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Posted: Thu Aug 31, 2006 12:25 am
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Posted: Thu Aug 31, 2006 12:29 am
Weapon Glitches The instructions are described in default buttonset. You can combine glitches! For a better understanding of these tricks or how they can be combined, I made a little explanation off some of the buttons and the functions they can have. X - The X button will reload a weapon, but besides that it cancels the timers of animations such as melee or grenades (off-host) enabling you to fire or melee sooner than you would normally. Y - The Y button will ofcourse switch a weapon which directly after you can throw a new melee (or sword lunge), but besides that it can also cancel reloads, cancel melee animations and when used in a quick double sequence it can enable you to open fire again sooner after reloading or cancel reloading if you are caught off-guard while reloading. B - The B button will let you melee, but when used at certain times it can do more, after reloading, for example you can cancel the reload timer by melee-ing and after that pressing X. The melees lunge can also be used to swing at your opponent, whichafter you can snipe someone no-scoped or stick people with a plasma grenade. R - The only function the R button has is to shoot, but as you will read below, in combination with other buttons a lot of tricks can be achieved. L - Besides getting grenades out, you can actually use it to reload. After you have thrown a grenade and press X you will automatically reload, even though you can keep shooting (off-host). Overheat - Overheated plasma weapons have extra abilities. After a weapon overheats, it will reset the timers for shooting, melee-ing and nading, this can be used to get quick sessions of double grenades. Delayed Reload: Hold R,X (Off-host)At the beginning of the clip of your rifle, hold fire and press x for the first shot, then you can fire a few rounds before it auto-reloads. If you learn the timing and press x every first shot, you can keep going without reloading. With the shotgun you can do this all the time, after fired rounds it will reload till it's full and you can fire whenever you want. Note - Many people combine this with the Quick Reload X,B,X Note2 - Many people use this in the form B,R,X, making it a MeleeFire which reloads afterwards Note2 - Only works Off-host Quick Reload: X,Y,Y or X,B,XAfter a certain time in a reload animation, the weapon is reloaded, pressing Y,Y, enables you to fire again. This also works to cancel out the swords 'reload time' since there is a period of waiting after a swordlunge. If you don't have a secondary weapon (Y,Y is switch back and forth), then press X and after the weapon is reloaded press B to melee and X to cancel it again. Nade Reload: L,X (Off-host) If you have shot a few rounds out of your clip already and you want to reload and shoot at the same time, then press L, then quickly press X while doing the reload animation and then just keep shooting the rounds you have left in your clip while the gun reloads at the same time. Note - Works only when you are not host, due to communication error towards the host. Double Melee: B,X,B or B,Y,B As soon as your melee has hit your opponent and the damage is done, you can cancel the rest of the animation with X and melee again. If you have a secondary weapon you can also press Y between melee's to switch and melee with your secondary or go for a Y,Y to melee with your primary weapon again (sword and brute shot have stronger melee's than other weapons). MeleeFire: B,X,R or B,Y,Y,RAs soon as your melee has hit your opponent and the damage is done, you can cancel the rest of the animation with X and open fire again. If done optimal it will seem like a melee and shot at the same time. To be done with a full clip or using Y,Y instead of X when not. Also works with sniper, but preferably press X before the melee hits so you are still moving towards your opponent and can get a clean snipe. Note - When you don't have ammo to reload your battle rifle, you can keep doing B,X,R Quick Switch: Y, YY or Y,B,Y,Y or Y,B,XIf you want to be the faster combo-whore after releasing a plasma bolt, just switch, melee and switch switch (or cancel melee by pressing X) and you'll be able to fire a splitsecond before you combo-opposition can. Also Y, wait, YY works. Note - All rifles allow you to fire straight after the Quick Switch and Quick Reload, but all heavy weapons can fire just as soon as they usually can even though the animation finished Cancel Reload: Y,Y or BDuring reload you might decide to want to open fire again, press