller) *Causin' a Ruckus (Team Overkill) *What Goes Up (Aikidoka and Halorigin) *Out of Bounds (Ms. Man) *MC's Playtime (Ms. Man) *I Don't remember This Being Here! (Ms. Man) *Outside PoA (Ms. Man) *Old But Fun (Ms. Man) *The Halo GT series (halogt.com, beware, though, that some show mods being used) *The Halo Underground series (halounderground.com) *Anything from Frogblast/Metafire (Utfoo) *Anything from Ducain and/or Nomak (highimpacthalo.org) *Anything from Juggertrout *Basic Essentials (useful, but not exactly tricks) *Advanced Essentials (also useful, but not tricks) Some sites that host these videos and more: http://halo.bungie.org http://1337guide.com http://www.highimpacthalo.org http://warthog-jump.com http://bloodgulch.com http://www.mikerosoftsite.com/halosite_files/page0001.htm http://haloib.com (formerly http://halo.ibonk.com) http://thatweasel.tv/hbo_mirror.php http://yuan.ecom.cmu.edu/utfoo http://halogt.com http://halounderground.com http://2070films.com http://COERCE.net http://elitegamers.org http://deathpena1ty.com http://halopimpz.com http://halosecrets.com http://halomods.com http://pfrclan.cjb.net http://nzds.net/~goatrope http://www.halo.synide.net/tricks.htm http://7hr33.org http://www.systemcrash.tk ***Any of the above sites, may, at one time or another, go down. I'll keep the links there, though, if by chance they return. /==========================================================================/ / Tricks / /======================================================================== / / / =============== -Single Player- =============== [Warthog jump] Build a pile of grenades, park a Warthog on top, and detonate them to get vehicles (not just Warthogs) to places they weren't supposed to be. See the Warthog Jumping FAQ by Juggertrout (on GameFaqs.com) for details on how to do this. Here's my own tutorial: -Single player- For starters, choose the Silent Cartographer on easy. Clear out the beach like normal, preserving as many marines' lives as possible. When the get the Warthog, get two marines in it and drive to the main facility. You don't have to kill all the enemies there, but kill any that might get in your way. Drive towards the arch, but before you get to it, make a sharp turn back towards the overshield. You should get a checkpoint (if not, go farther before turning). Now head up to the overshield. Park somewhat next to it (two or three feet away is fine). Get out of the Warthog and head to the gunner. Press X to get him out of the seat, then back up about five feet. Fire your pistol into the air so the marine looks at you. Now shoot him in the head. If he didn't drop any grenades, revert to saved. If he dropped two, but they landed like five feet from each other, revert to saved. If he dropped one grenade, or two that landed in close proximity to one another, you can proceed. Your next step is getting the passenger out of the Warthog. Once you do, get back in the driver seat and wait for him to get into the gunner seat. Head back towards the arch and hit the checkpoint again. Drive back to the overshield and try to park it in the exact place as before (usually, you'll want the back of the Warthog to be a few feet from the feet of the dead marine). Get the marine out of the Warthog, fire the precursor shot, then shoot him in the head again. Revert if he didn't drop adequate grenades. You usually want two grenades, but some marines refuse to give that number (I, for one, have _never_ gotten two grenades from Sgt. Stacker). Once you get him to drop his grenades, hit the arch checkpoint, then save and quit. You'll want to save and quit, usually after every two marines, just in case something goes horribly wrong. Load the gamesave back up again, and go pick up two more marines. Bring them back to the arch/overshield, and do the same thing you did with the other marines. Keep doing this, and you should build up quite a nice pile of grenades, anywhere from, say, 9 to 14. Once you've finished off all the marines, hit the checkpoint and save and quit again. You can now finally get to launching. Park the Warthog over the pile of grenades and throw a plasma under it. Stand back and watch the Warthog get blown sky high. So, what was the purpose of doing all this next to an overshield? Throw a plasma grenade, wait about one second, then grab the overshield and enter the gunner seat of the Warthog. When the Warthog gets blown up, you should be in it for the ride. The charging overshield lets you live through the explosion. Alternative ways of launching are with a rocket launcher, throwing a second plasma grenade on the Warthog, throwing a plasma then a frag, just throwing a frag, filling one of the bodies with needles, etc. Tips for doing it on the level Halo: *There are checkpoints going into each of the marine areas. *Use only the marines from the rockslide and hill areas. *Don't do the jump in one of those two areas unless you want to take the chance of fighting the marines, and possibly their sniper -Co-op- Warthog jumping on co-op is easier. All you need is a Warthog and a lot of dead bodies. What you need to is mark out the place you want to jump at. Look through that loading zone for grenades, frags and plasmas both. Get as many as you can, for both players, and bring them