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Halo cheats: Glitches

Note: Button presses are described in Xbox version format. Use the equivalent key on the PC keyboard when playing that version.

Unlimited ammunition:
This can be done in single player and multi-player modes. It will work on the hand gun, assault rifle, sniper rifle, and rocket launcher. Stand over one of those weapons on the floor so that it highlights on your screen (including alien weapons). Press X to reload. When the hand pulls out the magazine, hold X and your weapon will be thrown to the floor and make a reloading sound. Do not pick it up until this finishes. When it does, walk forward and press X to pick up reloaded weapon. Note: When using guns, do not empty the clips completely -- leave one or two rounds before attempting this. Also, with the rocket launcher, fire one rocket stand, over any weapon, and do the same as above.
Bmwjohn2001.

This cheat can be tedious to get, but is very useful. Start on the Pillar of Autumn level. The glitch is easiest to perform on this level. There is an area that is a long, wide, empty hallway with the Grunts at the end. Kill them and go into the tunnels. You must have a Plasma Pistol and be in cooperative mode for this to work. Have player one find the place where it says "Loading... Done" and make him stand directly in front of it. Have player two charge his Plasma Pistol, and hold it down until it starts to shake violently. It should be shaking so much that it is blurry. Then, have player one move through the loading point. If it player two's screen zooms out onto player one, and says "Waiting to respond" (as if he just died), then the glitch worked. Player two should zoom back in, and still be charging his pistol. It should stop vibrating, but still be glowing. You now have unlimited ammunition. Note: You can switch weapons one time. For instance, if you have a Plasma Pistol and Assault Rifle, you can switch to the Assault Rifle and still have unlimited ammunition. However if you switch back to Plasma Pistol, it will be normal. Also, if you pick up a weapon, then the unlimited ammunition will be lost.
Johan Stoyanovich.

To do this trick, you must be on top of a weapon. It can be done in single player and co-operative modes. Use all of the ammo that you have in your clip until you have one round remaining; or with the shotgun when you have one cartridge remaining. Reload. Then, press Exchange Weapon quickly (less than a second). This does not work with the plasma weapons. The times when you should hold the button are different. However, if done correctly, you should still hear your weapon reloading. With the shotgun, look at it -- it will cock back by itself. With the rocket launcher, this code is very difficult to do. With the shotgun, once Master Chief has put one cartridge in, hold Exchange Weapon immediately. You will have one cartridge missing, but have eleven for the price of one. For example, if you have 600 bullets and 60 in a clip, you will waste the clip except one bullet, but if done correctly, after the trick you will still have 600 bullets and a full clip. This does not work in multi-player mode.
NYYanksKid.

Double damage:
This trick can be done anywhere where there is a cliff. Jump off the cliff make sure your friend is under you with a rocket launcher. To be safe in multi-player, have someone in a tank as well. Have them fire when you jump off. If they hit, your character will fly into the air. Have your friends keep you in the air until you respawn. When you do, have them fire again and you will see a respawn counter again. You will see the light thing. The next time you shoot someone, the damage will be double because you respawned two people with guns into one character; one shot is counted as two.
The Wall.

Shoot through walls:
This glitch is most useful in multi-player mode. Go to the Blood Gulch or Sidewinder levels and back a Warthog up against a wall. If the gun is close enough, it can shoot through the wall. Use this on the Sidewinder level to shoot straight down the middle of the base from the outside.
Penquin.

Slow motion:
Note: You must do this in cooperative mode. First, find a dead enemy. Then, hit its corpse with a melee attack. Keep hitting it for awhile and eventually enough blood will appear from the corpse to make the game play slow, as long as one player stays on the blood. Have one player stay on the blood while the other player goes through the level in slow motion until the player on the blood steps off it.
Newmillenium10.

343 Guilty Spark: Trip to heaven:
As soon as the Pelican is about to let you out, throw a plasma grenade out of it while you will stay in the Pelican. It will take you to a high land, while a flying explosion will kill a group of Covenant. You will also see the end of the level -- all whiteness. The Pelican will land and let you out. You can walk through background forests, and if you go far enough, you will see a marine in a brown suit standing there for no reason.
DSK6789.

343 Guilty Spark: Mendoza alive:
Immediately after exiting the Pelican at the start of the level, run to the front of the Pelican to find a rock. Jump onto the rock and then onto the Pelican. Run to the back of the Pelican. As the Pelican lifts upwards to take off, you will be able to see a ledge. Before the Pelican takes off, jump from the Pelican to the ledge. Continue on the ledge and eventually you will see a Marine. He is Mendoza, one of the marines from the intermission sequence, showing the introduction of the Flood. He is unarmed and he does not move. Killing him does not affect anything later in the level.
egtrveua yimihoieyrOopaphant.

343 Guilty Spark: Floating guns:
Immediately after exiting the Pelican at the start of the level, run to the front of the Pelican to find a rock. Jump onto the rock and then onto the Pelican. Run to the back of the Pelican. As the Pelican lifts upwards to take off, you will be able to see a ledge. Before the Pelican takes off, jump from the Pelican to the ledge. Continue on the ledge, looking off of it every now and then to see where you are. When you get to the doorway that you would enter to get to the elevator that takes you into the complex, walk of the ledge slowly. Do not walk far away from the door. After entering the door, walk out of it backwards and you will see floating guns shooting at grunts. If you hit the guns, they make a metallic thud noise. After awhile they will disappear and you may continue the level.
Oopaphant.

Go to the energy bridge that you can turn off and on. Turn the bridge on if it is not already in that state. Get a gun and place it on the energy bridge. Get off the energy bridge. Turn off the energy bridge and the gun will be floating in air.
Jared Fisher.

Throw a grenade immediately when the FMV sequence ends and you will stay on the ship. Make sure to throw it before the checkpoint appears. When you get off the Pelican, turn right and go straight. When you reach the edge, follow it until you get to the room where the elevator is located. Jump down and go in. If you look around very quickly, you will see floating guns shooting at the aliens running out.
TaricaniP.

At the start of the level, as soon as you jump out of the Pelican run around the ship and jump on it. As it lifts off, look for a ledge and jump to it from the back of the Pelican. Walk around the ledge until you are above the structure you are supposed to enter. Jump down directly in front of the entrance. If done correctly, nothing will happen until you back out slightly. Then, a group of Covenant will appear and floating assault rifles will appear to shoot at them. If you stand in front of rifles when they fire, even on easy mode, they will do major damage before disappearing.
Jonathan Woodliffe.

343 Guilty Spark: Disintegrating grenades:
Keep walking past the unarmed Marine. It will stop you at the edge. Throw a plasma grenade and it will stick to the air. It will not blow up, and will instead just disappear.
Duane Beisner.

343 Guilty Spark: Ghostly trees:
In the very beginning of the level, before you get out of the Pelican, face out of the ship and keep pressing L, even after your grenades run out. The Dropship will take off and then crash. Get out and walk forward a little. Turn back towards the Pelican. You should see some black, 2D trees. Walk through them and turn around. They will no longer be there.
TheNamesOske31.

343 Guilty Spark: Moveable Pelican:
Go to the 2D tree area and get out of the Pelican. You can now pistol whip the Pelican into the lower level. Note: This is difficult.
Bryan McMorrow.

343 Guilty Spark: Unsuccessful Flood attack:
Go to the log with the Jackal and melee attack him. When the yellow dots appears on the radar, look on the cliff beside the shade gun where you see the Flood Elite by. You will see a Flood Elite next to a tree. Shoot it and it should jump off the ledge and attack you, but will disappear in mid-air while jumping off the ledge.
Matt F.

343 Guilty Spark: Ghost Flood:
Go to the log with the Jackal and melee attack him. When you see the shade gun, throw a plasma grenade in the bush next to the tree near the shade gun. The Flood Elite will run in the bush and get blown up. Run as fast as possible the bush and the Flood Elite will get up. Start shooting it, but it will go through it, unharmed. You can blow off the arms and head as if they were real. After a short time, the Flood Elite will disappear instantly as the invisible guns, Grunts, and Jackels start shooting at you.
Matt F.

343 Guilty Spark: Invisible Marine:
At the start of the level, hold L until you throw a grenade and you will stay on the Pelican. When it lands, follow the ledge until you get to the tunnel to the elevator. Drop down on top of the tunnel and get directly next to the edge. Run off (do not jump) and pull back into the tunnel. Look to where the machine gun fire is coming from. You will notice that there is an invisible Marine with a visible assault rifle shooting. He and his gun will then disappear.
TheDam5.

When the Pelican drops you off, quickly run to the front of the craft. Once there, you will see a rock. Jump on it by pressing A and holding Crouch. Then, jump on the cockpit of the Pelican and run towards the tail-end of the ship. Wait until it starts to turn. Be careful, you will begin to slide off. Strafe right so that you do not fall off and wait until you see a cliff side. Take a running jump onto it and continue in the normal direction of the map. This is the same path as directed in other glitches, except it saves grenades. You should encounter the unarmed marine. You can kill him if desired, or just continue. Further down you may see a dead Flood. Keep going. Eventually, if you stay close to the edge, you will see a structure in the wall, with the elevator inside. Slide down the wall and land on top of the structure. Quickly drop down to the ground and turn around. Several Covenant will run out in fear while being shot from an assault rifle. Near the interior wall on your right, you will see a floating assault rifle shooting, but no Marine holding it. It will then disappear.
noah nun ya.

343 Guilty Spark: Wrong recording:
Throw a weapon in front of the door that leads into the room where you meet the Flood. Watch the FMV sequence where it shows the Captain's squad entering the Covenant facility. When it shows Captain Keyes opening the lock door, look on the floor beside him to see the weapon you throw in front of it.
Matt F.