Y,Y before the weapon has reloaded and you can continue fire with the ammo left. MeleeStuck: B,X,LWhen you lunge towards an opponent for the melee you can cancel the full animation in order to use the lunge towards your enemy to get a plasma grenade attached. Works best when the melee has not hit yet, since then you are still moving towards him. Overheat nade: Charge,R,Y,LWhen you release a plasma bolt after the pistol is charged and released you can hit Y and L quickly after eachother. What will happen is that the grenade will fly without its throwing animation. Helps if you missed the plasma shot because your opponent goes behind a wall. After the grenade is thrown there is a small time you can not shoot, but doing a cancel reload (Y,Y) fixes that. Double Nade: Charge,R,pause,L,LWhen you release a plasma bolt after the pistol is charged or when another plasma weapon has overheated (Beam Rifle, Plasma Rifle) wait one second and press L,L in order to through two grenades rapidly after eachother. With the right timing you can throw them almost at the same time. You can also set traps with this, deliberately missing a plasma shot, then surprising your opponents with a rain of grenades. You can switch back to your battle rifle, but only after the first nade is thrown. Dual Nade: L,Y,B,L (On-host) Not to be confused, but do to be combined with the Double Nade. The Dual nade is an entirely different trick that uses the picking up and dropping of dual wieldable weapons to cancel the time intersection between two grenade throws. Basically you stand on a dual wieldable weapon, holding a dual wieldable weapon, then press L to throw your first grenade, hold Y to pick up the dual wieldable weapon, B to melee and throw the weapon away and L to grenade again. With boxer settings the sequel would be L,Y,L. Note - This trick can also be used in combination with the Double Nade, using the plasma pistol as the first dual wieldable weapon for a deathtrap of three grenades. Double Fire: R,R,XThe hardest one of all; quickly press R, then as soon as you have your R unreleased again, quickly squeeze it again and this time hold, quickly after the controller has registered the start of the holding press X in order two have the two shots burst out at the same time or rapidly following eachother. Timing is crucial, there is about 1/10th of a second to do so and within that second pace of the shots is also determined. You will know its succesfull when you see no reloading animation, but have a full clip again with 6 bullets less. You can also cancel the actual reloading by the Cancel Reload, but more usefull is to Doublefire and then instantly throw a grenade to cancel the reloading, this also seems to be the quickest way to get damage across a map. Instant death: R,R,Y,BThe hardest to pull off, but also the quickest way to make someone die with a battle rifle. Stand in front of them and aim at his/her head, then by pressing R,R,Y,B quickly you will first fire one shot, then switch, melee and fire the second shot. The melee is to be pressed when you see the secondary weapon model. You could use the B,X,R, but with this trick you will always do damage, because of the first shot and on top of that you can do it with a not-full clip. Note - You do not want to run forward while getting in range for the melee, because then you will have the second shot hitting you in the back of your head. Suicide shot: R,R,Y (secondary weapon) This is a technique that can help you get out of a bad spawn without losing a point. When you press R,R,Y (al quickly after eachother, the results of the button pressing comes later) and move forward the following happens. You will fire one shot, then switch to your other weapon and then fire another shot. If you have moved forward during the button sequence, the second burst will hit you, because it will still come from the place where you pressed the second R. Note - MLG prohibits this Tricks of the trade: Get used to always pressing X after you throw a grenade! Get used to always doing the Quick Reload! Get used to always doing the Quick Switch! Get used to always doing the B,X,R,B!
Halo: Combat Evolved Weapon Glitches
*These glitches are described using the default button layout.*
Double Melee: B, L, B Allows for two melees quicker than normal. The grenade animation cancels the rest of the first melee, allowing for a second melee to be executed immediately after the grenade is thrown. Melees do greater damage when are executed while moving or in the air. Works with all weapons, however, some weapons allow for quicker melees than others. *Note: Grenades are necessary to complete this maneuver.
