Halo 2 cheats: Glitches
Note: Button presses are described in Xbox version format.
Use the equivalent key on the PC keyboard when playing that version.
Fall through floor:
At the second level near where the Elites come out
of the coffins, there is a support object appearing from the ground.
When a Grunt is shooting you, jump on the floor support and you
will fall through.
This trick only works against enemies. When in a multi-player
map, team up with a friend. Have one person stand still on the
ground with the energy sword. Have your friend jump on top of
your head repeatedly so that they are constantly jumping directly
above you. Now, with the second person looking straight up, tap
B, then X immediately afterwards so that you lunge
at the "jumper" without killing him. Keep doing this
repeatedly so that the jumper goes higher into the air as you
follow him up. This trick is especially useful in Headlong. Try
to get into the corners of buildings so that it is easier to remain
on top of the "sword" player while jumping. This trick
can allow you to reach great sniper locations, such as on the
cranes or other objects.
Note: You must have a sword. Get a Warthog on the passenger side
in multi-player mode. Have a friend get in a Banshee on the side
of the warthog. Lock on to it with the sword. You will hear a
slash, but will not see him do it. Then, have your friend go far
away and get out with the trigger still pulled. You will start
Instead of shooting out all of your rockets, you can keep them
and still do the rocket sword glitch to fly. Begin pressing Y
to switch weapons then go into alternating between R and
Y. You will not shoot any of your ammunition, but still
fly through the air.
You can also use the sniper rifle to fly. To do this, make sure
you are zoomed in and your crosshairs are red. Then, look at your
enemy and quickly press Y + X + R. Also,
when you are sniper or rocket launcher flying, hold A to
get more air.
To do this you need a rocket launcher and a plasma sword. Waste
all the ammo in the rocket and aim at an enemy that is far away.
Wait till the reticule turns red, then press Y + R.
Keep doing it quickly and repeatedly until you get it. When done
correctly, you should fly across the map directly at the opponent
who you were aiming at.
Go to a map with a Banshee, rocket launcher, and an overshield
. Fly the Banshee to an open space. Flip the Banshee so that you
can stand on one of the wings. Take out your rocket launcher and
shoot the very top of the other wing. This should cause you to
fly up into the air.
Use the following trick for side by side flying. It requires two
people on opposite teams, both with swords. Have them face each
other and simultaneously repeatedly press R + X
+ A. If done correctly, both players will slowly begin
to fly upward.
On a level with some of the mini human barriers, stand on the
bar holding the barrier down. Throw a frag grenade at the barrier
to fly high.
This trick requires two people. Have one person walk
backwards, and the other person sword cancel. If done correctly,
after the third time you will begin to super run.
This trick requires two people on opposite teams. Have
one player look directly up and the other to jump on his head
with a sword. Crouch while on his head and kill him. Immediately
after you kill the other player, release Crouch and you
will be floating. When the other player respawns, have him dual
wield any weapon. Have him go to you and get very close, but not
underneath. Have him jump and press Y. If done correctly,
one of his weapons should land directly next to you, floating.
You can get off and get back on the invisible platform. Repeat
the entire process while standing on the invisible platform. You
can use this trick to get to very high places, like the top of
Another way of doing this glitch is to park any vehicle on a ledge
(tank recommended). Have a player get in the vehicle and the other
player that is an enemy go where he is with a sword. Have the
player in the vehicle get out. Quickly have the other player with
the sword kill him while he is getting out. If done correctly,
you can get the vehicle out of that spot, and the part of the
vehicle that was hanging off the ledge or cliff would be your
invisible platform. Note. If you keep doing this off the invisible
platform you can create a long path. This is very useful in CTF.
It does not work well with the Ghost.
Shoot into space:
Shoot the machine gun turret on the first level in
a phantom tube. Instead of ricocheting, the rounds will usually
go into space.
Shoot with a stick:
In one of the multi-player levels, go to a stationary
machine gun and blow it up with rockets or other explosive devices.
Do this until it looks like a bent stick. Go up to it and the
message "Hold X to man machine gun" will appear. You
can still shoot it, and it will do normal damage, only looking
like a stick.
Shoot faster after melee:
When using a weapon that will not let you shoot immediately
after meleeing (such the SMG), press B, then R +
X. This should allow you to shoot immediately, but only
if you have a full clip.
Play multi-player with at least two people (four people
recommended to make it faster). Choose a level with many barrels
that explode. Have everyone roll those barrels to an empty spot
with a lot of room. Make sure you have every barrel in that pile.
Then, place a player in the middle of the barrel pile. Have the
other players move away from the pile and throw a plasma grenade.
Once the barrels are lit, a huge explosion will occur. The player
that was placed in the middle will fly so high that he will reach
the very top of the level. Note: The barrels are very fragile.
If you hit one twice, it will explode.
swcgrnom ihar doeepfti yudatfmwhite.
Low frame rate:
Play with some friends and have one be an Elite. Set
the default weapons to plasma and the first and secondary weapons
to either the plasma pistol or the plasma rifle. Go to any map
and have everyone except the Elite get dual plasma pistol or rifle.
Next, have everyone meet at one location. Have someone kill the
Elite and pick up their weapon very quickly. As soon as the Elite
is dead have everybody shoot at roughly the same spot on the Elite
until the body disappears. Then have one person turn their view
at the spot where all the blood is and zoom in on it. They should
stand roughly near the middle, and crouching helps. If done correctly
everybody else should start acting very strange. If you are playing
in System Link mode, the players on the glitched Xbox will be
moving strangely. Vehicles that they get into will also move the
This works best with a Warthog on Coagulation. Drive
the Warthog to the tall hill in front of the trees with the rocket
ammunition. Have one person in the Warthog with an overshield
in the event of a mistake. Stand a short distance back, lock on
the Warthog with the rocket launcher, and move the reticule a
little to the side of the Warthog and fire. The rocket will continue
to circle around the Warthog for a few minutes. Note: You can
still get hit by the rocket if you walk into it.
Create a custom multi-player game with rockets, damage
resistance, and overshields. Start on Turf or Relic. On Turf,
go to the medical tent. Get behind one of the battle shields there
(the small one works the best). While standing on the brace that
runs one the ground, shoot the top of the shield. It will launch
you extremely high.
the neighborhood friendly Baconlover.
Incorrect crosshairs aim:
In multi-player mode, get a rocket launcher and stand
directly in front of the other player, facing him or her. Aim
it at the other player's head. On the person that has the rocket
launcher's screen, it will look like you are aiming at the other
person's head. However, on the other person's screen, the rocket
launcher will appear to be aiming straight past him.
Play on Slayer or Juggernaut (recommended). Have a friend get
in a Ghost and come to you. Hijack the vehicle (friend must be
enemy to hijack it). but just as you are about to hijack it, have
your friend get out of the Ghost. You should kick nothing and
Killed by Guardians message:
In multi-player mode, have the carbine as your first
weapon, energy sword as the secondary weapon, and no shields.
Get the player with the carbine and aim at head level. Then, run
forward, hold R, then quickly and rapidly tap Y
until your person dies. In the upper left corner, "killed
by the Guardians" will appear. Note: Sometimes you will just
get hurt; this may require a few attempts.
Stand in mid-air:
In multi-player mode, stand on someone that is holding
perfectly still. Crouch down and shoot him dead. After the person
that was remaining still respawns, have him to walk over to where
you killed him. He will be able to see you standing in mid-air.
In the first level, find and drive a Spectre that had Flood in
it. Drive the Spectre until you find a room with lots of flying
robot things and is tinted a bright red. A wall to you right is
perfect for you to scale while holding L for the boost.
Keep driving and it will seem as if the world ended. You can dive
on some of the air, others you will just ram into. You will also
be able to walk on air. This can also be done with a Ghost.
Stand on person's head almost forever:
Enable the "No weapon trick" for both players.
Have the first person stand still and look down slightly. Have
the second player jump on the other player's head and he should
seem to stick. The first player can now pick up any weapon, look
anywhere, and walk as fast as he wants without the second player
falling off. However if you walk fast up an incline or jump, the
second player may fall off. The second player can jump on top
of his head without doing the trick over again, even if you have
a weapon. Basically the first player is now "sticky"
for the second player. Note: If the second player does not pick
up a weapon, you can get an overhead view of the first player.
This is useful if you want to record someone shooting up people.
You and your partner can now become a deadly weapon if you both
Get in a side seat of a vehicle (Spectre or Warthog)
with a plasma pistol. Charge the plasma pistol and get out. The
gun will be shaking as if it is still charged.
Living dead Flood:
On the level in the library, just before it shows the
intermission sequence, there are dead Flood and Marines. Shoot
them in the leg. They will skid across the floor and make a moaning
roar. Note: They may not skid that far.
This trick can be done on any map in multi-player mode,
but Headlong works best. Get into a Ghost and have someone get
into a Wraith. Go over to a wall and make a big black mark on
it by shooting it. Next, go over to that wall with the Ghost and
put your back to it. Have the person who is in the Wraith stand
in front of you. Note: You must be facing straight forward in
order for it to work. Then, have them move forward while facing
directly in front of you and boost, crashing into you and making
you spin and go flying upward. If done correctly, you may be able
to get on the top of one of the cranes or land outside the map.
Ghost floats on water:
In a multi-player game, play a level with a large body
of water and at least two or more Ghosts. Get in one and use turbo
in water to hover over it.
Walk through Pelican cockpit:
On the level were you are the Master Chief fighting
the Flood for the first time, go to Pelican that has landed and
go inside. Keep walking toward the door to the cockpit and you
will go through it. You will be able to see the cockpit.
You will need at least two people and overshields as
your default shield for this trick. Overshields will help keep
your player from dying while the tank flips and flies, as it spins
and constantly takes down your shields. Make the heavy vehicle
random. Once you have a Scorpion and a Wraith, have one person
get in a Wraith and another in a Scorpion. Get about two tank
lengths distance away from each other. Face each other head on.
Drive at each other at the same time. Have the Wraith boost half
a second after it hits the Scorpion. If done correctly, the Scorpion
should fly all over the map.
In split screen mode, go to heavy vehicles and change it to random.
Set your shields on overshields. There should be a Wraith and
Scorpion. Go to Coagulation (recommended) and get the vehicles.
Then, go to the center of the map. There is a road-type thing.
Go to each end of the road, then drive towards each other. At
the moment when the Wraith hits the Scorpion, have the Wraith
use boost. This may sometimes backfire, and the Wraith will go
flying, or both vehicles will go flying.
Get a tank upside down perfectly. Damage must not be done to tank.
Then, get another tank and line them up. Drive your tank on top
of the other tank that is upside down. Make sure that it is lined
up, then get out. Flip the bottom tank, then look up. The tank
will go high in the air.
Drive tank without turret:
This trick requires Xbox Live a host and a plasma grenade.
Have the host throw a plasma grenade at the very front of the
tank's turret. Then, have the host leave. If done correctly, the
tank's turret should be slightly off. Get in the tank and drive.
The turret will be in the exact spot you threw the grenade, except
on the ground.
Invisible Warthog passenger:
This trick requires one driver, one passenger that
is an Elite, and Xbox Live. Note: This glitch will not always
work. First, have a driver in the Warthog and an Elite player
in the passenger seat. Have the Elite passenger press X.
Until he is nearly out of the Warthog, have him keep tapping B.
If done correctly, the Elite on his screen will be in the Warthog,
but on the driver's and everybody else's screen he will be out
of the Warthog. If the driver drives to another location, he will
still be in the Warthog. When the Elite gets out, he should not
move the Left Analog-stick or he will return to the normal
position. This glitch works because in real time game play, your
body is where you started tapping B, and your invisible
body is on your Xbox. Moving on free will place you back where
you started tapping B, which is where your real body is
located. If somebody moves your real body, you will return back
to it. Also the glitch will be interrupted if somebody kills your
real body. If somebody bumps into your invisible body the glitch
will still work. The same result will happen if the Warthog blows
Steal the flag and capture it instantly:
This trick requires one driver, a one passenger that
is an Elite, Xbox Live, a Warthog, and a Capture The flag game.
Have the driver drive the Warthog next to their scoring base passenger
side. Have the Elite do the "Invisible Warthog passenger"
glitch. Then, have the driver drive to the opponent's base and
park by it passenger side. The passenger can now get out, hold
X, and grab the flag. You should have scored. This works
because the Elite's body in real time game play is over the base,
but on his Xbox he is in the Warthog. When he steals the flag,
it goes to the Elite's body in real time game play, thus scoring
Warthog missile command:
This glitch requires one driver, one passenger that
is an Elite, Xbox Live, and a rocket launcher. Have a driver and
an Elite passenger. Make sure the passenger has a rocket launcher.
Do the "Invisible Warthog passenger" glitch around where
there are no walls or hills close by. Then, have the driver drive
over to their base. Have the Elite get out. Being over at their
base invisible, you can see what vehicles they get in. If an enemy
gets in the vehicle, lock on to them and start pressing the Analog-stick
Up to aim, to make sure you do not shoot the rocket at the
ground which could hurt you. The rocket will home on the enemy
vehicle, even though you could be very far away.
In multi-player mode, you can launch each other with
Wraiths. Turn on overshields or be on team play. This trick works
best on Headlong. When you start, get one player in the Wraith
and have the other person stand against a wall. Then, line the
Wraith up with the person standing against the wall and charge
at them with the boost. You should send them flying sky high.
You can fly very high and can get on the cranes or on top of a
building with an invisible floor. Note: If you get launched and
land in the building with the hole in it, you will get stuck and
have to kill yourself or reset the game. This trick also works
well in Coagulation, because you can launch anywhere.
Start a game in Headlong or in Coagulation (recommended). Make
sure you have oversheilds on. Have one person stand against a
wall and have the other person charge them with the Wraith's boost.
This should send them flying. You use this to get on top of Coagulation
or atop the cranes and get higher in Headlong.
Drive Wraith without turret:
This trick requires Xbox Live a host and a plasma grenade.
Have the host throw a plasma grenade at the very back of the Wraith.
Then, have the host leave. If done correctly, the turret of the
Wraith will be slightly off. Get in and drive it. The turret will
remain in the same location that it was on the ground.
This glitch requires one driver, one passenger that
is an Elite, Xbox Live, and a Warthog. Use the "Invisible
Warthog passenger" glitch. Drop the Elite off anywhere, then
drop his invisible body anywhere (preferably the defensive base
in objective games). Then, anytime somebody passes you by, melee
attack them without moving the Left Analog-stick. Do not
worry if you move; moving without pressing the Analog-stick
will not ruin the glitch. They will die and not see you anywhere.
Warthog launches for no visible reason:
This glitch requires one driver, one passenger that
is an Elite, Xbox Live, a Warthog, and preferably a sword. Do
the "Invisible Warthog passenger" glitch. Drive the
Elite a good distance away from his body, then park. The elite
can melee attack the Warthog. This can result in launching and
spinning the Warthog. If the passenger hits the front end or the
back end, prepare for the best spin in the game. If you aim on
the side and as low as possible, the Warthog will launch very
high. This glitch will work best with a sword.
In multi-player mode in any level, have one person
with a sword get in the side seat of a Warthog. Another player
needs to go near the side seat. Then have the person in the vehicle
slash the other player with the sword when the crosshairs are
red. The person who was slashed should go to the opposite side
of the level. When he is very far away, have the person in the
Warthog aim into the sky and press X to get out. He should
then be launched high into the air and will come down shortly.
This can be a great way to reach good sniper locations.
Grenade appears from Sentinel:
Get a Sentinel Beam and overheat it. Quickly throw
a grenade and it will appear as though the grenade appeared from
This glitch requires a partner and a Warthog on a multi-player
map, and you must be a Covenant. Try this out in the Coagulation
level. This glitch allows you to make two copies of yourself,
one vulnerable to enemy attacks, and one invulnerable. First,
get in the passenger side of a Warthog. Press X, but as
soon as you are about to jump out, start to tap B very
fast. The longer you can tap B, the longer the phantom
will remain in the Warthog. You will see yourself in the Warthog,
but your partner will see you out of the Warthog. Then, have your
partner drive you over to the opposing base where the Banshee
usually is found, and park the passenger seat inside the levitating
warp. Then, tell your partner to stop pressing B and he
or she will float up to the second level. Tell them not to press
any buttons besides Team Chat. He can look around, but if he jumps
or moves, he will reset back to the original place the glitch
was done, and the phantom will be gone. Now, have the phantom
look around for the flag (if playing Capture The Flag) and press
X to grab it. Once he has it, he can jump and will respawn
back to his base with the flag. He can then run to his base to
score easily. This trick also works in Zanzibar too.
Floating Master Chief:
In a multi-player game, have a friend to help you do
the following. Have him look down straight at the ground, then
jump on top of him. If you start to slide, move slowly away from
the direction that you are sliding until you stop. When neither
of you are moving, have him crouch down and walk out slowly from
underneath you. You will now be floating in mid-air. You can look
around and shoot, but if you move you will fall down. If you do
it directly next to a tree, you can be covered in the branches
and people cannot find you. They will not be looking for you so
Flying Master Chief:
This trick requires two players on different teams
and an energy sword. Have the player with the energy sword get
a side seat of a vehicle (Warthog or Spectre). Lock on to the
enemy with the sword. When it is red, press R. After that,
the enemy can either fly away in a Banshee, drive away in a vehicle,
or just walk away. However, the player in the Warthog needs to
keep their crosshairs on them. After they are far away and still
followed with the crosshairs, get out of the vehicle. You will
fly directly to them. This is funniest with the Banshee.
Gravity effects Banshee more:
In the levels where you can take a Banshee, fly up
until you cannot get any higher. Look straight down, then shoot
the rod gun cannon. Let the banshee free fall you will eventually
pass the blast. This flaw has no strategic use.
On the level when you first get the Scorpion, drive
to the top of the hill and snag the Wraith. Drive down the hill
until you get to the part where two Wraiths attack you coming
out of the tunnel. Do not go in that tunnel. Take out everything
except one Banshee flying around. Kill your allies so they do
not interfere with your next action. Get out of your Wraith and
stand on top of it. Wait for a Banshee to get close and hijack
it. Note: Make sure you are on the side of the tollbooth facing
the tunnel. Hang on tight, because you will rocket towards the
bridge. If you try to fly to the tunnel again, an unseen force
will push you back, but it is not as bad as the other force.
Note: You will need a rocket launcher to perform this
trick. Go to any level with a Banshee. Get a Banshee and flip
it over. You can try doing a mid-air backflip and jumping out
in the middle of it. Walk up to the Banshee and stand on the booster
on the end of one of the wings. Use your rocket launcher and go
into the scope. Aim into the center of the booster on the other
wing and fire. If done correctly, you should be launched hundreds
of feet into the air.
Extra ammunition with dual wield weapons:
Have two dual-wieldable weapons (for example, a Needler
and an SMG), but do not have them out at the same time. The Needler
would be the weapon that you want extra ammunition for. Have the
SMG out and find another Needler to dual wield with it. Then,
find yet another Needler and trade that with your SMG. You will
now have three Needlers, and have three times the ammunition.
Dual wield with same primary and secondary
It was originally intended not to be able to have the
same weapon as your primary and secondary. Get as a human pistol
as your primary weapon and a plasma pistol as your secondary weapon.
Get out of the plasma pistol, find a Human pistol, and duel wield
the two. You should now have Human pistol as primary and secondary
as plasma pistol and Human pistol. Find another Human pistol and
press X to swap the plasma pistol with a Human pistol.
You should now have Human pistol as primary and secondary as Human
pistol and Human pistol. If done correctly you can melee (press
B) and have a human pistol as your primary and human pistol
as your secondary weapons.
First, obtain two different weapons that you can dual wield. Make
sure you are not dual wielding yet. For example, get an SMG and
a plasma pistol. If you want to get two SMGs, switch to the plasma
pistol. Then, find another SMG and dual wield it with your plasma
pistol. Next, find yet another SMG. You will be able to swap your
plasma pistol for it while keeping your other two SMGs. Then,
press X to discard one SMG. If you press Y to switch
weapons, you can now revolve two SMGs without dual wielding.
