The Ark (level): Difference between revisions

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{{Main|Glitches}}
{{Main|Glitches}}
*Strangely, while playing co-op at Mission Start, while riding in the Pelican, Player 2 (Thel 'Vadam) will be looking out the sides of his head, no matter where he looks. Once he gets out of the Pelican however, he will see out the front of his head.
*Strangely, while playing co-op at Mission Start, while riding in the Pelican, Player 2 (Thel 'Vadam) will be looking out the sides of his head, no matter where he looks. Once he gets out of the Pelican however, he will see out the front of his head.
*In Theater mode right at the part where the player snaps to Master Chief's HUD, pauses and unsnaps the camera, then plays, he/she will see the Pelican fly normally and then fly slanted to the drop zone.
*In Theater mode, right at the part where the player snaps to Master Chief's HUD, pauses and unsnaps the camera, then plays, he/she will see the Pelican fly normally and then fly slanted to the drop zone.
*At the structure with the light bridge, killing all the tanks and Warthogs at the bottom will cause the Marine who drops off the Gauss Warthog in the next area to be invincible. He will still react normally and say his line "Chief, 'Hog's all yours," before proceeding to attack the player. It should also be noted that even if the player kills all the tanks and Warthogs by the light bridge, they will still come out of the cliff in the next area, and will not be hostile. This is probably due to the fact that, if the tanks are watched in Theater mode (right after activating the light bridge), they simply disappear and new tanks and Warthogs appear out the other door.
*At the structure with the light bridge, killing all the tanks and Warthogs at the bottom will cause the Marine who drops off the Gauss Warthog in the next area to be invincible. He will still react normally and say his line "Chief, 'Hog's all yours," before proceeding to attack the player. It should also be noted that even if the player kills all the tanks and Warthogs by the light bridge, they will still come out of the cliff in the next area, and will not be hostile. This is probably due to the fact that, if the tanks are watched in Theater mode (right after activating the light bridge), they simply disappear and new tanks and Warthogs appear out the other door.
**For a similar reason, any Mongooses brought to the light bridge will not appear on the other side.
**For a similar reason, any Mongooses brought to the light bridge will not appear on the other side.
*It is possible to board and destroy the Scarab when the player first exits the Forerunner building and see the Gauss warthog attacked by Ghosts. To do this, the player must grab a Ghost and destroy it at the correct time so the Ghost part can launch he/she directly into the Scarab's doorway. Once destroyed, the player will see the Scarab again at the place that he/she are tasked to destroy, except it will be only half and the main cannon is smoking.
*It is possible to board and destroy the Scarab when the player first exits the Forerunner building and sees the Gauss Warthog being attacked by Ghosts. To do this, the player must grab a Ghost and destroy it at the correct time, so the Ghost part can launch the player directly into the Scarab's doorway. Once destroyed, the player will see the Scarab again in the area where they would normally fight it; half of the Scarab will be missing, and smoke will billow out from its main cannon.
*A player can easily navigate a Chopper the full way down to the Chieftain fight at the end of the level. With a large amount of patience and time, a player can (with a partner) also navigate a Warthog to the Chieftain fight at the end of the level. This second option may take hours, however, and requires much free time.
*A player can easily navigate a Chopper the full way down to the Chieftain fight at the end of the level. With a large amount of patience and time, a player can (with a partner) also navigate a Warthog to the Chieftain fight at the end of the level. This second option may take hours, however.
*If the player has a Plasma Pistol where the Arbiter is about to board the Banshee, he/she can overcharge the Plasma Pistol to disable the Banshee, the player won't be able to board it or even shoot the pilot and enter the Banshee. The Arbiter also disappears from the level.
*If the player has a Plasma Pistol where the Arbiter is about to board the Banshee, they can overcharge the Plasma Pistol to disable the Banshee. However, the player won't be able to board it or even shoot the pilot. The Arbiter will also disappear from the level.
*After activating the Silent Cartographer, if Thel 'Vadam doesn't board the Banshee in time, or if it flips, he will get up and disappear. Given time, the Banshee will disappear as well.
*After activating the Silent Cartographer, if Thel 'Vadam doesn't board the Banshee in time, or if it flips, he will get up and disappear. Given time, the Banshee will disappear as well.


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