Switch Melee: B, Y, L, B Similar to the Double Melee (DM), except instead of meleeing twice with the same weapon, the second melee will be executed with your secondary weapon. *Note: A secondary weapon and grenades are necessary to complete this maneuver.
Backpack Reload: X, X, Y Allows for the ability to reload your current weapon while using your secondary weapon. To execute, press X, X, Y quickly, and listen for the sound of the weapon reloading. When it is finished, switch back and the weapon will be reloaded. *Note: A secondary weapon is necessary to execute this maneuver.
Grenade Reload: X, X, L Allows for a grenade to be thrown while the current weapon reloads. Press buttons at same speed used for the Backpack Reload. *Note: Grenades are necessary to execute this maneuver.
Quick Scope: Y, B Meleeing with a scoped weapon (while switching or while it is out) will allow you to scope in with it more quickly than normal.
Quick Camo: Camo, R You can turn camo quicker by firing several rounds with a non-scopable weapon after picking up camo. Alternately, fire a round with a scopeable weapon and switch to a non-scopeable weapon to achieve the same affect.
Infinite Ammo: X, X, *PAUSE*, X Glitch that allows any weapon to have infinite ammunition. To execute, stand next to a weapon that is able to be picked up. When the weapon you want to have infinite ammo can be reloaded, press X, X, wait a moment, and X again to swap with the weapon on the ground. You will hear the sound of your previous weapon reloading. Pick it up again and it will be reloaded with more ammo in it. *Note: The weapon you are giving ammo to needs to be able to be reloaded in order to execute this glitch. ~Kalec
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Posted: Thu Aug 31, 2006 12:30 am
Weapon Spawn Times
* All time measurements have a 2 second margin of error in either direction. * All times listed have been tested under standard slayer rules. * All weapons disappear after 30 seconds on the ground. * Disappear timer does not start until the moment a weapon stops moving entirely (I.E. The weapon stops bouncing). * The 30 second disappear time is reset if you walk over the weapon bringing up the "Hold X to pick up" message. * All vehicle times are measured from moment of destruction. * Ammo taken from a weapon (while still leaving that weapon in its spawn location) will remain missing from that weapon forever, or until the weapon is taken and a new one appears. There is no respawn simply for the missing ammo within a weapon spawn. Lockout Shotgun** 0:15 Sword** 0:25 Plasma Rifle 0:30 Pistol 0:30 Needler 0:30 Grenades 0:30 SMG 0:30 Plasma Pistol 0:30 Sniper Rifle** 0:38 Battle Rifle 0:45 Ascension Plasma Pistol 0:30 Needler 0:30 Grenades 0:30 Pistol 1:00 SMG 1:00 Battle Rifle 1:00 Rocket Launcher 1:15 Sniper Rifle (small tower) 1:20 Sniper Rifle (main tower)** 15 seconds after drop Shotgun 1:25 Overshield 2:20 Banshee 2:35 Midship Sword** 0:15 Shotgun** 0:15 Grenades 0:30 Plasma Rifle 1:00 Needler 1:00 Carbine 1:00 Plasma Pistol 1:30 Battle Rifle 1:30 Ivory Tower Sword** 0:15 Rocket Launcher** 0:15 Plasma Rifle 0:30 SMG 0:30 Needler 0:30 Shotgun** 0:45 Pistols 0:45 Carbines 0:45 Plasma Pistol 0:45 Grenades (All types) 1:00 Sniper Rifle 1:00 Rocket ammo 1:10 Overshield 1:23 Battle Rifle 1:30 Beaver Creek Rocket Launcher** 0:15 Sniper** 0:15 Pistol 0:30 Needler 0:30 SMG 0:30 Plasma Pistol 0:30 Plasma Rifle 0:30 Grenades 0:30 Battle Rifle 0:45 Shotgun 0:45 Overshields 1:00 Burial Mounds Battle Rifle** 0:15 Rocket** 0:15 Plasma Carbine 0:30 Plasma Pistol 0:30 Needler 0:30 Plasma Rifle 0:30 Grenades 0:30 Sniper Rifle** 0:30 Beam Rifle** 0:45 Sword** 0:45 Turrets(2) 1:15 Ghost 1:15 Warthog 1:15 Colossus Shotgun** 0:15 Beam Rifle** 0:25 Plasma Pistol 1:00 Pistol 1:30 Battle Rifle 0:30 Grenades 0:30 Plasma Rifle 0:30 Needler 0:30 Overshields 0:53 Zanzibar