343 Guilty Spark: Mysterious pool of blood:
Go to the room where you first meet the Flood and look out the tiny window of the door that you came through. You will see a pool of blood on the other side of the door. However, after the Flood Elites knock the door down, the pool of blood will not be there. Note: You must watch the FMV sequence or this might not work.
Matt F.

343 Guilty Spark: Strange breaking glass:
When you are at the door that leads into the room with the paranoid marine that shoots at you, stay on the left-hand side and let the door open. Do not go through it. You will hear a glass breaking sound. However when you go in the room, there will not be any broken glass.
adam l.

343 Guilty Spark: Scared stiff:
There is a part where you meet with a very scared Marien that is siting own. To make him stand, throw a plasma grenade between his legs. He will stand up in a cross position. The grenade will then explode and he will die.
RedMasterChief163.

343 Guilty Spark: Seeing the Flood early:
Begin game play in multi-player cooperative mode. Have player one immediately throw four plasma grenades just before you are supposed to hop out of the Pelican. Player one will then stay in the Pelican and fly up to a ledge in a 2D tree area. In the meantime, player two has gotten out of the Pelican and must get to the fallen tree that creates a bridge to the other side where the Covenant turret is located. Then, have the player one find player two's green arrow and stand near the ledge that looks down on player two, who should currently be standing on the beginning tree bridge. Have player two take out their pistol and zoom slightly to the left of where player one is on the ledge while moving forward up the tree at the same time. You will see two Flood eliTes running to the left of player one. They are normally encountered much later in the level. Player one can now follow them about 20 feet and they will disappear into some 2D trees. Alternately, player one can shoot both of them. They will fall down, drop plasma grenades, then get back up. Note: Once you have shot them down they will not be affected by your shots. Also, they will not try to attack you.
Ryan Oberg and Steve Robert.

343 Guilty Spark: Different bodies:
When you get to the elevator entrance, you will see Marines shooting at Grunts. After killing all of the enemies, look on top of the hill for any Marine bodies. Go down the elevator then go back up. You will now see Marine bodies on top of the hill. Every time you go up the elevator, you will see different bodies.
AU Tiger Fan.

Assault On The Control Room: Bypass sections:
In Assault On The Control Room, towards the end of the level you will cross a snowy bridge with two Banshees on it. Run and quickly enter one of the Banshees. You can skip the last part of the level by simply flying to the top of the large structure below, where the large door is located. If you are in cooperative play mode, have the other player die and they will reappear next to you. Have them open the door and then you can simply shoot down the masses of Covenant waiting inside. Fly inside and have the other player open the next door. The third door, before the control room and level ending sequence, is now in front of you. Arrange it so the second player is now in the Banshee and fly it directly in front of the door. Have the first player open the door. If done correctly, the Banshee will fly in, killing the first player. The game will not know what to do and will show various camera shots of places in the room. Eventually, Cortana will appear out of the console as she is supposed to and will carry out her conversation with the disembodied voice of the Master Chief.
ViciousGerbil and Alec Baird.

Get the early Banshee (near the Scorpion Tank), and fly through the level until you get to the part where you meet the large group of Marines down a big hill. Keep flying until the next area, where you will see two bridges above you. Fly up to the second bridge, and go to the right side door. There will be no more enemies, and you will be near the end of the level where it says "If I had a super weapon".
The fandangle.

Fight your way through the level as usual until you get to the first bridge. Kill all enemies on the bridge then go all the way to the other side on the second level of the bridge with player two. When you are both at the other side on the second level of the bridge, go to the very right edge. One of the players must to jump down, hugging the wall all way and hitting the ledge that has the bridge's shadow. Once the jumper has died wait a few seconds then do the same thing. The player who died first should respawn on the ledge while the other dies. Have whoever is on the ledge wait for the other to respawn next to you. Then, do the same thing as done before. Jump, hit the ledge next to the tree below you, and you should survive. If not, have the next player hit the ledge. If they die the other player should respawn on the the ground. From there on you are free to roam around. You can walk or drive the rest of the way, Checkpoints will still function, vehicles will still be there but be unmanned, and some blood textures will be there but there will be no bodies, enemies or weapons. Wraith tanks and Banshees will appear. However, after the second bridge there will be a door that is closed that you cannot pass. You can continue if you get in the Banshee and fly up to the bridge. The other player will respawn later.
Andre.

Assault On The Control Room: Phantom voice dialogue:
In Assault On The Control Room, get to the snow covered bridge. Rush to take control of one of the Banshees, to skip the last part of the level. Kill all the Covenant and head towards the control room. Take care of the Covenant on the way, and park the Banshee next to the door operator. Open the final door and quickly hop back into the banshee. Start moving forward as the doors open. The FMV sequence will start, and the Chief will jump out of the Banshee and immediately get run over by it. He will be laid out on the ground, but the voice parts will continue. The Chief will work his way to standing while leaning on the assault rifle.
S. Holmes.

Assault On The Control Room: Double music:
Get the first early Banshee during the part where you have the tank and have to kill the tank on the frozen lake. Take the Banshee to the part where you find the marines down the slope and wait at the top of the cliff. Wait until the Covenant dropship arrives and the music starts to play. Then, immediately fly over the structure with the tunnel underneath it. If done correctly, the music from this area will not stop playing. Other music will play along with it.

Assault On The Control Room: See through door:
Play through the level and get the early Banshee on the land bridge. Fly to the top of the pyramid. Fly through the tunnel until you get to the door outside Halo's control room. Do not open it. Fly to the top of the door, then point down. You should be able to see the Halo control room without opening the door.
Tyguy098.

Assault On The Control Room: Wraith Tank:
Take the Scorpion Tank and flip the Energy Tank. The man will fall out. Go up to the tank and the game will say press X to flip Wraith. However you cannot drive it.
DSK6789.

Assault On The Control Room: No enemies:
Kill the Covenant and get to the first bridge. Get to the lower level of it and at the side closest to the entrance, fall onto a nearby ledge. You will make it with three power. If playing in cooperative mode, go to the lowest point, kill your partner, then fall. With some practice and luck, your dead partner will re-spawn on another lower ledge. Now, walk as far to the right as possible and fall where some marines are standing. You should make it with one power. Have your partner kill himself and re-spawn down with you. There will now be no enemies during the rest of the level.
Marius Boran.

This trick can only be done in two player cooperative mode. After exiting the Pelican, continue normally until you reach the first bridge where you can see the Pelican descending. After exiting the door that opens to the bridge, have one person run to the left edge against the wall and jump over the edge. They will land on a ledge and will live (unless you jump too soon). Meanwhile, have the other player kill himself. The player on the ledge has to continue on the ledge until they reach a point that has a slope off the ledge to the left. Then, slowly walk off the ledge. If done correctly, the dead player will re-spawn on the overhang near the bottom of the chasm, while the other player continues falling to his doom. Note: You sometimes may need to kill the enemies on the bridge or the dead player will not re-spawn. Walk on the overhang until you reach another slope off to the left and slide down. If done correctly, you should land with one brick of life left, or rarely, no damage at all. Continue forward in the level as normal, however there will be no enemies. When you reach a door in the wall of a mountain where two bridges can be seen overhead, there will be a Banshee nearby. One player has to hop into the Banshee, and the other has to die again. Fly up to the bridge that is closer to the mountain wall and go to the door that is on the wall that the door on the bottom was on. From there, just continue as you normally would until you finish the level. this Can be done under any difficulty setting.
Oopaphant.

In two player cooperative mode at the first bridge you encounter, look to your left. Once you first step onto the bridge you can see a ledge. Run and jump as far as you can off to the left while hugging the wall. You will hit an incline as you fall that will slow your descent enough not to kill you. Once there travel down to a thin strip on the ledge. It may look as if you will fall, but hug the wall and you will not. Continue down until you reach a "V" in the ledge. Once you reach the bottom of the "V", turn around and walk about four feet back the way you came from. You will have to practice to locate the correct spot. Walk off backwards very slowly. The idea is to stay extremely close to the cliff as you fall. As you fall, try to run up the cliff face. You will fall until you hit a white, snowy lip. The goal here is to hit the right part of the lip. If you do, the level of incline will slow your descent and keep you alive until it launches you down again. If you are moving too fast you cannot respawn player two. This lip will slow you long enough to respawn player 2 securely on the lip. After this, you can try the same trick to get down to ground level. Note: Jumping while hugging the wall and falling may give you a foothold. Once you reach the bottom, some Marines will be grouped and a Warthog will also be there. If you hide the Warthog in the building, you will have two Warthogs if you go up to the bridge and come back down. If you continue the mission, you will encounter no enemies save one tank that just sits. Destroy it if you wish. If you want to fight you can go back up the elevator and to the bridge. The enemies will not appear until you reach the middle of the bridge.
pipninja.

Start by killing everyone in the first room. Exit outside. Do not wake any of the Grunts. Just go to your left and jump off, hugging the wall. You will land on a ledge with possibly damaged health. If you are with two players, let the person who did not go down yet die and be respawned down. Below you is another ledge, but it is sloping. You must find a point where it is just barely flatter than the rest and go down there. You may want to use some of the falling tricks mentioned elsewhere. If you get there (extremely difficult to do), then you can walk around the sloping side and get to the other side. Fall off. You should now be on the ground. You can now explore the entire level without any enemies. Note: This was done under the easy difficulty setting.
Jeffblaster17.