back to the jump spot. Now, have one player melee the other in the back. His grenades should go flying and land in a nice little pile. Have the other player stand in the same spot, and the newly respawned partner do the same to him. You should now have, hopefully, a nice pile of 16 grenades. Go look for any more grenades and repeat the previous steps. You might be able to get 30, 40 or more in one pile. Park the Warthog on top, toss a grenade in, and enjoy. Videos: Warthog Jump Tutorial (ArakniZ) Warthog Jump (Randy Glass) Links: http://1337guide.com/wj.php http://db.gamefaqs.com/console/xbox/file/halo_warthog_jump.txt ################################################################################ ******************************************************************************** [In a Warthog jump] Jump into the gunner seat of a Warthog just before it's launched (during a Warthog jump) to take a ride. Hop in after the first grenade explodes, but before the rest chain react. Can be pretty tricky. Here's makaveli the don's explanation: "Getting in a Warthog during a Warthog jump (w/o overshield) as you already know is just all about timing. I find the best way to get in is by starting your jump into the back of the Warthog about 2-3 meters away just as the first set of Grenades go off. That way you should have time to reach the Hog press X just as the second set of Grenades are going off." ################################################################################ ******************************************************************************** [Stationary shield jump] *See "Don't leave the ship, Keyes* for details. ################################################################################ ******************************************************************************** [Double Jump] Crouch at the top of a jump to get a little extra height. This isn't noticeable at first, but try jumping onto the "tombstones" (or dragon's teeth, whatever you call them) in Hang'em High. You can't jump onto them normally, but you can if you double jump. ################################################################################ ******************************************************************************** [Disappearing dropships] This isn't really a trick, but it's interesting nonetheless. All dropships throughout the game are meant to fly to a place and get there before you can. Upon reaching that point, they disappear. However, you can use certain tricks to speed up your journey and you can actually see the dropship (either Covenant or a Pelican) disappear. Some places to see this are: The beginning of SC. Once out of the Pelican, run straight ahead and don't stop. You should get far enough that when the second Pelican flies around the bend, you can see it disappear. AotCR: Get the "early Banshee" and fly to the second chasm (the room with the giant pillar). A Covenant dropship should land and drop of some enemies and two Ghosts. When it flies away, follow it as closely as you can. When it reaches the tank barrier, past a small frozen lake, it will disappear. Also, if you are in a Pelican you're not supposed to be in (like if you stay in the Pelican at the beginning of 343GS, or the Pelican that drops off the marines in AotCR), it won't disappear. The Pelican is not supposed to crash, but with you in it, it can't disappear, so it's engine stops running and just sort of floats downwards and lands. ################################################################################ ******************************************************************************** [Watching enemies spawn] This also isn't really a trick, but there are some spots throughout the game where you can watch an enemy spawn right in front of you. Some of them require you to be on co-op, but nonetheless, here are some examples: AotCR (co-op): Halfway through the level, there's an elevator with a Jackal at the top. That's its most defining feature. When you get to the top, you'll immediately have to fight four jackals. In the next room, there is a gold Elite. Have one player stay near entrance to the center of the room, and the other player keep going through the room, killing enemies. Apparently you're supposed to be ambushed from behind here, because sometimes a red Elite will spawn right in front of the waiting player. Two Betrayals: Head to the Final Run. Get in a Ghost and immediately blitz the Banshees, but don't take the Banshee. Instead, take cover behind the rocks. Stay there for a bit, and eventually a whole mess of Covenant will spawn right on top of you. You're dead if it's on legendary or heroic, as a good 4+ Elites, including a goldy, will spawn, sometimes on top of each other. Two Betrayals (co-op): At the second pulse generator, have one player stand right next to the load point, and the other player disrupts the beam. Immediately, the waiting player crosses the load point, and many frozen Flood will spawn right in back of you. This one is courtesy of lbmXpenpen18: "In the Maw, go to the armory and walk around and pick up some supplies, but keep your eye on the locked door where the invisible Flood come out. After one comes out, hightail for the door before it closes, and if you made it, you should be in a dark room