SMG 0:30 Needler 0:30 Grenades 0:30 Rocket Ammo 0:30 Plasma Rifle 0:45 Battle Rifle 0:45 Invisiblity 1:16 Rocket** 0:34 Sniper Rifles(2)** 0:40 Shotguns(2)** 0:35 Sword** 0:25 Turrets(2) 4:10 Warthog 0:30 Ghost 0:30 Coagulation Sniper Rifle(2)** 0:15 Shotguns(2)** 0:15 Plasma Rifle 0:30 Plasma Pistol 0:30 Pistol 0:30 Grenades 0:30 Sniper Ammo 0:40 Rocket Ammo 0:45 Rocket** 0:47 Battle Rifle 0:50 Brute Shot** 1:15 Powerups 1:35 Ghost 0:50 Warthog 1:15 Banshee 1:50 Headlong Brute Shot** 0:15 Plasma Rifle 0:30 Shotgun 0:30 Grenades 0:30 Beam Rifle** 0:30 Sniper Rifle** 0:30 Rocket Launcher** 0:45 Plasma Carbine** 0:45 Plasma Pistol 0:45 SMG 0:45 Pistol 0:45 Battle Rifle 0:45 Needler 0:45 Sniper Ammo 0:59 Sword** 1:00 Overshields 1:05 Invisibility 1:25 Turrets(2) 5:50 Ghosts(2) 1:00 Banshee 1:00 Warthogs(2) 1:00 Waterworks Shotgun** 0:25 Sniper Rifle 1:00 SMG 0:30 Plasma Pistol 0:30 Rockets (2)** 0:37 Sword** 0:40 Pistol 0:45 Battle Rifle 0:45 Brute Shot** 0:45 Plasma Carbine** 0:50 Needler 1:00 Turret 3:40 Ghost 0:30 Banshee 0:30 Warthog 0:45 Wraith 2:33 Foundation Battle Rifle** 0:15 Grenades 0:30 SMG 0:30 Pistol 0:30 Needler 0:30 Rocket Launcher** 0:30 Sword** 0:30 Rocket Ammo 1:00 Turrets(2) 1:30 Warlock Shotgun** 1:00 Battle Rifle 0:45 Magnum 0:50 Plasma Rifle 0:30 Active Camo 1:10 All Grenades 0:45 Containment Sniper Rifle** 4:00 Rocket Launcher** 0:45 Rocket Ammo 1:40 Battle Rifle 0:30 Brute Shot 1:00 Gate is open 1:30 Overshield 1:00 Active Camo 1:00 Plasma Rifle 0:30 Brute Shot 1:00 Plasma Pistol 1:00 Shotgun 1:00 SMG 0:30 All Grenades 0:30 Banshee 0:50 Warthog 0:50 Sanctuary Shotgun** 0:45 Plasma Pistol** 0:45 Carbine** 1:15 Sniper Rifle** 1:30 Energy Sword** 1:30 Magnum 0:45 Battle Rifle 0:45 Needler 0:30 Plama Rifle 0:30 All Grenades 0:30 Turret 1:30 Turf Plama Pistol** 1:15 Shotgun** 1:00 Sniper Rifle** 1:00 Brute Plama Rifle 0:45 Plama Rifle 0:30 Battle Rifle 0:30 SMG 0:30 Magnum 0:30 Brute Shot** 1:00 Warthog 0:45 All Grenades 0:45 Battle Rifle Ammo 1:00 SMG Ammo 1:00 Magnum Ammo 1:00 Sniper Rifle Ammo 1:00 Shotgun Ammo 1:00 Backwash Shotgun** 1:30 Plasma Pistol** 1:30 Energy Sword** 1:30 Brute Shot** 1:30 Active Camo 3:00 SMG 0:30 Plasma Rifle 0:30 All Grenades 0:30 Sentinel Beam 0:30 Magnum 1:30 Battle Rifle 0:30 Elongation Magnum** 0:45 Plasma Pistol** 1:00 Shotgun** 0:45 Brute Shot** 0:45 Battle Rifle 0:30 All Grenades 0:45 SMG 0:30 Plasma Rifle 0:30 Gemini Shotgun** 0:45 Beam Rifle** 0:45 Plasma Pistol** 0:45 Energy Sword** 0:45 Overshield 1:00 Covenant Carbine 0:30 Brute Shot 0:30 Plasma RIfle 0:30 Needler 0:30 Plasma Grenades 0:45 Relic Rocket Launcher** 2:00 Beam Rifle** 0:30 Sniper Rifle** 0:30 Shotgun** 0:30 Sword** 0:30 Plasma Pistol** 0:30 Battle Rifle 0:30 SMG 0:30 Plasma Rifle 0:30 Covenant Carbine 0:30 All Grenades 0:30 Needler 0:30 Magnum 0:30 Warthog 0:30 Ghost 0:30 Terminal Rocket Launcher** 0:30 Energy Sword** 0:45 Shotgun** 0:30 Plasma Pistol** 0:45 Sniper Rifle 2:30 SMG 0:45 Battle Rifle 0:45 Plasma Rifle 0:45 All Grenades 0:45 Covenant Carbine 1:10 Magnum 1:10 Rocket Ammo 2:30 Overshield 0:45 Ghost 0:45 Warthog 0:30 Turret 0:45 Wraith 2:30 **These noted weapons are 'Super-Weapons' for this level, and will only respawn in the noted time after they have disappeared. If someone carries these weapons they will NOT respawn. There can be more than one that spawns per level of the same Super-Weapon type (Example: Coagulation- It has two snipers that are both Super-Weapons). When there are two Super-Weapons of the same type, they disappear and respawn independently of one another. Weapons denoted Super-Weapons will disappear instantly upon being dropped without any ammo in them (Not the sword).
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Posted: Thu Aug 31, 2006 12:31 am
Skulls Un-named Skull
Difficulty: Legendary
Level: Armory
Words on screen: No words appear