Play the level up to the point where you get a Scorpion (tank). Take that Scorpion and continue playing to the point where you cannot take your Scorpion much further. There are three or four pillars on the way, and they will not let the Scorpion to pass. On the left side of the pillars, you will see ammunition and the thing that makes you invisible. This trick requires a sniper and a grenade launcher. If desired, you can take another gun and return for a grenade launcher or a sniper. You have to face an army of Covenant when you go up that cave. After you go inside that cave and kill all the enemies, you will hear Cortana saying something similar to "Hold your position, we'll take care of the guns." There is a gunner shooting at you from your back, and top. She will kill that enemy, and you will see a ramp that leads to higher ground. As soon as you go up that ramp, there will be Covenant waiting for you. Kill the Covenant in front, but do not go past the tree or the rock by the gunner. Try to stay back as much as possible. Then, go all the way to your left side. You will see a small rock by the tree. Jump on that rock. Zoom into 20x with your sniper. Look straight ahead, and somewhere there you will see a Banshee. Use your grenade launcher and try to flip that Banshee over so that the enemy cannot sit on it. This may take awhile, as the Banshee is very far away and the grenade launcher is not intended to shoot at that range. After you get it flipped over, go ahead and kill all the enemies that get in your way, or just run to the Banshee. Once inside the Banshee, fly it up and you will see 2 bridges:

     >  XXX  <    XXX
       I    1    I  I   2    I        
       I          I  I         I
       I          I  I         I
       I          I  I         I
       I          I  I         I
       I          I  I         I
       I          I  I         I
       I    3    I  I   4    I
          XXX        XXX

The "XXX" represents the doors. Notice that the doors are green, indicating that they are open. Leave your Banshee and take the door that is on the first bridge, on the left (door 1). Once you are in that door, notice that no one is there. This is the place where all the enemies are supposed to attack you. Go through that place into another area where there are suppose to be more enemies. Again, nobody is there. You will end up in another bridge (not illustrated above). One again, no one is there. In addition, you will see a Banshee. Take that Banshee and go all the way to your left. Look down and you will see a huge door that you have to switch open. Do so. Once again, the enemies that are supposed to be here are missing. Continue to another door, unlock it, then complete the level bypassing the majority of the enemies.
Arslan N..

Assault On The Control Room: Ignored by Covenant:
Near the end of the level, bring a Ghost. Do not open the door where the Covenant rush out (the group with a gold swordsman) on the path leading to the control room. Take a Ghost up there. Strafe towards the door, and press X before you hit it. The Ghost should knock you through the door. Sidewinder sneak inside, and the group of Covenant will move and interact, but will not notice you. You can hit, shoot, stand on them, etc. They resemble odd symbols and markings. Note: Opening the door causes them to come alive. If they are dead, nothing will happen.
Joey Sisco.

At the end of the level, there will be a rock with a large group of Covenant and two Banshees. Run past all the Covenant. Capture the first Covenant Banshee (this may require a few attempts). After you have the Banshee, fly over to the big door on top of the large tower. Before you hit the door, turn around so that the back of the Banshee is pressing against the door, then immediately exit the Banshee. If done correctly, you should appear on the other side of the door, but the Covenant will not know you are there. You will be able to kill all of them without being noticed.
roselen.

Assault On The Control Room: Frozen Marines:
Shoot the Banshee off the ledge before you pass the ice with the Wraith tank on it. Then, take it into the building until you get to the big room. Destroy all the enemies, then open the next door and quickly fly out. When you get your cheakpoint, go back and look at your Marines. They will be frozen in the running position. This happens because the load point went far ahead.
DSK6789.

Get to the part where you are in the large room with all the Covenant. This is the room that you take the tank in. Wipe out all the Covenant, and make sure you have at least one Marine still alive. Then, run down the corridor until the screen widens and the "Rolling Thunder" message appears. Turn back and find your Marine. He will be frozen. You can throw plasma grenades on him and they will not explode. Keep throwing explosives at him, and then move back and watch all the plasma grenades explode and send him flying.
Ben Wrangles.

Assault On The Control Room: Frozen Master Chief:
At the end of the level, take a Ghost, open the door, and quickly get back in the Ghost and drive it sideways up the center of the platform. The Master Chief will not walk forward during the rest of the sequence. Instead, he will get stuck behind the Ghost, unable to move.

Assault On The Control Room: Intermission sequence without Master Chief:
At the end of the level, take a Banshee to the door before the control room. Keep the Banshee a decent distance away from the door. Open the door and immediately jump in the Banshee and drive toward the door at top speed. If done correctly, the Banshee will hit Master Chief and kill him in the intermission sequence, and it will continue without him.
roselen.

Assault On The Control Room: Dead but alive Master Chief:
When you reach the part where it says, "If only I had a super weapon," make a break for the nearest Banshee. If you do not make it, pause game play then choose "Revert To Saved". When you get it, fly to the big structure, open the door, and defeat all of the enemies. Do not open the door after Cortana says that all the Covenant have been eliminated. First, get the Banshee, then put it directly in front of the door. Open the door, and immediately get back in the Banshee. Speed at the exact center of the door. The intermission sequence should have gone into motion. The Banshee will fly through the door, killing Master Chief in the middle of the intermission sequence. He will not there, but you can hear his voice and footsteps.
Dgwoodruff4.

Assault On The Control Room: Snow:
Pause game play when standing outside in the snow. The snow keeps falling, but nothing else moves.
petevert.

Assault On The Control Room: Crashing Pelican:
This trick is done in two player coop mode. After exiting the Pelican, continue normally until you reach the first bridge where you can see the Pelican descending. After exiting the door that opens to the bridge, have one person run to the left edge against the wall and jump over the edge. They will land on a ledge and will live (unless you jump too soon). Meanwhile, have the other player kill himself. The player on the ledge has to continue on the ledge until they reach a point that has a slope off the ledge to the left. Then, slowly walk off the ledge. If done correctly, the dead player will re-spawn on the overhang near the bottom of the chasm, while the other player continues falling to his doom. Note: You sometimes may need to kill the enemies on the bridge or the dead player will not re-spawn, but doing this will make it so that you cannot see the Pelican crash. Then, walk on the overhang until you reach another slope off to the left and slide down. If done correctly, you should land with one brick of life remaining, or rarely, no damage at all. If you were quick enough, the Pelican should be dropping off marines and a jeep. The best way for the glitch to work is to have one person enter the Pelican and have the other drive the jeep. Continue following the Pelican until you reach the Scorpion Tank. The pelican crashes next to the already crashed Pelican. This is strange, because they are actually the same Pelican.
Oopaphant.

At the beginning of the level, there is a way to see the Pelican crash without having two players. At the start of the level while you are in the Pelican, continuously tap X. If done correctly, you will stay in the Pelican and fly downwards. Further down, there will be a brief prompt to flip the Pelican, before you fly out and die. In this instant, keep tapping X to hopefully stay inside. If done correctly, you will die and see the Pelican crash on the "floor".

Assault On The Control Room: Get back into Pelican:
Immediately before you get out of the Pelican, it will prompt you to hold X to get into the side seat of Pelican. Hold X and you will get back into the Pelican. You will fly down with it until it disappears. Note This can only be done in cooperative multi-player mode.
BSAMatt7.

You can get into the Pelican in cooperative mode by pressing X at the start of the level at the correct moment. Have both people go into the Pelican at the same time. Wait about ten seconds or until you cannot land on solid ground. Then, have one of the players press X to fall out of the Pelican. The message "Waiting to respawn... teammate in combat" will appear. When hitting the blue mist, the player will respawn on top of the plane it will stop moving. The second player will die, but the first player will bob there. You can press X to "flip" the Pelican over and fall. However, if you press X at the correct moment, you will appear in the drivers seat of the Pelican, and able to fly it. Even if you get the timing correct, you will die after making thirty kills. Note: You can go through walls in the Pelican. This may require several attempts. Sometimes if done incorrectly, the second player will not die and the Pelican will "land", allowing you to roam freely around the bottom of the level.
Nuckels1.

Assault On The Control Room: Survive elevator shaft fall:
Drive a Ghost past all the Grunts, Elites, and Jackals then get it on the elevator on the floor. After you push the button to go up, quickly get back on the Ghost. You will fall through the floor to the bottom of the elevator shaft without dying. Note: You will have to revert to a saved game, as you will be stuck there.
Emmitt Hampton.

Assault On The Control Room: Fall through elevator with Ghost:
Find a ghost after you come from outside when they become available to you. Stay in it all the way through the building (which is possible). Once you get to the doors that you think are impossible for it to fit through, get out and open the door. Hop back in to the Ghost and continue through. Once you get to the elevator, hop back into it . You will soon fall through the elevator and land at the bottom of the floor, still alive.
menser.

Assault On The Control Room: Unlimited ammo:
It is possible to get unlimited ammunition in this level in multi-player mode. To do so, get to the under ground tunnel and to the loading point. Have one player reload and the other go through the loading point at the same time. The player that reloaded will have unlimited ammunition for that gun. However, if you change guns or press X you will lose your unlimited ammunition. You can go back and do the trick again. Both players can have unlimited ammunition. If player two reloads his weapon as player one crosses the checkpoint, the weapon being reloaded will never run out of ammunition. You will still need to reload it as usual but the clip value will not decrease. This state will continue until you change weapons, or die.
link2064.

Assault On The Control Room: Floating tree:
When you get to a part where tanks are firing from above, take a tank and wedge it in between two rocks on the left side. Then repeatedly hit the tank with a Warthog from behind. You will get the tank stuck between the rocks. Have a player get in the tank and point the barrel at the ledge. The player in the tank has to keep going forward in it so you do not kill your partner and or slide. Then have the other player has to get on top of the tank barrel at the edge and jump on to the cliff. When up there, you will run into a Covenant tank. After it is destroyed, look around there to see a floating tree. If you go under the tree and jump, you will hit your head on thin air. Note: This requires precise teamwork.
Joe Davis.

This method does not take teamwork nor do you have to be in cooperative mode. Kill all the people in the section where you can get the Banshee early and the Covenant Tank is on the frozen lake. After you get the tank and go through the tunnel, kill all the people including the Banshee (unless you already knocked it down). Then, take the tank and back it into the rock on the right side (back it to where the rear is angled towards the corner on the right side ). Then take a Ghost and ramp it. This might require a few attempts. It helps if you tap X a second before you hit the tank, because it raises the nose. You will find another Covenant Tank on top. Near it are two trees, one of which is floating.
lance harden.