where the invisible (and some visible) Flood spawn after a while. If they don't spawn, exit the armory and enter again, more Flood should come out the door, and if you were able to get into the door again, several Flood should spawn around you. If you are on a higher difficulty such as Heroic or Legendary, then you will probably fly up to the ceiling dead, other wise you're in for a close-range combat in a tightly packed dark room with several cloaked Flood...unless you run for your life and hope that none follow you." ################################################################################ ******************************************************************************** [Weapon Switch] You need two controllers. Go into any level in single player, with either controller (called Controller 1 for now). Hit a checkpoint, save and quit. Make note of what weapon you had. With the other controller, go back into that profile and pick up a different weapon (other than the one you saved with in the previous step). Hit a checkpoint, save and quit. Pick Controller 1 back up again, and go into the same profile. The skin of your weapon should be that of the first time you saved, but it will have the characteristics of the gun in the second save. Note: This does not mean that an AR will fire rockets. The rocket launcher (if that was your second weapon), just looks like an assault rifle, and does not fire automatically. This glitch will go away if you switch weapons, swap weapons, die, etc. ################################################################################ ******************************************************************************** [Infinite ammo] This trick has no real tactical value, but it's a trick nonetheless. Pick up a weapon that uses clips, try the assault rifle first. Find another weapon on the ground that you can pick up. Fire the assault rifle until it's down to two or three bullets, then make note of how many clips you have left. Reload the assault rifle, but just before MC removes the clip from the gun, pick up the other gun in front of you. Pick the assault rifle back up. It should have the same number of clips, but it will have 60 shots left again. ################################################################################ ******************************************************************************** [Disappearing plasma grenade] You can do this two ways, although both ways are completely different from each other when it comes to why it happens. Method 1: Find an invisible wall and throw a plasma grenade on it. It will stick, but instead of exploding will just disappear. Method 2: Go to AotCR. Head into one of the hallways with a load zone and a checkpoint. Memorize the locations of the load points (they're on two black tiles). Now, run towards a load point, jump, and just before or right as you cross the load point, throw a grenade. It will disappear a second after thrown. ################################################################################ ******************************************************************************** [Jumping into rocks] There are some rocks throughout the game that, when you exit a Warthog close enough to them, you'll end up inside it. I've only tried it from the gunner seat, but others may work, as well. One of the rocks that can be jumped into is in Blood Gulch. It's near the middle of the level, but a bit closer to red base. It's defining feature is it's slanted greatly. Park a Warthog back up against the front of the rock (the side highest in the air). Then get out, and get in the gunner seat. Turn the gun slightly to the left and jump out. You should either land inside the rock or hit the side of the rock. If you're not in, get back in the gunner seat and change the direction you're aiming slightly, and try again. Once inside the rock, you can only be killed with explosives. You can shoot people on the other side, but they cannot shoot you (except with a tank). ################################################################################ ******************************************************************************** [In Pelican cockpits] To get into the cockpit of a Pelican, back a Warthog against the nose. Get in the gunner seat, then exit it. Angle the gun so that when you get out you land inside the Pelican. This is the same method as jumping into rocks. ################################################################################ ******************************************************************************** [Quick reload] GrandmasterStevo. "Press X twice and then quickly switch weapons. Wait a few seconds before switching back. You have to wait slightly for the weapon to reload, but it won't take as long as if you reloaded regularly, and you'll have another weapon in your hands to fire with. So... Press X twice then switch weapons wait a few secs(2 at most) then switch back" I hadn't done this trick yet when I included the description, but I'll include one of my own, anyway: Press X twice, in rapid succession. When it's about a third of the way finished reloading, hit Y to switch weapons. Now, wait a few seconds (about the length of time it would take to normally reload). The actual reload may not be faster, but