Effect: Makes enemies more aware of your location.How to get to the skull: At the beginning of the level, after you power your shields for the first time, the Serge shows up on an Elevator. Wait in the room until the Serge starts berating you, telling you to get into the elevator. You MUST wait for him to say "Would it help if I said please?" Once he says this, get in the elevator, and go down to the tram. Get on the tram, and face towards the INSIDE of the building. Press up against the glass doors towards the inside of the building. You should hold 'X' down, and you should pick up the skull. It's on a stack of green crates, near the end of the tram ride. Video Links: Link 1------------------------------------------ Thunderstorm Difficulty: Legendary
Level: Cairo Station
Words on screen: "Thunderstorm"
Effect: All convenant enemies become special ops.How to get to the skull: After you take out the second room of covenant boarding the ship, the game says "Priority Shift". Shortly after this you will go to the armory where you will have to take out a couple of Elites. The next room is "Commons B.01". Clear out all of the enemies on the ground floor and the Grunts in the far landing that are manning the plasma turret. Once you've cleared the room, look towards the outside -- literally out into space. You should see the dual tram tracks, and some diagonal supports holding up the tram tracks. You'll also note that the diagonal supports in the center are close together. One of those supports goes down the side of the wall near where one of the glass railings is. You can jump on the post for the glass railing and jump up onto the diagonal railing. From here, jump to the tram track and follow it all the way down towards the door you originally came in. You should see a landing with a trash can. The skull is in/under this trash can. Simply walk up to the trash can and hold X to pick up the skull. Video Links: Link 1Action replay saves: NTSC PAL------------------------------------------ Blind Difficulty: Any
Level: Outskirts
Words on screen: "Blind"
Effect: There is no HUD or weapons on screen. How to get to the skull: As soon as the level starts your vision will be blurry. Directly ahead of you there is a hallway with a flashing light. Enter the hallway, turn around, and look up There will be a horizontal flashing halogen light. Jump to it. Then turn right and crouch jump to the roof. Then turn right again and there is a long passageway with some ammo, grenades, and the Blind skull. Video Links: Link 1------------------------------------------ IWHBYD Difficulty: Any
Level: Outskirts
Words on screen: "I would have been your Daddy"
Effect: Apparently, this skull unlocks all sorts of interesting dialogue. How to get to the skull: The specifics of this skull are still a bit sketchy. The best thing to do is watch the videos showing how to spawn the skull and just keep trying until you get it to spawn. The main thing appears to be getting the checkpoint right past the pelican that picks up Johnson. This checkpoint spawns the sniper jackals in 'sniper alley.' The skull itself is in a room on a balcony. The room contains a sniper rifle and sniper ammo, and if you're one of the lucky ones who can get the skull to spawn, it will also contain the skull. Picking up the skull teleports you to the ground level, and gives you just a Plasma Pistol. You will quickly be assaulted by Elites. Some people say that grunts and jackals will also spawn, but I've never seen them do so. In my video, 7 waves (not 6, like I said initially) of Spec Op Elites come out. Killing the last Elite will have the text for the skull flash, meaning that you have to kill all of the Elites to actually finish getting the skull. If you die to the Elites, and your checkpoint no longer spawns the skull, kill yourself 4 or 5 times to be pushed back one extra checkpoint. The skull should spawn for you again, so you can try the fight again. Video Links: Link 1Action replay saves: NTSC------------------------------------------ Catch Difficulty: Legendary