Assault On The Control Room: Multi-colored walls:
In two player cooperative mode, just before you get to the bridge with the Banshees leave player two in the hallway with the save point. While that is happening, have the player one run outside quickly to get the first Banshee before an Elite does. Now that player one can fly, go down to the huge docking door. Open it, go in, and kill everyone. Now that you are safe, stand in front of the control panel for the next room but do not open it. Look at player two's screen and the walls will be red, green. Yellow, and gray. If this does not work at first, have player one walk around that area a little. Note: Too much movement of player two can result in teleporting player one back and the colors disappearing
Tom.

Assault On The Control Room: Bouncing plasma grenades:
When you get to the elevator, hit the button to make it go down and throw a plasma grenade in the center of the elevator. The grenade will bounce up and down.
Joshua Lange.

Assault On The Control Room: Floating plasma grenade:
Get on one of the double leveled bridges with the breakable glass. Throw a plasma grenade onto the glass. After you have thrown it, shoot the glass under it. The plasma grenade will float, as if still on the glass.
IDaBomb90.

Assault on the Control Room: Hunters with Flood blood:
When you get to the land bridge where the two Banshees are located, use a grenade or a rocket to blast the early Banshee off the ledge. Then, continue the level as usual. Once you get down on to the ground, get into the Banshee you blew off the bridge and go to the building where the control room is found. Kill all of the Covenant, but do not get to the level of the building where the door to open to the control room is located. Once all Covenant forces have been destroyed, fly to a Ghost. Get in the Ghost and drive up to the level with the control room. Once up there, get out of the Ghost. Climb up the first ramp on the strange structure behind the door. There will be two Hunters and a few sleeping Grunts. Kill all of the Grunts. Then, kill one of the Hunters. Next, kill the other one without shooting it (melee the front of the Hunter). The Hunter should fall on its back. The Hunter will have orange blood and a spot of green blood. Note: You may need to melee the Hunter to get more blood out of it. Also, the Hunter might be laying on the green blood.
RedMasterChief163.

Assault On The Control Room: Three Banshees for the price of one:
First, go slightly past the Scorpion and there should be two ways to go; one to the left and a tunnel directly in front of you. Go to the left. If you look up you should see a platform directly above you. On the platform is a Banshee, but you cannot see it because you are underneath. Take a rocket launcer (one can be found the first time you step outside next to the Warthog and a sniper) and aim at the middle and to the left. Note: You must be under the platform to do this because the explosion will go through the bottom. You may need to fire several shots. Also, you may want to get in front of the platform for better aim. This may require several attempts. After you retrieve the Banshee, open all of the doors and fly through. Once you get outside again, fly high up and there should be another Banshee on another platform. If you playing in single player mode, your Banshee may be damaged by now -- so you might want to get on it. If you are playing in cooperative mode you may want to knock it down for the other player. Continue through the course high. By now you should notice that there are no enemies beneath you. This is because you went over the loading point. Keep flying and you will go all the way to the end, where you will find yet another Banshee. There will be no enemies, so you do not have to worry about anyone taking it.
taylor c.

Assault On The Control Room: Get into the big hole:
In cooperative mode, just when the Pelican is about to drop you off, press X to get back on. When you are going down the hole, have someone jump out of the Pelican. The message "Press X to flip the Pelican" will appear quickly -- keep pressing X. Then the other player will land at the bottom and you will both respawn. This may require several attempts. Try to jump out when it is starting to getting a little foggy. If you get the timing correct, you will end up at the bottom of the hole, It is all blue fog, and there is nothing of real interest.
Hakkiro.

Assault On The Control Room: Flying Marines:
Follow the trick which involves shooting a Banshee on a ledge using a rocket launcher (just after the part where you first get the tank). Once this is done, fly into the large cave with the bridge. Kill all the enemies and make sure you have a few Marines with you. Get out of the Banshee and search for a Needler, ammunition, and Plasma Grenades. Then, open the large door and fly out as fast as possible. Fly up the tunnel and ignore all the enemies. Once you get out of the where the dropship came from, you will see large cliff-type structure. Fly to the top of it and get a new Banshee. Return to where you left the Marines. Killing the enemies is optional. If done correctly, the Marines should be frozen. You can shoot, then and bash them and they will not die. They will drop their guns. To make them die, look in another direction for a few seconds so that Master Chief is not facing any of them. You can hear screams when they die. To make them fly, find one that does not have anything above him (for example, the roof of the tunnel which the large door leads into). Shoot him full of needles, being careful not to fire too many at a time or they will explode. Once you have emptied the Needler, stick four Plasma Grenades to him. They will not detonate. Once finished, turn Master Chief away until you hear an explosion. Turn around and you will see the Marine has gone high enough to hit the roof of the large cave.
Rory Newall.

Battle Creek: Disappearing rockets:
In multi-player mode, you can use the portals to make rockets disappear. Run at the portal and shoot just as you go through. If you shot too soon, you will die; the rocket will hit the back of the portal. If done too late, you will just shoot the wall on the other side. If done correctly, you will go through the portal unharmed and the rocket will be gone.
SoccerAlanN.

Battle Creek: Flag throw:
When playing in capture the flag, you can grab the flag quickly by throwing it. In order to do this, start out as the Blue Team. Run into the Red Base and grab the flag. Then run up one side of the ramp above the flag. Jump before the ramp slopes down on the other side. As you jump, aim the flag at the window directly in front of you and fire your weapon. This will throw the flag. Make sure that it goes through the window. Have someone on the outside area of the window to catch the flag. Then, just run back and score through the portal. This also works for the Blue Base, but is more challenging.
Ajfunnyman.

Blood Gulch: Dirt cloud in mid-air:
In multi-player mode, when a grenade explodes it leaves behind a dirt cloud. Stand still, throw a plasma grenade, and before it explodes, throw another plasma grenade on top of it. The first explosion will toss the second grenade in the air. it will explode in midair, but leave a dirt cloud as if it exploded on the ground.
Jake McElroy.

Blood Gulch: Invincible while in tank:
In multi-player mode, park another tank with the front facing you. Then, get to full speed in a tank and ramp it. If done correctly, you will land on the base, making you invincible as long as you stay inside the tank.
Ernie Bernet.

Blood Gulch: Unlimited rocket launcher ammunition:
Shoot a rocket launcher at a warthog five times, then get inside. Jump out, shoot two rockets, and throw a grenade at the red base. Have someone kill you. Then, have your opponent exit, then you, and go to side winder. Find the rocket launcher and it will automatically be at only one shot. Shoot it, and the rockets will never go down. Note: If you die, this will no longer work.
Fabolous57.

Blood Gulch: Get inside enemy vehicle in multi-player mode:
Have player one drive a vehicle onto the teleporter base in the middle of Blood Gulch. Have player two run into teleporter. If vehicle is placed correctly, player two will be transported into player one's vehicle. If player one moves his vehicle at all, player two will die. This works best with Scorpions and Warthogs.
sumpter.

Blood Gulch: Get Warthog and Ghost on building:
Play the level in multi-player mode. Take a Warthog and set it up all the way against the building where there is nothing covering above. Then get another Warthhog. Get in a straight line in front of the first Warthog and drive very fast. Slam into the Warthog. It should go in the air high and land on top of the building on Blood Gulch. You can now guard your location with the LAAG Gun on the Warthog. The same thing can be done with a Ghost.
Cody Koloski.

Use the following trick to get a Warthog on top of the base. Get a Warthog and park it by the base. Make sure that it is touching and its facing outwards. also keep someone inside of the Warthog for more weight. Then, take a tank and drive head on into the Warthog to get the tank on the base at an angle. Then take another tank and ram the back of the first tank to push it up onto the base.
John Matthews.

Blood Gulch: Get Tank on bunker:
Get two tanks and a Warthog. Have the Warthog go into a open location on the bunker. Have the first tank drive up on the Warthog so that it is elevated with the bunker. Have the second tank push the tank you are trying to get up on the bunker. If done correctly, you will soon have a tank up on top of the bunker. If you are playing capture the flag, take the second tank and set it up like a ramp. Drive every vehicle up on top of the bunker and have them go into the bunker. The flag will be totally safe.
Ryan.

You need two people to do this trick. Have all vehicles selected. Get a Warthog and drive it to the base, but line it up parallel with one of the walls of the base. Then, get a Ghost and put it beside the Warthog but facing away from the base. Essentially, you are building a ramp. Then, get two Tanks and set them up in line with each other far enough away to build up full speed. Obviously, have a friend hop into the second Tank. At the same time, both of you should drive in a straight line and do not slow down for anything. The first Tank will ramp the Ghost and Warthog and the second Tank will push the first Tank on top the base. This will give you a strategic advantage since you will have the hole on top the base covered up and also be able to blast anybody looking at your base. This is very useful in capture the flag. However, it requires some practice and can be time consuming. You can also continue to get both Warthogs and Ghosts on top the base
Snilbert'A'rama.

Blood Gulch: Create a door:
Set the level to at least Warthogs. Drive a Warthog up to the side of the base. Throw a plasma grenade at the rear, then a frag grenade. If done correctly, the Warthog will flip up onto the base. Carefully drive the Warthog in between the two semi-walls above the entrance to the base. If done correctly the hog will flip to a ninety degree angle, and you will have a door. Press X and the Warthog will flip up so that you can go in or out of the base.
Huntdabunt.

