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Halo 2 Tricks and Easter Eggs

by Kyle Barr

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                            Halo 2 Tricks and Easter Eggs
                                     Version 0.5
                                     By Kyle Barr
                  (TablesandChairs4, Kitchensink108, Scooter McDue)


////////////////////////////////////////////////////////////////////////////////
///////////////////////////// - Introduction - ////////////////////////////////
//////////////////////////////////////////////////////////////////////////////

Well, right now, as I'm beginning this guide, Halo 2's been out for nearly a
week. I beat it on normal, started exploring, then came to the message boards
and found out just how quickly tricks were being discovered. Not just tricks,
either, but a horde of easter eggs. Normally, I'd be like "yes!" except for the
mere fact that many of the discoveries can only be accomplished on legendary, a
difficulty level revved up a couple levels since Halo 1.

What I'm trying to say is, I'll be including as many things as have been found
as possible, but I'll be including many of them without myself verifying them.
I'll mark these as being so, and try to get to them as soon as possible, but
writing this FAQ will be greatly different than my previous.

As always, I take no credit for the discovery of these tricks. I'd say now it'll
mainly be a text version of highimpacthalo.org, plus anything else that might
show up on halo.bungie.org or gamefaqs.com in the meantime.

//////////////////////////////////////////////////////////////////////////////
/////////////////////////// - Table of Contents - ///////////////////////////
////////////////////////////////////////////////////////////////////////////

,,Tricks
,,,Campaign
,,,,,Crouch jumping
,,,,,Grenade jumping
,,,,,Player stacking
,,,,,Warthog jumping
,,,,,Top of the level, Cairo Station
,,,,,Keeping Sarge with you, Cairo Station
,,,,,Banshee on Metropolis
,,,,,Banshee sling, Metropolis
,,,,,Riding a Pelican, Metropolis
,,,,,Top of the level, Outskirts
,,,,,Stationary shield launching, Delta Halo
,,,,,Top of the level, Delta Halo
,,,,,Top of the level, Quarantine Zone
,,,Multiplayer
,,,,,Sword/Warthog glitch
,,Easter Eggs
,,,,,Skulls
,,,,,,,Intro
,,,,,,,The Armory
,,,,,,,Cairo
,,,,,,,Metropolis
,,,,,,,Outskirts
,,,,,,,The Arbiter
,,,,,,,The Oracle
,,,,,,,Delta Halo
,,,,,,,Regret
,,,,,,,Quarantine Zone
,,,,,,,High Charity
,,,,,,,The Great Journey
,,,,,Hippo
,,,,,2401 Penitent Tangent
,,,,,Zanzibar computer crash
,,,,,David Candland
,,Unlockables
,,,,,Foundation
,,Tidbits
,,,,,Nerve gas
,,,,,Food containers
,,,,,Killing birds
,,Version history
,,Legal and Contact info


////////////////////////////////////////////////////////////////////////////////
////////////////////////////////// -Tricks- ///////////////////////////////////
//////////////////////////////////////////////////////////////////////////////

[Crouch jumping]
Crouch at the top of a jump to get a little extra height. Halo/Halo 2 have many
objects which were made just a little too high for Master Chief to jump onto,
but crouch-jumping enables you to get more height, many times enough to reach
that previously inaccessible spot.

              ##############################################################

[Grenade jumping]
For times when normal jumping or crouch-jumping still aren't enough, try grenade
jumping. Toss a grenade at your feet, then just before it explodes, make your
jump. Most useful when combined with a crouch-jump.

Plasma grenades have a fuse of three seconds, which begins when the grenade sets
itself. So long as the grenade is moving, the timer is not active. Plasmas are
the grenade of choice when grenade jumping, due to you having more time to jump,
and you have more control over where the grenade goes.

Frag grenades have a short fuse, about one or one and a half seconds. The fuse
begins right when it hits something. For tricking purposes, use frags for fairly
straightforward jumps, and save your plasmas for anything more complex.

              ##############################################################

[Player stacking]
A way to get even more height, especially when combined with crouch-jumping and
grenade jumping. You can do this on any mode, but co-op is the most relevant.

Have one player stand under the place you're trying to get to. The other player
needs to jump on top of Player 1's head. From there, you have a couple choices:
-Easily jump to your target, or
-If you need more height, toss a grenade either at the ground or on Player 1's
head and make a crouch-jump.

In single player:
Use anyone you can find, if they're in a suitable position. Allies obviously
work best, as they won't be shooting you, but feasibly you can use anyone.

Co-op:
Use your teammate.

Multiplayer:
Use the other players around you. You can get more height here, as you can have
a tower of up to sixteen people if you need it. The only hard part here is
coordinating all sixteen players.