Level: Metropolis
Words on screen: "Catch"
Effect: Enemies always drop 2 plasma grenades, and it appears that all enemies will toss more grenades in general.How to get to the skull: Right after you exit from the underground highway, you'll come to a large open-air circular room with a handful of Jackal snipers and some Elites. The quickest way to get safely to the skull is to get the next checkpoint by jumping into the Warthog and letting the marine drive you to the next area. Jump out of the jeep and backtrack to the large room, and clear the area. You will see a large semi-circlular beam going from one of the main platforms that goes from the ground up to the top of the two towers. Do a grenade jump at the bottom of this beam and walk all the way to the top. Jump over to the ledge of the left tower. Walk to the end of the ledge and you will find the Catch skull. Video Links: Link 1Action replay saves: NTSC PAL------------------------------------------ Grunt Birthday Party Difficulty: Legendary
Level: The Arbiter
Words on screen: "Grunt Birthday Party"
Effect: Headshots makes enemies explode How to get to the skull: Progress throughout the level until you get a banshee. As soon as you are in the banshee, fly straight down towards the far side of the bottom of the middle structure. You will see two large circular supports and a large connetion between the top of those two supports. In between the supports and the large connection there is enough space to land your Banshee. You will find a circle of dancing grunts, and in the middle of that circle is the Grunt Birthday Party skull. Video Links: Link 1 Action replay saves: NTSC PAL------------------------------------------ Famine Difficulty: Legendary
Level: The Oracle
Words on screen: "Famine"
Effect: All found weapons have less ammo.How to get to the skull: After you get off of the slowly decending elevator, you will come to a hallway where you see a handful of dead bodies. Continue into the next room, and you will be on the second floor of a room that has a lot of glass windows. When you enter this room, look to the right, and find the third pane of glass. It should be to the right of a wall that has some flood guts splattered on it. Shoot out this window, and the windows directly across the room. If you look below you, you will see a platform that has four tall posts. On the far side of the room there is a column that is right in between the two windows on the far side of the room. Turn on your active camo, and jump to the center platform. Jump on either of the posts on the far side of the platform and jump to the column between the windows. Make another jump through the window you shot out, and make a left. Walk all the way to the end and you'll find four flood elites convulsing on the floor, with the Famine skull in the middle of them. Video Links: Link 1 Action replay saves: NTSC PAL------------------------------------------ Envy Difficulty: Legendary
Level: Delta Halo
Words on screen: "Envy"
Effect: Active Camo takes the place of your flashlight. The camo acts just like Arbiter Active Camo. How to get to the skull: Progress through the level until you come to an area with a large central stucture that has a multitude of columns. When you first get into this area, you have to go left, and there is a ramp on the left that goes up and then back down. Get on this ramp and continue up the wall until you are on the landing where there will be (or used to be) some plasma turrets. Follow this landing all the way to it's end, and you'll see a door that is blocked off by a large stone. Jump on top of the stone, and jump again to get on a thin ledge. Make sure you're up against the left wall, and grenade jump up to the top of the wall to your left. Once you're on this wall, you'll see that the right wall ends and there is some earth behind it. Jump onto the dirt, and follow the stone wall all the way to the top. When you're on the top of this wall, you can look down towards the center and you should see two cloaked Elites looking towards each other with the Envy skull between them. Video Links: Link 1 Action replay saves: NTSC PAL------------------------------------------ Assassins Difficulty: Legendary