Blood Gulch: Get to top of level:
Create a multi-player Capture The Flag game at Blood Gulch with all vehicles. When you play that game with your friends, have a person that is defending the base get one of the Ghosts. Take the Ghost to the back of your base and pull it in the open rear entrance. After pulling it in, turn it left and then back into the corner. Position the Ghost so that it is somewhat facing downfield, but still backed all the way in the corner. Stay in the Ghost and look up and down. When you see the scenery and dirt on the ground outside in front of your base, stop and do not move the Ghost any more. You will now be able to see the entire outside and inside of your base from top to bottom. You can easily see where, what, and how your enemies are coming at you. Your total sight radius will be about 280 degrees, with a small blind spot behind you. However, in order to get to the blind spot, the enemy has to pass through what you can already see. Play this with three or more people per team so that you have at least a defender and two attackers. This trick works very well in system link games.

Go to the Red base with a Ghost. Then, find the rock near where the Warthog appears. Get in front of that rock and face towards the bush next to the rocket launcher. Then, side strafe to the right and press X before you hit the cliff so that the momentum of the Ghost will push you up against the cliff. This will launch you to the top with no damage at all.
Wesley Henry.

Go to the Red Base. Go behind the base in the opening on the side of the mountain. Get on tpp of the world. When you are there, stop and take a left over the peak. Immediately after that, walk backwards. You will keep going up into the sky. You will get so high up that you cannot be seen. It is very difficult to snipe from that location.
Bearslax11.

Go to the big rock in front of the Red Base. Get a ghost and look where the light and shadow meet. Throw a Plasma Grenade at the mountain. Then, get directly into the Ghost and fly at it. Press A before you hit the mountain, and you will just fly at up it.
The_Elfin_Flame.

Get a Ghost and go to the Red base. When inside one of the doors, there is a rock almost directly outside about ten to fifteen yards away. Move your Ghost to it, then move right and forward at angle so that you go towards a patch of sand in front of the mountain. Get out of the ghost as its moving about 20% up the sand. Timing is critical. If done correctly you will be pushed by your Ghost to the top.
J. Underwood and J. Spinelli.

Blood Gulch: Go through base ceiling:
Set all vehicles to Ghost on Blood Gulch in multi-player mode. Have at least two players. Take the Ghost and go inside of either base. Go to the corner of the base and ram it up to the wall in the corner. Make sure there is a ceiling. Next, step out of the Ghost, get the other player to come to the base you are at and step on the front of the Ghost. Have the player that stepped out of the Ghost and get back in it. This should send the player on the Ghost up the ceiling, and be able to see the top of the base. If this does not work the first time, just try again.
NickSlick.

Blood Gulch: Get onto building with Ghost:
Use the following trick to get onto either of the two buildings with the Ghost. Gain a bit of speed and fly your Ghost straight into the ramp/opening on the right (facing the buildings from the center of arena) of the building. It will not work on the ramp/opening on the other side. Do not worry about the wings; they will just go through the wall. When you are on the top, you can drop into the building through the hole in the roof.
Drew Floyde.

Blood Gulch: Go inside rock:
There is a rock that is bent over slightly near the rocket launcher. Drive a Warthog up to the rock and back it up to where the rock edge is slightly over the gunner's seat. Get in the gunner's seat, and after you are lined up with the edge, get out. This may require a few attempts. If done correctly, you will go into the rock. You can still shoot out of the rock. This is the best sniping location, as no one can see you.
Chris22mercy.

Get in a Warthog and drive it to the rock in the middle of the field that is kind of diagonal. Back the Warthog up until it is exactly lined up with the rock, with the back under the part that sticks out. Get in the gunner's seat and keep jumping out straight toward the rock until you get stuck in it. You can now shoot and throw grenades at the other player(s), and they cannot hit you unless they are very close, or are using grenades, rocket launchers, or fuel rod guns. Before going in, get full ammunition, health, and grenades. The only way to get out is to die.
Sparrowhawk610.

Blood Gulch: Fall through the level:
At the blue base, there is a dark area. Up in the dark area, there is a hole in the rock. Have someone get a Warthog and follow you. Get in the hole then have the other player drive the Warthog halfway into the hole. Duck back against the left side of the hole. Then, have the other player melee attack the back of the Warthog until it falls all the way into the hole. If done correctly, you will fall through the level. Note: You will die.
dewman_15.

Blood Gulch: Leave level boundary:
Go to the Blue base and look for a small cave near the plasma grenades. Get a Ghost and get it in the cave so that when you get out you will see the "Press X to flip Ghost" message. Then, stand next to the Ghost and flip it. You will be sent flying out of the level. If you turn around in the few seconds you have before you die, you can see a floating Blood Gulch.
Geoff Wall.

Blood Gulch: Sniping location:
Take a Ghost and go into the dark area behind the red base. To the left on the wall, there are lines. Find the line that almost lines up with the edge up above. Then hold A, look all the way down, and drive forward. If you hit the wall, then you will not make it. Just press A and hold it slightly before you hit the wall. When you are up on the wall, look down and go right until you go over a sharp edge. Then, go up until you cannot anymore. Then go right until you fall into a little trench. Be careful; if you fall out of the Ghost it may be difficult to get up. When you are situated into the trench, go up until you cannot go further. Make sure you have a sniper rifle and a lot of ammunition, as it will be difficult to get back up. The map is about one quarter the size of the screen. Have fun sniping from this position.
chchamp61.

Blood Gulch: See your own bullet flying:
Go to any base and get a plasma pistol. Charge it completely, then go to the top of the base where the teleporter is located. Shoot it directly across the map, then quickly go through the teleporter and look in the sky. You will see your bullet flying across the sky (but it disappears).
Adam Shumaker.

Chill Out: Get on top of the level:
Go into the room with the camouflage and get the sniper. Then, stand on the teleporter inside that room, with the sniper facing down. Aim at the left side of the teleporter. Then, have another player run into the teleporter that leads to you. The screen will turn white. Jump, and if done correctly, the person will go on top of the room with the pink pipes. If done wrong, the person will fall through the level and die.
Sk8erpaintball32.

Chiron TL-34: Delayed grenade explosion:
Find some bodies put a plasma grenade on them and run through the teleporter. Wait about ten seconds, then go back through. If done correctly, the grenade would have been delayed, and explode as soon as someone enters the room.
nathan werstlein.

Damnation: Get on top of the level:
Go into the room with the three Covenant purple boxes in a row. Climb on top of them and do a rocket jump. If done correctly, you will get on top of the circular beams that are directly above you. Once up there, you can walk around the entire level. The entire area up there consists of flat walking paths, almost like it was made for you to play there. Note: This requires a "rocket jump" and 300% or 400% health.
Hotncool4life18.

The following trick can be done with 100% shields, and normal settings with nothing changed. In multi-player mode, go to the pipes above the cut open floor with the sniper and health pack below it. Walk across the pipe directly to the wall. While that person is waiting, have another player get the rocket launcher, hand grenades, lots of sniper ammunition, and the overshield. As soon as you get the overshield, rush to your friend waiting on top of the pipes and jump on top of him. Look down at the pipe (midway between the person you are standing on and the pipe to the right. Jump, then shoot while holding Left Analog-stick Back. You are then halfway up. Look to your right, and you should see more pipes. Jump over them and walk to the corner at the left side of the screen. Walk as far in that corner as possible, look straight down, and throw a grenade. Just before it explodes, jump and keep walking forward until you are on top. If done wrong and you do not get up, you will have to start again as you will not have enough health to blow yourself up again. If done correctly, you should be on top of the entire map with your health in the yellow. Walk around, but do not fall off.
Matt Dobrez.

Halo: Crazy camera:
In the level 2, "Halo", under the easy difficulty setting, play through the sections normally but make sure that the last lifeboat you find is the one obtained by entering the building to find the marines. When the Pelican arrives for you to get on and fly away, go to your Warthog instead. Drive it up close to the Pelican, making sure that the side seat is facing the opening of the Dropship. If done correctly, the Pelican will fly off, but the camera will not know which vehicle to follow. The camera should fly around and go haywire. Note: This does not happen all the time.
Master Chief Cookie.

Halo: Bodies fall through Pelican:
Play normally until you reach the first lifeboat survivors. Save the Marines from the flanking Covenant forces. when Echo 4-19 arrives to deliver your valuable warthog, Marines and engineers holding pistols will start boarding the Pelican for immediate dust-off. As soon as the majority of the men are seated quickly toss in one or two frag grenades and rattle them with assault rifle bullets. The bodies and weaponry will fall through the aircraft and appear on the floor. This can also be done on every other lifeboat survivor area on that level. Note: Do not wait until everyone is in the Pelican. Start killing when there are enough Marines in it. Most of the time one or two Marines will be left behind and will start shooting at you. Also, take note that if the Pelican leaves with four survivors and you actually killed three people in it, Marines in the pelican that are taking off will attempt to kill you, but will not succeed. This action can get you killed -- if you need to kill more than one Marine or engineer, make sure you have enough health to kill them all.
MasterChief da 2nd.

You can make troops and guns fall through the floor of the Pelican. At any point in the level where the Pelican comes to pick up troops, wait for most or all of the troops to pile into it. Then, take a weapon and shoot as many of the troops in the Pelican as desired. They will all fall through the floor with their weapons. This is done easiest at the end of the level with a handgun or sniper rifle, as they can snipe. The pelican will not take off until you get in. Note: Any troops that remain off the Pelican will shoot at you; it would be best to take out the remaining troops with the assault rifle.
Mitchell Cooley.

Halo: Pelican jump:
When the Pelican releases the Warthog, jump and crouch to get on top of the Pelican. The Pelican will fly off. Note: You may fall through the Pelican.
Sk8erpaintball32.

After you kill all the Covenant in the first area, go to where the Pelican lands to pick up the marines. Let the Pelican land on you. Half of your body will be in the Pelican. Press A and you will be in the Pelican. If you try to get out, there will be an invisible wall blocking you. After the marines get in the Pelican it will take off. You will either fall to your death or get damaged.
Ethan Parker.