you do have the ability to use another weapon while you're doing it. ################################################################################ ******************************************************************************** [Double melee] Melee once, then throw a grenade and melee again, as quick as you can. This slightly increases your rate of melee. ################################################################################ ******************************************************************************** [Jumping high with a Warthog] You may need to adjust the way you hold your controller for this one; you need to be able to use both sticks and the X button (then the A button) at the same time. Okay, once that's situated: Go full speed (or nearly full speed) in a Warthog. Start turning right, and as you begin turning, exit the Warthog. Keep holding both sticks so you continue turning. Right after hitting X to exit, tap A to jump. The Warthog will, hopefully, tailwhip you, and the combination of that and jumping should cause you to get some pretty good air, once you get good at it. ################################################################################ ******************************************************************************** [Jumping high with a Ghost] This is most effective for getting on top of Sidewinder and Blood Gulch, but I'm putting it here anyway. Take a ghost and head to a wall that's slightly slanted (it doesn't have to be extremely slanted, but can't make a 90 degree angle). Make sure the wall is to you're right, and start strafing towards it. Be far enough a way so you can get a bit of speed, then, when you're five to seven feet from the wall, exit the ghost. As soon as you can, jump. You should have been going fast enough so that when you jumped out, you landed, more or less, on the wall, then, when you jumped, the speed, the ghost bumping you, and you're jumping sent you fairly high up or over the wall. If you get out too late, you won't go very high. If you get out too early, you'll get run over by the ghost. ################################################################################ ******************************************************************************** [Jumping high with a Scorpion, Wraith] For a Scorpion, drive it over a small ledge or something so it lands upside down. For a Wraith, keep it in good condition and flip it upside down (the easiest way is to drive under it from behind with a Scorpion). Once this is accomplished, jump on top of the upside down vehicle and go to the highest point. Press X to flip it, and when it flips you should be thrown upwards a good height. ################################################################################ ******************************************************************************** [Launching yourself with a Warthog, method 1] This trick was, as far as I know, pioneered by Ducain, or at the very least taken to a whole new level by him. It involves creating a Warthog jump and using the flying Warthog to bump you high into the air. This can be used to land you top of the Silent Cartographer, on top of the blue beam towers on Halo, on top of the pillar-like Banshee tower on AotCR, etc. The following description was written by Ducain and posted on his website's forum (at highimpacthalo.org): "I am making this because it's been asked a bunch of times. I'll reference this post from now on. Now obviously this doesn't apply to launching from a shade. Just watch some vids of that to see how it's done. This is describing the launch where MC stands on top of the laag gun of the warthog and launches into the air. Before we go any further: you need to be on Heroic difficulty at least. I never even play Halo unless its Heroic or Legendary anymore. Mostly Legendary. On Legendary, there is almost no grenade damage. I'll tell you how I found out: Open up the level Halo on Easy, skip the opening cutscene, exit the dropship and then throw a frag at your feet. Stand right on it when it blows. Now do that on every other difficulty. The results will surprise you. Now...setting the jump up is not really that hard. Just time consuming. Here is a picture (very crude, mind you) of how the setup is to be done: [Due to text only limitations, I did the best I could to convert his image into ASCII] %% PG ########################## ########-Warthog-######### ########################## ##########****############ ##########****############ The "Warthog" above is labeled in the following fashion: *The asterisks show where the pile of grenades should be *The PG shows where you should throw your plasma grenade *The percent signs show the direction you should be looking [The following is the continuation of his post] You need to have a very tightly packed pile 'o nades under the hog. If the grenades are lying in a loose pile, they will often fly out from under the hog when the first nade detonates. When that happens, you go byebye. On co-op, this is no problem. You can adjust your nade pile easily. On single player, however, you need to take extra time and care to make certain that your frag pile is very tight (lest ye die). The pile of nades needs to be near one side of the hog. The reason for this is that the hog