Stopping time: Difference between revisions

→‎Walkthrough: Putting the missions in the order that they occur in during the campaign
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(→‎Walkthrough: Putting the missions in the order that they occur in during the campaign)
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==Walkthrough==
==Walkthrough==
Usually the game's design prevents the player from forcibly moving NPCs from one area to another. There are some instances where [[Warthog]]s can be used to work around this limitation.
Usually the game's design prevents the player from forcibly moving NPCs from one area to another. There are some instances where [[Warthog]]s can be used to work around this limitation.
=== Assault on the Control Room ===
One such instance is present in the level [[Assault on the Control Room (Level)|Assault on the Control Room]], at the area where the Master Chief and the Marines fight their way through the deep canyons into a dead-end with the two final bridges high above them. The only way out of the canyon at this point (at least, according to the game's intended design) is through a single small door on the right side of the canyon. The Marines will not follow, instead staying behind to guard the Master Chief's back.
While it is somewhat difficult, a Warthog can, with a little effort, be forced through some pillars and into this area of the canyon. If the player fills the two extra seats with Marines and then forces the Warthog through the door into the corridors, then once the Warthog crosses the loading point the two Marines will freeze. This happens because when the player leaves one area, all the "living" elements in that area, whether NPC, [[Covenant]], [[vehicle]], explosion, etc., are frozen where they are -- and no checks are performed to make sure that the now-frozen objects are where they belong. You can shoot the Marines once they freeze and while they may make sounds, they will not move until you return with them to their specified area. For some reason, [[Needler]] rounds and [[Plasma Grenade]]s also take longer to explode when stuck to frozen Marines -- it can sometimes take as many as three Needler clips before a detonation occurs.
Another example of this glitch can be seen in the same level, in areas where [[Hunters]] roam the interior rooms. If you can get one to follow you into a corridor that contains a loading point, once you cross that point, the Hunter will freeze. However, firing into the frozen area or throwing a grenade into it will not freeze that bullet/projectile or grenade. Instead, it will act normally, and if you've damaged the Hunter blood will even splatter on the floor and walls. If you damage it enough while it is frozen, it will die while frozen, but not fall down until you re-enter the frozen area.


=== The Silent Cartographer ===
=== The Silent Cartographer ===
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Note that the Marines may be taken to the room at any time before you activate its loading point.
Note that the Marines may be taken to the room at any time before you activate its loading point.
=== Assault on the Control Room ===
Another such instance is present in the level [[Assault on the Control Room (Level)|Assault on the Control Room]], at the area where the Master Chief and the Marines fight their way through the deep canyons into a dead-end with the two final bridges high above them. The only way out of the canyon at this point (at least, according to the game's intended design) is through a single small door on the right side of the canyon. The Marines will not follow, instead staying behind to guard the Master Chief's back.
While it is somewhat difficult, a Warthog can, with a little effort, be forced through some pillars and into this area of the canyon. If the player fills the two extra seats with Marines and then forces the Warthog through the door into the corridors, then once the Warthog crosses the loading point the two Marines will freeze. This happens because when the player leaves one area, all the "living" elements in that area, whether NPC, [[Covenant]], [[vehicle]], explosion, etc., are frozen where they are -- and no checks are performed to make sure that the now-frozen objects are where they belong. You can shoot the Marines once they freeze and while they may make sounds, they will not move until you return with them to their specified area. For some reason, [[Needler]] rounds and [[Plasma Grenade]]s also take longer to explode when stuck to frozen Marines -- it can sometimes take as many as three Needler clips before a detonation occurs.
Another example of this glitch can be seen in the same level, in areas where [[Hunters]] roam the interior rooms. If you can get one to follow you into a corridor that contains a loading point, once you cross that point, the Hunter will freeze. However, firing into the frozen area or throwing a grenade into it will not freeze that bullet/projectile or grenade. Instead, it will act normally, and if you've damaged the Hunter blood will even splatter on the floor and walls. If you damage it enough while it is frozen, it will die while frozen, but not fall down until you re-enter the frozen area.


== In ''Halo 3'' ==
== In ''Halo 3'' ==
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