Halo: Launch Warthog:
When playing in the Halo level in co-op mode, drive the Warthog through the indoor location and out to the other side. Kill all the Covenant and drive the Warthog off the cliff, making sure to swerve. The passenger must jump out of the Warthog to launch it. This may requires some practice.
MdlGrRaiden.

Halo: Pass through ship:
After you destroy all the enemies that came down from the Dropships, a ship with your Warthog will arrive. When it drops the Warthog, the ship will descend all the way. When it is about to reach the ground, go under it. You will be half way inside the ship. Jump up and you will be inside it. Note: You will not be able to stay in the ship for very long.
Jeffblaster17.

Halo: Shorty:
On the Halo level, during the FMV sequence when you turn on the bridge, you can make yourself shorter by breaking the glass below the activation of the bridge machine.
DSK6789.

Halo: Killer laser beam:
You can man Master Chief, fly up in the air and sometimes go out of the level. You will need two players. Go to the farthest one out (the place where you have to save the marines, where there is water when you can jump of the level). You will see a blue laser shooting in the air. Have both players go up to it. One player should get inside of the little opening, and the other player should jump on top of him then jump up on the platform. You can stand where the laser is (and float there). The laser will appear and hit you, sending you flying up, Sometimes you are sent flying sideways. Try this at different angles. There is also another little platform above that one. Jump off it when the laser appears and it will send you up far.
DSK6789.

To get there when you get out of the tunnel, go to the end of the river and turn around. Go on the left side of the river and keep going. You will know if you are going the correct way because you will see Jackals. Go through the lights and that is the base. You can also get up by going to the end of it and going on the small bump. Jump using the duck jump to get high enough. To do a duck jump, jump and at the very top of a ledge duck by clicking and releasing the Left Analog-stick. It is difficult to get up, but if you get both players up it is much more fun. After you get up, stay away from the beam and wait for it to go off. Then, have one person go over to the ramp on the left or right side of it. Have them look straight up and have the other person jump on them. Look toward your right or left. There is a small ledge that comes out. Jump on it then jump to the bigger one above. If you are too slow you will die. Then have the person who is on bottom will die and respawn to the top.
mitch smith.

Halo: Switched weapons:
When you go to the light bridge control panel, your weapon switches to an assault rifle when the intermission sequence starts. It changes back when the sequence ends.
petevert.

Halo: Paralyzed character:
Cross the bridge at the start and you reach the first outpost, where you have to rescue some marines and go through a series of attacks made by Covenant forces by dropships. When done with that, Echo 4-19 will drop a Warthog to you. Get in the vehicle and turn 180 degrees. Drive forward and go up the grassy/rocky hill. The location you need to drive to is the area where the rock part of the hill and the grass part of the hill meet. If you drive on the rock part, next to the grass part, you will drive up faster than you would have on grass. When you get to the top, you can drive into the treeline a bit until your control of everything except your view is rendered. If you are still in the Warthog, you cannot get out. You have to let yourself slide down the hill to regain full control of your character.
Artifact.

Halo: Stuck after falling:
When you crash and get out of the escape pod, go to the bridge. When you get to the edge before you go over the bridge, go to the left edge. Start to walk over the edge. Just when you start to fall, walk backwards. You should land with two bars of health gone. If you go to the other side, the Banshees will appear and you can kill them and then snipe the covenant with the pistol. Note: The only way to get back up is to jump off and die. You start again at the very beginning of the level.
GMDgohan.

Halo: Go through wall:
Drive the Warthog into the tunnels of the last rescue area. When your Warthog gets stuck, get out, and throw a plasma grenade onto the back of it. It will go through the wall. After that, get into the gunner area and look around. You can see the ground above you and see below the ground (not the tunnel) to a far off location.
Philip.

Halo: Walk around in back of Pelicans:
As you get the warthog, go back three steps and let the Pelican land on top of you. You are now able to walk around in the pelican. Note: Once it flies off you will fall and the impact will lower your shields completely. This also works on Covenent Dropships, but you will not go away with it.
Wesley Royer.

Hang Em High: Get the sniper:
Go on the Blue base. There are white balls on the base. Look between the second two, then look up so that the bottom of the crosshairs are on the clouds. Throw a frag grenade and move to the left. The sniper will fly to you.
Sk8erpaintball32.

Hang Em High: Capture the flag:
If you are on the Red team, grab the flag then run into the tunnels. There are windows. You can throw the flag through it. Have someone stand on the other side to catch it, and score.
Sk8erpaintball32.

Keyes: Super speed Banshee:
When you go through the level, pull the implants from the Captain and head out to the shuttle bay. When your last objective in the game is to head to the shuttle bay to find a ride, you can get the "Super Speed Banshee" fairly easy. Shoot or run though the Covenant forces and the game will trigger a Drop Ship and two Banshees to enter the hanger. You are on the third floor. Jump down to the middle divider where a Covenant turret is located. Then, jump down to the hanger floor. You must do this before the Banshees have landed on the hanger floor. You should be directly beside the Banshees before they land. When they land, the Elites jump out. Immediately when they jump out, get in. The Banshee should be yours and it will go faster than it normally would. You can fly outside and look at the Covenant cruiser. However, sooner or later the game triggers the ending sequence for level.
Artifact.

Keyes: Floating gun:
As soon as you start the level, the first door on your left has a floating gun in front of it on the ground. It is standing perfectly still on its side.
tylerpelley.

Pillar Of Autumn: Three weapons:
When you get to the part where the Marine you are following stops and waits for you to enter the bridge, take off as fast as you can the way you came. Pick up two guns of any kind and go back to the bridge. Talk to Keyes, and he will still give you the pistol. If done correctly, you will have three guns for the rest of the level. Note: Getting away from the bridge fast enough to not see the intermission sequence is difficult and will probably require a few attempts.
Blake Fancher.

Pillar Of Autumn: Frozen Marines and Elite:
Go through the level as usual until you go through the door with an Elite directly behind it. Make sure he does not go through the door to your left. This is before you get the hand gun; block him the best you can. If done correctly, the two Marines fighting the Elite will freeze, and so will the Elite.
al mack.

Pillar Of Autumn: Invincible Marines:
After you talk to Captain Keyes and get the pistol, walk out to get the ammo. Then, go back to Keyes. Shoot or melee him. Cortana will then say "The Master Chief has gone rampant!" A group of Marines will come into the room. If you try to get a headshot on them, they will not die. They also will not die if you melee them from behind.
Roderick Barkley.

Pillar Of Autumn: Warthog with no driver:
When you start the level, watch as the Marines are being assembled. A Warthog should drive by with no one steering. Note: This may only work under the easy difficulty setting.
Andrew Kirking.

Pillar Of Autumn: Headless Master Chief:
In the beginning of the level, you are in the cryo-tube. The marine will tell you to exit the cryo-tube. When he starts talking about giving you a double dose of the wake up stuff, the cryo-tube door will still be open very briefly. At this time, step in the open cryo-tube. Once in the cryo-tube, crouch down. Your MJOLNIR (armor not helmet) will be lying in the tube, and you will be a floating head. Note: Your head will be stuck in the cryo-tube as well and you cannot move. If you fail you will have to go through the procedure again.
RedMasterChief163.

Pillar Of Autumn: Appearing Grunt:
Under the easy or normal difficulty setting, when your motion tracker turns on immediately run to the clear opening and break open the door. If done correctly, Cortana will not mention anything about the door, the pop-up description of melee will not appear, and the Grunt will not be there. Run forward slightly, then walk back towards where you came from. The pop-up will appear, and after that, the Grunt will mysteriously appear.
Andrew Frank.

Pillar Of Autumn: Get under level:
In the beginning of the level, when you get out of the cryo chamber jump back in and repeatedly press X. You should either fall totally underneath the level or just under the grating, depending on how many times you pressed X.
jeff clement.

Pillar Of Autumn: Damage through glass:
Once you get to the room where the Elite killed the operator when you were in the cryo bay, stand in front of the glass window. There will be three Elites. The blue ones will fire at you. If you fire, you will not damage anything, but the Elites can hurt you.
RedMasterChief163.

Pillar Of Autumn: Closed door:
When you complete the level, and you get into the lifeboat, look at the purple hatches when you launch out. They will be open. However, later during the short intermission sequence, they will be closed.
Samidinadani.

Sidewinder: Walk through bars:
Use the following trick to walk through the bars where you get the invisibility and overshield. Park a vehicle directly next to the bars. When you are on the opposite side of the vehicle, press X to climb in and go through the bars. This works especially well in capture the flag games.
P0PAChery.

Sidewinder: Invisible snow:
On the Sidewinder (snow) multi-player level, take a tank and put it on a ledge that you can walk on. Park it in the corner of the wall. Take a Ghost and ramp up it. When you make it, the screen will turn white and you will be on top of the level. You can also fall down into the rooms from above.
DSK6789.

Sidewinder: Get on top of cliff:
Have the game set on all vehicles. Start the level at the Blue Base. Get in a Ghost and go to the cliff to your right. Ride the Ghost up the side of the cliff. You will pass a location where you come from a teleporter. Pass by it and go to the second one. Turn sideways beside the cliff edge, then use the Left Analog-stick and go right sideways and accelerate. Press X and exit the Ghost just before you hit the cliff. If done correctly, the Ghost will hit you up the side of the cliff. You should end up on top. Note: This requires practice. Once on top, there is an invisible barrier where you cannot shoot people unless you are on the edge, and grenades do not explode.
BasebalRAD.