              ##############################################################

[Warthog jumping]
The physics in Halo 2 have changed dramatically. You'll notice, first off, that
just about any object can move or be destroyed. Every vehicle is now prone to
explosion, even the mighty Scorpion tank. Secondly, Master Chief has mass.
Running into a light object or another person will cause them to move. Standing
on a vehicle will weigh it down. . Also note that meleeing your partner in the
back is no longer an automatic kill. Moreover, it will move them forward
slightly (how far they moved is dependent on if the player meleeing was moving
forward or jumping at the time of impact).

Warthog jumping is actually a lot easier in Halo 2, though. At least in co-op it
is. Here's what to do:

First off, don't go in on legendary. In this mode, if one player dies, you
revert to saved. Warthog jumping, however, is all about one player dying. Try
normal or easy.

Now, get a Warthog (I suppose other vehicles would work, but for old time's
sake...). Choose your location wisely. Preferably somewhere where there isn't a
ceiling above you, and where you aren't surrounded by large buildings. Now,
start the grenade pile.

It's best if you went through the level, up to this point, without using any
grenades. This should cause you both to have eight (four plasma, four frag).
Possibly the hardest part of Warthog jumping is making a decent pile. Choose a
spot roughly five feet away from where you'll park the Warthog for the launch.
Have one player stand there, facing where the pile will be.

The other player now bashes in his teammate's back. Might take three or four
melees, but all his grenades should fly forward and land in a fairly nice pile.
Player 1 (doing the killing), needs to stand back for a couple seconds, so
Player 2 doesn't respawn in the grenade pile. He should respawn with at least
one grenade (most probably frag). Have him stand in the exact same spot (or as
close as you can get), and melee him again. Keep doing this to build up your
pile.

Take note that, when meleeing, you should stand completely still. Moving forward
while hitting will place your grenades farther away from the pile, or at least
make the creation of a neat pile a lot harder.

If you want, you can also kill Player 1 and get his eight grenades. There are
two disadvantages to this, but both can be overcome:
1. You need one grenade (plasmas preferred), to start the explosion. Not killing
one player makes keeping this grenade out of the pile a lot easier.
2. Both players now have no grenades, so it's likely you'll take some out of the
pile while trying to enter the Warthog.

After you get a decent amount of grenades (5-20+), it's time to clean up your
pile. Have one player pick up any grenades that fell away from the others, and
kill him again, hopefully putting those grenades back with the rest.

Now you can park your Warthog on the grenades. Parking it with the pile in
center of the hog will cause a vertical launch, while parking it without all the
grenades under the hog will cause more a horizontal launch. Mix and match these
physics however you like.

-Get a checkpoint here by wandering around a bit, or killing a couple enemies.
You'll want it in case you botch the launch.

Finally, toss a plasma grenade right onto the pile (or anywhere near, but on it
is fairly standard). Hop in the Warthog before it explodes and enjoy the ride.
You and your Warthog can survive an absurd amount of grenades, many more than
you would have survived in Halo 1. Use this to your advantage and see where you
can get to.

              ##############################################################

[Top of the level, Cairo Station]
Go through the level normally until you have to go outside (where you'll learn
about the Covenant bringing a bomb onboard the ship). You'll be attacked by two
or three Elites with booster packs. Take them out and notice the hallway thing
you just came out of.

Go forward and turn the next corner. Look up to find another one of those. Jump
onto the big thing in front of it (metal cargo crate). From there, throw a
plasma grenade on your feet, look up, and crouch-jump to the top of the walkway.

Now, one of the sides of the walkway should have a step of some sort on it. Jump
onto that, and grenade jump again to get on top of the level. You should now be
free to explore an exorbitant amount of map, fraught with inactivity. You get a
good view of the spaceships around you, though.

As you explore, you'll see giant yellow squares. Walk into the middle of one and
look down to see that these are actually glass ceilings for the ship. I don't
know what causes them to appear yellow from a distance, but take a look in to
judge where you are in the ship.

Also, if you go back into the level far enough, you'll come across the first
Covenant ship that boarded the station. While attempting to walk to it, you may
come across random invisible walls. These can be avoided by walking slightly to
the side, and ultimately will not stop you from getting to the ship. The walkway
that appears in the game normally is solid, but the ship it leads to isn't. In
other words, you can walk on the walkway, but jumping onto the rest of the ship
will result in you falling to your death.

              ##############################################################

[Keeping Sarge with you, Cairo Station]
The following was written by Card of Fate. The original write-up used the term
"buttstroke" in place of "melee." I've changed this and only this in order to
stay focused. Also note that I haven't even had the desire to attempt this, so
its legitimacy is up in the air.

>>>
I will warn you... the level of difficulty of this exploit is hard, but not
IMPOSSIBLE like some people are finding the 1st level... its mainly for you guys
who find yourselves running out of ammo in those damn chambers. I have already
passed the game on legendary, but tried to find a way to help others because I
have seen so many topics about people not being able to pass the 1st level at
all. I honestly thought it was the hardest level of the game, so I can relate.

basically, the exploit is the fact that the Sarge (the badass mofo who fires on
the turret at the beginning of the level) turns out to be completly invincible.
Now, you will notice that he just pretty much wants to stay on the turret in the
beginning. So heres what I did (I went through the level twice trying this (on
two different xboxes with 2 different versions of halo 2) to confirm it... plus
my friend wanted me to show him.