Set your starting weapon in multi-player mode to a dual wield
weapon. A Brute plasma rifle can also be used. Then, dual wield
two different weapons, one of them being a dual wieldable . Change
the different weapon to a dual wieldable weapon also. Melee attack
to drop one weapon, and you will have two of the same weapon in
different weapon slots. This tactic works well with either plasma
rifle and SMGs.
This trick requires four dual wieldable weapons, three of the
same type and one different. For example, if you have three SMGs
and one Needler, get one SMG then press Y to switch to
your other weapon. Put an SMG in your left hand and a Needler
in your right hand. Go to the other SMG and press X to
swap. With the SMG you can now get a total of 540 shots and 60
shots in each SMG. If you drop one SMG and keep pressing Y
you will have two SMGs, both with a total of 360 shots.
Dual wield shotgun and SMG:
You will start the game with a shotgun and a SMG. Wield
the SMG then find a SMG on the ground. Quickly press Dual Wield
and move away fast from it while constantly pressing Y.
You will wield a SMG and shotgun at the same time.
Start a game of Oddball on any level with only the
plasma pistol as all of the weapons. When you try to get the Oddball,
charge you plasma pistol then run away quickly. If done correctly
you will have no weapon. Note: You cannot punch while having no
Start a CTF, Assault, or Oddball game. Pick up the object, and
drop it with R while holding X and moving back.
Once you have no weapon, you cannot punch, but can still throw
grenades. Note: If you run over a weapon while not equipped, you
will automatically pick it up and have to repeat the process.
Unlimited ammunition in campaign mode:
To do this trick, your weapon must be reloadable and
have at least one clip in it. When your weapon has no shots remaining,
before you reload switch to your other weapon. Find an ally that
you can switch weapons with, then quickly switch to the weapon
that needs to reload and swap with the ally. If done correctly,
you will see your ally reload the weapon. Swap your weapon back
to see that your clip is now full, and it did not take away any
Extra SMG ammo:
First, start on a multi-player map that has pistols
and SMGs in easy to find locations. Dual wield two SMGs and get
both of their ammunition to the maximum amount, which is 360 per
SMG. Then, locate a Magnum Pistol and hold Y to dual wield.
Notice that your SMG will now have 360 ammunition, as if you were
dual-wielding two SMGs. Also, if you drop the pistol, you may
just use a single SMG that still has an ammunition limit of 360
rounds. Note: You cannot have a secondary weapon when doing this
trick. It will also work in campaign mode.
Do the following on a level with lots of SMGs. Go somewhere with
at least four SMGs so that you can be sure to have enough ammunition.
Get an SMG and give it the maximum amount of ammunition. Then,
grab a different dual wield weapon (for example, a pistol), but
put it in a different slot. Next, dual wield another full SMG
with that pistol. Then, take yet another full SMG and replace
the pistol. You should now have two dual wielded SMGs in the first
slot and a separate SMG in the second. You will now have a full
clip plus 500 rounds of ammunition in each SMG, totaling to 680
rounds each and a grand total of 1,440 rounds of ammunition.
Single shot battle rifle:
To make your battle rifle shoot only one round (useful
for saving ammunition), you must first have a battle rifle with
a full magazine. Then, press Melee (B) while shooting.
If done correctly, the gun will shoot either one or rounds instead
of three. This is not a good idea with Elites, but if you are
accurate enough, you can kill a Grunt with one shot to the head.
The double shot works best with the Battle Rifle. In
order to do the double shot you must have a secondary weapon and
the Battle Rifle the primary weapon. Press R(2), X,
Y(2) and you should do the double shot. You can also do
the double shot without a secondary weapon but it is less effective
in a battle. When the double shot is fired without pressing Y(2)
you must to pause a moment to reload automatically. The Y(2),
cancels that reload, allowing you to fire again a lot sooner.
"BXR" is a close range melee combo that also works best
with the Battle Rifle. When approaching someone press B,
X, R (but not too fast or you will cancel the melee).
This allows you to shot a lot sooner and is a good one hit kill
if you are aiming at the head.
Separated energy sword:
In levels with shallow water you can step in, such
as Zanzibar, toss an energy sword into the water. It may become
separated from the hilt, and has a much longer range.
Sword still appear while cloaked:
When you have a depleted energy sword, turn on your
cloak as the Arbiter. Your sword will still look like it is there
while cloaked, even though it is not.
When an Elite, fight with the energy sword until the power runs
out. When its out, turn your active camouflage on. You can still
see the energy sword even though it has no power.
This trick involves a rocket launcher with no ammo
and a plasma sword. First get the rocket launcher with no ammo
and make it so your target turns red and you are aiming at that
person. Quickly press Y to switch from the rocket launcher
to the plasma sword and quickly press R to attack. If done
correctly, the game will think that the target is red for the
sword and you will shoot across the screen and slash them. This
may require a few attempts.
This trick requires a rocket launcher, energy sword, and oversheilds
on. It works on all multi-player maps. Have both players stand
still. Begin switching your weapons while pressing R quickly.
This only works when the targeting for the rocket launcher is
red and not zoomed. This works better when your rocket launcher
is out of ammunition to prevent hurting your friend.
Start a multi-player game on any map with at least two players
and a sword and a rocket launcher. Have a rocket launcher out,
fully re-loaded, and a sword as a second weapon. Aim at anyone
with the rocket launcher and have the cursor turn red. When the
cursor turns red, press X + Y then as fast possible,
press X + R. You should fly towards your enemy with
the sword out and slice your opponent. If you look at yourself
on the opponent's screen, you will be running extremely fast in
the air towards your opponent.
In any multi-player level, start the game with at least
two people and the starting weapon as an energy sword. The players
must be on different teams. The easiest way to do the trick is
to get into a corner, but it will also work elsewhere. Have one
player jump on top of the other player's head. Have the player
on top repeatedly jump up and down as fast as possible, while
the player on the bottom looks up at the person on top and locks
on to him with the sword. The player on the bottom should now
press A + X + B repeatedly. The player on
the bottom should charge at the player on the top, but not hurt
him. Both players should start bouncing each other higher and
higher. This is useful for getting to objets that normally cannot
Unlimited energy sword:
On the third to the last level (when you are the Arbiter),
deplete your energy sword and keep it. Go through the level with
your depleted energy sword and any other weapon of your choosing.
When you complete that level, you will have to play the second
to the last level (Gravemind). When you complete that level, you
will be on the last level. Take out your energy sword. It will
still be depleted, but will be just as powerful as a full energy
sword. Note: If you get rid of it and pick up a new sword it will
not be unlimited.
In the Uprising level, get a shotgun and a sword. Before you finish
the level use all the power in the sword. Then, end the level
with the shotgun and the sword with all the power gone. You are
now in the High Charity level playing as Master Chief. Finish
the level any way desired. You are now in the The Great Journey
level. You will have the same weapons as before, but the sword
that had no power now has infinite power but invisible.
Quickly press B, X repeatedly. This will
make your gun hit extremely fast, or just hold in that hitting
position. This will not have an affect on hitting someone.
Use this trick to get a gun turret's pole that actually
shoots bullets. Do this in split screen multi-player mode and
have the gun emplacements enabled. There also must be a Brute
shot located somewhere in the level. When you receive the Brute
shot, go over to the base that has the Human gun turret (the machine
gun). Next, stand directly to the left of the gun and get as close
to the wall as possible, while still facing the gun turret. Then,
shoot the corner of the wall that is behind the gun turret. The
gun on the turret should blow off/disappear. If it does not work,
shoot again. Finally, walk up to the pole that was holding the
machine gun. The "Press X to use gun turret" will appear,
but there will be no gun. Press X and the Master Chief
will kneel down and positions his hands as if the gun is there.
When you R, bullets will fire, and everything is normal.
The gun turret is almost exactly the same, except it is gone.
This is extremely useful when people are coming at your base and
see that the gun turret is blown out. You can then just trick
them by jumping on the gun turret and blowing them away.
Permanent cloak in all Master Chief levels:
Get the "Envy skull" in the Delta Halo level.
Then, start any Master Chief level except for Arbiter. Play until
the first checkpoint. Immediately before it says "Checkpoint...
done", activate the cloak . Make sure you are cloaked when
the checkpoint arrives. To check, revert to saved. If you are
cloaked, it indicates that it worked. Save and quit the game.
Turn off the Xbox and play the game again. Do not pick up the
Envy Skull again. Resume your game and you should be permanently
cloaked for the remainder of the level. This works well when on
the hard levels. Some first checkpoint locations are as follows.
Cairo Station: When Johnson says "Seal the fire on that bulk
Outskirts: Cloak a few seconds before nearing the flashing door.
Metropolis: When you see the hole on the bridge.
Delta Halo: After turrets are destroyed
Regret: After bugs and Elites die (before music).
Gravemind : After Cortana says "Oh I don't think so".
High Charity: After Cortana says "In amber clad was always
its intended vector".
Get the Delta Halo "Envy skull". Then, go on any level
with Spartan 117. Go through a checkpoint while invisible. Save
and quit, then turn off the Xbox. When the game is played again,
do not get the Envy skull. Resume the checkpoint. You will be
permanently invisible for the rest of the level. This is useful
when completing the game under the legendary difficulty setting.
Prancer & Geo2.
Use destroyed turrets:
If you are using a human turret and it gets destroyed,
you can still use it. However, it must still have the metal rod
sticking out and you must get to it in about three seconds or
less. Note: This may not work every time.
Radar in multi-player:
Notice that your multi-player screen has a radar on
it. However, it has no use. When you go on their radar after you
crouch, they cannot see you on the radar. This allows you to sneak
up behind them and use a melee hit.
Whenever you shoot Johnson (leader when you are Master
Chief) or the white-armored Elite (When you are Arbiter), they
will never die.
During campaign missions, you will encounter a human named Sgt.
Johnston and an Elite named "Half-Jaw". These CPU characters
cannot be killed. You can melee them, shoot them, and throw grenades
at them and they will not die. When on a level with "Half-Jaw",
make sure he and you have a sword. Kill your allies until they
turn on you. You will now be locked into a bloody sword brawl
with "Half-Jaw" with only one outcome, your death.
See cause of Pelican crash:
On the last level when you play as Master Chief, and
the Flood crash the Pelican, go up to the Pelican and enter through
the back. Then, go through the door. You will now be in the pilot's
seat of the Pelican and see the Flood who crashed it.
Take a closer look at Brutes:
In the last level in campaign mode. when the Scarab
stops moving or is back at where you started (the cliff with the
Wraith; sometimes taken by the Elite), go down it and keep moving
forward until you see Wraiths.Kill them in anyway desired. Wait
there and a Banshee will appear. Shoot it once with a non-lethal
weapon. It will approach you. Get it close enough to board the
banshee and kick the Brute out. Note: This may require several
attempts. Next, go to where you kicked him out (where it fell).
You can now look at it more closely. He will not attack, because
the brute AI is not meant to work there. Note: Sometimes there
is an Elite down there that will try to kill him. Kill that Elite
to continue looking at the Brute.
Play the last level of the campaign where you escort
Johnson's Scarab. Get a Banshee and fly over to the building.
You should see a pond on the right (against the building). Fly
over to it. The Banshee cannot go down there -- get out. When
you land in the pond, look at the wall. It is up in the air. If
you get in the Banshee, it will push you out of the water.
No flags in CTF:
Go to a split-screen game. Choose any territory game.
Change the team color to any except red or blue. Then, go to a
one flag Capture the Flag game. The team color you selected earlier
should still be the same. Start the game, and your color will
be the same, only if you are an Elite your arms will be red or
blue. Because there is only supposed to be red and blue teams,
there will be no flags because the red and blue teams do not exist.
Suicide without point loss:
This works best in Ascension. Start a split screen
game. Have one player pick up a plasma pistol and the other balance
near the edge of a cliff. Shoot the person on the edge and while
the shield is still blinking red, jump off the cliff. The suicide
should be credited as a kill to the person with the pistol.
No background music:
Finish the game under the legendary difficulty setting.
Then, play the last level only on legendary. Die or finish the
level. Turn off the Xbox, then start the game again. Go to campaign
mode, then to co-operative. Next, sign out the other person. Without
exiting the Pregame Lobby, change the difficulty setting to easy.
The music in the background stops.
The Arbiter: Unlimited Banshees:
Fight through the beginning of the level under any
difficulty setting. When you reach the first section that you
fly a Banshee, stop. Do not board the Banshee. Instead, look to
the right, straight ahead, facing in the same direction as the
Banshee. You should see a bridge connecting the center structure
with one of the pillars. Board the Banshee and fly towards it.
Boost your way there to avoid being shot by the Banshees in the
dogfight. When you reach the bridge, you should see a red door
that you obviously cannot go through. Turn to face away from the
door. Notice that there is a walkway that runs around the entire
center structure. Fly to the left and you will notice a ramp leading
upwards that is part of the walkway. Park your Banshee here and
get out. Make sure you are on the walkway enough to land on it.
Then, run down the walkway towards the red door. When you are
almost to the red door and are standing between the two large
pillars just in front of it, turn around and look behind you.
There should a new Banshee parked facing to the right. You can
repeat this as many times as desired to gain a new Banshee. This
is especially useful under the legendary difficulty setting, as
you will not be harmed or shot at while on the walkway.
Continue through the level until you get to the part where you
have to fly the Banshee. Go to the outer platforms and fly around
until you get to the large platform with two spare Banshees on
it. There will be Grunts down below in turrets with fuel rod guns.
Park your Banshee fairly far away from the two spare Banshees
then get one of the other Banshees. Fly it to the Banshee you
just parked, then get the last spare Banshee. Fly fairly far away.
Go back and you should see two new Banshees. Continue this process
until you have about forty or until the object overload happens.
You can determine this by throwing a grenade. If object overload
is happening, the plasma grenade will not have any fire on it.
You can also do this in co-op mode.
The Arbiter: Run extremely fast:
on the first Arbiter mission, go to the Banshee part.
Find a steeply slanted beam. Fly to it get off and go up to the
top. Jump once, and once you land, jump again. Do until you die
and it will look as if you are running down the beam very fast.
The Arbiter: Enemies do not shoot:
As you begin, kill all your partners, You must kill
all the Covenant before the next loading screen for this to work.
Then, proceed as usual. After you kill the Heretics in the first
room, notice the walkway to the elevator is quiet. It will look
as if they dropped their guns and went on strike.
The Arbiter: Unlimited energy sword without
Kill all of your men except the one that talks. When
he puts on his camouflage and walks through the door, quickly
hit him with your energy sword when your camouflage is on. Hide
and wait until he is dead. Then, get to the part where you get
in a Banshee and have a empty energy sword and fuel rod cannon
with you. Then, get to the Juggernaut part and keep your same
weapons (energy sword and fuel rod cannon). Hit the Elite in silver
with your energy sword that is empty. Switch to your fuel rod
cannon then back to your empty energy sword. You should have an
unlimited energy sword that is empty.
Use up all your sword energy in the first section of the level,
but keep the handle. Have the handle in your hand after you fly
in the Banshee. Walk into the door to go to the next section.
In the intermission sequence, the Arbiter will be holding the
sword, and you can see the blade. When game play resumes, the
blade is invisible and the HUD says that it has no energy. However
when you pull out the handle, it flares up. When you hit the wall,
floor, an ally, etc., it will the sound as if the blade was there.
The handle acts like a normal sword, including lunging and sword
canceling, except it has unlimited energy. Dying does not matter,
but you cannot switch the handle out with anything.
Vipre and King Grunt.
Keep the plasma sword when it runs out of ammunition all the way
to the next level. You get an unlimited ammunition long range
The Arbiter: Bouncing grenade:
Go through the level until you reach the first elevator.
As the elevator is descending, throw a plasma grenade on the glass
so that it bounces off and lands on floor. It will bounce up and
down. Be careful, as it will explode when the elevator stops.
The Arbiter: Falling ships:
When you begin the level, immediately turn around and
zoom in with your sword or gun. Watch the ships as they leave.
After a few seconds, two of the ships should collide, sending
one flying towards the bottom of the level. Shortly after, another
ship should come flying back at you, but not hit you.
Armory: Shield test:
When told to step in the zapper, go in it and wait
for the :Press X to start energy shield test" to appear.
Move out of the zapper and go around to where he is. You will
notice that it will say "Press X to start energy shield test".
When you press it, you will be free to move around. You will still
get hurt by the shield tester.
Armory: Killed by Guardians:
Start the game in Legendary mode. After you leave the
elevator, turn to the right. You will see a trash can. Get on
top of it in the center and start duck jumping repeatedly. You
should explode with a message that you were killed by the guardians.
Note: This may require more than one attempt.
Ascension: Fly very high:
Play the multi-player Ascension map. Take a rocket
launcher and before you go on the thing that shoots real high
in the air, shoot downwards. You will fly up twice as high, but
will be dead.
Go to the biggest tower in the map and find a rock that has a
crack. Get in it, crouch, and walk. The screen should shake. Then,
back out and run up the balcony. Make a U-turn and you should
see an edge. Jump off and land on a crack-like line where the
sand meets the metal. Land on it as close to the wall as possible.
You should now jump very high -- enough to land on the roof of
the tower. This is the perfect sniper location. You will have
a view of the entire map. Remember to bring a sniper rifle with
Ascension: Super jump:
When you are walking towards the big tower you will
see a corner to your right. Crouch and walk up to the corner.
Release Crouch and keep walking towards the corner. You
should still be in the crouched position. Keep walking towards
the corner until the screen shakes, stops, then shakes again.
After that, move left, left, then left again up to a cliff. Jump
on the third bolt on the metal strip. If done correctly, you will
end up on top of the big tower.
Ascension: Hiding location:
This trick requires at least two people and a Banshee.
Have the Banshee go next to where you can stand on the small ledge
behind the tall wall in the tower. Have it continue flying into
the wall so it cannot go anywhere. Then, have the other player
jump onto the Banshee and go a little to left into a small hole.
Note: You can only get there using a Banshee. It may look like
you can jump down, but you cannot.
Ascension: Fall through level:
Go to the platform were the Banshee is located. Go
on the path that the Overshield is on, and walk to the last archway.
In front of you should be a part of the railing that is taller
than the rest of the railing. Jump on top of it. Look down off
the pole and walk onto the ledge below you. Then, look down. There
should be another ledge that is almost completely covered in fog.
Walk off the ledge onto it. You are now under the level. Note:
Do not walk down the ledge, or you will fall to your death.
To get below Ascension, go to the bridge from the Banshee platform
and the tower (Oversheild bridge). Stop before going into the
tower off the end of the bridge. Looking off the edge to the right,
there is a sloping floor sticking out of the side of the building.
Jump on top of that slope, then crouch and slowly walk backwards.
Once you fall off the edge, hold Forward (while still crouching).
You will land on a similar slope that is cloudy and mostly out
of sight. Going farther down, you will "fall to your death".
This location is useful for hiding and gives a view of the ramp
up to the Banshee platform. It is not an ideal location but is
very useful in Oddball mode.
Ascension: Leave level boundary:
This glitch requires a Banshee and at least two players.
Go to the main tower through the front entrance and turn to the
right. You will go down a ramp onto a kind of "deck".
Once you have turned right to go onto the deck, follow the railing
to the left until you reach the end of it. There is another ramp
on your left. Get to the end of the railing. Jump on the corner
at the end of the railing and turn in the direction of the other
tower. Then, get the Banshee to fly opposite of where you are,
so that you are both looking at each other. Have the pilot slow
down when he reaches the beginning of the railing, then hold Boost
and fly directly at you. This will cause the Banshee to run directly
into the person on the edge. They will fly off, past the level
boundary. Note: The person in the Banshee will not be able to
get down by his or herself, and you cannot simply jump down there.
If they say they made it, you can jump on the corner and look
down. If they have a sword, you will barely be able to see them.
You can run around anywhere down there, however some locations
will make you fall.