Sidewinder: Fireworks show:
Get a Needler and go to the Sidewinder arena. Look up and shoot one round from the Needler into the sky. Wait awhile and you will see the "firecrackers" pop, as if it was a fireworks show. Try this in multi player mode and have both players shoot Needlers in small circles in the same location in the air. This is very useful in campaign to shoo enemies away.
superzwarrior2000.

Sidewinder: Ride into infinity:
While playing in multi-player mode with all vehicles it is possible to "ride the infinity". First, get a Scorpion tank and position it facing the map near the teleporter closest to blue base other than the one inside it. Then, make sure your tank is position facing the towards the red base, even though you cannot see it. Next, get a Ghost and ramp over the tank into infinity. Note: This may require a few attempts. People cannot see you while in this state. If you throw grenades on the ground, they will phase out and not explode.
RHENDRICKSON1.

Sidewinder: Get on top of level:
Use the following trick to get into the other team's base quickly, and with little notice. It only works if you are playing with at least three players. If your at red base, stand out on the edge on the top floor on the side with the teleporter. Have one of your teamates jump on your head and move forward slightly, creating a little set of steps. If done correctly, the third player and any after should be able to jump up the first two players and on top of the red base. You can now simply run to the blue side, drop in, and steal the flag.
Phill Me.

Go through the teleporter in the base and you will appear on the side of the level. You can then jump on top of the stone arch thing that is going over the entrance to the room. Then, do a "rocket jump" and get on top of the level. Note: This only works with 300% or 400% health.
Hotncool4life18.

You will need infinite grenades and a rocket launcher for this trick. Look for the bridge near the red base. Get the rocket launcher and go to the room where you can go through it. Do not go inside the room. Instead, go in front of the door then go to the right of it. You will notice that the door sticks out. Look down and throw your frag to the ground, then jump and shoot at the grenade/frag. You will get on the doorway. Do the same thing there. Note: Edit your game, as you will need 400% life. If done correctly, the top of the mountain you are on will look clear.
superzwarrior2000.

Set all weapons to rocket launchers and health to 400%. Start at the blue base. Go to the top of the base and go through the transporter. Then, walk around the place you are at to where the other transporter is located, but do not go in. Instead get on top of the brown object near the entrance by either jumping up or using a vehicle to stand on (recommended). Once you are up there, stand in the middle of the brown object and point straight down. Press A + R to do a "rocket jump" while holding Forward. You should now be on top of the level.
Sk84evr2007.

Start by getting a tank and bringing it up to where the blue base teleporter leads you. Park it so that it is facing the other side of the level. Next, get a Ghost and bring it up to the same location. Stay in the Ghost and ramp it off of the Scorpion's gun and you should go flying into whiteness. You will survive. Note: You can fire out of the glitch only when you are on top of the red base, blue base, or on a cliff.
jmurray3.

You need enough health to do a rocket jump (300% or 400%) and a rocket launcher to do this trick. Go to the second floor of the red base and stand on the right side its edge. Look up to get in between the gap of the roof edge. Face outward and jump then shoot a rocket immediately after you start to jump. Hold Left Analog-stick Down/Left. You will land on top of the roof's edge. Walk across and jump to where the flashing red light pole is located. From there, walk up the small hill.
zach parr.

At Sidewinder there is several ways to get above the graphics other than the Blue base trick. One way is to stack two teammates on top of each other at Red base second level. From there you can jump to the light or to the left to a ledge that you can stand on. Either way, you can proceed off graphics. A second way is to jump on a ledge located on the bigger ledge on the other side of the Blue teleporter. After this is done, look down. From there, throw a frag grenade at your feet, jump, and fire a rocket at the grenade. You should be propelled up and land off the level. Note: Set the health to 300% or 400% to avoid dying. [Screenshot]
rwjfarm.

Sidewinder: Leave level boundaries:
In split-screen multi-player mode, you can jump out of the level using a Scorpion tank and a Ghost. First, take the tank up the path leading to where the rocket launcher and caves are found. Back the tank up into the wall. Bring the Ghost up the same way. Using the tank as a ramp, jump over the wall and out of the level. This may take require a few attempts. When you get up there. you can walk or drive around. It is also very nice to have a sniper rifle with you to kill anyone in the bottom.
Marcus Hockett.

Sidewinder: Capture the flag:
Go into the tunnels with the overshield and camouflage. Drive a Ghost sideways and get out early. You will fly through the bars.
Sk8erpaintball32.

Silent Cartographer: Get on top of level:
Take a Warthog directly to the part before you first fight Hunters (the part that opens when you complete that level). Park it by the rock that you squeezed through. Make the gunner point up at the rock wall. Climb up it to get on top. At the beginning you see a silver/gray ledge. You will be on top of it if you walk over to it on the ledge.
DSK6789.

Go to the blue base and go through the teleporter. Get outside from that room. Take the tank over there, and park it backwards. Then, bring a Ghost over there and charge straight at the tank. As soon as you get near the tank, hold A. You should be on top of the level. Note: Keep accelerating when you charge at the tank, and when you get up there, release A.
Muhammad Akhtar.

Silent Cartographer: Get to the very bottom of the map room:
This rick must be done in cooperative multi-player mode. First, get two Warthogs through the security door by ramming them. Then, drive one Warthog on to the bright yellow platform from where the intermission sequence ended. Continue driving it through the level until you get it on the bottom platform of the complex. Line the Warthog up next to the purple box, then ramp it off the platform and land it on the platform with the big gap in it. You will be dead. Check to make sure it is on there, then go back up to the top where the security door is located. Then have both players get in the remaining Warthog (one driving and one as a passenger). Ramp the Warthog off the platform toward the hook-like platforms. At the perfect moment, the passenger must jump out of the Warthog and get onto the hook platform. The driver will be dead. When the driver respawns, use the technique of jumping down, then having your partner respawn until you get to the platform where the Warthog is located. Have one player get in The warthog and drive into the gap. When you land, drive the Warthog to either the left or right to go down two more large platforms. You will then be at the very bottom of the map room, and cannot go down any further.
Brent Starnes

Silent Cartographer: Get to bottom of the bottomless pit:
Play the level in co-op mode under the easiest difficulty setting. Play though the level normally until you get to the place where the hunters are located. Do not take the over shields yet. Kill the hunters and keep going until you reach the switch that opens the locked door at the other station. Unlock it and after watching the FMV sequence of the sword Elite walking out, continue back to where the over shields are located. Take out the new batch of Jackals and Grunts and try to avoid the Drop Ship lasers. Grab the over shields and jump in a Warthog. It is very important that you have it. Go to the crashed Pelican and grab the rocket launcher. Then, drive to where the door was unlocked. Try to avoid any damage to your shield. Destroy the sword Elite and squeeze the vehicle into the hall. The easiest way is to have the player without the rocket launcher back up and get a good start, then drive full speed into the doorway. This usually gets you jammed half way in. If it does, have the player with the rocket launcher blast it in the back bumper a few times until it is freed into the hall. Jump out of the vehicle for a few seconds then watch the FMV of Master Chief looking at the "not so bottomless" pit. Then, run back to the car. Back yp all the way facing the pit. Drive at full speed towards the pit and take a sharp right at the last second, so that you are heading towards the little half ring-like platforms as you fall. Once you hit a platform, have both players hop out of the vehicle. It is likely that one of them will fall, but as long as one of them makes it on the platform, you are fine. The other one will respawn next to you. Do not worry if your rocket launcher falls. You need to make sure that the Warthog landed at the right side of the pit. Once you are absolutely sure this has happened, start to make your way down. Always keep one person standing still, so that the other one can respawn. Have the other player (the "base jumper") hop down to the next platform down and press Duck immediately as he hits it. This usually requires a few attempts. Once you hit the platform, you usualy have about three dots of health remaining. Have this player hold still at the new platform, then have the other player jump off and die so that he will respawn next to the "base jumper". Hit the "base jumper" in the head so that he repawns with full health. Repeat the process until you reach the full loop towards the very bottom. When you land on it, go to the slant at the bottom of the loop. Then, do the same jumping thing to get bottom of the right side. If the vehicle is there, jump on the windshield. If the car is not there, the bottom is too low and you will die no matter what. Then, push or punch the vehicle down to the next part down, hop on the windshield one more time, and look around. You are now at the the bottom of the bottomless pit.
TaQ.

Silent Cartographer: Dead on the other side:
When the door locks there is a window in it that you can shoot through and kill the Covenant swordsmen. Go through the level until the FMV sequence in which the swordsmen walks out begins. He will be standing on a dead version of him.
DSK6789.

Silent Cartographer: Explore level:
When you get to the blocked door, drive the Warthog into it before it closes. If done correctly, the Warthog will be stuck in the door. Press X to exit the Warthog and you should be on the other side of the door, free to run about the level.
Nick7283.

This trick only works in cooperative multi-player mode. First, get to the first Warthog in the level. Have one player drive it straight out into the water with someone else in the side seat. After awhile, you will hit an invisible wall. Have the player in the side seat get out and stand facing the "wall". Drive the Warthog very slowly at the player by the wall. This may take a few attempts. After you get through the wall, run straight in the direction opposite to the Warthog. It takes a while, but you will eventually get to a white line, which is the end of the map. Note: Only one person can reach it.
Lizette61548.

Use the following trick to drive a Warthog onto the lower level. This works best in multi-player mode, in case you make a mistake. Take a Warthog to the place where the door shuts on you, and an Elite with a sword is behind it. Note: You must have already opened the doors. Align yourself perfectly with the door, then drive as fast as you can. Playter two can ram you with a second Warthog or you can get out. It will not kill you. Then, use a rocket launcher and shoot the back of the Warthog. When you get it through, back it onto that ledge, and quickly drive towards the lower level. Swerve to the left or right and jump out before you hit the ground. This may require a few attempts.
SuperMAML.

Silent Cartographer: Rocket at sea:
Once the Pelican crashes, get the rocket launcher. Shoot it in the direction of the sea. It will go for quite a while, then explode.
DSK6789.