When you engage in the first contact with the covenant, you can pretty much let
the marines and sarge take care of everything. after they are ALL dead, destroy
the turret that the sarge is on (by meleeing it) this will make him run
through the doors where the covenant went through. then this is where his set
path ends... he isnt supposed to go beyond this point at all.
now, kill the guy on the turret and destroy the turret down the hall... they get
in the way when trying to do this next thing.

what youre gonna have to do, is melee the sarge down the hall up the
steps... this knocks him off of his set path. you will experience resistance
because youre taking him off of his path...
when butt stroking, make sure you try to keep him in the middle of the pathway,
you dont want him against the wall when meleeing because if you get to the
end, he will get stuck in a corner, this is bad.. because he will run all the
way back to where his path ended like a magnet. also, try not to miss when
whacking... if you have 2 players, you can have one person act as a catcher
while the other person melees.. the catcher will be there just in case
something goes wrong and the sarge ends up running passed the meleer then
the catcher can melee him before he gets back... this saves time. however,
you cant save w/ 2 players... so its give and take..

ANYWAY, if you get him half way up the stairs, he will start on his new path.. I
have no idea why he even HAS a new path during this part.. but this new path is
a HUUUUGE pain in the ass.
Now, in this new area you will see a turret with a downed marine... ignore the
turret and follow the sarge down the hall. He will pause going down the other
steps about half way, because there is an elite and a grunt down there. quickly
melee him off the steps.. dont melee him OFF the steps but rather,
actually make him fall off the side through the small glass divider. This will
knock him between the elite at the bottom of the other stairs, and another elite
on the other side... now you can watch him in action! (he should still have the
battle rifle at this point...)

now you need to pretty much kill all the elites and grunts in this area... even
the ones through the doors at the end of the hall BUT DO NOT GO ALL THE WAY IN
THESE DOORS!!!
they close behind you if you go in, and you cant get back...

after you kill all the enemies, you will now embark on the hardest part of this
excercise. Meleeing the sarge allll they way through those doors. It took me
10 tries at least, on my first go at this exploit. there is one thing that
REALLY sucks though.. sometimes, like 1/5 of the time, if you miss, he will try
and run ALL THE WAY BACK TO HIS ORIGINAL PATH ENDING, meaning back up the
stairs, and down on the other side... so try to get good at meleeing, I cant
stress this enough. If you do manage to get him through these doors, and passed
the boxes, you will reach a checkpoint, and the doors will close. Now you can
relax! the worst is over! and now this level might even seem fun!

heres what ya do... melee the sarge up these new steps. dont worry this
time though.. his set path is completly gone, so you can take your time. when
you reach the top, whack the sarge through the doors and on to that platform in
this 1st chamber (try to get it so that he can pretty much overlook the entire
area that the elites and grunts are). As soon as he starts firing, you will
pretty much be in the clear, cause I guarantee that he will draw virtually all
of their fire... so in the meantime, YOU go to that other platform where all the
plasma grenades are.. dont even bother trying to help the other marines in the
room.. screw em. you just focus on throwing grenades where the sarge is
shooting.

after you get that over with, you will hear some goofball say something like "we
won!!" then "this is bad" while this talk is going on, your mission is to get
the sarge off of the platform and onto the ground below.. just be careful on
this part because youre supposed to get a checkpoint here but it doesnt even
happen most of the time... *shakes fist* if you DO get a checkpoint, go down
with the sarge and do battle with the elites that come through the new door. if
you DONT, then stay up there, and let sarge handle it while you throw grenades
once again. after all of them are gone, GET THE NEEDLER IN THIS AREA!! its among
the dead bodies somewhere, so find it and it with the sarges battle rifle. its
awesome cause he doesnt have to reload the damn thing ever...
now take him down that hall where the new door opened, and you will get a
GUARANTEED checkpoint. when this happens, use the battle rifle you took from
sarge to shoot out the 2 grunts that are on the turrets... then melee the
sarge out there. Sarge likes to hide behind boxes.. so ive been working on some
ways to get him out from behind those damn things.. cause what use is an
invincible sarge if he doesnt even freakin do anything...

1. melee the boxes he hides behind. this will make him not be against it
anymore.. if you try to melee HIM while he is cowering behind a box, he
wont budge. trust me.

2. plasma grenade that mofo right in his face!!! you heard me right. sometimes
he will freak out, and run in the opposite direction toward the bad guys...
doesnt work all the time though... again, if you manage to get him out in the
open, he will draw ALL of the fire. And with the needler in hand he will be a
force to be reckoned with! I love watching him go up against the sword elite..
its pretty funny :)

This is the room everyone was getting stuck in, so from here you can either:

A. just try to take on the rest of the level yourself and leave sarge behind.

B. pick up the sword that the elite drops in this 2nd chamber and you can whack
the sarge WAAAAAY easier and quick er with the right trigger.

