Editing Sacred Icon

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*It is possible to encounter Marine enemies in the room where Sergeant Stacker and Sergeant Banks can be heard over the radio. A window shows a one-sided battle going on between a few Marine stragglers and Flood form. Going the normal route by turning the corner will trigger the Marines to die, so it is virtually impossible to bypass it going this way. However, using the Sputnik skull and some practice, the player can grenade jump across the window and completely bypass the trigger. If any Marines are still alive, they will appear red in the reticule and will attack the player. This trick also prevents the next waves of Flood and Sentinels from spawning in the rest of this room.
*It is possible to encounter Marine enemies in the room where Sergeant Stacker and Sergeant Banks can be heard over the radio. A window shows a one-sided battle going on between a few Marine stragglers and Flood form. Going the normal route by turning the corner will trigger the Marines to die, so it is virtually impossible to bypass it going this way. However, using the Sputnik skull and some practice, the player can grenade jump across the window and completely bypass the trigger. If any Marines are still alive, they will appear red in the reticule and will attack the player. This trick also prevents the next waves of Flood and Sentinels from spawning in the rest of this room.
*The dead Marines and Brutes in this level [[Faking Brutes|blink their eyes from time to time]].
*The dead Marines and Brutes in this level [[Faking Brutes|blink their eyes from time to time]].
*The [[Jackals' unlimited Plasma Pistols]] glitch can be done on this level.
*The [[Jackals' Unlimited Plasma Pistols]] glitch can be done on this level.
*During the fight with the first [[Enforcer]], if the player blows off all its attacking parts, the Enforcer will use its [[Invisible Sentinel beam]].
*During the fight with the first [[Enforcer]], if the player blows off all its attacking parts, the Enforcer will use its [[Invisible Sentinel beam]].
*If the player proceeds to power-up all Absorbers without destroying the Enforcer, it (with all Sentinel Launchers and [[Sentinels]]) will self-destruct just before the door starts to open.
*If the player proceeds to power-up all Absorbers without destroying the Enforcer, it (with all Sentinel Launchers and [[Sentinels]]) will self-destruct just before the door starts to open.

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