Level: Regret
Words on screen: "Assassins"
Effect: All enemies in game are permanently cloaked. How to get to the skull: Immediately after the gondola ride following the battle with the hunters, there will be a building with two turrets on it. Enter the building and jump on the square stone block right in front of you. Jump again onto the ledge above you. This ledge takes you outside to where the turrets were. You'll want to get on the roof of the small room you were just in. There is a broken pillar right outside the door that you can jump on which will give you plenty of height to get on top of the roof. Using croutch jumps and grenade jumps, follow the right side perimeter of the building. Once you have gone as far as you can go you will find a small grassy area with two cloaked dancing elites and the Assassins skull. Video Links: Link 1Action replay saves: NTSC PAL------------------------------------------ Mythic Difficulty: Legendary
Level: Sacred Icon
Words on screen: "Mythic"
Effect: Unknown. Apparently enemies have more health, making them harder to kill, but this has not been proven. How to get to the skull: There is a semi outdoor area which has the same type of area right next to it. There is a large sentinal in front of each one. Go past this area and down the piston and you'll be in a vary dark and dank flood infested area. There's a stack of 6 or 7 boxes as you enter the room. Use them to jump up to the landing above. There are a handful of alcoves on your right hand side. The skull is in the third alcove, floating above a dead human flood. Video Links: Link 1Action replay saves: NTSC PAL------------------------------------------ Sputnik Difficulty: Legendary
Level: Quarantine Zone
Words on screen: "Sputnik"
Effect: The force of certain attacks and explosions is increased dramatically. The most obvious changes are to frag grenade explosions, rocket explosions, vehicle explosions, melee attacks, and plasma attacks from turrets and vehicles. What this increase in force means is that objects tend to go flying farther, making for some very crazy battles, or for some very nice height when frag grenade jumping. It's important to note that weapon damage is NOT changed. Also, when you melee attack an enemy from the front, you will hit them so hard it will turn them all the way around - giving you the perfect opportunity to get a mortal melee blow in. How to get to the skull: From the start of the level, turn directly around, and you should see a tunnel. Head into the tunnel and go straight until you exit the tunnel. Go straight across the open area, and you'll come across a broken pipe tunnel on your right. Straight in front of you you should see a small ledge running across the wall, above the green pit. Carefully get onto that small ledge and walk all the way to the end of the ledge to find the Sputnik skull. Video Links: Link 1------------------------------------------ Angry Difficulty: Legendary
Level: Gravemind
Words on screen: "Angry"