I have been able to take him through the ENTIRE level in 2 and a half hours on
my 2nd try.. seems like a lot but its better than wasting 3 hours in one of
those damn chambers only to find yourself run out of ammo.
<<<

              ##############################################################

[Banshee on Metropolis]
This will be easier on an easier difficulty. Easy or normal recommended, as this
gives you very little tactical advantage, anyway.

At the beginning of the level, you'll get a tank and a Warthog. Choose
whichever, and begin your assault over the bridge. Sometime after destroying the
Wraith, you'll be attacked by a Phantom on the right. At this time, get out of
your vehicle, turn around and look to your right. You should see a Banshee
coming in the distance (and hopefully you'll get a checkpoint).

Go to that side of the bridge. You need to get up the side. A perfect crouch-
jump will do this, but you can also grenade jump. A tip for grenade jumping:
throw a frag three or four feet away, and jump both away from the grenade and
towards your target. You should get up easily without losing most of your
shield.

Anyways, you need to get up there. Watch the Banshee's path. It'll slowly glide
in, then as soon as it gets over the bridge, it'll either attack you or the
marines. You want it to attack the marines. To maximize your chances of this
happening, crouch-jump onto the bridge only after you see that the Banshee has
chosen to attack the marines.

So, you should be up top, with a distracted Banshee gliding about five feet over
your head. Make a leap of faith into the Banshee's path (preferably so you'll
intercept it at its wing), and either hold X or tap it frantically. If you did
it all correctly, you should hop on, pull out the Elite, drop him to his death
and commandeer his vehicle. w00t.

I've noticed, on a second time through, that the Banshee's path isn't always the
same, so the above method won't always work. A tip to quell some frustration:
kill any rocket launcher marines. They enjoy locking onto the Banshee and
blowing it apart before you can hop in (not that you would want them to do that
if you _were_ in at the time, but you get the picture).

Another method for grabbing the Banshee is to stand on the side of the bridge
and get its attention. It'll fly towards you, and at a distance of about ten
feet, it'll begin to boost. Jump backwards and hold X. Usually the Banshee will
quit boosting right after it's passed your initial position. So, by jumping
backwards, you can catch the Banshee right as it stops boosting.

Do whatever you want now. Pester the Phantoms, fly to the bottom of the level,
whatever. If you try to continue the level in your Banshee, you'll come across a
giant invisible wall (made just for you and your vehicle) near the end of the
bridge.

              ##############################################################

[Banshee sling, Metropolis]
Hijack the first Banshee on the bridge. Now, I suggest you kill everyone else to
avoid them interfering with this trick. I also suggest keeping the Banshee in as
good of health as you can.

Once you're ready for the trick, fly it to the invisible wall and land. Get in a
Scorpion or Wraith (for best results; I suppose a Ghost would work also), and
use it to push the Banshee past the invisible wall. Push it as far as you want.
The farther you push it, the more extreme the result, but you also have less of
a chance of surviving. You may want to park it before the toll areas, at least
the first time around. You can mess around with what way the Banshee is facing,
but for now, have it face the bridge you just crossed.

Once you get it in position, get out of whatever vehicle you're in and get a
checkpoint (or get the checkpoint while in the vehicle, just get a checkpoint).
Now, get in the Banshee. Right as you start getting in, you'll be accelerated to
an enormous speed, and slung back across the invisible wall.

The reason your Banshee needs a good amount of health for this is that, going so
fast, hitting any object will cause massive damage.

              ##############################################################

[Riding a Pelican, Metropolis]
Play through the level until you get to the part where you're in a Gauss
Warthog, with another Warthog riding alongside you (situation may be slightly
different, but that's what was _meant_ to happen...). You'll come into a street
with a couple Jackal snipers, two Wraiths, and a couple Ghosts. Another Wraith
and two Phantoms will come momentarily, followed by two Pelicans.

Notice where the Jackal snipers were standing: a raised areas between the
streets. Go to the far one. This is the one where the Pelican will drop off some
marines for you. Be at the top of this before the Pelican begins its descent.

The second the marines have exited the Pelican, jump towards the passenger bay
and hold X. I suggest aiming for the bottom of the Pelican, right near the back
entrance. You should, hopefully, climb aboard and go for a ride.

After a short trip, the Pelican will fall to the bottom of the level. In Halo 1,
it used to be that a free-falling Pelican would travel the exact same path every
time, but this might be different here. When I did this in single player, me,
two marines and the Pelican all landed safely at the very bottom of the level.
In the three times I've tried it on co-op, though, everybody landed on a giant
concrete platform (too far down to get back into the level, too far up to
continue to the very bottom). The Pelican continued its way down, while we were
stuck there.