will move tilt on its side and move backwards slightly when you detonate your plasmanade on the ground. When this happens, it positions the hog right over the nade pile so that it blows straight up at you. You will stand on the gun turret of the hog, facing away from the nade pile (see picture), and then throw a plasma grenade very close to the side of the hog, on the ground. The plaz blows on three, so hop on two and a half. If you hop too late, the hog will kill you instantly when it moves. The idea here is to 'grenade jump' off the top of the hog, which launches you just far enough so that the big explosion doesn't kill you when it launches the hog up at you. When you hop, hop up and backwards, pressing X like mad. Yes, pressing X keeps you alive. (tanx Dark Helmet for discovering that one) The trick is to have the side (or bottom) of the hog coming up at you when the nade pile blows. If it does, you live (and go sailing). Hope this helps. Personally, I would love to see someone use this to get somewhere cool. Have fun- I sure have! _________________ When life gets you down, blow something up." An alternate method of this trick is to make the pile of grenades, and park the Warthog so the grenades are near the front of it. Stand in front of the LAAG, and throw a plasma grenade in front of the Warthog. Wait a couple seconds, then jump and tap X. The grenades should detonate and send the front of the Warthog into you, bumping you to a pretty good height. ################################################################################ ******************************************************************************** [Launching yourself with a Warthog, method 2] This method, as opposed to method 1 (mentioned above), focuses on launching MC horizontally. It's good for, say, launching from one plateau to another on the level Halo, or into any of the various rooms located along the main shaft on the Silent Cartographer. What you need to do, first and foremost, is make a pile of grenades. Just make it like you would a Warthog, with as many grenades as you'd like. Realize, though, the more grenades means you have less chance of survival, and less grenades means you won't go as far. Once the grenades are set up, park the Warthog facing the grenades, between them and the place you want to launch to. You want the front of the Warthog to be, say, five or more feet from the pile, give or take, depending on how many grenades you used. How far away you park will also determine how high you will go. The farther away you park it, the more horizontal the Warthog will fly, so you'll fly farther but not get as high. As for placement of the initial grenade, I think, but am not certain, that this will make a bit difference in whether you survive. If you throw it past the pile, it might cause the grenades to fly forward before exploding. If you hit the middle of the pile, the grenades will fly in all directions before detonating. I suggest throwing the grenade slightly past the grenade pile, to make sure you get the full effect of the grenades without endangering yourself too much. Once you decide where you'll throw the grenade, hop onto the gun of the Warthog. Throw the grenade, the drop back down behind it. You now have two choices. The first is to enter the Warthog immediately. This will cause you to fly with the Warthog, and wherever you land, you'll have the Warthog with you, and you'll also have a better chance at surviving. The downfall is that you won't fly quite as far. The other option is to wait until the initial grenade detonates, then enter the Warthog just as the pile is exploding. This will cause you to fly out of the Warthog, and possibly also get bumped by it (making you go farther). The downfall is you'll most likely die on impact with the ground, but you'll go farther. ################################################################################ ******************************************************************************** [Launching yourself with a Shade] This trick was more or less pioneered by Juggertrout. He may not have invented it, but he spurred the more widespread use of it that lead to the creation of several Halo videos. His description was also posted on Ducain's forum. Here it is, reprinted: "OK, here we go: The good thing about Shade Launching is that you can get higher with less grenades than it's Warthog equivalent, and it has more options. Firstly, kill your marines or a number of enemies in one spot. Your grenades need to be fairly close together for this to work. Park your Shade over the grenades so that they are under the leg opposite the gun turret. They need to be a bit inside the Shade than outside, but in that general position. Just one plasma grenade under the Shade is enough to launch you fairly high. But I always try for two or more. Stand on the gun turret and throw a plasma (although i've done it with both frags and the plamsa-frag combo and got it to work) half under the Shade to one side of the turret, just as it's about to explode, leap in the direction in which the plamsa will throw the shade and press 'x' rapidly. If done right then the Shade will force you upwards. If not you will die. It is possible, so keep trying. The Far Launch is what I use to get onto the