Ascension: Homing rockets:
This glitch will allow you to fire a full load of rockets
to chase the Banshee like heat seeking missiles. First, get some
overshields, rockets, and rocket ammo pre-set. Go to Ascension
with these items. Go onto the Banshee pad. Have a player fly the
Banshee into the ledge to the right of the steps that lead to
the Overshield. You need the Banshee to be leaning into the ledge
without flying over it. Once it is in position, get a second player
to get a full ammo load of rockets and lock onto the Banshee,
but not release R. Once targeted, quickly aim above it
so that the red disappears, but it is still targeted. Then, release
R. This may require a few attempts. The end result is that
the rocket goes over Banshee and keeps going around the pad. Quickly
repeat this with the rest of your ammo and let the Banshee take
off. The rockets will follow it, but not fast enough, so they
end up chasing it. The rockets will disappear after a while.
Beaver Creek: Fall through level:
Play the Beaver Creek map in multi-player mode. Go
up to the sniper rifle and walk across the edge so that you are
behind the rocks. Turn to your right and look at the tree in front
of the sniper rifle area. Jump and land directly in front on the
tree. You will sometimes fall through the level and the game will
say that you were killed by the Guardians.
Beaver Creek: Move without moving:
Have a Spartan and a Covenant. Stand next to the tree
at the Red base and have the Spartan stand on the Covenant. You
will soon start to move in the direction in which you are leaning.
Beaver Creek: Telefragging:
At least two players are required for this trick. Have
player one go to any teleporter. Have player one have his back
face the teleporter, then slowly back up into it, just enough
to not teleport. Then, have player two walk into the other teleporter.
Player two should not teleport, and instead "Teleporter blocked"
will appear on screen. Player two should stay in the teleporter
and player one's screen will keep getting whiter until he dies.
The "Telefragged" message will appear on player one's
Beaver Creek: Super jump:
Go to the Blue base. You will see a large rock next
to the left side of it. Crouch walk into the front left corner
of the base towards the rock. When you get to the rock, jump on
top of it, then on top of the base. Walk around half way to the
tip of the base. Jump off and land in the top right corner of
the gray entrance where you can get to the bottom of the base
and you should fly up in the air. Note: After you jump off the
base, release Forward before you land to complete the bounce.
This may require a few attempts.
Burial Grounds: Get on top of level:
Use the Ghost or a miss with the energy sword to get
up on the level. You can walk around the dunes, but invisible
walls will stop you.
This trick requires at least two people equipped with energy swords,
rocket launchers, and over shields along with a Wraith. Have one
person drive the Wraith and the other person board it for the
ride. Drive the Wraith towards the far-end of the map (away from
the base) and take it up the ramp that leads to the rocket launcher
Maneuver the Wraith past the bridge with the rocket launcher,
and instead follow the path to the corner of the map. You should
be between a dirt wall and some rocks that would have otherwise
prevented you from getting a vehicle past them. Make sure that
the rider is on top of the Wraith. Slowly drive it up the dirt
wall. Have the person riding hop off the Wraith and get on top
of the dirt wall, up against the invisible level boundary. Then,
have the driver back the Wraith up about a quarter of the way
down the hill then hit the boost. Have the Wraith hit the person
head on. This may require a few attempts. If it does not work,
let the rider's shields recharge and try again. Once he gets through
the barrier, have him run around the map to where he overlooks
the base and is near a big crack. The driver and anyone else attempting
the trick should move to the base and look for the rider. Stand
to the left of the turret and waste all rockets in a safe direction.
Then, look at the rider with an empty rocket launcher and use
the rocket-sword dash technique. You should fly up to the crack
and get stuck in it. Jump a few times and get on top of the Burial
This trick requires you and an enemy to work together. Both of
you must also have an energy blade. Get the Warthog or Specter
located on the opposite side of the level from the building and
drive through the metal skeleton of what looks like the "Pillar
of Autumn" from Halo. Then, run it against the opposite
side of level away from the building until you run into some boulders.
Have one of the players stand on the turret of the vehicle and
jump up and down. While they are in the air and you have your
energy blade out, press the R + X to dash upon the
top of one bolder. Then have yourself do the same jump and get
up to the same bolder. Jump from boulder to boulder. At the very
last bolder, have one of the players jump up and down. While they
are in the air, do the special jump and you will be on the top
of the level. Note: When you get on top of the level, look to
your left to see a U.F.O.
This is a useful trick that can be done in any game type (no sword
or rocket necessary). A Warthog or Spectre and a friend ar required.
Go to where the beam rifle spawns. There is a huge boulder next
to it. Have one person stand where the right side of the boulder
meets the cliff wall and makes a corner. Have the other player
line up the Warthog with the cliff wall and charge directly into
the person waiting. This should launch him up to the top. This
part is slightly difficult because of invisible walls. You can
walk through them if done correctly. Up on top are four big rocks.
Get on top of the largest. Look at the location where the two
invisible walls meet to make a corner (one will be directly in
front of you; the other wall is to your right). Zoom in with your
binoculars (not scope) directly at the corner where they meet
and walk off the rock, still zoomed, and go straight to it. When
you run into them, strafe right and you will pop on to the other
side of the invisible wall. The only way back down is to jump
through the crack directly behind the base. This is useful for
a bomber to do in single bomb.
This trick requires two people on opposite teams, a Warthog, and
a sword. Go to the base where the Covenant sniper is located,
but do not park in it yet. Pick up the sniper rifle. Once near
the base you will see three frag grenades and a needler (if the
options set on map default). Park directly on top of it, but the
passenger side needs to be facing the rock wall. Exit the driver
seat and enter the passenger seat. Do the sword cancel trick,
aimed up in between the boulders and the gray rock that is not
connected to the base. You will start flying up and falling behind
the boulders that you were aiming near. Take out your sniper rile
and shoot away. Sometimes if you are lucky, the invisible wall
will not be there to block you from walking around the perimeter.
Have two players and set the heavy vehicle to Wraith. Have player
one get into the Wraith and the other go to the pillar that appears
burnt. Have the Wraith also go there. Go to the far side (that
is facing most of the level). Stand against the pillar looking
in any direction. Have a player stand in front of the wraith and
the other look up or at the pillar. Then, have the player in the
Wraith press L. If done correctly, you will fly high up
over the level, come back down, then bounce very high. If done
at different angles, you may be able to go on top of objects.
Burial Mounds: Blimp trick:
This trick requires at least two people in a match.
Set the game to include Wraith tanks and find the burnt pillar
next to the Ghost spawn point. Notice that the pillar is slanted.
Take player two and line him up at the bottom of the slanted point.
Have the Wraith parked at the top of the hill, then turbo down
into the other player. If the body falls through the ground, a
huge model of the body will appear floating over the entire level.
You can walk through it, but enemies will not be able to see you.
It provides good cover for a few moments.
Burial Mounds: Walk on air:
Make a game with swords, rockets, and Wraiths. Bring
the Wraith between the rockets and battle rifle. Have a friend
stand on the tip of the Wraith and boost themselves up. After
awhile, push them through the invisible wall. Rocket fly up to
him and sword cancel through the wall. You will ten find a hill
too steep to jump, Again, sword cancel up then have your friend(s)
do so. Walk until you get directly above the base. You will be
right next to a pillar. Start walking up to the left and you will
be walking on air.
Burial Mounds: Leave level boundary:
This trick only requires one person and a Spectre.
Get the Spectre then drive it over to the end of the metal spines,
where there is a deep cut in the rock wall. Back up away from
the wall until you go over a bump. Go slightly farther, then stop.
Press L to boost and hold the Left Analog-stick
Back, and hold A. This causes you to jump the bump
and leans the Spectre back so it will land parallel with the rock
face. Keep holding L + Left Analog-stick + A
until you make it past a big rock, then go to the left. You will
be in a little box-type place. There will be three rocks in front
of you that resemble like a staircase. Jump on each rock. When
on the top rock, jump-crouch to get on top of the big rock in
front of you. Once you are up there, turn and look at the invisible
wall. To the right on the wall you will see some corners. Look
at the farthest right corner. Jump down and run straight towards
the corner. As you hit the corner you will go through the invisible
wall and leave the level boundary.
Cairo Station: Johnson's cigar:
In the first level, as soon as you get off the lift
do not go on the train. Instead, look to your right to find a
trash can. Go over to it, crouch, and look in between the can
and the wall. There should be a Johnson Cigar burning away.
Go to the armory. As you are coming up the stairs, you will hear
the man shooting his shotgun and talking. Kill the Elites and
go through the door. Jump over the turret and look to the right.
Jump on the lights sticking out of the wall, then jump over the
rail. Get on one of the beams and jump off it onto one of the
rails. There will be a small room with no doors. Jump onto that
and bash the trash can. When you look on the floor, you will see
Cairo Station: Johnson floating hat:
After things start and you are getting some weapons,
go down the stairs. You will see a hat on a box of gear. Melee
attack the box from under the hat, and it will float.
Cairo Station: Sarge in space:
When you get to the part where Johnson and Commander
Keys are fending off the Covenant with some other marines, kill
everything that is the enemy. Then, go to Sgt. Johnson. Melee
attack him until you move him to the room where the door locks
and there are two Elites with jetpacks. Note: You must continue
melee attacking him or he will run back to the place where he
came from. Then, let him kill the Elites, if this is done under
a harder difficulty setting. Then when the Covenant are dead,
melee attack him until he is outside in space. You can continue
to melee attack him until you get to the airlock door, but he
will disappear when you have gone that far.
Cairo Station: Kill Sarge:
Playing in two player mode is recommended. Once you
get past the first invaded room, start meleeing Sarge down your
usual path for completing the level. Once you get to the stairs
that lead to the hangar with a Pelican, you have taken Sarge off
his normal path of walking. A burst of battle rifle fire will
do him in. However, he will still appear in the rest of the game.
Cairo Station: Marine in machine:
Go to where the bomb is. Go out of the elevator and
turn directly to your left and move down the hallway. Turn right
and you should see no enemies, but a Marine. You will need to
do this quickly. Push him up the stairs, but do not attract the
guards. This will make him move. Then, push him into the ammo
feeder and watch him get pushed into the wall. He will disappear.
Note: If you do this, you will die and fall through the level
or land on other platforms you previously visited, like the Pelican
in the hangar.
Cairo Station: Get on top of level:
When you get to the air lock part where the screen
enters a cinematic view and the phrase "Authorized personnel
only" appears at the bottom of the screen. Elites with jetpacks
will come to attack you. Run past the flying Elites. Run out into
space where in front of you is a pillar that slants upward. Walk
all the way up to this pillar and jump on it. You should now be
on the pillar's slanting portion. Walk up the pillar and you should
be on top of the ship. Turn right and go straight until you pass
two hallways to the right of you. You should now still be on the
silver-brown part of the ship. At the very end of it you will
see your path slant to the right slightly. You now can see that
the only place to go is on the blue part of the ship. Jump from
the silver-brown part of the ship to the blue part. Look to your
right and you should see a upward path. Climb it. If desired,
you can go sightseeing to your left "towards earth";
there is nothing but the cannons of the ship. Once up on the elevated
part of the blue ship, you will see a gap between the blue ship
and the silver-brown ship. Jump on the silver-brown part of the
ship. Once on there, run towards your right. Do not go down the
orange glass plated window that slants down; this will leave you
at a dead end. If choose to go that route, there are pillars here
that will allow you back up, like on the first step of getting
up on the ship. You will come across orange windows. You will
fall through some of them, but not enough to not be able to get
back up (simply a few feet). You can look down into the ship from
the top plated part of the glass. Jump out of these if you come
across many of these non-solid pit holes. Some orange plated windows
laying on the ground that have force fields. Hold Forward
and jump to clear them. This can go on for a very long time.
Cairo Station: Floating turret:
At the start of the level, Johnson will be setting
up a turret for the Covenant. If you do not have the Sputnik and
Grunt Birthday Party skulls, the following trick will not work.
When he is setting up the turret, just before it is set up, shoot
him in the head. He will go up in the air along with the turret.
He will set it up in mid-air, and you can get into it if you jump.
If you are lucky, he will stay in the turret and shoot them in
Cairo Station: Float on a destroyed energy
Play in co-op mode and go to a room with the energy
shields that come from the generators. Have one player stand on
that, then have the other player get on a plasma turret. Have
the player on the turret shoot the energy shield out from under
them. The player standing on the energy shield should be floating
Cairo Station: Boxes fall through floor:
On the first level in the armory, after testing your
energy shields Sgt. Johnson will come out of the elevator. Do
not get in the elevator. Instead, find boxes that you can push
around to the areas between the elevator and the armory where
the door shuts. Once the boxes are placed, get on the elevator.
Before the door shuts, the boxes should fall through the floor.
Cairo Station: Bloodbath:
Start the level under the normal difficulty setting.
Fight your way through the level until you get to the second hangar
bay where the second space station explodes and the Admiral tells
you to find the bomb. Go down the stairs to ammunition storage
and kill the Covenant there. Walk down the hallway and you will
get to one of two doors. Each door is on a parallel side of the
room. There are two stairways to get into this room and there
is a separate hallway for each door. However, they link together
in the same room. Go to either one of the doors leading to the
armory. A stealth Elite will surprise you in either door. Kill
him but do not proceed up the next set of stairs. Wait on the
beginning of the stairs in the doorway. You can now hear the Sergeant
who helped install your armor in the previous level, Armory. You
can also hear shotgun blasts and plasma rifles. Do not go up the
stairs, but just listen to the fight. Until you go up the stairs,
neither the Marine sergeant nor the two Elites attacking him can
die. They will continue to fire at each other and usually hit
each other. Wait a few minutes and let them fight. Every time
the Elites and the Marine get shot, they will still bleed. Continue
waiting and the Elites and Sergeant will lose an extreme amount
of blood. Eventually you must go up the stairs to the armory.
This is when the sergeant dies. The Elites will be weak and you
can get two easy kills. Look around the armory. There will be
a massive amount of alien and human blood.
Cairo Station: Marine torture chamber:
Start the level the easy difficulty setting with a
co-op player. Play until you get to the hangar with a large platform
in the middle of the room. The platform is raised above everything
else in the room and a few Marines should be fighting from it.
A Marine should be manning a machine gun turret. Both players
need to stick the Marine with plasma grenades at the same time.
One should stick his back and the other should stick his stomach
area. When he explodes with the turret, he might be forced into
the cracks in the platform floor. His dead body will be lodged
in the cracks. If you stick him again, he will be forced downward
even more. His head will be sticking up from the cracks. If you
jump down below the platform, you can see his lifeless body hanging
down as if he were strangled or hung. His face will look like
someone who has been tortured. The glitch requires several attempts
to perfect, but it is easily achieved if done exactly this way.
Coagulation: Banshee snipes:
Get a Banshee and fly directly behind the Blue base.
Land up there, then get left (behind) the Red base. Then, get
in the peak of the rock point by the Blue base.
Coagulation: Ride the walls:
Take a Spectre, Ghost, or Wraith and use boost to get
behind the Red base. Ramp over any ridges and rocks. Go up on
different rocks and ride along the walls sideways.
On the right side of the Blue base, take a Ghost and boost at
the wall. There is a location that lets you drive straight up
the wall. This trick has no strategic advantage, because as soon
as you hop out of the Ghost both you and the vehicle will fall
Get a Ghost and ride into the wall while holding A. You
will begin to go straight up the wall. This only works in some
places, like behind the Blue base and slightly to the left.
Get in either a Wraith or Ghost. Go to side of the map until you
see a slight slant. Drive up to it and your vehicle will begin
to go up. Rapidly press Boost and your vehicle will start
climbing up the wall. When you get out of the vehicle, it will
not fall until you drive it down. This is a good way of finding
sniping positions. However, it does not work on all of the slants
in the wall.
There are some walls that you can go up while in a Ghost. These
are great sniping locations, as well as great cover. This also
can be done wtih a Spectre.
On multi-player mode in Coagulation, get in a Scorpion tank and
drive over to the right side of the Blue team building. You can
then drive into the wall. You should begin to climb up the side
of the wall. You will be able to see a plateau. You can drive
over to it, hop out, and start sniping your opponents from the
safety of your tank.
Coagulation: Get near top of level:
Play a game at Coagulation and make sure you have Ghosts.
Play as the Red team and get a ghost. Get on the hill behind the
Red base. Lean up against the right side of the lower rock (if
you are looking at the Blue base). Turn slightly uphill until
you see a vertex where the land goes upward and meets the cliff.
Face it. Strafe right about five game feet, but do not move your
aim. Press L and hold Forward until you reach the
top. You may need to turn slightly once you Ghost moves up the
wall a short distance.
Coagulation: Leave level boundary:
This trick requires swords and Banshees. Have a partner
from the opposite team stand on your Banshee and ride up any part
of the edge of the level. Have your partner jump off the Banshee.
As you do this, you must time this perfectly. After he has jumped
and is in mid air, eject and use the sword fly glitch. You should
fly directly over the invisible boundary of the level and land
on a platform. Keep running straight and you should see "A
Whole New World." This is a great sniping location, and it
is very hard for any enemies to kill or see you. This is very
difficult to do and may require practice.
Play as an Elite and get a Spectre. If you are not already there,
go to the Blue base. Behind it (in the opposite direction of the
Red base), there is a huge wall. In between the middle of the
wall and the little elevated path that should be on your right
is a section you can drive your Spectre up. As you are going up
this wall, angle yourself slightly to the left (about 20 degrees).
Make sure you are not going too fast or you will jump off the
little bump at this part. Once you safely make it over, continue
your way over until you find a location that your Spectre is only
slightly moving downward when you release the throttle. When you
are here, there is a slight bump that is at the edge of the inside
of the map. Take your Spectre to the tip of this edge, making
sure that the left side of the Spectre is at this "invisible
wall". Get out of the Spectre and you should be outside the
level. If not, you probably did not have your Spectre in the correct
location. Adjust to get out of level. This works best for sniping.
Coagulation: Fly through level:
Get a Warthog and face the passenger seat to a rock
far away. Get a sword and get in the passenger seat. Then, have
a person out of the Warthog stands by the person in the Warthog.
The person in the Warthog must lock on, and when the reticule
turns red, attack. It will make a sound. The person who is out
of the Warthog should get to the rock and stand on it. Then, have
the person in the Warthog get out. They will fly across the stadium
to the person on the rock.
As you begin, take a Warthog to the area that is behind the Red
base. Go to the cliffs behind at the back of the level and have
two or more people (preferably more for more fun). Have someone
park the Warthog as far back and as far as he can without leaning
on the canyon wall. Then, have another player take a Banshee up
to the Warthog. Next, have the other person sit in the Warthog's
side seat and slash at the Banshee until he hears the sword slash,
but he does not move. Then, have the person in the Banshee go
to the other end of the canyon and look up as high as possible.
When the Banshee is at the Blue base, get out. You will start
to fly. If done correctly you should fly extremely high.
This glitch sends the tank flying across the level. Choose Coagulation
with the heavy vehicle as Scorpion tanks. Get in the Scorpion
tank behind the Red base and drive it over to the cliff wall.
Then, drive into it. The tank should go up the wall for a few
seconds, then flip over. You will automatically be ejected out
of the cockpit unharmed. Then, go to the blue base and get the
other Scorpion tank. Bring it to the flipped Scorpion. Drive the
Scorpion from the Blue base on the flipped Scorpion so that the
middle of the tank you are in is lined up with the left tread
of the flipped tank. Get out, then go up to the right side of
the flipped tank until the message "Press X to flip Scorpion"
appears. Then, press X and watch the show. The tanks may
be totaled after you do this. It is also fun with two people;
you can keep one player in the tank so that they can watch it
flip up close.
Coagulation: Get on sniper rock with vehicle:
In multi-player mode, there are two sniper rocks, one
for the Red base and one for the Blue base. They are both on the
right side of the base. There is a glitch that lets you get up
on the sniper rock with a vehicle. For the Covenant vehicles,
use the boost to make your way up. You can also get there with
the Human tank. This is very useful on Xbox Live. The Warthog
cannot get up there though. Note: The Blue base's sniper rock
has some sort of cover or wall. [Screenshot]
Coagulation: Run in air:
Set the game so that the main weapon is the energy
sword. Get a Warthog and put it at one end of the level. Have
one person get in the passenger seat and look at the other player.