If you manage to get to the bottom (blue area), you'll notice two pretty
interesting things. The first is that the Pelican will land facing up, or keep
rocking back and forth until it looks straight up. The second is that, when you
walk up to it, it'll say "Press X to flip Banshee." Banshee, huh? Yeah...

              ##############################################################

[Top of the level, Outskirts]
When the level begins, you'll walk through a couple doorways into an area where
you're forced to stay and fight for a while, as enemies swarm you repeatedly
from every angle.

In this area, there's an alleyway with a ramp leading through a doorway. Go up
the ramp and hang a right. Turn right again, into the corner. At the base of the
corner is a small mound of rubble. Very small, but enough to stand on. Get on
it, and crouch-jump to the roof of the building. Hopefully you're on the ledge
that leads back the path you came. If so, run along that ledge and make another
crouch-jump to the next building.

You're now pretty much on top of the level. To get fully on top, just crouch-
jump to the next highest building. You can now travel on the rooftops to just
about anywhere in this area you'd like. While you're up there, look for Pelican
spawn points, or watch the Pelican/Phantom paths from a new angle.

              ##############################################################

[Stationary shield launching, Delta Halo]
Drive your tank through the level until you reach the part where the Covenant
are "pouring out of the center" and you're supposed to go in after them (with
the marines' encouragement). On the side of this structure is a cluster of
stationary shields. Blow them away with your tank, and park on top of them.
Try to be over as many as once.

This is a strange one. One positioning may cause your tank to flip up slightly,
and you dying. Another may knock your tank over the edge. My friend came across
one that sent the tank hurling to the top of the level, flipping insanely. I
can't be sure what this position was, but that's the one you're aiming for. Mess
around a bit and see if you can find it.

              ##############################################################

[Top of the level, Delta Halo]
There are many ways of doing this, and I'll get to those multiple ways
eventually. For now, though, I'll give you the slower method, the method I first
used.

Go through the level until you get to the lake. Right as you exit the passageway
and can view the bridge and structure, look to your right. There should be a
stone platform you can jump onto. On the platform will be a few vertical beam
thingies that begin to slope a little above your eye level (and are just too
high to jump onto).

From the side, they would appear as:
  __
 /
/
|
|x
|

This next step may take a few tries. If you try a normal grenade jump, you still
won't make it. What you need to do is a sort of "double grenade jump."

Refer to the 'x' in the rudimentary drawing above. You want to throw a plasma
grenade at about that position on the beam. Follow that, quickly, with a plasma
grenade to your feet. Throwing the first one a little ways up the beam will
delay its trigger long enough for you to throw the second, hopefully causing
their explosions to coincide with each other, giving you that extra 'oompf.'

Make sure you're also crouch-jumping while trying this.

If you mess up, try adjusting how high you throw the first grenade. You want
their explosions to be as close to each other as possible (in both time and
distance).

If you make it up, you'll come across some odd ruins. What they're doing up
there, I don't know.

Now, for some exploration.

The area you get to immediately after reaching the top is rather small. You want
to head to the far left, and near the cliff edge. Somewhere around here you can
either walk, jump, crouch-jump, or grenade jump onto the second 'tier' of the
top of the level.

Once you're in this new area, you have some mountain climbing to do. Keep
walking along this area, until you reach a steep, sloping path to your right.
You can walk up this path, so do so.

Beware, this is an absurdly long climb. It'll take you quite a while to reach
the next stage.

When you get high enough, you'll be presented with another slope, similar to the
one you just went up, except steeper. Steep enough that you can't climb it...or
can you? Head to the right side of the path, to where the path and the path's
"wall" (more or less) meet, making a small ridge. At this juncture, you can walk
up the entire rest of the way.

After that long walk, you have two options:
1. Climb the highest mountain
2. Head to the other end of the lake

Climbing the mountain is fairly simple. Just stay on the corner of the mountain,
or any other place you can walk on. Try not to fall off; you don't want to make
that walk again.

If you want to head to the other of the lake, that's even simpler. You're able
to walk on every slope during your trek, so just don't fall into the water
(seriously unlikely, you have rather large area to walk along), and you'll get
there with ease.

If you want to hop in the water, don't risk making a jump. Keep going to where
the cliffs gradually slope into the water and use that to walk into the lake.

              ##############################################################

[Top of the level, Quarantine Zone]
When the level starts, turn around and look for a cement/stone wall. It's not
very long, but it's slightly too high to jump on. Well, actually, it's not too
high to jump on. Grenade jumping should land you on top of it easily.

Once up, face the cliff wall in front of you. You have about two feet to spare
on the wall you're standing on. Toss a plasma at your feet and crouch jump. You
should be able to get on top of the level.

The top of Quarantine Zone is really big. It may take you a bit of time to
explore it all, and you can get some nice views of the scenery from up there,
too.