T&R plateau on my 'Advanced SP Shade Jumping' vid. All you have to do is throw the plasma where the grenades actually are. As usual, jump back and press 'x', the shade will be thrown sideways towards you, and you will fly off in a diagonal motion. To Turret Ride the Shade, simply put the Shade directly over the grenades. Then throw the grenade under the Shade and jump up while pressing 'x' as usual. This time though, the Shade will fly up vertically and you will be able to enter it. Good places to Shade Launch: --- At the beginning of AotCR you can cause a mass slaughter at the opening door. This is where I performed the first ever Shade Jump. --- On T&R, get past the first area the whip out your assualt rifle and go though the small cliff side with the drop on your left. A large amount of grunts will come past, allowing you to kill them quickly and make the drop up to six grenades. --- On some of the later levels, you will encounter black elites. Kill one and sometimes they can drop up to seven grenades. You know what to do. A Chronological Videological Archive Of The Shade Launch: 'Juggertout's Shade Jumping Vid' - Juggertrout This was the first vid showing that trick, few thought it could seriously be done, but I managed to lauch myself through a ceiling on AotCR. The link can be found on www.highimpacthalo.org under the aforementioned title. 'Practical Applications Of Shade Jumping' - Dark Helmet This vid was posted a few days after my vid, showing two new methods of using my Shade Jump. Annoyingly he got more credit than I originally did. Grrrrr... The link to his vid is here: http://carnage.bungie.org/haloforum/halo.forum.pl?read=419519 '2nd Floor Of The Maw Hangar' - Dark Helmet SP Shade Jump up to the 2nd floor of the Maw hangar. This time, he deserved the credit. Link to vid at www.highimpacthalo.org under '2nd Floor Of The Maw Hanger (Single Player) by Dark Helmet' 'Halo Renegades' - Juggertrout More of a mixed vid than a Shade vid. But it showed the first Turret Riding aswell as Shade Jumping - minus the actual jumping. Just flip the Shade from the ground and get in. Yes it is hard. Link at www.highimpacthalo.org under 'Halo Renegades by Juggertrout' 'Shade Jumping On Keyes' - Ducain Ducain's first real Shade Jumping vid. He gets on top of Keyes and various other places. Just go to *shock* www.highimpacthalo.org and then to 'Shade Jumping On Keyes, Single Player' 'Advanced Shade Launching' - Juggertout With Ducain and Dark Helmet back to Warthogs, it left me in the position of 'Where more can I take this?' Well I did some very big Jumping on T&R, then a Shade Jump on 343 Guilty Spark, the last level un-jumped. Link at you know where, under the title 'More Shade Launching by Juggertrout' 'Shade Experiments' - Juggertrout The latest Shade Jumping vid. I did two Shade Jumping experiments here. There doesn't seem to be anywhere to go from here.... Link: http://sigs.gotwow.net/Sheep/shadeexperiment.wmv Well that concludes the ultimate SP Shade Jumping Glossary. Goodbye and happy Jumping! Juggertrout" ################################################################################ ******************************************************************************** [Freezing enemies] This can be done in many places, but I've only done it intentionally in one location. Basically, what happens is you cross a load point, then go backwards. Some of the computer controlled characters will now be frozen. You can do whatever you want to them, and nothing will happen. Explosives might blow their guns away, but it won't effect them...until you move a certain distance away from them. Then all the damage and explosions take place at once (an actual explosion won't occur, but the effects certainly will). Here's a good place to do it: In AotCR, as soon as you get outside to the marines, leave them behind and rush to the chapter "Rolling Thunder". Now, turn around and go back. All the marines that were alive, and most of the ghosts (with their elite drivers) will be frozen. Another good place is the locked door on SC. Get the marine(s) out of the Warthog by the door, and head up and trigger the load point. Head back down, and both marines will be frozen. You can also freeze Banshees. Go to AotCR and grab a Ghost. You have two options. *The first option is to kill all the enemies from the area just before the underground cavern ("The enemy forces have armor support. Watch out for those tanks.") to Rolling Thunder (but don't destroy the Banshee). *Or you can kill all the enemies from Rolling Thunder to the area with the giant pillar (has a Covenant dropship, ~5 Ghosts, two Shades, a Banshee and ends with two Hunters and a Wraith), but remember not to destroy the Banshee here, either. Now, fire at the Banshee you kept alive with your Ghost to get its attention, and lead it towards the checkpoint by Rolling Thunder. Once it begins chasing you through the tunnels and rooms, don't be afraid to go full speed towards the load point. Once you and the Banshee cross the load point, the Banshee will smash into a wall, and its pilot will no longer have an AI. Here's a list of some of the physics of frozen marines: Plasma grenades stick to them, but don't detonate until you hit a certain point. Frag grenades can knock away