When you lock on, hold R. Then, have the second person
to go to the other side of the level. Have the other player hold
X. When the player gets out, he will run in air. He will
run until he gets above the other player. If you are skilled,
you can get the player on the top edge of the level.
Coagulation: Super jump:
When in multi-player mode (Xbox Live or split screen),
choose Coagulation. Any other options do not matter. Go to the
Red base. Go to where the Banshee is located, but do not go inside
the base. Walk up the left ramp. Turn left slightly to find a
little hole from a pillar. Jump in the hole. While in mid-air,
click the Left Analog-stick to crouch to fit in the hole.
Continue to walk forward, even though you are not going anywhere.
When you are stuck in the hole, release the crouch but continue
to walk forward. Then, press A to jump out of the hole,
but still walk forward. Immediately before you hit the ground,
release the Analog-stick. If timed correctly, you will
soar into the air. If you land in the green teleport at the top
of the base, you can get a double super jump. If you are lucky,
you can get a triple jump depending where you land. This is useful
on Xbox Live because it is easy to get head shots with the sniper
Play with no oversheilds. Go to the Red base and go to the back.
Go up the slope that leads you into the base, but do not actually
go in the base. Look to the left slightly and you should see a
little gap between the building and a pillar that is connected
to the building. Your goal is to jump into that. You must jump,
then crouch to get in it. Once you are in it, release Crouch
and press A repeatedly. Once you hit the ground, you should
go flying up in the air. If you can land on the little pad under
the transporter (the one on the building), you will go flying
up in the air twice as high as the first one.
Coagulation: Spinning tanks:
This trick requires a Wraith, a Scorpion tank, and
oversheilds to be turned on (recommended). Have the Wraith and
the tank ram each other. As they hit, have the person in the Wraith
hit the turbo. This should glitch the tank and cause it to start
spinning uncontrollably and bounce off of a lot of things. this
glitch is alot of fun to do but it can be hard to do.
Coagulation: Flying Scorpion:
Play in two player mode with an friend with "Random"
on heavy vehicle and Over Shield. Get a Wraith and Scorpion. Drive
front to front. Before you hit the Scorpion, swing to right and
use Boost (L). If done correctly the Scorpion will fly
along. Note: You may get killed.
Coagulation: Tank flip:
Get two Rhino tanks from both sides of the map. Find
a slanted hill, then flip one of the tanks so that it is upside
down. Drive the other tank with the second person staying inside
on top of the flipped over tank. Have the first player (not in
a tank) stand in front of the upside down tank. Flip the tank.
The tank on top should flip over and spin across the map like
Coagulation: Boost high into the air:
This trick requires a Wraith with overshields on. Locate
the rock that sticks out. Stand up against the wall that sticks
out and have someone hit you with the Wraith when they boost.
If done correctly, this should shoot you extremely high in to
the air. This also can work on almost every map with a wraith,
but you must have oversheilds on to avoid getting killed.
Coagulation: Grab flag through floor:
To capture the flag easily, go to the enemy base that
has the flag. Go to the bottom level where the Banshee is located.
Jump on the Banshee then jump once more and press X to
get the flag. Get down and use the Banshee for an easy escape.
Coagulation: Have no weapon:
Select multi-player mode and the Coagulation map. Make
sure that you start with plasma pistols. Set it to a capture the
flag game. Go to the opposite base and charge your plasma pistol.
When your plasma pistol is charged, go over and hold X
on top of the flag. You will have no weapon.
Colossus: Grenade does not move:
Throw a grenade on a conveyer belt. It will stick to
the ground, but not move with the conveyer belt.
Colossus: Super jump:
Change the game settings so that the primary weapon
is the energy sword and the secondary weapon is the rocket launcher
(or vice versa). Have a friend on the opposing team stand at the
end of the conveyor belt in front of the giant gravity lift. Stand
behind the gravity lift and do the flying sword technique at your
friend. You will shoot towards him, but because of the gravity
lift, you will be shot up into the air. If done correctly you
will land on a ledge on the ceiling. You will most likely have
to do it more than once for this to happen.
Colossus: Leave level boundary:
This will get you out of the level alive, but with
limited moving room. Go to the overshield spawn. If you are looking
at the actual overshield, go to the glass on your right. Go there
and it will be a slanted window. Crouch and go up the left side
of the gray part until you cannot go further. Release Crouch,
quit holding Forward, and jump up ten times starting as
soon as you begin seeing orange parts. The jumps do not have to
be rapid, but must be at a steady pace. After the tenth jump,
immediately crouch and go to your right so that you are on the
top left corner of the glass. Then, look down and melee attack
the window until you fall through. You will know when you are
about to fall when the white lines on the glass disappear. This
may require a few attempts. After you are through the glass, go
down as far as you can. Just before the bottom, throw a plasma
grenade below you. You will either die or live but with shields
down. If you live, throw another plasma grenade. Once you die,
run back to the window and look at your body. Parts of you will
be through the glass.
Containment: Get on top of the level:
Get a Spectre and go to the right side of the level
were the base is locaed. Hold A and boost while holding
Down. You should be able to ride up the wall. When you
are on top of the level you will see a tower. Go around it. You
will then see a long steep ramp. Hold A and boost while
holding Down to go all the way up to the top of the tower.
Note: You will not be able to get back down cause of invisible
Go to the Blue base and go to the left side (if looking out from
the base). Go halfway up the ramp. Once there, crouch and go against
the rock as much as possible. If done correctly, your crouch should
hold. Keep moving up the ramp while in the locked crouch position
until you reach the top of the ramp. Note: You do not need to
hold Crouch the entire time; just until you get under the
rock. Once at the top, it should release your crouch and you must
continue holding Forward. Guide yourself to the right after
the top of the ramp and jump off. Hold Jump + Forward,
but hold Forward only until you get over the location you
need to land on. Once you are here, release Forward but
continue to hold Jump. The spot you need to land on is
the kind of crack that separates the ramp at the bottom. If done
correctly, you should land on the crack and fly extremely high.
You can aim for the structure and land on it. If you land there,
you can walk on the air in the space between the one you are on
and the one in front of you. This may require a few attempts,
but it is possible.
This trick requires Spectres or a Banshee. With the Spectre, go
to the Red base. You should be able to see the difference. Go
to where the Spectre respawns. Behind the respawn point is a ramp.
Turn the Spectre to face it then boost and hold A. Keep
going until you pull a wheelie onto the wall. Go towards the crack
a bit then turn left. After this you no longer have to hold A.
Go straight until you find a little dent or crack-type thing in
the cliff. Take a wide turn into it, then go straight up onto
it and you will be on top. If you keep going straight, you will
see a big slanted wall. Do the boost and A onto the sloped
side and you will start going up it. Once you are up there, you
will see the entire level, However, if you jump you will get stuck
and must die. Bring a sniper and rocket launcher with you. You
can also explore and go around the entire area with your Spectre
before you go up the slanted wall. To get up there with a Banshee,
before you get in it, blow a wing off. Then, do the same as the
Spectre by flying up the crack. However, you cannot go up the
slanted wall -- only up on the snowy area. This may require a
benny and bobby.
Containment: Leave level boundary:
There are two ways of doing this. First, go to the
Red side of the level. Shoot off the Banshee's wings. Make sure
not to blow up the Banshee. After that, drive it towards the mountain
at the Red base. Look for a crease. towards the left. Boost up
the crease until you leave the level. The second way is to get
a Spectre at the Red base. Then drive up the smooth stair-like
objects that are behind it. Boost and hold A to lift the
front of Spectre. If done correctly, you will be on the wall.
Drive to that same crease, then boost up it. Note: This may require
a few attempts. While out of level with Spectre, you can boost
up the slanted pillars. Do not fall off forward on it or you will
become stuck until kill yourself.
Delta Halo: Get on top of the level:
By doing this trick you will be able to drive around
the mountainous rim of the entre level and to actually drive or
walk under the water and all the structures. After crossing the
drawbridge and taking care of a few Ghosts, continue until you
reach a courtyard with a pond in the middle and a stone structure
in the middle of the pond. For the next part you will need a Ghost.
At the entrance, turn to your right and you will see a few trees
sort of all clustered together. There is a stone wall there that
you cannot jump up. However with the Ghost, you will be able to
get onto the green patch and beyond. Boost if you need to and
be careful going around the mountains. You can still fall to your
death. If you make it all the way to the opposite end of the level,
you will find yourself on a very flat piece of land. Here is where
you can enter the water. [Screenshot]
Get the Scorpion tank and go into the temples. Go as far as the
point where the Pelican drops off guns and two men, but do not
wait for this too happen or it will be too late. There will be
a row of mounted energy shields (the big oval shaped ones). Drive
on top of three of them. Get out of the tank and shoot the three
shields. Get back in quickly. The three shields will reform, and
the tank will go up, with you inside. Also, if you keep trying,
your tank will land in a corner and on its back. Get out and flip
it on the side that is going down. This will project you onto
a higher platform. Once you are on it, run to the left of it.
Walk to the left and you will see a dead body with a rocket launcher
and a SMG next to it. It looks like one on the men with the black
helmets and suits from the beginning of the level. There will
be a giant rock next to it, with a hole big enough for you to
crawl in. Once you get to the other side of the rock, there will
be a jagged part of the platform going outward. Next to this will
be the Pelican, still suspended in air. Jump onto it (while in
mid-air, press Forward to give yourself a boost). Jump
once so that the Pelican will mistake you for not being on it.
Once the Pelican starts to lift, stay on it until it leaves the
level. You will be walking out of the game space. Note: You can
climb mountains and go to the edge of the other side of the level
that you were never meant to see. This may require a few attempts,
but is well worth it.
Play the level under any difficulty setting. Continue through
the level until you get to the part where you are told to push
through the Covenant-held ruins. Make sure that you have the Scorpion.
In the far right corner from where you enter that little area
are a few ledges with some trees and things. Park the Scorpion
backwards in the corner and use it to get up on the ledge. Run
around the ledge until you reach the straight area with kind of
perfectly square rocks with little ramp-like objects in from of
them. Wait until the Pelican arrives to drop off the Marines then
get on top of the square "rock" by using a crouch jump.
Then, jump on top of the Pelican and wait for it to leave. Wait
until you fall off of the Pelican, then you can walk all around
the top of the level.
When you reach the area with the Jackals with sniper rifles on
the path, kill them and find a Ghost. Go back to where you saw
the Jackals and go to the left. You will see a group of rocks.
Go beyond those rocks and up the hill near them. Continue to use
boost and go up the mountains. Note: Try not to get out of the
Ghost too often; if you make a mistake you will fall to your death,
and if you do not get a checkpoint while on there you will have
to start all over again.
Go by the turret to the right on top the hill. Keep going up the
hill and jump left onto another slope. Jump on top of that one
and you will be on the top of the map. However, it is very difficult
to get down. If you do get down, the bridge will already be down
and there will be no vehicles or AI on the map.
After crossing the bridge and get to the first checkpoint afterwards.
If you are on a Ghost, turn right immediately. You can boost up
the slanted grass area. Keep boosting on the slanted areas to
get all the way to the top of the mountains where you can drive
around and skip parts of the level.
When you first start the level, walk through the fight and go
to where the snipers are located. Kill them, then go to the place
where the bridge is found. Do not go in the base and put down
the bridge. Instead, get a Ghost and go back where you kill the
snipers. As soon you go over, bump left and go up the wall. Keep
going up with the boost and go through the flat trees.
When the intermission sequence for the level ends, go directly
in front of you until you reach a big white boulder. Go to the
left of the boulder, hugging the mountain until you reach a slope.
Go up the slope. Behind you will be another slope. Go up it and
look straight ahead. There should be a small ridge above and to
the left of you. Jump on the ridge. Keep walking until you get
past the bushes and can see the sky. You are now on top of the
mountain and can finish the level a lot quicker.
Delta Halo: Leave game boundary:
When you get the tank for the first time, continue
as usual through the ruins and the waterfall until you reach the
area where it starts a new chapter. You will know when you are
in the area when the screen changes to a wide screen view with
captioning at the bottom. In these ruins, use the tank to climb
the cliff side on the right until you are in the mountain range.
It is very detailed, with cliffs and mountains. The tank will
climb straight up and down vertically.
Go to the part where there are four Jackals sniping. They are
near the beginning, by the cliff. Then, get a Ghost and return
to this location. You can now go to the cliff away from the drop
off and work your way up the wall with your boost. If this does
not work try moving around a bit. You can now explore the level.
If you go down to water, you can go in it and go all the way under
When you start, exchange your SMG for your teammate's battle rifle.
Then, run past the part where you must take out the turrets. Go
to the building where you have to extend the bridge. Once there,
take a Ghost and go back the way you came from. You must pass
a big rock to your left, then you will go over a little bump.
Stop a short distance after the bump. Note: If you go to the cluster
of three rocks you have gone too far. There is a part of the wall
where you can turbo up with the Ghost (you must hold A).
Keep going up until you pass the line of tree things. Once up
there, you can go almost anywhere desired.
When you start the level, walk straight up the small hill. Then,
turn left and walk up the other one. Kill everyone, then keep
going straight. Turn right and look directly at the building.
Walk until you are next to the pod laying next to the walkway
leading into the entrance. Turn your head to the right until you
are facing another pod. Walk to it, then keep going straight.
Walk up the small hill to your left and then the other one. You
should be facing an incline with a bridge to your right. Walk
up the incline. Carefully jump to the other side of the wall in
front of you. Look to your left and walk about three steps, then
stop. There is an invisible wall in front of you. You can pass
it by press Forward, then crouch jumping. You can do this
by jumping, and at the top of your jump, crouch and press Forward.
You should now be past the wall and can walk up. Do not worry
about the wall of trees in front of you, as you can walk through
them. Note: By doing this glitch, at a certain point in the level
you cannot advance further, making it impossible to proceed. You
must then restart the level.
In Campaign mode, you can exit the boundaries and roam on the
mountains seen in the distance. To do this, when you first begin
the mission kill the Grunts then go up the ramps. Go to the right
after killing the Grunts to find them. Jump on the outside of
them until you see the white area of land above you. Proceed to
jump up to the white land. You will be free of all invisible walls
in the level. It is also possible to bring Ghosts, Scorpions,
Wraiths, and Warthogs up here. Note: Once you do this, all enemies,
vehicles, Marines etc. will be cleared off the map. Also, the
level will appear in its completed state (lifts are already across
the lake, bridge is already down). However, all weapons set on
the map not wielded by enemies will remain.
Delta Halo: Flying tank:
Drive the tank around until you get to the part with
all the stationary Covenant shields. Blow the shields up then
quickly park the tank on several of them. Get out of the tank
and then watch as the shields reform. The tank will fly, doing
spins. This is even more enjoyable when you are in the tank. You
will die when in the tank and it flies very far. You can also
try this with other vehicles.
Get the tank and go to the area with the big castle in the middle,
where you get men and ammunition. Bring the tank up to the shields
(four or five), and shoot the shields with the main cannon. Go
onto the shields and wait until they respawn. You will see the
tank spin very fast and go very high. Note: You will die and respawn.
Acquire a Scorpion tank. Then, proceed with the mission until
you reach the ruins of a complex. Slaughter all the Covenant,
then reach the top platform where the energy shields are located.
Knock out the shields, then drive your tank on top of them. Position
it correctly, and when the energy shields appear your tank should
go flying through the air.
You will get the Marine tank after activating the bridge. You
will reach a structure which the Marine will point out is the
second structure. After you hear one of the Marines say "A
pelican is coming in. Let's clear an LZ", you will come up
on some Covenant hiding behing about six or seven lined up shields.
Destroy all of them, then wait for the shields to reappear. Then,
shoot them all to make them deactivate. Immediately park the tank
across as many shields as you can. Get out, stand back, and the
watch the tank fly.
Delta Halo: Flip the Pelican:
This requires two players in coop mode. When you get
to the bridge, clear the area of all Covenant forces. A Pelican
will arrive to bring you a tank. Before they drop it, have your
teammate stand under it. It will not drop the tank. Then, get
across the bridge and kill the Elite in the Wraith. Keep the Wraith
and go back across the bridge. There will be a hill next to the
Pelican. Use it as a ramp and use your boost to get on top of
the Pelican. Once on top, wedge your Wraith on the wing. You will
be able to push it with your boost. Push it until it hits the
building. The Pelican will automatically drop the tank and start
to lift up in the air. Stay on it using your boost and it will
turn the Pelican. When it flies it will travel straight into the
cliff and slide down to the ground. The Pelican will become stuck
to the ground and keep spinning. If you go to it, the "Press
X to flip Banshee" message will appear. You can flip yourselves
very high. Note: This may require several attempts.
Delta Halo: Ghost inside Scorpion:
When The Dropship is going to drop off your Scorpion
(after you have put down the bridge), get a Ghost under the area
where the Scorpion gets dropped. The Ghost will be inside the
Scorpion. Note: This may only work for a few seconds, and may
require a few attempts.
Delta Halo: Do not fight anyone in the
At the start of the level when you crash land near
the cliff side, destroy the turrets and the few Grunts. Then,
walk to the small tunnel on your right. When you are in the tunnel,
walk up the hillside that you can see in front of you. When you
are on top of that hillside, do a 180 degree turn and walk up
the next hillside. Keep walking until you run into the mountain
slope and cannot walk any further. Then, grenade jump onto the
slope. You can also just jump onto the slope, but grenade jumping
is easier. When you are on the slope, you can walk up it to the
top of the mountain. There will be a lot of paper-thin trees.
You can walk on many of the other mountains if desired. When you
are on top of the mountain, carefully go down the slope to the
place where the Jackal snipers are located, when you are supposed
to get into the Warthog. When you reach this location, you will
have just skipped the beginning of the level. There will be no
snipers or Warthog here. You can now walk through the entire level
without fighting anyone. Note: If doing this glitch under the
legendary difficulty setting, the Envy Skull will not be there.
Delta Halo: Unlimited energy sword:
Once you get to the "Off the rock, through the
bush, nothin' but Jackal" part, jump down the waterfall and
try to find the energy sword. Then, try to run out of ammo for
it. After you clear the part, you will go down a hill and must
face Honor Guard Elites. Try to beat them down with your out of
ammunition energy sword. When they are dead, a intermission sequence
will start. After the sequence, switch to your secondary weapon,
then back to the energy sword. You will hear the sword, but not
see it. You can still lunge and kill. Note: If you trade the sword
you will not be able to pick it back up.
Get an energy sword as soon as possible. Use it up and keep it.
Finish the level. When the intermission sequence of Spartan and
Kortana ends, the energy sword will be "gone". However
you can still just use it. It will never run out and it works
like a regular one.
Proceed through the level and wait for the Elite with the energy
sword to drop out of the second phantom. Kill him and take his
sword. Use it until it runs out of energy. Do not get rid of it.
Complete the level with the empty sword and a battle or beam rifle.
They cannot be empty or this trick will not work. On the next
level, Regret, your sword will appear to be empty but it will
have unlimited energy. You can still lunge and slash your enemies
and hear the sword effects. Also when you pull out the sword,
it will create a strange vapor blast. The sword is still technically
an empty weapon; if you swap it for another weapon you cannot
pick it back up. Note: This will not work in Co-op mode.
Elongation: Floating flag:
Have a Capture The Flag game in the map Elongation.
Take the flag and put it on one of the boxes on the moving conveyor
belt. The flag should be floating when the box moves.
When you start, go to any one of the places that drop
the boxes on to the conveyor belt. Once there, stand in a corner
and keep walking back until a box drops on your head. You can
now stop walking backwards. Just stand there until there are so
many boxes that they push you over or just kill you. You will
get a message that you committed suicide.The boxes will then start
coming out nonstop. Soon after that, the boxes stop coming out
for about a minute.
Elongation: Stuck in mid-air:
This can only be done with Elites. A sword is required
for this glitch. Go to the bottom floor to the middle wall divider
object. Most of the doors are closed, but some are open. Two of
them have red lights flashing on the ceiling. Go to one of those
rooms. Stand under the light, and look up at it. Then, jump and
slash at the light repeatedly. Keep repeating this process non-stop
for about ten to twenty seconds. If done correctly, you will eventually
get stuck in the light. To others looking at you, it will appear
as if you are lagging in mid-air up and down, or that you are
still on the ground. If you move you will fall, and after a little
while you will also fall.