//////////////////////////////////////////////////////////////////////////////
///////////////////////////////// -Multiplayer- /////////////////////////////
////////////////////////////////////////////////////////////////////////////

[Sword/Warthog glitch]
This one's strange, and really fun to do. For best results, go to Coagulation,
with a gametype that includes both Warthogs, Banshees, and energy swords.

Have one player take a Warthog to either end of the level (behind one of the
bases. The passenger seat should be facing away from the wall (toward the
bases). Grab an energy sword and hop in that seat. Have another player walk up
to the Warthog and stand within a few feet of Player 1 (in the Warthog). Player
1 needs to aim at Player 2 and trigger a lunge attack (lock on red, right
trigger).

You'll hear the sound of an attack, but nothing will happen. With P1 staying in
the hog, P2 should go somewhere far far away. Wherever he goes, make sure you
can draw a straight line from him back to P1.

I suggest grabbing a Banshee and flying to the other side of the map. It'll be
even funnier if you're elevated (keep driving into the top of the cliff wall).
Once P2 is in a good position, have P1 exit the Warthog. Don't move the controls
or anything (unless you just want to look around).

You should be moved automatically towards P2. If P2 is in the air, you'll begin
flying. No matter what the distance or elevation, P1 will travel straight to P2.
Do with this what you want, as I'm sure there's a lot you can do with it.

//////////////////////////////////////////////////////////////////////////////
/////////////////////////////// - Easter Eggs - /////////////////////////////
////////////////////////////////////////////////////////////////////////////

[Skulls]

-[Intro]
At the time of this writing, several skulls have been found laying about the
campaign levels. Some are always there, others only appear in legendary mode.
There seems to be one for each level, but not all have been found. These skulls
are oddballs, if you'll remember from Halo 1's multiplayer. Standing over one
will not prompt any message, but picking one up will engage a unique mode of
gameplay.

Many of these modes seem to be...detrimental to your health. It was brought up
on a forum that collecting all the skulls would result in a pseudo "super
legendary" difficulty.

A lot of skull information/documentation has come from flechette, just to give
some more credit there.

=============
-[The Armory]
Legendary only. The Armory is a really small level, with no fighting in it, but
it does have a skull. Start the level on legendary, and go through the routine
exercises (thumbstick setting, shield info). Sarge will now arrive in a little
subway type vehicle. You're supposed to get in, but don't.

Wait in that room for a while. Sarge will periodically talk to you, telling you
to hop in the car. At one point he'll say "Would it help if I said please?" At
this point, you can hop in the car.

When you start moving, facing the right side (that is, look out the window to
the right of the direction the train is moving). For best results, just hold X
the entire trip. If you don't want to do that, in one of the first rooms that
you pass, they'll be a crate with the skull on it. So long as you're looking at
the skull and holding X as you pass, you should pick it up.

This will activate a mode with no name. It makes enemies know your position at
all times, even if you have active camouflage.

========
-[Cairo]
(verified by video)
Legendary only. There are a couple places in the level with several potted
plants, and a raised platform on either side of the room. Go to the second one,
after you begin the chapter "Priority Shift." Kill all the enemies (easier said
than done).

There are two short platforms in the room. There used to be a red Elite and a
plasma turret Grunt on each. Look above them and try to find which has an area
above it. It'll have many support beams, and glass windows.

On that platform, jump onto the glass bordering it. If the glass is gone, jump
onto the metal pieces that used to frame the glass. From there, look up towards
the ceiling. There should be a slanted beam directly in front of you. Crouch-
jump onto it.

The top of that area should have one large beam supported by many smaller ones,
like:
 ________
/ / / / /

Kind of. Jump onto one of the central beam's supports, then make a crouch-jump
towards the main beam. Notice how this beam is actually two smaller beams. Be
careful to jump far enough to land on it, but don't fall between the two.

Once on the main beam, walk to the right side of the room. There will be a
platform next to a window. In the far left corner of this platform will be a
trash can. Under it is the Thunderstorm skull. This apparently promotes all
enemies to their highest rank.


=============
-[Metropolis]
(verified by video)
Legendary only. Go through the until where you come out of the sewers, into a
field with a couple Jackal snipers, and a Scarab in the background. Go to the
middle platform, with a giant, fairly ornate, curved beam thingy going up.
Grenade jump onto it, and walk to the top. At its peak, head to the left tower,
and walk around the left edge. You should come across a skull to activate Catch
mode.

Effects: Enemies will always drop two grenades, and are much more likely to
throw them.

============
-[Outskirts]
Possibly the easiest to find. Can be done on any difficulty. At the very
beginning of the level; go through the first door, turn around, and jump onto
the light above the door. Crouch-jump onto the building to your left (if your
back is to the wall). There'll be a decent length hallway/alleyway on top of the
building, and at its end will be a small pile of grenades and the skull.

Effects: Activates "Blind Mode." Removes your HUD entirely. This setting is
apparently preserved through other levels and profiles. There is no way to exit
this mode, short of restarting your Xbox.