their weapons, but won't affect them otherwise until you hit a certain point. You can walk/drive right through them. Enemies will not attack them. If there is a plasma grenade on them, there will be some sort of blue trail leading from it. This is the direction the marine will fly. Use this if you want them to fly a certain way. Needles will stick in them, but sometimes they will explode, and other times they will stay in them until they (the marines) are reactivated. I think this has something to do with shooting a certain number of needles into the same spot. Once reactivated, if you used a lot of explosives, you may never be able to recover the body. I don't know why, but I've searched extensively and never found some of the bodies. Melees will cause them to bleed, but nothing more. For elites in Ghosts, if you flip the Ghost upside down, the elite will land on its feet, but still be frozen. ################################################################################ ******************************************************************************** [Falling through the ground] Sometimes, when two objects try to occupy the same space at the same time, one (almost always the player) will fall through the ground to their death. There are several ways to do this; here are three: 1. Find a manned shade (one with an enemy in it), and keep walking into it. Keep holding forward, sometimes changing your direction slightly, and eventually you'll fall under the shade and die. 2. In the beginning of the PoA, jump back in the cryo tube before it closes (don't crouch when you do this). Now, walk around inside it a bit. There are several things that can result from this, but I've found that the most common occurrence is falling under the cryo tube, hitting an invisible floor with three bars of health left, then falling to the side and dying. I've also managed to be killed by having a Warthog flip over and push me through a mountain, and when trying to perform the co-op method of getting through the locked door in the Silent Cartographer. 3. Go to Two Betrayals. Get the banshee and fly back into the control center. Look at the lights that circle the room under the platform. Go to the second light from the left (if you're entering the control room); the light to the left of the one with a blue light next to it. Get out there, and a few feet up and two the right of the light, you'll fall through the level to your death. ################################################################################ ******************************************************************************** [Flares] Flares can be useful, usually in multiplayer, for one player to find out where the other is. You need two plasma grenades. Throw one, then, without moving your aim at all, throw the other. They will land on top of each other, and when the first one explodes, the second will be sent straight up into the air and detonate. You can also throw one, then another about a foot away from it. The grenade's trajectory will be more horizontal. This can be useful for kill enemies that are behind walls. You can also throw one, then quickly hop in a tank and shoot it. That explosion also catapults the grenade a good distance. ################################################################################ ******************************************************************************** [Double flare] Okay, so you're pretty good at making one plasma grenade fly into the air. Now, how about two? Simply find a wall and aim up high at it. Aim at the same spot and throw three plasma grenades in rapid succession (well, the last two half to be pretty close to each other, but you can pause for a second or two in between the first and second grenades). The fact that they grenades must bounce off a wall before landing on the ground gives you the time to throw the third grenade, and when the first one explodes it should send the other two upwards. The third grenade most probably won't go straight up, but it will get into the air. ################################################################################ ******************************************************************************** [Dirt] Sometimes when programmers assign a certain effect to a color (like brown dirt being flung into the air when hit with a bullet), the effect can be inadvertently assigned to other objects as well. Take any weapon (for best results: plasma grenade, sniper rifle, LAAG, or plasma pistol). Go to any Pelican and shoot the glass of the cockpit with it. Dirt will fly into the air out of nowhere, but will not if the Pelican is hit anywhere else. Also, if you use a flare, look closely at the second grenade's explosion. A pile of dirt will appear in the middle of the sky. ################################################################################ ******************************************************************************** [Invincibility] If your overshield is charging, you're temporarily invincible. You cannot be killed by any amount of explosions during this time. This is very useful for rocket/grenade jumping, or taking a ride in a warthog during a warthog jump. *Note* This does not provide you full invincibility. You cannot be killed from falling, explo...