Elongation: Leave game boundary:
This trick requires three players (two Spartans, and
one Elite) and possibly overshields. Have the two Spartans and
the Elite to go to Blue base. At the base where the boxes are,
go to the ones against the back windows. if looking at the window
boxes, the Elite needs to go to the right side while the Spartans
go to the left. The Elite should go to the right side, by the
boxes. There is a type of gray light panel the Elite can jump
on. Jump on it and walk toward the window boxes. The Elite should
get stuck in midair between the light and the boxes. Once there,
get as close to the boxes as possible, face the window, and walk
into it the whole time. Meanwhile, have one Spartan at a time
to get out of the level, using the following steps. Go on the
left side of the boxes and jump onto the gray light as well. Walk
toward the window boxes. That player should become stuck. While
the Elite is walking into the window, look at it and start walking
left into the window (while still looking at the Elite). you should
be able to see most of its body. While looking at the Elite and
walking left, target it and sword cancel. If done correctly, you
will go out of the window and land outside in space alive. Repeat
the steps with the other Spartan. Once both are out, get as close
to the building as possible and butterfly (one player stands on
the other's head and jumps while the bottom player repeatedly
presses X + B until they reach the top). Once on
top, you cannot butterfly past the wall. Barriers stop you, and
you cannot fall off either side except for the front.
Foundation: Leave game boundary:
You can make it up to "white space" by rocket
jumping up the second floor room with the slow rotating fan on
the ceiling. After making it up onto the ledge below the fan,
lean against one of the ledge's walls. While aiming straight down,
rocket jump again to successfully make it to the top of the level.
While on top you can successfully circumnavigate the entire level
with the exception of the middle, which is blocked off by invisible
walls. Note: This can only be done with a full overshield. Also
while in this level on the bottom floor, a monkey riding a missile
and a torn poster of an unknown figure can be found on some of
the doors near the air-elevator.
Jake and Roy.
Foundation: Get to the top of the level:
This trick requires a friend and both of you must have
swords. Go into room number one. There is a box and two windows
in the room. Position the box directly under the window. Have
your friend stand on top of the box and jump. With your sword
out, look at your friend. When he is at the peak of the jump,
swing at him and quickly press X. Doing this will cancel
any harm that may occur to him. If done correctly, you should
be standing on top of the window sill. Next, have your friend
do the same thing; swing and press X so that now he or
she is in the window with you. Repeat the process as before; jump,
swing, and cancel so that one of you is outside of the window
on top of the level. Have your friend attack you with the sword
and cancel so that now both of you are outside the window. If
done correctly, you should be on top of the level, and can now
cause mayhem on every player below you.
Go to room 1 or 3. Get a player not on your team and have him
or her stand next to the wall under the "fan". When
your partner jumps, sword cancel to fly to the "fan".
Let your partner do the same thing to you. Once you are both up
there, jump on your partner's head. Jump and have your partner
jump. You will jump to the top of the level. You can either leave
your partner or bring him or her up.
Start a custom game with rockets as the start weapon, rockets
on the map, and overshields. Once the game has started, go into
the room that has fans on the ceiling. Rocket jump up to the part
below the fan. Once you are inches from the fan, wait until there
is a gap in the fans large enough for you to fit through. Then,
rocket jump again. You should now be either on top of the level
or the fan. If you are on top of the fan, jump and you will be
on top of the level.
Foundation: Get on center roof:
First, get on the roof. Then go as far down to the
bottom of the level as possible. You should hit an "invisible
wall". Then, go to the right (if you get up on the right
side). You should hit a grayish slanted pillar. Have both players
jump, then have the bottom person (on the ground) sword cancel
you. When you are in the air, press Left. You should get
up on a platform.
This trick requires an overshield, and a plasma grenade. Go to
the area between rooms 3 and 4. There are three exploding gas
canisters stacked against the wall. Get on top of the top canister
and face ahead. Look up and to the left. You should see an area
to land on. Then, look down between your legs at the floor and
throw a plasma grenade there. If done correctly, the gas canisters
will explode and send you high into the air. Make yourself land
on the area of the roof that was just to the left of the gas canisters.
Once there, you can walk to the center of the roof and snipe anyone
that passes below you.
Foundation: Super bounce:
Go to the middle of the level where the little building
is found. Go inside and look for a corner. It will be near an
opening that you can walk through. You can also tell if you are
in the correct location because it will be on a pile of dirt.
Crouch and walk in as usual. Release your crouch, then walk out
by the opening by which you crouched. Go up the stairs and turn
towards the battle rifle area. Align yourself with a triangular-like
crack. Then, run holding Forward and jump (still holding
Forward the entire time.)Land on the crack and jump again
to super bounce.
Foundation: Shoot rocket launcher through
Stand at the bottom of the stairs with the rocket launcher
by room two. Aim part way up the stairs and fire the rocket launcher.
The rocket will go through the walls and explode inside room two.
Foundation: Invisible machine gun turret:
This trick requires at least one plasma grenade and
the glitch map Foundation. Take a plasma grenade to a turret.
Throw it directly on the gun part. Note: This may not always work.
Once it is just the stick and the base platform, walk up to it.
If done correctly, the "Press X to use turret" message
will appear. There will be no gun, yet still it can shoot bullets
and cause damage.
Gravemind: Covenant carbine with 120 rounds:
Under the heroic difficulty setting, at the detention
center you can get a Covenant Carbine with 120 rounds rather than
the standard 72. After releasing all of the Marines, do some weapon
swapping so that they all have carbines and you do not. Try to
have an energy sword and a Brute shot. Later, in the corridors
where the Brutes and Elites are fighting, if all five Marines
are still alive and you have cleared the first section, wait there
and swap weapons with them. Obviously you will need a different
weapon to swap; ditch the Brute shot since it will probably be
out of ammo, and try to find a Brute plasma rifle to swap. Swap
weapons with them until you have a carbine with 120 rounds. It
is most likely to be a Marine with a helmet; try them first.
Gravemind: Fallen Covenant:
Play the game normally (easy difficulty setting recommended)
until you reach the point where you must rescue the Marines. For
this to work, all the Marines must be alive. While on the bottom
level just after you rescue the last Marines, go to the second
level through the lift. Stand back a moment and note that there
are red dots on your screen. Wait for the Grunts (the red dots)
to come down. Try to have a Brute shot and shoot them all as they
land. Make sure to kill them all at once. Then, go down to the
third level, then up to the second level again. Wait until Cortana
says "There are more coming down the lift, Chief". Wait
a moment, and go up. If done correctly, you should only see bodies
and guns drop and bounce around.
The Great Journey: Leave game boundary:
Wait until Sergeant Johnson blasts open the door to
the control room, and destroy all the enemies. A Phantom dropship
will appear. Get in a Banshee and fly close above the dropship
when it stops. Get out of the Banshee, and stand on top, preferably
close to one of its wings so that you will not fly off when it
starts to move. Keep standing on it while it starts to fly away.
If done correctly, you will fly past the level's boundaries. You
will be able to see the peninsula with the control building in
the distance. Eventually, the Phantom will disappear and you will
fall deep into the water.
When Sergeant Johnson gets to the place where he blows down the
door with the Scarab, a Covenant Dropship comes in from the left.
Fly over there in the Banshee and destroy all of its guns. Then,
fly on top of it and get out. It will then take off and jerk you
around. Try and stay in the middle. After about fifteen seconds
you will fall off because it boosts, and you cannot stay on. You
will fall off into the water below. It should take you about twenty
minutes to walk back.
Play through the mission until you get to the part when you fly
the Banshees. Fight and kill all the vehicles expect for the Spectre.
Shoot the Brute off the turret of the Spectre, then kick the driver
out of the driver's seat. Drive your Spectre all the way to the
part where the Scarab destroys the door. Drive the Spectre all
the way out into the water until you reach the boundary where
you would normally not be able to reach on foot. You should break
through it Note: If you cannot break directly through it down
the middle, go to the far left side. Once across the boundary
you should be able to get out and walk around, enjoying the nice
swim and water.
The Great Journey: Walk on top of the cliffs:
Note: You must first have the Sputnik mode skull do
this glitch successfully. Start the Great Journey level under
any difficulty setting. Immediately look slightly to your left
to that see a Spectre is driving toward you. Walk up to it then
just stand still. The Spectre cockpit should be pointing towards
you. You will now have to Spectre launch. Make sure the Elite
stays in the cockpit. Throw a plasma grenade under the tip of
the cockpit, then jump onto the cockpit. Try to land on the place
where the purple and gray/blue meet. You will slide onto the edge
of the purple area. If you are standing on the gray, you will
die when the grenade explodes. If you jump on the tip of the cockpit,
you will slide off. Make sure are standing on the correct place
on the Spectre. When the grenade explodes, you will be launched
very high. When you are in the air, walk toward the cliffs behind
you. If you have the correct amount of height, you should land
on the top of the cliffs and still be alive. When you are on top
of the level, you can also reach areas from Uprising, such as
the first and second outdoor areas. There will be less trees,
rocks, and plants in those areas. Also, if you try to get into
the indoor area of Uprising, the entrances will be sealed with
The Great Journey: Zombie Brutes and Elites:
At the "Protect the Scarab" part, go through
without killing anything. When you are at the beach, hijack all
Banshees (also may work for turrets and Spectres), and all the
Brutes will appear as "zombies". The worst they can
do to you is walk into you. Occasionally, an Elite will appear
with a Banshee for you. Push him in the water and he will be a
half zombie (will duck sometimes). He should not harm the brutes,
but if he does, kill him.
The Great Journey: Underwater Ghost:
At the beginning of the level on co-operative mode,
make sure you leave at least one Ghost unharmed. To do this, shoot
the Brute out, leaving the Ghost "rideable". Continue
the level until you need to protect the Scarab. Fly to your Ghost,
then drive it off the edge and onto the beach. You will die. Get
a ride on your partner's Banshee to your Ghost. You now can drive
it underwater until you reach the second barrier (past the first
barrier, at the part where the graphics go away). You can also
climb up the tower with the Ghost.
The Great Journey: Unresponsive Covenant
Follow the Scarab until it blows the door up near the
tower. Look to the left to see a Covenant Dropship. You can destroy
its guns and the things on the wings and it will not move or respond.
The Great Journey: Killing Johnson:
When you face Tartarus, get a Needler. Keep shooting
Johnson and eventually he will fall off. He will reappear directly
behind you, run up, and keep sniping Tartarus as if nothing happened.
The Great Journey: Endless sea:
Note: Try this on every difficulty if it does not work
the first time. Once Johnson gets in the Scarab, follow him once
he starts to fight the first group of Wraiths. Start moving towards
the place where he blows up the door for you to get in. Make sure
the Scarab is still fighting the Wraiths. Go back and land on
a little strip of land surrounded by water. Start walking into
the water and you should be able to survive. If you go back to
land and get a Wraith, you can go into the water and be able to
go anywhere while underwater.
Jason G and Cody H.
The Great Journey Level: Water shield:
When you have to protect Johnson in the Scarab, ignore
him. Fly the Banshee until you reach the water. Go above the ocean
and hop out. When you fall to your death you will revert to the
last checkpoint. Go back to the ocean. Walk from the shore into
the water. The Brutes will not be able to penetrate the water.
It will act as a shield to protect you from Banshee fire.
The Great Journey: Do not drown:
Go to the Scarab section. When it blows the door up,
fall down in the water. You will sink, but not drown or die.
The Great Journey: Invisible weapon:
When you see Miranda Keyes in the control room when
you fight Tartarus, she will be riding on a gear. Hop up on it
with her. Look at her. It will appear as though she is holding
a battle rifle with her finger on the trigger but not firing it.
Headlong: High platforms:
In multi-player mode, go to the Headlong map and make
sure there is a Banshee. Get in the Banshee and fly over towards
the opposite base. Between the Warthogs and the water, you will
see a building with a ramp leading up to a flat surface. Fly the
Banshee at a high level towards where the ramp meets the wall
either on the left or right side. Then while not in turbo, gently
glide towards it so that the wing will just barely scrape the
wall. You will slide up to this flat surface and be able to walk
around, although your Banshee flying is limited. You can walk
behind the buildings and be able to see through walls. On the
surface to the left, you can jump up to the next platform by using
the Banshee as a boost. Put it against the wall and jump up off
it. This allows you to get a good sniper location. This can also
be used in System Link or Xbox Live.
Note: Once you get on the platform above the Banshee as previously
described, have a two partners approach and do the same thing.
Note: A Banshee is not needed to jump to the second wall; you
may use a crouch jump to get up there as well. Once your partners
get up, have them jump to the second wall. There will be a glitchEd
walk way that you can go through. Turn to the left, and there
will be a wall with a hole in the middle. You can easily get up
there by sword canceling with two friends jumping on each other's
head at the same time. While your friend that is jumping at the
top gets maximum height, sword cancel in the air while aiming
at him. You should be up to the second level of the glitch. You
may now continue and have your friends go back to battle, or they
can come up if they use the rocket glitch. While you are up, keep
walking forward and take a turn towards the battlefield, but do
not jump off. Look at the wall and there should be a slant. Jump
on it and continue to the end of the edge. Take a turn to where
the cranes are located. Jump on the cranes and you can either
walk up on the wire to get to the highest position, or you can
move all the way to the edge. Both make excellent sniping locations.
Headlong: High jump:
Go to "Settings" at the main menu. Select
"Game Variants", then name the game as desired. Go to
"Player Options" and add overshields. Then, go to "Vehicle"
options and add Wraiths. Press Back or B until you
are at the main menu again. Find your game at whatever type of
game you set it to. Go to the Headlong map and start the game.
Wait for another player and when they arrive, look up for the
building with the yellow on the top. Get the Wraith and put it
on the corner facing the two Ghosts and Banshee also facing a
low wall across from the building you are at with the Wraith.
Have the other person stand in front of the wall you are facing.
Use the turbo speed to hit the person with the Wraith. If done
correctly the person should shoot up higher than a Banshee can
go and land on a building. It is a great place to snipe or hide.
Have one player get a Ghost and the another get in the Wraith.
Go to the dirt under the broken bridge. Have the Ghost back up
into the small wall that is lined up under the bridge. Note: This
person cannot be positioned under the bridge, or you will get
nowhere. Hold Back. The Wraith should charge into the Ghost,
and it will fly an incredibly high distance. You might land in
an entirely glitched area behind the sign with the Golden Warthog
Headlong: Get on top of cranes:
This trick requires at least two players and a Wraith.
Go to the base with the Ghosts and Banshee. Go to the side below
the transport exit with both players. Have one player get in the
Wraith and the other stand against the middle of the wall facing
the base. The Wraith must be lined up exactly with the other player
or else he could get squashed. With the Wraith against the base,
move then boost at the player standing against the wall. If done
correctly, the player should go incredibly high and be able to
fall on top of the highest crane. This is an amazing vantage point
(except obviously for the people inside of the buildings). You
can get a whole team up there with snipers and rocket launchers.
Note: This is a long process that requires two people. Get in
the Banshee and fly to where the shotgun is supposed to be. Then,
fly up to the rooftop that is to the right of the crane. You should
only be able to get on one roof. Drop the Banshee down, and have
the second player repeat this. Once the second player is up, have
him fly to the left and he should hit a wall. Have him fly up
as high as he can, then hold still. Have the first player get
behind the Banshee, jump, and sword cancel at the Banshee. He
should get thrown up to the next roof. Then, have the first player
come to the edge of his roof, but just far enough for the second
players crosshairs to turn red on their rockets. Have the second
player rocket jump up to the first. Then, travel to your right
until you reach a wall. Have one player stand facing the wall
and jump up and down. Have the other player get set so that their
sword crosshairs are at the player who is jumping's peak height.
Sword cancel up to the next rooftop. Have the player that was
jumping either sword cancel or rocket jump to the first player.
If you go to your left, you should see a slope. If you jump on
the slope, you should not slip and fall -- you will cling to the
slope. Have both players do this. Follow the ground and turn where
it turns. Once you have made the "U" turn, you should
begin to see the crane. Jump to the crane and walk up the tight
rope. You are now at the second highest point in the level.
The following can be done on Xbox Live with two players and a
Wraith. First, go to the wall near the building where you get
the sword with the little slant on it. Have the player not in
the Wraith stand up against the wall. With the Wraith, boost into
the player. He should be sent flying up and land on either the
crane or a building. Note: You must have overshields on.
Headlong: Get Warthog or Ghost in buildings:
In a Ghost, use boost at an entrance, then air brake
just as you are about to hit the pole. You should go over and
be in the building. For a Warthog, first land a Ghost directly
in front of the pole that blocks the entrance. Then, use the Ghost
as a ramp for the Warthog and drive over it (and the pole), into
the building. Note: This may destroy the Ghost.
Headlong: Fly very high:
While on Xbox Live or split screen mode, make sure
that there are overshields and a Wraith. Have someone stand directly
next to a wall next to a base (only the low walls, where the turrets
are on top). Have their gun target pointing directly up. Then
have someone in the Wraith use boost (L) and slam into
the first player. If done correctly, the person that was hit should
fly extremely high and be able to reach secret places not accessible
any other way.
Headlong: Get on top of the level:
Get a Banshee and fly left, then straight for awhile.
You will see a building where you can get on top of just it. Fly
the Banshee on top of there.
Headlong: Move anywhere:
Headlong is a completely explorable map. You can literally
move anywhere with at least two players. There are three ways
to get out of the level. For the first, to the left of the weird
circular object in between the vehicle spawn and the ocean is
kind of a slanted roof. Fly your Banshee back about 50 feet away
from it at the highest point then slowly approach the top of the
slanted roof without boost, facing upward. You will easily fly
over onto the roof. For the second method, you can Wraith-Ghost
launch to the right of the construction building. Back the wraith
up against the building, then a Ghost back up into the wall in
front of the Wraith and hold Back. Then with the Wraith,
hold L and then just before you hit the Ghost hold Back.
If done correctly, you can send the ghost flying out of the level
in a random direction. It is even possible hit the Ghost to the
top of the twin towers. The third method is to have someone crouch
in the crack on the ramp and have a Wraith hit them from behind.
This should send them soaring out of the level. After leaving
the level boundary, use the following trick to get on top of the
highest building. Have the bottom player walk directly into the
corner and look straight up. Then, back out about two feet so
that you are not completely in the corner. Then have the top person
jump into the corner. As soon as they land there, the bottom person
should start pressing X, B, X, B,
X, B, X, B and the top person should
just press A repeatedly. No other buttons should be pressed.
You do not have to hold Forward with either player. Only
press Forward when both players are at the top. You can
now get on any building, with the exception of the one in the
middle of the map. In order to get on it, simply repeat the Banshee
trick, only with the black part of the top of the building. This
is a little more tricky and you may have look up higher. Once
on top, there is a hole which leads to a window that can be seen
from inside the building.
Heretic: Go through wall:
Play the level in co-op mode. Go to the elevator that
takes you up to the cable room. Have one player go up to the cable
room and the other stay at the bottom. Have the person on the
elevator jump into the wall when it says "Check point done".
You will be on a platform in the middle of a storm.
High Charity: Stand on transport beam:
On the campaign map High Charity, at the last room
where you get in the transporter, there is a green beam above
the area. This beam can be used as a quick way to run to the end
of the level, bypassing most of the fighting. To get on top of
it, look behind you as soon as you enter the room via the lift.
There will be a Covenant gun crate (the purple box). Get on top
of the crate and grenade jump onto the beam. Going into the small
cave-like structure at the back of the area, you can hide until
most of the enemies have killed each other off, or go in the opposite
direction. Run along it until you are finished with the level.
The best way to get up is to use Brute Shot grenades from the
room at the bottom of the lift you just came up on (the room with
the energy sword in middle). Avoid the carbine shooting enemies.
The carbine is your biggest threat at this point.