==============
-[The Arbiter]
Must be in legendary mode; at one point in the level, you commandeer a Banshee
and have to help a friendly Phantom take down some enemies, as you look for the
heretic leader. Once you get in the Banshee, fly straight down, to the base of
the station. Try to see how the station base is divided into three sections.
Each section has a domed part, with a slanted piece right above it. The slanted
piece is, well, slanted, diagonally, so the gap between it and the dome becomes
increasingly smaller.

In one of the center dome/slant areas, underneath the slant, will be some
dancing Grunts. In the middle of the Grunty circle will be the skull. Pick it up
to activate "Grunt Birthday Party." From now on, every time you get a headshot
on an enemy, they will explode with the force (and appearance) of a plasma
grenade.

Shielded enemies must have their shields brought down before exploding, and hit
must be a headshot (so no using other explosives if you want an exploding
Grunt).

=============
-[The Oracle]
(verified by video)
Legendary only. Go through the level until you come across a room overlooking a
heretic/flood fight. You're supposed to break some glass and jump in with the
fight, so do so. Once you're in the room, however, do whatever you need to
(grenade jump, crouch-jump, hop on other objects, etc.) to get past the glass on
the other side of the room.

That is, when you came in, you were on a ledge surrounding the room and broke
the glass to hop in. On the other side of the room, there is another area the
exact same (surrounds the room, lots of glass). Get up there. Once up, head to
the left to find a circle of writhing Flood. Grab the skull to activate Famine
Mode.

Effects: Any weapon you pick up will have half the ammo that it would have
normally.

=============
-[Delta halo]
Not too hard to find, but you have to get through half of this level on
legendary mode. Nonetheless, go through until you come across the structure with
the Covenant "pouring out of the middle." Take out any immediate enemies, and
head to the left of the structure. There'll be a short ramp leading to an area
with a couple plasma turrets. Head to the end of this platform, to the wall.
There should be a small ledge (kind of like a light fixture, but not glowing), a
little ways up the wall (eye level or a little higher). Crouch-jump on it, then
jump to the platform on the left.

Once up there, look up and slightly to the right for another platform, higher
up. If this is co-op, have one player stand against the wall. The other player
jumps on top of him, then easily jumps the rest of the way.

If this is single player, toss a plasma grenade at the ground, and crouch-
grenade jump up. You should come across two camo Elites dancing, more or less.

Effects: "Envy Mode," apparently allows you to use active camouflage just as you
do as the Arbiter, by pressing the white button.

=========
-[Regret]
Legendary only. Play through, until you come across the first gondola (right
after a Hunter fight). Hop on and travel across. On the other side, go into the
building. Immediately inside will be a large stone cube. Jump onto it and look
up for a ledge. Jump onto the ledge and walk outside.

Once outside, head to the left. Jump up to another ledge (actually just another
tier of the structure). Do whatever you need to do in order to make progress
along the outside of the building. Under one of the ledges will be a small
grassy area with two dancing-cloaked-sword Elites. Jump down there.

Between the two Elites is the skull.

Grab the skull next to them to activate Assassins mode, turning all enemies
invisible.

==================
-[Quarantine Zone]
Easier than it sounds. You need to be on legendary, but you don't have to do any
fighting. As soon as the level starts, turn around and look for a tunnel/cave.
Go through it to come into an empty field. Stay against the left side of the
field to find one of the giant mist pits. Along wall surrounding this pit is a
long ledge. Start walking down it. At its end will be a floating skull. Grab it
to activate Sputnik mode.

Sputnik mode causes things to fly farther. Meleeing dead bodies, grenading
enemies, and the like will cause that object (or objects) to fly much farther
than they would have normally.

===============
-[High Charity]
Legendary only. Near the end of the level, you'll take an elevator up, which
will lead to a rather large room. In this room, you have to destroy some objects
in order to open the door on the other side. Do so, and go through the door.
You'll come across another room. This one is circular, and will have a glowing
pedestal in its center.

Once you're in this room, Cortana will open another door to reveal an elevator,
then tell you to take that elevator up. As soon as you step onto the elevator,
look up and hold X. You'll be sent up, and in the middle of the elevator shaft
will be the skull. So long as you're holding X when you see it, you'll
automatically grab it.

Unlocks "Iron" mode, which apparently means vehicles take less damage.

====================
-[The Great Journey]
Legendary only. Fight through the level until you come to the point where you
have to give Sarge air cover with your Banshee (while he's in a Scarab). You can
actually give Sarge support if you want, but make sure you make it to the end of
the path alive.

Land your Banshee on a ledge above the door (where Sarge will blow a hole) and
get out. Walk on the ledge to the left of the door. Look for an ornate (highly
decorated) stone and jump on it. Walk up to the top, and head to the back of the
structure. You'll walk across a large dirt area, and in the back will be a
really big support beam, that appears to be almost vertical.