Silent Cartographer: Bouncing water:
Go into the ocean and shoot the water with the assault rifle. Go where the bullets are bouncing off the water. This will hurt you. If done correctly and long enough, it should kill you.
Tyguy098.

Silent Cartographer: Waiting for you:
Take the Warthog down to the floor where the door locks. Make sure you have marines in the Warthog. Park it in front of the door and leave them there. Do not go too fast before the door shuts, or your wheel will get stuck in the door. Play the game through until the FMV sequence showing the covenant swordsmen running out begins. He will run right into the warthog and start shooting. The marines will also shoot at him. However, when you go back the marines will still be there,and the swordsmen will occur later as normal.
DSK6789.

Silent Cartographer: Walking on water:
When they give you a Warthog, the marines will try to get in. Slowly drive backwards toward the ocean. The marines will follow you. Stop where you want them. They will walk back and forth in the ocean.
DSK6789.

Silent Cartographer: Invisible underwater wall:
Progress through the level until you get your first Warthog jeep. Aim the Warthog at the ocean and keep driving. You will eventually hit an invisible wall. Underwater, there is no air supply and your guns short-fuse. You cannot see the bullet and will just hear the gun firing and the invisible bullet hit the ground. You will be so deep underwater that you will get lost..
Jeffrey Miller.

Silent Cartographer: Fly high:
Play the level in cooperative mode. Fight until the Covenant at the beginning are eliminated. Next, kill off the Marines and take all of the grenades that you can find. Have one player kill the other and a pile of grenades will be formed. Wait for the other player to respawn. Have him kill the other player in the same spot, making the pile even bigger. Next, have both players search the entire island for more grenades. The original pile will remain through loading points. Make the pile progressively larger by repeating this. When you finish piling the grenades, get one out of the pile, go to the nearest checkpoint, and blow yourself out of the level.
Jrdolensky.

Silent Cartographer: Warthog through door:
In the room where the door locks, it is possible to get the Warthog through it before it locks. You can then drive the Warthog into the next big room. You have to hit the opening at top speed and be perfectly aligned for this to work.
George A..

Use the following trick to get both Warthogs through the gap. Note: This can only be done in co-op mode. When you get the Warthog from the Pelican, drive until you get to the second Warthog, then go to the gap. Get that Warthog against the side of the cliff and have the first player stay there. Then, get the second Warthog and ram into the first. The first should get through. Have the second player throw a grenade or two until it gets past. Then, the two of you can kill the Hunters and continue until the Echo 4-19. You can then get stuck in a tree or finish the level with the Warthogs.
Paul Dufek.

Silent Cartographer: Get Warthog to the bottom:
Start the level in cooperative mode. Get two Warthogs (one is dropped off and the other is on the other side of the island.). Then, first go to the security override structure and disable the security locks. Next, go to the Cartographer structure and drive both Warthogs inside. They should easily fit until you get to the room where the locked door would be. Then, simply ram one Warthog through the entrance. It should go partially through. Then, use the other Warthog and ram the other one completely through. This will cause a glitch and both Warthogs will go through. In the next room are some Covenant. Dispose of them. You will now see that there is a door that is very small. Line one of the Warthogs up at the door, then ram it with the other one. Continue ramming it until it goes through. Be careful here, as there is a ledge that is very narrow on the other side. Keep the Warthog as close to the wall as possible. You will have to leave the other Warthog behind. When you get the first Warthog to the next door, try to go through at an angle. Keep driving and it should slowly force its way through. If you have any Plasma Grenades, use those to force it through faster. After this, it should be easy to go the rest of the way.
Jrdolensky.

Silent Cartographer: Get Warthog on the top of the cliff:
Note: This trick much easier when done in cooperative mode. As you begin the level, get as many grenades as possible. When the Pelican drops off the Warthog, get two Marines in it. Then, go to the site where you find another Warthog next to some rocks. Next, you go left off the rocks to another set of rocks by the big hole that you go through to get there. Then, kill the Marines that are in the Warthog. Park the Warthog over the dropped grenades. Throw all of your grenades under the Warthog. Your grenades will detonate the others, and the Warthog will fly on to the cliff. Get on the top of the cliff, and you can drive around on top of it.
Jim Robison.

Silent Cartographer: Get Warthog through gap:
After you pick up the Warthog, you must go to the place where there are lots of trees and a gap with a tree in the way. You do not have to leave the Warthog and continue on foot. Go to the left side of the tree so that the Warthog is scraping against the mountain. Back up for a running start. You can ram the Warthog through the gap. You may need to turn back and forth to get it through. You can now take on The hunters up there with the Warthog. Note: You may flip the Warthog when doing this.
FiveSedsick.

Silent Cartographer: Warthog vs. Echo 4-19:
Take the second Warthog on the island and put it were the Echo will crash. Resume playing the level through. When it crashes, look at the Warthog. It should be stuck in the Echo.
DSK6789.

Silent Cartographer: Mega Warthog jump:
Play the level in cooperative multi-player mode. Once you get to the location where Echo 419 drops the Warthog, kill all the Marines and take their grenades. Then go to the beach by the water and have player one hit player two in the back. Wait until player two respawns, then have player one stand over the old body and have player two kill him the same way. Gather all the grenades from the rest of the Marines and Covenant and repeat the killing process. Save one last grenade. Once done, have someone drive the Warthog over the bodies and grenades. Then, have the other person throw the last grenade under the Warthog. The Warthog will fly extremely high.
Laurawire.

Silent Cartographer: Flip a flying Pelican:
When you get off the Pelican, go in between both of the Pelicans and run straight out to the sea. Both pelicans will turn at the sea. You should be under the Pelican. If you jump, a "Press X to flip the Pelican" message will appear, but will not allow you to actually do so.
robert mckellar.

Silent Cartographer: Get under Pelican:
This must be done in cooperative mode. Have player one stay next to or near the Pelican at the start of the level so that it does not fly away. Then, have player two kill all the Covenant so that another Pelican will arrive and drop off a Warthog. Have player two get in the Warthog and drive to the Pelican that is next to player one. In the Warthog, drive straight at the opening on the side of the pelican. It should be directly under the wing. If done correctly, the Warthog should go under, and may even come out the other side. The trick is to stop halfway under and jump out. Master Chief should get stuck in the Pelican. Note: Be careful; once inside you can walk out. Also, once inside if player one tries to do the same thing on the same Pelican, player two will get run over.
Jim Robison.

Silent Cartographer: Disappearing Pelican:
In cooperative mode, when you get out of the Pelican, have player two stay on. Defeat all the enemies and you will receive the Warthog. Now, have player two get out. When the Pelicans take off, follow them. You will probably lose sight of the first one. When you follow the second one around the cliff, it will disappear.
m&r stojakovich.

Silent Cartographer: Get in Pelican:
In co-op mode, have one player stay by the ship. Have the other player kill the Marines and take the Warthog. Drive the Warthog under the pelican and get out immediately. Your body will be in the Pelican. Have the other player do the same and you will be in the Pelican.
Ethan Parker.

Silent Cartographer: Zombie men:
Take a Warthog with men in it down into the place where they lock the door. Before they lock the door, press X to get them out. Leave them and the Warthog down there. Go and unlock the door. After that, return and they will be zombies that do not respond to anything.
xfilestv.

Use your Warthog to get to the part where there is an open door that leads inside the structure. Before the door closes, drive your Warthog with two Marines inside part way through the door. It should close through your Warthog. You should not be able to move your Warthog. Next, leave your Marines inside the Warthog and exit by foot. Continue in the level until you need to go back to the place where you abandoned your Warthog. Your marines should be out of the Warthog, but completely motionless. Kill a Marine and he will remain standing, but his fragmentation grenades should fall. Throw a plasma grenade on the dead standing marine. It will not explode until you go farther in the level. You can also shoot needler shots onto the Marine and they will not disappear. Shoot the Marine with a RPG and he will not budge.
dustin N.

Silent Cartographer: Double swordsman:
Go to the room where it locks. Do not go near the door. Try to throw grenades in the door to kill the swordsman. The door should close. Later when you press the button to open the door, you see the same swordsman you killed.
Spaceharmole3.

Silent Cartographer : Kill Sword Elite early:
Get to the part where you must stop them from locking the door. Kill the enemies that lock it. Use the following trick to kill the Sword Elite immediately without getting hurt or killing him later. Jump so you can see the Elite, then fire. The shots should go through the glass and hit the Elite. This is much easier to do with two players. Have one player kneels on the other and fire through the glass. Note: Grenades do not work and will just bounce off the glass. Also, you can only shoot through the top rectangular piece of glass.
kaoskiller1.

Silent Cartographer: Sword Elite killed twice:
When the door shuts, you will see a Sword Elite through it. Shoot through and kill it. Leave the Warthog here and open the door. The Marines will kill another Elite that comes out in the intermission sequence. Go to the door, through the building, and activate the Silent Cartographer. Come out to see the final Sword Elite being killed by the Marines.
Forunners.

Silent Cartographer: Three drop ships:
When the level starts and the Marines get out of the drop ships, start running in and out of both drop ships. In a little while, Foe Hammer will appear with the Warthog. This may require a few attempts.
Shane McEneaney.

Silent Cartographer: Watery start:
Drive into the water for about one minute and turn around. You will not be able to get out of the water will have to restart the level.
Goku836.

Silent Cartographer: Get Warthog into first hall:
After unlocking the door that leads to the map room, you can get a Warthog through the door and into the first hall. You need two Warthogs to do this. Drive the first Warthog into the open doorway at high speed and, if you hit it square-on, the front half of the Warthog will go through the door and get stuck half-way. Then, use the second Warthog to ram into the back of the first one. This will push it all the way through the door. You can then