Ivory Tower: Separate legs:
Go to the sunny side of the map where the stairs are
located. Destroy the hanging pot. Then, get to the ledge where
the pot is located and and slowly walk toward it. You will see
your own legs walk forward with no upper half.
Ivory Tower: Fall through the floor:
This trick requires two players. Have the settings
for rockets. Have one person go to where the over shield is located
and jump into the right corner. Then, look at the other player.
The other player should be opposite the player in the corner as
far back as possible. Stand where the ramp meets the ground. Look
at the person in the corner at all times. Crouch-walk very slowly
towards the person in the corner, while crouching and looking
at him. Once you get to the corner, whack with the rocket launcher
and move to the right immediately. If done correctly you will
enter a white abyss but not die. Save some rockets because it
is difficult to get out.
Lockout: Grab Oddball through ground:
When playing Oddball or Team Oddball, the ball is always
in the middle of the field. You may get stuck under the ball when
everyone on the other team is on the platform with the ball. This
can change -- if you are under the ball when it is in its spawn
location, jump up and hold X. You will grab it through
Lockout: Super bounce:
Go to the area where the Needlers found, on the floor
with the glass in the room opposite from the sniper hill. Walk
out and make a right as if you were going to get the battle rifle
on top. Look for a space where you can crouch. It is under like
a dome-like area. Crouch under it, walk forward, stop, and thne
jump and hold Away,. but try not to fall off the edge.
It will appear as if you were going to go down the walkway towards
the sword, but do not go. Walk and jump, trying to land on the
corner ledge holding Forward the entire time. Remember
to hold Away after you super bounce or you will hit the
Use the following trick to super bounce to the top of the Sniper
Tower Go to where the three plasma grenades are found near the
sniper rifle. Walk up the ramp and into the corner on the right
side. Jump up on the railing and you should be able to crouch
underneath the rocks without falling of the edge. Jump out, turn
around, then jump down the ramp and land on the edge of the dirt
pile beside of the three plasma grenades. You will bounce to the
top of the Sniper Tower.
Lockout: Get on the roof:
Go to sniper rifle hill (where the sniper spawns).
Turn around and start to go down the walkway. Look to your right
and you will see a ledge. Get on the ledge and follow it around
until you reach a corner. Start jumping and have your partner
sword cancel at you. You will shoot up to the roof. Then, use
the rocket launcher lunge trick to go up there with them.
Lockout: Get to top of level:
Use the following trick to get to the top of the center
console. This trick requires two people, both on different teams.
It is much easier to do this if you both have overshields on.
Set the custom game so it has rockets and swords. Get one person
on the blue portal and make him walk to the edge where you can
jump onto the main fighting arena, but do not jump on to it. Stay
on the edge. Have the second person walk directly underneath him,
but make sure that you can see the other player in the sword aimer.
On the little incline ramp, you can probably see the blue portal
from where the second person is standing. Next have the person
that is on the ledge jump up and down repeatedly. Have the player
at the bottom jump up when the first person is about at the peak
of his jump. Have the bottom player will do the lunge with the
sword. If done successfully, you should fly up to the top. Once
up there have your friend "rocket" up (have the player
that did not go up empty his rocket launcher, aim so that the
reticule is red on the player at the top, then quickly tap Y,
On Slayer mode, have one player to stand on the top part of the
transporter while you stand below that player on the walk way.
Jump while aimed at the player. When the crosshairs turn red,
sword cancel and you should fly up to the top of the level.
Start the level with rockets and overshields. Get some plasma
grenades. Then, go to the beam that teleports you up. Go to the
right and you should see a big cylinder. Walk against the cylinder
and make it fall forward towards the courtyard. Then, roll the
cylinder by walking against it against the wall. Push it forward
to the corner in front of you. Then, get on the back of it and
throw a plasma grenade at the other side of the cylinder and the
wall. Jump up in the air and fire a rocket, then press the Analog-stick
Forward. You should land on the top of the big tower. Note:
You can only do this once because the cylinder does not respawn.
Lockout: Get through wall:
Go to the room where the walls are slanted. Go to the
side that is facing the blue room. On the wall in the room you
are in will be a light going across the right side. Crouch, then
walk slightly left of the light. Walk as far up as you can, then
release the crouch. Jump up and down. When you kind of see blue
at the top of your screen, crouch then go backwards then forwards.
You will go into a ledge on the side of the walkway. This works
very well in cops and robbers when you are trying to get away.
This glitch, if done correctly, will get you stuck inside the
walls of Lockout. If done wrong, you will either not do it, die,
or go through the wall to the opposite side. First go to the room
under the very center. In the room should be ramps in all corners
and a light in one of them. Go to the ramp with the light and
crouch. Go as far up the ramp as you can. Try standing to the
left of the light. Once there, jump once, then again. You should
see through the top slightly. The first time you can see through,
jump seven more times, eight in all. After eight jumps, hold Crouch
+ Away. You should slide to the bottom of the ramp and
through the floor. You will see whiteness. Wait a moment, then
hold Right. You should get stuck inside the wall.
Go to the sniper tower and into the room on top. In the room should
be a hole and a "door". You must be on the right side
of the door if you are looking at it. Crouch and walk along the
right edge of the hole leading to the door. Once under the door,
you should be stuck. Release Crouch and turn out and run
up the sniper rifle ramp. When at the top of the ramp, jump on
the ledge that it in front of you (if you are going up the ramp).
Jump on it and look down, then jump off in between the two pillar-type
objects on the black strip closer to the back pillar. If done
corruptly, you should get stuck. You can crouch and see the thin
floor. If done incorrectly, you will either die, bounce a little,
or nothing will happen.
Lockout: Hit opponent through glass:
Using a sword, have one person stand on the glass in
the middle of the arena. Have the other player stand in the room
below. Look up, and have the player on top slash his sword at
the person below while the person below jumps and slashes up.
You should be able to hit the other player through the glass.
You can also do the same thing by having the bottom player throw
a plasma grenade. You should be able to hook the player on top
through the glass.
Lockout: Get inside other player:
Set the game settings so that you have turrets. Have
one player get into the turret. Have a second player crouch and
walk into player one. You will then be inside player one. If you
stand up while inside player one. for him it will appear as if
the gun is sticking out of his head.
Lockout: Kill from under the glass:
Take an Energy Sword and get someone to stand on top
of the glass in the middle of the map. Take your Energy Sword
and jump and attack. After a about two hits they should die, get
their feet stuck in the glass, and end up in a strange position.
Note: This may require a few attempts.
Metropolis: Fly away:
Go to Metropolis level (easier in co-op mode). Go in
the middle of the bridge where the Banshees come from. From there,
the Banshees should attack you. When this happens get in it (knock
them out). Fly the Banshee down to where the Covenant ship is
located. Have the other player take out the guns on it. Once the
guns are destroyed, jump off the Banshee above the Covenant ship.
Stay on it. It should take you to a flat surface that in the distance
where there are buildings. You can walk through them.
Metropolis: Flying Scorpion:
In Campaign mode in Co-op, have a friend in a Wraith
and yourself in a Scorpion. Drive backwards over the Wraith. When
you are about one third over the Wraith have your friend boost.
You should go flying all over the place. This may require a few
attempts. Note: You will most likely die.
Metropolis: Pelican cruise through city:
Near the end where you reach the Marine HQ and the
Scarab almost crushes you, you will board the Pelican Dropship.
After destroying all Covenant forces in the area two Pelican dropships
will approach. One is carrying a Scorpion tank, and the other
is carrying a squad of Marines. The dropship carrying the Marines
will not touch down, but will hover about twenty feet from the
top of the second ramp. Before the ship arrives, drive a Warthog
up to the area where the Marines fall out. As the Marines jump,
stand on the Warthog and look up to the end of the ramp of the
Pelican. As you are suspended, press X repeatedly or hold
that button. You will sit in a Pelican seat, and the marines will
jump back in with you. The Pelican will lift off and fly through
the city and out towards the harbor. It will then fly in awkward
patterns and start crashing into things, shaking the camera violently.
You and the Marines fall out and onto somewhere on the edge of
the map. You land somewhere different every time. Most often,
you will land on top of a ledge or in midair above the water.
The pelican Will be located a few yards from you, spinning and
twirling in the air. Approach the Pelican and the message "Press
X to flip Banshee" will appear.
Metropolis: Get in Pelican at end of level:
Start the level in co-operative mode. After doing the
"Scarab gun" trick with the Banshee, keep the Banshee.
At the end of the Scarb's path you will normally see Pelicans
flying across in the distance. You can get in some of these. Fly
over to where the Scarab ends its path. Pelicans should be flying
across. If not, wait until the Scarab gets there. With a second
player on top, land on the harbor to the right and stay there.
Pelicans should be flying over you. Occasionally, one will turn
slightly, slow down, then go off. This is the one which you must
get in. It is on a continuos loop; do not worry if you miss it.
Wait until you see that Pelican, then fly over to it quickly with
player two on top. Fly under it and have player two to jump. At
the top of his jump, have him hold X. If done correctly,
player two should be in the pelican. The Pelican will fly into
the sea and into the water, but you will stay alive.
Metropolis: Put Ghost on the Scarab:
Proceed through the level as usual. When you reach
the part where you enter the building with the trapped soldiers,
get a Ghost and go into the room with the soldiers. Try stealing
one before they all blow up. Note that one of the soldiers will
say "Nice ride, Chief". Keep going up the stairs until
you get outside. Go to the end of that area where you get on the
Scarab. Blow the machine gun off and push the boxes off the side.
Wait for the Scarab (unless it is already there), then jump onto
it. Note: Do not get on it anywhere else or the Ghost will explode
under the other bridges. When you are on the Scarab, you can go
on top and the Ghost will freeze. When you get off it, it will
still be hovering. Before you get on, make sure to kill all the
enemies on the surface of the Scarab or they will keep stealing
it or just drive off the ledge. Note: This does not give you any
As you go into the building with the Marines, make sure you have
a Ghost. Drive all the way up to where you would jump on the Scarab.
Note: You may want to have a rocket launcher. Blow up the Marine
at the turret and the box next to him with a rocket. Then, hop
back on the Ghost and drive up to the place where you just killed
the Marine. Boost off, and with luck you will make it on top where
you normally battle. You may now battle the Covenant on top and
inside if you are careful.
Metropolis: Put Warthog on the Scarab:
Get to the part where you get a Gauss Warthog. Drive
it into the place where the Marines are waiting for you inside.
Drive the Warthog into there and take a right. There should be
stairs. Use the power slide (press L) to squeeze your way
through. This may be difficult, but it is possible. Wedge your
way through to the top, then stop. Take a left to find a set of
stairs. Drive up them carefully, then take another left to the
door that the Marine opens. Make your way to the bridge and take
a right. Go all the way to the end and wait for the Scarab. When
it arrives, knock everything off carefully and fill up on ammunition.
Get a running start and launch onto it. Get out and get on the
gun. Shoot everyone until they die, then get back in the driver
seat and drive down the slope. Power slide around the corner and
get back on the gun. As soon as everyone dies, you will have completed
the level. This is a very difficult to accomplish.
Metropolis: Jump on Scarab early:
When you get to where you can jump on the Scarab, jump
early so that you get on the top of the eye that has the gun on
it. When you get to the eye, go to either the left or the right.
You will land on a ledge. Then, move forward. You can now see
the top and the bottom levels of the Scarab. The Covenant cannot
see you and you can still shoot them. You must still go inside
to kill the drivers and complete the level.
Metropolis: Look through Scarab:
While performing this, you will not see anyone in the
Scarab. Be equipped with a shotgun and a rocket launcher. After
going through the last pair of doors, turn left onto the first
ledge. In the fourth opening on the ledge, jump onto the right
side of the Scarab's cannon so that one part of you is supported
by the wall and your other side is supported by the cannon. If
done correctly, you should now be looking through the Scarab.
You also will not be able to get hit by your enemies. Note: This
requires precise timing.
Metropolis: Tank in tunnel:
When you get past the bridge, if you have managed to
keep the tank intact you can get it into the tunnel. Drive it
down past the two Wraiths and take out the Grunts and the Elite
on the way. When you get to the barrier where the Marine says
"It's tight quarters on the other side, take this" and
gives you the shotgun, jump out of the tank and drive the Warthog
up against the barrier. Make sure it is facing the barrier and
is directly against it. Then, drive the tank directly at the barrier,
using the Warthog as a ramp. You should start to angle up. If
you hold Forward, you can keep going. You can also get
it past the next barrier by doing the same thing. If you want
to get it past the part where you need the Banshee to get the
Scarab gun, you must angle the Warthog so that you can drive the
tank over it to be diagonal to the door. This is difficult to
do and requires a lot of patience.
Use the following trick to have the Scorpion Tank go through the
whole tunnel. When you enter the tunnel after the bridge, go to
the barricade in reverse in a Warthog. Make sure that the rear
end of the Warthog is straight down the middle if the barricade.
Hop out of the Warthog and jump into the tank. Then, ramp away.
Hit the Warthog directly down the middle. The tank should go over
the barricade. This may require two or three attempts, but it
will work. The tank may sustain damage. This is best done in Co-op
Metropolis: Get on top of the tunnel:
Kill the Marines because they will destroy the Banshees.
Once the Banshees come up, shoot one of them. This happens before
you must enter the tunnel. Then, board one of them. Go to the
tunnel and land on top of the Phantom. Wait for it to lift of
the ground. Make sure you do not fall off. Once the Phantom disappears
you are free to roam around. Note: There is no boundary, and you
can fall of into the water or back onto the main part of the level.
Metropolis: Stick to water:
Get a tank at the start of the level. Get in the tank
and keep driving until you get to the big hole in the bridge.
Wait there until the check point message appears. Then, drive
the tank through the hole. When your body is supposed to hit water,
sometimes it will just stick to the water. Also the tank and only
your weapons will stick. The results vary every time.
Metropolis: Float above water:
Do the "Get in Pelican" trick. When it flies
out and starts to flip, you will be standing above water.
Metropolis: Floating Warthog:
Fight your way to the part of the level with two Wraith
tanks and a Gauss Warthog fighting a few Ghosts. Help the Warthog
take out the Ghosts and the Wraiths. After this, you will be directed
toward a door with a few people and boxes. Get into the Gauss
Warthog and drive to that door. Hit a few people on the way if
desired. After you get to the door, you will realize that you
can fit the Warthog through the hallway if the boxes were out
of the way. This is where the turret on your vehicle comes in
handy. Shoot the boxes to the farthest corner away from the Warthog.
You will need to determine the correct spot for them. Every so
often, drive into the room with the boxes, and see if you can
shift around (using the L-Brake) and swerve into the next hallway.
There will be more boxes. Also shoot these, but this time get
them in your way. You can then drive into them and will be pushed
over and towards the stairway. L-Brake onto the stairs and drive
hard into the Marine in the turret at the top of them to get him
out of your way. Drive your way to the top of the building, using
the stairs. When you emerge and see the Scarab walking over a
bridge, turn left and drive to the next door. Continue what you
have been doing, and drive through the hallways to the top, where
you have to get on the Scarab. Let the Scarab reach the end of
its scripted path, and go to the platform overlooking it at the
dead end. Ram the Human turret and the boxes off the edge and
back up. Then, drive hard onto the Scarab. Hopefully you will
land on the very top of it. Get out, and look at the Warthog.
It is now floating, as if in an electromagnetic field of some
Metropolis: No Wraiths:
You will begin the level beside a tank. Ignore it,
turn right, and look for a Warthog. Climb in the Warthog and race
down the bridge. If you go fast enough, the Wraiths at the beginning
of the tunnel will not have time to respawn.
Metropolis: Invincible Marine:
When you reach the far side after taking the bridge
in the tank, you will enter a tunnel. At the bottom are some Marines.
Kill all the Marines except for one, then get back into the tank.
That Marine is now invincible. You can run her over, leaving a
long streak of blood. You can also drive her up a wall and blood
sprays very high on the wall.
Take the tank at the start of the level and kill the two Marines.
Pick up the other two marines on the way to the tunnel. Enter
the tunnel. Before you go to the location where everyone gets
out of your vehicle, there will be a Warthog with marines sitting
in it. Shoot it with your tank until it flips over and the Marines
come out. Drive near it and get the Marines to board your tank.
Check your tank for a redheaded female Marine with a shotgun.
No matter how many times you shoot her, run her over, or blow
her up, she will not die or shoot back at you.
Metropolis: Disappearing Scarab:
Note: This trick requires the Sputnik mode skull. Reach
the area when you first exit the tunnels and a caption on the
bottom of the screen reads "This town ain't big enough for
both of us". You will have to do this quickly. Immediately
when you walk out of the tunnels , grenade jump up the wall on
your left. You will be on a ceiling area. When you are on this,
go forward and get on the narrow ledge that you see in front of
you. Then, when you are on this, just walk across the ledges and
awnings on the side of the wall until you reach a point when you
have to grenade jump again to get to the ledge above you. Grenade
jump here and walk a short distance. You will fall onto a lower
ceiling area. If done quickly enough, the Scarab will be walking
past and will be going down a path through a cluster of buildings.
Follow it, and eventually it will be about to walk into a wall.
You will see the Scarab disappear just before it hits the wall,
since it has reached the end of its scripted path.
Metropolis: Disappearing weapons:
When you are on the walkways to kill the Scarab, use
the rocket launcher and shoot the tail and the similar plasma
gun-like weapon near the head. If you hit them correctly, they
Metropolis: Anti-gravity Warthog:
Start the game under the easy difficulty setting with
a co-op partner. Play through the level and get to the Marine
HQ where the Scarab attacks. Make sure you have a Warthog. Drive
it through the base hallways to the roof where the Scarab will
pass over. Continue driving until you get it to the bridges over
the river where there are a mass supply of weapons. Drive the
Warthog all the way to where you must board the Scarab. Make sure
both players have rockets. Where the Scarab stops, destroy the
turrets. Park the Warthog facing the parked Scarab with the front
two wheels hanging over. Both players must fire their rockets
at the back of the Warthog at the same time. It will be launched
onto the top of the Scarab. It will float here and never disappear.
You can board the Scarab and see the Warthog up close. Try beating
it with weapons. It will spin around fast as if there were no
Metropolis: See inside Scarab:
When you jump on the Scarab, jump on the top of the
green gun. Go slightly to the right or left. You can see inside
and out of the Scarab, but your enemies will not see you.
Get the large heavy boxes that do not blow up onto
the top of level. Then, put it on the floating platform in the
Midship: Super jumps:
There are some super jumps on the level. The first
takes place where you step onto the pink "bouncer" and
it lifts you onto the platform above. You must start on that platform.
Once on the platform, turn back toward the pink bouncer. You will
see three gray pipe objects along the wall. If you are looking
at them, go over to the one farthest to the right. Then, crouch
into it and walk into it for a little bit. Keep holding Forward
and turn out and jump out of the hole that leads to the middle.
Jump towards the right side. When in the air you will see on the
ground a white "X". This is where you need to land.
When in the air, aim for the "X". When you are above
it, release Forward and hold A. If done correctly,
you will fly into the air.
Oracle: Heretic's room of death:
Go through the level normally until you reach the room
where the Heretic runs into a passageway that raises a force field
as soon as he gets into it. With a sword and at least two grenades,
try to get close to the Heretic. Then, either get ahead of him
or sword-cancel past him into the room. You can also sword-cancel
Sentinels or Flood, or grenade-jump towards the Heretic. Once
you get into the room, it instantly kills you.
Oracle: Stuck in area:
In Co-op mode, after the part where the Arbiter has
to go to the top room to cut all three cables, have one player
stand on the elevator and activate it, leaving the other player
behind. Next, the other player must quickly activate the elevator
again before he gets teleported. If done correctly, you should
go down instead of up and end up in the middle of the storm under
the structure, unable to go back. Try killing each other and you
will not die. You may be able to do it on single player mode if
you jump off.
Outskirts: Get to top of level:
When you wake up, exit that door but do not kill the
Grunt. Instead hop up onto the flickering light by the elevator
then look to your left. There will be a wall that you can jump
up onto. Jump and crouch to get up there. You can now walk around
and get on top of buildings by using grenades to boost you up.