Effect: Grunts shoot much faster, and the Angry skull is the only known skull that can be cycled through, allowing you to use the skull as a third weapon. How to get to the skull: Fight all the way through the Covenant city until you reach the outdoors. As soon as you are outside, turn right. You will see some Covenant crates next to the rock ledge. Jump from the crate to the rock ledge. Walk up the rock hill and to your right you will see a large red girder. Jump onto the girder and follow it back towards the complex you came from. You will run into an invisible grunt weilding a fuel rod. Kill the grunt, and continue to the end of the girder where you will see the Angry skull floating above a small grav-lift. Video Links: Link 1 Action replay saves: NTSC PAL------------------------------------------ Ghost Difficulty: Legendary
Level: Uprising
Words on screen: "Ghost"
Effect: Unknown. Some reports say enemies take longer to notice you or react to your presence. How to get to the skull: After the outdoor area with all the ghosts and grunts, there is an 'L' shaped room that is seen throughout the level. It is right after the armory room that is full of covenant and human weapons. Grenade jump using a jacked ghost up to the rafters and it's up there. You can also push a box from the armory room into the hallway, and jump on this box. The skull is right above the door, and if you hold X down while jumping close enough to the skull you will pick it up, even if you're not in the rafters and the skull isn't visible. Video Links: Link 1Action replay saves: NTSC PAL------------------------------------------ Iron Difficulty: Legendary
Level: High Charity
Words on screen: "Iron"
Effect: When playing co-op, if either player dies the game restarts you at your last checkpoint. This effects all difficulties. Normally this only happens on Legendary. How to get to the skull: When you enter the final (the second) Gravity Lift, look up. A skull will pass through you extemely quickly so you must start holding "X" a bit before you actually pass it to grab hold of it. Video Links: Link 1Action replay saves: NTSC PAL------------------------------------------ Black Eye Difficulty: Legendary
Level: Great Journey
Words on screen: "Black Eye"
Effect: Your shield does not charge normally. To charge your shields you must melee enemies. You can charge your shields into the overcharge range doing this. How to get to the skull: Eventually you have to escort the Sarge who is in a Scarab. Follow him along until you see the huge compound in front of you. Directly above the door that the Sarge blows open with the Scarab is an angled beam. Land your Banshee on this beam and walk to the top of the beam. Look down and to your left and you will see a circular angled wall. Jump onto this wall and walk to the top. Walk straight along the right-hand side of this area. You will have to jump over a small beam in front of you. Continue walking straight until you come to a grassy area. Keep walking up the grassy hill and go until you come to the point where can jump onto the angled support for the tower meets the grass. Jump onto the support and walk up the support. It's a very steep climb, so jumping while you're going up the support speeds up the walk some. At the first landing you will see the Black Eye skull sitting on a glowing white panel on the floor. Video Links: Link 1 Action replay saves: NTSC PAL------------------------------------------
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Posted: Thu Aug 31, 2006 12:32 am
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Posted: Thu Aug 31, 2006 12:33 am
Playlist Usage 17.97% Team Slayer 16.33% Team SWAT 10.64% Team Snipers 9.81% Team Carnage 7.72% Team Training 7.12% Double Team 6.86% BTB Slayer 4.09% Rumble Training 4.02% Team Hardcore 3.30% Rumble Pit 3.30% Team Skirmish 2.97% BTB Skirmish 2.94% Multi-Team 2.93% Team ActionSack
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Posted: Thu Aug 31, 2006 12:48 am
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Posted: Thu Aug 31, 2006 12:49 am
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Posted: Thu Aug 31, 2006 3:46 pm
This could have gone perfectly in the glitches thread. smile
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