Walk up the beam. You can't go extremely fast up it, but you can get up.
Eventually, the beam will level out for a few feet, before becoming vertical
again. On the part where it levels off is the skull.

Effect: "Black Eye" mode; your shield will not recharge.

              ##############################################################

[Hippo]
Multiplayer, Headlong. You'll find hippos on the inside walls of one of the
buildings. Much more obvious than the hippos on the shotgun shells from Halo 1.

              ##############################################################

[2401 Penitent Tangent]
Bungie has a strange obsession with the number seven. Guilty Spark's number is
343, which is seven raised to the third power (or 7*7*7). Penitent Tangent (the
red monitor of installation 05), has the number 2401. 2401=7^4 (or 7*7*7*7).

              ##############################################################

[Zanzibar computer crash]
Infiltrate the defender's base in Zanzibar and hit the button the open the front
gate. Now, take a gander at the computer screen. It should be a blue screen of
death (seen on Windows computers whenever something goes wrong). It also says:

WAC
A total FU exception has occurred at your location. All system functionality
will be terminated.

Press any key to power cycle the system. If system does not restart, scream at
top of lungs and pound on keypad.

If you need to talk to a programmer, press any other key.

Press any key to continue.

              ##############################################################

[David Candland]
A quote from Louis Wu (halo.bungie.org):
"Mike Basus was looking at his HDTV screen, waiting for matches to start in
Live, and noticed that one of the lines of what looks like alien text is
actually the lower half of text in the Halo font. He's decoded this much so far:
   "DAVID CANDLAND IS THE GREATEST UI DESIGNER EVER"
   [unreadable text]
   "LIVEINTREEISI"
   "HIS WORK IS ASTOUNDING AND HE IS VERY HUMBLE"


////////////////////////////////////////////////////////////////////////////////
///////////////////////////////// -Unlockables- ///////////////////////////////
//////////////////////////////////////////////////////////////////////////////

[Foundation]
Beat the game on any difficulty. On the last level, make sure you perform a
Banshee trick (preferably one you haven't done yet). This should unlock the
multiplayer map Foundation.

Note that Foundation has also been made a download from Xbox Live. No need to
unlock it if you have Live.

////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////// -Tidbits- /////////////////////////////////
//////////////////////////////////////////////////////////////////////////////

[Nerve gas]
In the level The Armory, once you're free to move around, head to forward and to
the left side of the room. There will be a table with a container on it. Jump
onto the table and read the container. It's a container of VX Nerve Gas.

              ##############################################################

[Food containers]
The Armory. In the first room, there will be two cylindrical containers sitting
next to each other. One of them reads:
"Beef Stew
Lumpy
Gravy"

The other:
"Peach
Dessert
Salty"

              ##############################################################

[Killing birds]
On a few levels, Delta Halo in particular, you'll notice flocks of birds flying
around in the sky. Feel free to kill them at your discretion. Sniper rifle or
beam rifle works best, but you can also dual wield two plasma rifles and just
let loose. Hitting a bird will kill it in one shot, and it'll burst in a
fountain of blood.

////////////////////////////////////////////////////////////////////////////////
/////////////////////////////// -Version History- /////////////////////////////
//////////////////////////////////////////////////////////////////////////////

Version .1
Started the FAQ. The version number's really low, since tonight I've written six
pages, but only covered maybe of fifth of what's been discovered thus far. I
need to start getting the ball rolling.

Version .2
Grammar/spelling corrections, along with revising of several descriptions, and
addition of one or two tricks. Legendary is hard.

Version .4
Added some stuff. Slowly but surely catching up on the tricks. Still have some
big tricks to add. Those will hopefully be included this weekend.

Version .5
Fixed some skull info and adjusted a couple descriptions.


////////////////////////////////////////////////////////////////////////////////
//////////////////////////// -Contact and Legal info- /////////////////////////
//////////////////////////////////////////////////////////////////////////////

Copyright 2004 by Kyle Barr
This document may not be reproduced in any form for any public means. In other
words, don't print it and sell it, don't post it on your site and call it your
own, don't copy the tricks section only and paste it into your post on a message
board. That would all be illegal.

I give permission for this document to be hosted on any site that wants it, so
long as they host the entire document without alteration. No cutting off the
legal section, replacing my name with yours, or whatever else. Please respect
this. If this is hosted on a site that I cannot update the guide on myself, it's
in your better interest to check gamefaqs.com once in a while to see if there' s
a newer version out yet.

To contact me, please send an e-mail to:
[email protected]

Realize that I know I don't have many tricks here. I'm missing a lot, because
there are currently a large amount, some on levels that I'm still trying to
convince myself to like, and others that require me to be on a difficulty still
far out of my league (on single player, at least).

Thanks to the following for information:
Ducain
Nomak
Dark Helmet
Siah
SlipoS
Mike Basus
flechette
Card of Fate

Everyone at GameFAQs, HIH, HBO, etc.

My site is at http//halosource.info