After going across the beach, when you reach the tunnel climb
up on the ledge to the right. Jump on your partner's head and
from there, jump up on the slanted roof. Have your partner kill
you so that you respawn with him on top. You are now in "Halo
heaven". You can walk around and see a lot of things, such
as the cover from Halo 2 Special Edition, good sniping
locations, and you can also get on the balcony from the second
part of the beach.
Get to sniping alley in Outskirts. Kill all the Jackals, Drones,
and Grunts. Behind the Jackal that was closest to you is a ramp.
Go up it and you should see a engine-type object with three half
hoops around it .Jump on it. When you are on it, look to your
right. You should see a slanted roof. Crouch jump to get onto
the slanted roof. This might take some practice. Look to the left
of you .You will see a row of generators. Jump to that level.
Turn left and run to the wall. Turn left again and you should
see two slanted roofs (a top one and a bottom one). Jump on the
bottom. You might fall, but that is not a problem. Look across
the big gap between you and the other side. Jump to the other
side. Jump to the slanted roof across from you -- you will not
die. This might take several attempts. When you are on the slanted
roof, jump up and you are on the rooftops. This is a great sniping
location. Jump from roof to roof. Snipe your Marines and they
will not be able to kill you because they cannot see you. You
can also find the "Who's Your Daddy" skull up here.
The rooftops are also filled with secret areas, If you fall, repeat
the process. There is also a Jackal with a sniper up there. Kill
him to get that weapon. Where you see the Jackal, go in the alley
behind him. Keep walking and you should see dead Marines with
weapons lying around (SMG, battle rifle, sniper, and last a pistol).
When you run into the second street with the snipers in the openings
in the background, kill them. Make sure everything is dead. On
the platform to the right, there are two pipes and an object that
resembles a vent. Jump on the vent then jump on the tallest pipe.
This might require a few attempts. When on top, jump on the canopy
that is over a window on your right (if facing the wall). You
should then be able to jump on the rooftops in the town.
Get a trash-can and push it to an opening in between one of the
buildings. There will be a pile of something. Put the trash can
on it, then jump on the trash can. Jump on to the ledge and run
forward and jump. You should land on the building. This may require
a few attempts.
Outskirts: Invincible Warthog:
After going through the hotel part, defeat the aliens
then go to the downed Pelican. Once facing it, look back from
where you came from. Turn slightly to the left and you will see
a balcony .This is where the Warthog will appear. However, for
it to appear go along the regular way and kill all the aliens
until you reach the tunnel entrance. Then, turn around and go
back to the balcony. It should now be there. Get in and drive
straight into the flower pot. You should go up it. If it gets
stuck, just blow it over the fence with a grenade. The engine
will catch fire, the Warthog will get damaged, but it never blow
When you get out of Hotel Zanzibar, either drive or walk to the
road tunnel. After you get the first checkpoint in the tunnel,
turn around and go back to the downed Pelican on the beach. Go
past the Pelican along the beach and you will see a raised platform
with a Warthog on it. Jump onto a rock and then onto the platform.
You can use the flower stand to jump onto the beach. The warthog
will take damage normally but will never explode.
When you get to the beach, fight your way to the tunnel killing
every enemy you encounter. When you get to the tunnel, do not
go in. Instead, turn around and go back toward the beginning of
the beach part. However, do not go up the road. Keep going along
the beach and there should be a platform with rocks to the right.
Jump on the rocks then on the platform. The Warthog should be
Outskirts: Warthog endless honking:
Get to the beach area. Go directly to where the Warthog
comes from. It should not appear. Go back a short distance, then
look down the alley again. It should appear. Run toward it, jump,
and hold X. You should enter the driver's seat of the Warthog.
If done correctly, it will still be honking, and will not stop
even when it explodes.
When you complete the Outskirts level and make it to
the Hunters, jump on top of one of them. They eventually get you
off, but no harm comes to you until then. To do this, go to the
door where the Hunters appear from. If you are standing in front
of the door, try the left side. When the Hunters comes out jump
on top of one. It will thrash around a bit until it finally gets
rid of you.
Outskirts: Invincible Marine:
Exit the crash site as instructed. You can now kill
any Marine besides the African-American one with the sniper. It
is impossible to kill this Marine, no matter how hard you try.
Outskirts: Enter the Pelican cockpit:
In single player or co-op mode, proceed through the
level until you reach the beach that has a crashed Pelican. Go
up to the back of the Pelican and jump into the very back where
the Marines usually sit. It is easy to get there if you jump towards
the back and duck. Run up to the back of the door that leads to
the cockpit. Melee the door while running into it. Your character
will run through the door and get between the cockpit and back
of the vehicle. You can see through the window slightly. You can
also have a friend go over there to look at the back and not see
you. If you do this trick, you can walk through the wall whenever
desired, as long as you do not complete the level or turn the
Outskirts: Disappearing Pelican:
Once you defeat the two Hunters at the start, go through
the gate. A few steps forward and slightly to the left will be
a small fire and a broken wall that you will pass through. Do
not pass through it. Instead, on the wall-part on the side of
the small fire (the left side), jump and crouch-jump until you
get on top of the building. There will be some pipes that come
out of a wall and then go down into the roof of the building.
Jump up onto this, then jump across the small gap between the
two buildings. Land on the awning and proceed forward. You are
now top of the level. At this point, you can go around the level
go to where the Pelican appears and Cortanna says "We need
an escort that isn't afraid of a little hostile ground fire".
At this point, a Pelican appears at the far end of the broken
highway. Jump onto your side of the highway and wait for the Pelican
to land/hover. At this point, jump onto the Pelican and stand
on the middle. The Pelican will rise up and fly away. When it
reaches the end of the level, it will disappear and you will fall.
Ben the Sexy Sweed.
Outskirts: Leave level boundary:
After you walk out of Hotel Zanzibar, look to the left.
You will see a destroyed building. You will need about eight grenades
to do this trick. Walk to the end of the building. You should
see a way to jump onto a platform. Then, you can jump up again
onto another piece of the building. Note: You must have the Sputnik
Skull. Throw a frag grenade down to your feet and jump towards
the corner area, where you can see an alley. You will get boosted
to it. Do this again while in the alley to boost on top of the
building. Then, boost to the building to the right of you. You
can now walk all around the area. Points of interest are an area
with a Phantom that is in the middle of the air, with drones in
the building next to it flying. They should drop plasmas. It is
to the back. Get a plasma pistol and find a "pier" that
is jutting out. You will know its the correct location if you
hear a Warthog honk. Be careful; you will find a wall with a "new"
Covenant. If you shoot it, water will shoot out.
bjornstad and logan stearns.
When you are on the beach after Hotel Zanzibar, go all the way
to the end of the beach near the tunnel. Go into the water, then
turn left and walk all the way to the wall. Stay close to the
wall and walk out into the water. You will get past the invisible
wall. This is the only way to get back through the wall. You can
also bring vehicles through this way.
Progress through the level until you have gone though the dark
hallway in the hotel. Go outside and wait for the Warthog. Get
the Warthog and drive it back to the gates it came from. Park
it next to the wall. Grenade jump up on top of the wall. Then,
walk off into the water. You will be out of bounds in a endless
Use the following trick to find a hole in the barrier. Get to
the point where you can go on the highway. Do not go on the highway.
Instead , go straight when there is a jump. Then go all the way
until you reach the wall. Stay on the wall and go right to find
Outskirts: Get past waterline:
This trick works under any difficulty, and in coop
and single player campaign modes. Proceed through the level until
you get to the beach. Go to the very end of the beach (the part
where you should enter the bridge). Do not enter the bridge. Instead,
get in a Warthog or a ghost and Drive right next to the wall to
the left of you. You will drive through the water line. You can
drive around freely underwater, can get out and walk around, and
in some cases get lost in the water. You can also drive to the
edge of the level.
Fight your way through all the way until the Hotel
Zanzibar. Go through the hotel. Deal with Covenant along the way.
When you reach the outside, you should be on a balcony. Jump down
off to your right. There should be an overpass. Keep going in
that direction and you will soon see a dead end. In the right
corner of the dead end should be a box. Jump on it, then on the
ledge above you. The ledge is a very small rectangle; so look
carefully. When on the ledge, grenade jump (using some plasma
grenades from the Covenant) and move forward. You should be on
a ledge that connects to the "rooftop" on your left.
Get on the "rooftop". Jump into the water. You are now
swimming. If you jump, you will pop out of the water and can see
where you are going. You can optionally get vehicles into the
deep water. This works better in co-op mode. Do all the previous
steps. Once you get the "rooftop", have only one person
jump in. The second person can now direct the swimming person
by the little green arrow. Direct him around the far corner to
your left. Once there, if you crouch jump you will see the far
side of Hotel Zanzibar. Keep going straight past the dock. Keep
going straight until you reach the part where you have to go into
the tunnel with a Ghost. Get as close as you can towards land.
There will be an invisible wall. Keep following it to your right
until you encounter a real wall. Follow the real wall into land.
Then, have your partner kill himself so that he reappears by you.
Get a Ghost or Warthog and go through the hole previously mentioned
for swimming vehicles. Note: Use the secret sword trick and this
water trick to skip most of the level. This is especially helpful
under the legendary difficulty setting.
Outskirts: Skip most of level:
Use the hidden sword trick, but keep going over the
rooftops until you see the "Hotel Zanzibar" sign. Go
through the hotel and use the "Swim" glitch to go all
the way to the part with the tunnel.
Quarantine Zone: "Phantom" Phantom:
When you are in the gondola, turn around and you will
see a phantom. If you have the Sputnik Skull, at the correct moment
you can grenade jump onto it. Eventually it will go ahead of you.
Later, it will disappear, and you will fall to your death.
Quarantine Zone: Fall through game after
When you are in the Gondola, grenade jump up to the
thin glass wall on either side of it (using the Sputnik Skull).
You will see a rectangular engine, with two metal points sticking
out of each. Jump on the engine (not the metal points or you will
fall through). Then jump to the edge of the room. You will now
be off the gondola. Eventually it will go through a tunnel and
a loading point will begin. The game expects you to still be on
the gondola in the next room. Everything in the room you are now
in turns dark, and you will fall through it.
Quarantine Zone: Fall through pipe:
While on the moving platform where Flood board, at
the bottom of it there is also a sewer pipe. If you wait there
long enough, Flood will eventually come out of it. If you back
into the corner while facing the pipe you will fall straight through
and will die.
Quarantine Zone: Unloaded chasm of doom:
Note: The Sputnik skull is required for this trick.
After you get to the large floating platform headed toward the
Sacred Icon (when you and some other Elites are on that platform),
you will have exactly 45 seconds to get to a certain part of the
level. First, run to the right, toward the glass wall at the edge
of the platform. Grenade jump over it so that you clear the wall
and land on the ledge off of the platform. You should see, on
this ledge, short rows going across its width (no higher than
your ankles). Count these to make sure you are not too late. You
should have jumped near (and preferably before) the third row
into the level. Turn away from the large circular door and move
backwards, past all three short rows. A little over halfway past
the last row, between the row and the sudden drop at the edge,
slide off the left side (away from the inner part of the level).
Hold Right so that you fall onto a slope that goes downwards
and faces the large circular door, in which you should see that
floating platform in the distance. Run down the slope, watching
the circular door close in the distance. Jump down off a drop
ahead of you to a lower slope and just keep running. It is impossible
to actually get to the bottom, but that is not the point. Once
the door closes, the entire structure on this part of the level
will disappear. The reason for running all the way down here was
so that you do not fall to your death. You should fall anyway,
but after this timed ordeal, you should safely hit the ground
without dying, being close to the bottom of the level. Notice
that you are in the same level as you started, except the only
object is that circular door, and a vast expansive tunnel for
you to explore. It has nothing more in it.
Quarantine Zone: Leave level boundary:
Note: This trick requires the Sputnik Mode Skull. When
you get off the ledge that it was on, walk about five yards in
front of you then turn right. Walk to the rock face that is in
front of you, on the right of the stone wall. When you have found
the rock face, find the least highest point in it. Then, grenade
jump directly in front of it. If done correctly, this will blast
you on top of it. You will now be able to walk on the mountains
on the top of the level. If you want to get past the level boundary,
just walk forward and follow the ledge until a steep hill is directly
in front of you. You can walk up this hill and will be on the
edge of the level. If you keep walking forward, you will be able
to walk in nothingness past where the ground stopped.
Quarantine Zone: Get to top of level:
Get to the area where you see the three Wraiths fighting
the large Sentinels. Then, get to the place where you are in front
of a cave with pillars in it and several small Sentinels attack
you. Destroy the Sentinels. Then, make sure you have a Ghost.
To the right of the cave entrance is a rock face that you can
easily scale by using boost. After you scale the face, you will
be on the mountains at the top of the level. The top of the level
is very big, and there are many places where you can walk in mid-air.
Quarantine Zone: Sentinel with needler:
When you go into the first Sentinel constructor factory
(the building with indestructible windows), turn on active camouflage
and jump out of the first broken window possible. Then, turn to
the right and look. Around here you should see a cluster of normal
Sentinels and a few flying needler shots. Follow the shots to
find a needle shooting robot. Note: The needler drops when it
is defeated, and you can pick it up. Do not mistake it for a super
Quarantine Zone: Float:
When you hit the checkpoint "Shooting Gallery"
or when you are on the giant cross-directional elevator when the
aliens invade, do the following. Turn around just at the beginning
and keep walking to the end of the ship. If you look up, you will
see a slot. If you jump on the very edge of the railing, you can
jump up there. Note: If you look down you will see that your feet
are sticking straight through the ground. If you keep walking
up there, you will reach a wall. If you want to do the floating
part, you can jump straight through the wall. You will fall for
a few seconds and will appear floating.
Quarantine Zone: Floating guns:
After the gondola ride ends and the chapter "That
Old, Familiar Feeling" begins, you might hear an Elite (if
you have one or more remaining and stay on the gondola for a moment)
say that he hears something. You might also hear some faint static-like
noise. This is the sound of two SMGs firing (either that Keys
or McKenzie and Perez have). To get to the source, get to the
gondola the humans were riding. The easiest way is to go to the
end of "your" gondola nearest the gondola the humans
rode. Grenade jump from the rail to get on the structure in which
some of your Elites stand. Then, jump off this structure towards
the part of "your" gondola that is nearest to the "human"
gondola. Be forewarned that the wall toward which you are jumping
is fake, and you will pass through it. Make your way from the
beam of "your" gondola to the beam of the other gondola
via a jump. You now must grenade jump over a wall to be on the
main part of the "human" gondola. As you near the exit
of the gondola and begin to enter the library where you find a
dead human, you will hear the static sound. -- the sound of SMGs
firing. As you walk toward epicenter of the sound (the door leading
toward the center of the library where the Index/Sacred Icon is
found), you will see two SMGs floating in mid-air and firing.
You can "Hold X to swap" and the gun(s) will continue
to fire in your hand. It only has one clip. After a few seconds
of it firing, you will just hear the trigger being pulled. You
can also juggle the weapon toward or through the door and have
it shoot at you in the intermission sequence. The gun fires throughout
the entire length of the intermission sequence. Your previous
weapon(s) will not, however, hover and shoot like the SMG(s) you
Regret: Flying dead Jackal:
Get the Fuel Rod cannon in the top floor of the room
before the elevator. As the elevator is coming up, throw a plasma
grenade on top of it. If done correctly one or two of the three
Jackals should die. Get in the elevator and turn it on. As you
are going down, take out the Fuel Rod Cannon. Use the melee attack
on one of the dead Jackals. On the fourth or fifth hit, the Jackal
will fly up and hit the ceiling.
charles g. streetman jr..
Regret: Leave level boundary:
On the campaign level Regret, after you have gone through
the second water elevator, through the building, and up the hill
where the Pelican will drop weapons, there is a glitch that lets
you go beyond the boundaries of the level, to the point where
you can walk under water and climb even the highest mountain that
would normally be in the distance. Go to the stone ledge that
looks out over the water and into the distance. If you are facing
the water, there is a hill to the left that you can jump on and
walk up. Stay here until the Pelican arrives. Face the Pelican
and as it is dropping off Marines, run and jump onto the its wing
then go to the back of the ship, away from the water towards the
building that you just ran through. Stay on top of the Pelican
as it begins to take off. When it starts to fly off over the hill
you had jumped off to get onto it, jump so that you land on the
top of the plain that was above the hill, but previously unreachable.
If you make it, there is a long plain that leads up to a mountain
with water down to the right and left. You have now gone beyond
the boundaries and are free to not only scale every mountain around
the entire lake of the level, but also be able walk underwater.
You can walk up the sides of the mountains that would normally
be too steep. The only way you can die is by falling for too long.
Try running up to the top of highest peak and look down at the
level, which starts warping, then jump to your death.
Regret: Prophet of Regret out of flying
At the end of the level, you will fight a Prophet in
his ship. There is a way to get him out of his ship. This glitch
can be done under any difficulty setting and can be done in single
or co-op play. With single player you can make a profile save,
but it will require several attempts to get him out. On co-op
mode, you cannot make a save but it is easier to get him out of
his ship. First, enable the Sputnik skull. This skull provides
more explosive results and will make him fall out of his ship.
Once you have done this, start the level under any difficulty
(easy recommended). Fight through until you reach the room with
lots of ammunition. Once you defeat the Elites/Honor Guards in
the ammo room, look for a crate with Needlers. Dual wield them
and get full ammunition from other enemies or from the outside.
Have 180 rounds for both Needlers. You can get Needlers at the
beginning of the level and save them for the end, but this is
not necessary. After you grab the Needlers, go inside and save
them, using other weapons to fight the enemies. After a few minutes
when you have defeated all the Honor Guards, only Grunts will
appear. Grab your Needlers and wait for a checkpoint. Once a checkpoint
appears, shoot your Needlers at the Prophet of Regret, exploding
him rapidly. You must shoot more clips if you are not successful
on the first try. Eventually after a few attempts, he should detach
from his ship and fall onto the floor. You will get a glimpse
of him for a several seconds then he will disappear and reappear
in his ship. If you walk up to him when he is not in his ship,
he will have half a body, arms and two little legs hanging from
his body. I He will also shoot bursts of a plasma pistol at you
like a Grunt when he is on the floor. If you hit him he will make
a strange scream, as if he is being killed or murdered. You cannot
board his ship when he is of it. The Rocket Launcher, Fuel Rod
Gun, Needlers, and grenades will hurt him.
Sacred Icon: Dead Brutes blink:
When you see the dead Brutes, shoot them and look at
there eyes quickly. They will blink.Note. This may take a few
attempts, as they will not blink all the time.
Sacred Icon: Elite runs into wall:
When you are defending the camp from the Flood, take
the white armored Elite's energy sword. Hit the white armored
Elite into one of the holes on the outer parts of the camp with
the energy sword. Because he is invincible, he will not die. On
your motion tracker, you will be able to see where he is in the
hole. Then, throw a grenade down to there where he is. You will
hear him cry out. Jump into the hole near where he is and you
will see him running into a wall.
Sacred Icon: Floating guns:
After riding the gondola to the icon, get off to get
a checkpoint. Then, get back on and go on the side where you can
see the humans' gondola. Grenade jump on to the side opposite
the glass, then jump over the glass on to the side of the next
platform. Next, grenade jump over the glass of the humans' gondola
and go down to complete the level, where you will find two floating
SMGs firing short bursts.
Sacred Icon: Evil room of death:
Enable "Sputnik" mode. After you go through
the chutes at the beginning of the level, you will reach a room/hall
where you will be attacked by Sentinels. Hanging from the ceiling
immediately to your left are what appear to be doorways. Sputnik
grenade jump up into them. If you run directly toward the wall,
you will simply drop dead.
Turf: Get on top of building:
Go to the dead end by the little medical hut. Hop up
by the windows with pegs under them. You can then hop onto the
second to left peg then hop onto the window's overhang. From there
you can jump to the yellow wall. Once on the yellow wall, jump
to its third section and look to your left. You should see what
looks like a wooden box with two pipes sticking out of it. Do
a crouch jump to it. When you land on it, jump again to hop up
to the edge of the building. The second jump seems to require
some decent timing, and may require more than one attempt. Once
on this edge, there is not much you can do unless you have a sniper/battle
rifle. While up here, if you walk to the end you can drop down
onto another window overhang that looks over one of the alleys
for a decent vantage point.
Set up the game with starting overshields, unlimited score, rockets,
and rockets on the map. Start the level and go to the medical
tent. Get behind one of the shields. Make sure your feet are on
the shield's base on the ground (the part that looks like a "T";
get halfway in the middle of that. Then, shoot your rocket at
the fold on the top of the shield. This should send you to the
top of the level. You can now leave the level boundary. Just do
the same thing as you would with a superjump. Go right and go
to the end of the level. Next, turn right again and go to the
end of the level then go right again. You should eventually get
to a building that has a ledge on it. Take that ledge around the
side of the building and stop about one third of the way to the
end. Aim down at the ground and fire while jumping. You should
reach the top of a building. Go to the pole and you can walk through
it. You can be in the pole and no one can see you. This is a very
good sniping location.
Turf: Super jump:
Go to the gate behind where the Warthog respawns. There
will be a corner you can crouch into. Crouch into it, turn around,
and hold Forward. Run into the room with the ramp that
leads to the sniper. Try not to hit anything, as it might interfere
with the jump up. Run up the ramp and towards the sniper. Jump
off of the platform where the sniper is located, and aim for a
little edge on the ground by the yellow circle. Release Forward
just before you hit the ground, and try to land slightly short
of the edge. You should go flying. When in the air, go backwards
and you will land on a roof. From there you can snipe.
Go to the tent. Go on top of it and jump on the ledge going up
the ramp. Then, look down on the tent. There are two white squares
on top of it. Jump off and just before you land on top of the
square, tap the Left Analog-stick. If done correctly, you
will shoot up in the air and can snipe on buildings. This may
require a few attempts.
Turf: Leave level boundary:
Go to the medical tent/bunker. Get on the ledge with
the two barricades, then look on top of the tent. There are two
light green squares one on each side of the red and white stripes.
Jump forward onto one, but crouch in mid-air. Release the crouch
just before you land. If done correctly you should do a superbounce.
At the pinnacle of the superbounce, crouch for two seconds and
land on the wire. Then, walk left and forward. You should be able
to walk through the level boundary.
This is a long procedure, but afterwards you can go anywhere in
the level, except you cannot pass back through the barriers you
already broke. You will need overshields, swords, rockets, and
at least two players. To start, have the leader (you) take the
other(s)to the health bunker. If you are looking at the bunker
from where the Warthog is parked, you must to go to the right
of the bunker and up the ramp. Once up the ramp, turn left and
you should see a blue dumpster. Have the others to jump onto it,
then onto the broken rooftop in front of it. Once they are up
there, have the leader tell them to wait there. He or she then
needs to jump onto the other broken rooftop that looks almost
exactly like it. There should be a small thin piece of wall remaining.
You must carefully walk up it as far as you can. Stop the jump
upper left, and in mid-air, crouch. You will need to hold the
Analog-stick in that direction the entire time. You should
end up on a landing attached to the wall. This may take a few
attempts. Once there, look to your right and up. You should see
a landing above you. Jump onto it then walk around the edge of
it. Be careful not to fall off or you will have t do it again.
Once you have reached the edge, back up slightly. Run forward
and jump to the left, avoiding the wall to your left. If done
correctly, you should land above your friends on a little splintered
walkway. Walk all the way over to your friends but do not fall
off. Have them sword cancel up to you (press R, then quickly
press X). They should fly up above you. Have them land
on the same edge that you are on. Repeat this until your party
is all up there. Once they are, have them to stay there and you
can jump down. Go back to the bunker and jump on the wall with
the two black shield objects on it. Go behind one and swath to
rockets. Crouch and walk onto the little bar connected to the
black object on the ground as far as you can. This should hold
your crouch. Aim directly in front of you and fire. You should
fly straight up above the rooftops. Aim for the edge of the building
where your friends are located. You will not be able to reach
them, but you can get on the roof opposite them, which is what
you want. Once on there, carefully walk to your right until you
reach a wall. Stand as close to the wall as possible and have
one person of the group step up. There will be a crack on the
ground running from where you are standing onto the other side.
Have your friend stand directly on the other side of the crack
and walk forward as much as possible. Then, have your friend aim
at you and sword cancel. If done correctly, they should fly through
the barrier towards you, do no damage, and be out of the level
boundary. Repeat this until everyone but you is across. Then,
get off the roof and go around and to where you crouched and walked
up the wall. Do it again and stand where your friends stood previously.
Have a friend that broke the barrier walk to where you stood to
help them over, then sword cancel over to him. Once everyone is
past the barrier you cannot go back. Have two people go over to
the wall by the crack and one person stand against it while the
other stands on their head. The one on top should jump and crouch
onto the top of the wall, then help the others up by sword canceling.
Once everyone is on the wall, look around and you should see a
little ledge you can go up. Go up it, and walk around the level
Get some overshields and rockets. This trick is easier for the
connection host, but is still possible for others. Go to the health
tent and stand behind one of the black objects. The smallest one
is best. Stand on the piece of metal that is on the bottom. Crouch,
then aim with the rockets at the bar in the middle and fire. You
should fly upwards very high. Land on the corner closest to you
on the building just beside the tent. Once you land on it, turn
180 degrees to the left so that you are facing toward the wall
behind the tent. Start walking forward immediately. Slightly before
you reach the end of the building, turn right and you should walk
through the barrier and get out of the level. This may require
a few attempts.
Turf: Inside Warthog gate:
This requires two players of any species (Spartan or
Alien) and some overshields. Have one player get in the Warthog
while the other gets against the middle of the gate behind where
the Warthog spawns. The player against the gate needs to crouch
and start walking backward with their back against the gate. Then,
have the player in the Warthog drive at the person against the
gate. They do not need to travel at full speed, but just about
medium speed so they do not splatter the other person. Once they
hit them, the player against the gate should go fly through it
end up on the other side, still alive. They will not be able to
get out. You may also get another person in the "cage"
and they can have a cage fight.
Uprising: Separate your legs from your
When you begin, there should be a long rock directly
behind you. Jump on to this and walk along it until you get to
a small bush. Look to your right and there should be another ledge.
Jump on to. Do not walk along it. Straight ahead should be another
ledge. Jump onto this. Walk along it until you get to a bend.
Do not take this bend. Just at the bend there should be another
ledge a few inches down. Jump on to this. Walk along it. There
should be another bend. Keep following this ledge (in other words,
take the bend). You should reach a wall at the end of the ledge.
Put your right side against the wall and look down. Move around
and change your angle slightly. Eventually, when you get the correct
position, your body should separate from your legs. You can take
a few steps without your torso moving, but your legs will. You
can shoot your legs, and it will take away some of your health.
If you kill yourself, your body will go through some sort of fit
and will usually spin around and sometimes will fly into the air.
Windmill: Fall through ground:
Get a Wraith or Scorpion tank on the windmill and let
it take it to the top. When it falls down, run under it. Sometimes
you will break through the floor. This can be used as a trap for
enemies in capture the flag.
Zanzibar: Get on rooftops:
Use a tank, push it up against the far wall by the
building, and get it stuck there. Jump on it to the top then get
on the roof. Another way is go up in the building and get to where
the metal rain gutter panels are found (above the gate that opens).
Get two people up there then get on top.
Get in the tank that sits on the beach. Drive it to the area where
the earthen wall goes into the right of the place with the turning
object, inside which you can open the gate from. Drive it into
the ceiling using the wall so it does not move at all. Jump on
the tank then try to jump on the roof while clicking the Left
Analog-stick. This will require a few attempts.
Use the following trick to get on top of the building on multi-player
level Zanzibar. Note: This trick requires two players. Go to the
right side of the building where there are rocks and an entrance
to the building (not the side with the gate). Look up and slightly
to the right where the mountain and the building meet. Have one
person stand under where they meet in the corner on the floor.
Have the other person aim over the other player's head so that
he will jump and make the pointer turn red. When it turns red,
press R + X. The person not in the corner should
fly up and land on the roof. Then, have the person in the corner
aim at the person on the roof, jump, and push the R + X.
He should fly at him and also end up on the roof.
Zanzibar: Reveal bomb/flag slot:
In multi-player mode you can blow away the walls to
reveal the bomb/flag slot in the middle of the main complex. Under
the generator, the walls that connect it to the ground can be
blown up with enough damage. Vehicle rams may help, especially
with a Ghost using turbo. When they are blown up they are still
attached to the ground because of a small chunk holding it on
each side. This is very helpful if you need to prevent a bomb
plant or flag steal because you can shoot from many more angles.
Zanzibar: Missing sun:
Enter the level alone in multi-player mode. Get a sniper
rifle and look at the sun. Then, look at the reticule on the sniper
scope. There should be no sun.
Zanzibar: Leave level boundary:
To get past the invisible game boundary wall, you will
need an energy sword. First, get on top of the base that is as
far away as the water as possible. To get on top, you can either
boost one person up then cancel out your lunge by pressing R
when your reticule is red, then press X to cancel it out.
You will not hit the person. As soon as you and your friend are
up on top of the roof, have one person go to the right side of
it in a corner. Have them jump up and down and use the sword cancel
method to fly up and over. When you are doing this, try and aim
for the wall on your left, because it seems easier. You can get
your friend that helped you up by switching roles, except you
can be on the other side of the invisible wall instead of killing
yourself. This does not have use unless you want to snipe or hide
from someone. Note: If you are doing glitches, make a custom slayer
game which has swords and rocket launchers and energy shields.
Two people are required for this trick. Get onto the roof of the
large base at Zanzibar. Notice that there is an invisible wall
on the right side of the base (if you are looking at the large
wall behind the base it is the right side). Have one person go
to the invisible wall and follow it to the large wall. Have the
other person go to where the dirt meets the roof of the invisible
wall and sword cancel (R + X) at you. A few attempts
may be required at different places on the line where dirt meets
the roof. When you cancel towards the person against the invisible
wall, you will fly forward, then go into the sky. When you come
down you will land on either side of the invisible wall. Make
sure you have a rocket launcher so that the person past the invisible
wall can rocket jump into this square pocket near the invisible
wall. Then, have the person who did not get past the invisible
wall keep canceling at the other person who is past the invisible
wall. You must cancel at the person more than one time, and must
do this repeatedly while in mid-air. Eventually you will get past
the invisible wall.
Play the level with overshields (if you are not skilled at sword
canceling) and swords. Get a Ghost and go to the beach. Drive
to the huge wall. Once at the wall, get as close to it as you
can and drive backwards toward the water. Eventually you will
reach an invisible barrier. Drive into it as much as possible
and make sure it is straight, then get out. Next, drive a Warthog
toward the wall. Drive it straight onto the Ghost slowly. It must
be undamaged, or at least so that you are able to get into it.
Get out of the Warthog and stand on its front end. Go backwards
and you should land on or beside the Ghost. If the Ghost is undamaged,
you will be able to get into it. Once in it, hold Away.
You should not go anywhere. If done correctly, the Ghost would
not move. Still holding Away, press X to get out
and continue to hold Away. The result is you actually getting
out of the Ghost and landing behind it. Have a least another person
do this. Then, have both players go behind a part of the wall
and have someone stand on another player's head. Repeatedly sword
cancel while jumping to "butterfly" up and you should
go through the top and over. Note: Once in the water when you
get out of the Ghost, going too far back will automatically kill
Zanzibar: Get on top of level:
Go to the base near the battle rifle. Go to the window
on the right of the battle rifle and shoot the glass. You will
then see a little bit of glass on the wall. Crouch under it and
walk forward. Release Crouch look down and right and walk
into the wall. If done correctly, the screen should start shaking.
Jump off and hold Forward while pressing A.
To get on top of the level you must have a sword and a rocket
launcher. You must have three or more players. Have all the players
go to the base with the gate. Go on the outside of the gate, and
while facing it, look slightly to the left. You will see a small
slope with some dirt and a rock on it. Jump onto the highest part
of the slope. Then, look slightly above the gate. You will see
two windows sticking out with "roofs" on them. Jump
on the first "roof" then jump to the second one. Use
a crouch jump or possibly a grenade boost to get up there. Note:
This may take several attempts. Then, have someone else come the
same way onto the second window. Next, have the second person
do a sword cancel to get on top with you. Do this with all the
other players. Then have one person jump the gaps in the roof
to the other side. You will find an invisible wall separating
you from the large rock wall. Have one player stand in the corner
on the right of the barrier. Then, have someone waste all their
rockets. Make that person back up to where they first got onto
the roof. Then have them back down the slope, until they can barely
see the person standing in the corner. Have them aim their empty
rocket launcher at the person in the corner, then press R
+ X + Y. Do this repeatedly. You will soon fly extremely
fast toward the person standing in the corner. Note that you have
ramped up the sloped roof, and are flying high into the air. You
will be on the other side of the barrier. Then have the other
player at the slanted roof at the start do the same thing. You
will now have two people on the other side of the barrier. Have
the person that was standing in the corner in front of the barrier
to do the same thing. Then, continue past the barrier to another
high wall. Take heed of the small crack which you can fall in.
However you will not fall all the way down and can easily come
back up. Then, have one person stand against the wall. Have them
jump and someone else stand back and while the person is jumping.
Make sure you have the reticule close enough so that it turns
red. Do a sword cancel and that person will fly up, ending up
on top of the wall. Then have other people do a sword cancel.
You will now have everyone on top of Zanzibar. This is extremely
difficult and may take some practice.
When you go inside the big building and are looking at the stairway,
go on the left side. When you get there, go to the second glass
window and blow it out. Note: Do this to all the glass that can
be blown out. Once that is completed, look at the right side of
the window frame. Crouch under the piece of glass that is sticking
out on the right side. Once under the glass, stop crouching, but
stay under the glass. Move slowly to the left. Do not fall off
the ledge, but keep your reticule aimed at that piece of glass.
Then, walk forward and aim slightly to the right of the glass,
just enough to the point where your screen starts shaking. Note:
Make sure to stay still while the screen is shaking, or else the
jump will not work. Remember -- you must be walking forward for
the screen to shake, and you must make no other movement. This
will be difficult at first, but you will get used to it. Once
this is completed, press A to jump. You should bounce backwards,
but keep walking forward. You do not need to press A after
you bounce out of the window frame. Just keep pressing Forward
and you should fly out of the top of the roof. Make sure not to
over jump the roof.
Zanzibar: Super jump:
Go into the Zanzibar base by walking up the dirt hill.
You should be near the battle rifle leaning against the wall.
If you are looking at the battle rifle, go to the window to its
right. Shoot all the glass out of the window. There should only
be small portion of glass remaining. Walk into the window without
falling out then look to the right so that you are looking into
the wall. Crouch and walk into the wall so that you can release
Crouch and still remain crouched. Walk forward (do not
fall out) and look at the very bottom piece of glass near the
ground. Note: Try moving left a very small distance so that you
can see the bottom piece of glass better. Once you are crouched
and walking into the wall tap A to jump while still pressing
Analog-stick Forward. You should jump out and land on a
crack between the tiles then hyper jump on top of the building.
Note: Hold Forward the entire time while jumping, and do
not hold Crouch when jumping. You should be automatically
in the crouch position before jumping.
biggie pow and johndangerous.
Go to the base. Upstairs there are two windows. Break the one
on the right. Crouch up to the wall in the broken window and look
at the bottom of the middle broken glass. Release Crouch,
but keep pressing Forward. You should still be in the crouched
position. Let the screen shake, stop, then shake again. After
that, jump while pressing Forward. You will fly to the
top of the base.
Go to the building with the gate. Go up the ramp and go to the
area with the windows that are open. Behind those windows are
three glass windows that face the inside of the building. Go to
the second window and break all the glass that you can. Then if
your looking inside the building through the window with broken
glass, go inside the window and face the right. Crouch and run
into it. Go slightly to the left so that you do not have to hold
Crouch. When you see yourself move to the left, walk off
the side and you should do a super jump. You must time it perfectly
or it will not work. This may require several attempts.
Zanzibar: Ghost sign:
Locate the beach. You will see a sign standing in the
middle in shallow water. If you shoot it, it will disappear.
Zanzibar: Flying tanks:
Take a Scorpion, and go over to the windmill thing,
with the front of your tank facing the beach. Go to the left side
of the windmill. When one of the arms goes by, move into the path
of the next one. Let it push you up. Once it makes contact with
you, push forward slowly and get your tank wedged in between the
arm of the windmill and the platform that goes towards the middle
of the platform. If done correctly, your tank will fly all over
the map, sometimes landing all the way over at the beach or even
on top of the building next to you.
Zanzibar: Noisy tank:
Turn on Scorpions in the options. Drive the Scorpion
into the spinning wheel in the middle of the level. Line it up
a little bit on the right of the wheel. Let it push you up. As
you are going up, drive to the right. If done correctly, you will
land on the bridge. Drive the Scorpion into the center of the
wheel (above where the sword normally is located). When you get
it in the center, it will make the noise that the bridge makes
when it falls repeatedly.
Zanzibar: Open gate:
Note: This works best if you are not the host. Select
any CTF or Assault game. At the end of any round (but the last
round), if the gate has not been opened press X when the
screen is black and the round is resetting. This will cause the
gate to be opened for the next round only. The gate will be open
to everyone except for the host (this also includes your enemies).
The host can go through the gate only if he is a passenger in
a Warthog driven by a teammate. However, the host will be dealt
damage because the gate is still closed for him. This glitch is
best used if you want to rush the base with the gate then snatch
and run the flag or quickly plant the bomb. The easiest way for
you to do this glitch is to be on defense.
Buffolo and slayer51290.
Zanzibar: Stand in fan:
To stand in the fan (which makes a good sniping location),
go on the windmill's spinning blade. Walk towards the outer ring
of the fan while it is going up. Crouching and continuing to walk,
you will go near the top before you drop into a little platform
inside the ring. When the fan blades pass you, you must continue
to walk backwards or risk being knocked out of the hole. Because
this is a ridiculous location to be sniping from, many players
will overlook you until they see you shooting at them. For the
more skilled it would be a good idea to switch sides periodically
and go to the hole in the side of the fan on the other side. If
you stay on the windmill blade when it reaches the top of the
rotation, you will be squished and "Killed by the Guardians".
Zanzibar: Launch person from beach:
Use the following trick to launch a person from the
beach, over the sea wall, and to the base. You need a Warthog
and a person to launch. On the beach side of the sea wall, there
is a slanted piece of concrete debris that is close to the stairs.
Have your teammate stand at the bottom of this rock, in the middle
of the flat edge, facing the wall. With the warthog, ram into
the back of the person. If done correctly, that person will be
launched over the wall and may make it all the way to the main
base. If not, he will die. This tactic works the best with Assault
game variants, if the person launched has the bomb. It also works
with CTF if the person in the Warthog then drives around to provide
support fire, and a pickup.
Zanzibar: Easy assault wins:
When playing Offense/Defense Assault on Zanzibar, and
you are on defense, you can open the gate for the start of your
next turn. Make sure that nobody opens the gate in the big base.
At the very end of the game when it says "Round over",
wait for the screen to start to fade to black and then press X
on the gate controls to open it as the screen is fading. At the
start of your offensive turn, get in the Warthog immediately with
the bomb and drive to the base. The gate will be open and you
can drive in for a quick win.
Zanzibar: Repeating sound:
Make sure you have tanks and Warthogs. When you go
to the giant windmill, go to the side of it and hit the lever
until the bridge goes down. When you hear the sound of it going
down, get your tank and put it on the windmill. Park it fairly
straight in the middle of the windmill. Hop out and watch as it
pushes it up. Make sure it lands on the side where you knocked
down the bridge. Keep trying if this does not happen. You will
hear the sound repeat, as if the bridge is being lowered.
Cheat codes, hints, FAQs
Copyright © 2004-2010
Al Amaloo. All rights reserved.