The Truth and Reconciliation (Level): Difference between revisions
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*This level may include the largest grenade jump possible. The jump includes four grenades and will skip the second floor completely. A video is here: [http://www.highspeedhalo.net/?time&id=9]; the jump occurs after about 13 minutes. A video is also available on youtube: [http://youtube.com/watch?v=gpnDWLe-vG4]; the jump is at around 2:47. This jump includes 3 plasma grenades and 1 frag. Three [[plasma grenades]] are thrown near the Overshield, each one is lower than the other. Then, a frag is thrown at the ground. Grab the Overshield before jumping, so no damage occurs. | *This level may include the largest grenade jump possible. The jump includes four grenades and will skip the second floor completely. A video is here: [http://www.highspeedhalo.net/?time&id=9]; the jump occurs after about 13 minutes. A video is also available on youtube: [http://youtube.com/watch?v=gpnDWLe-vG4]; the jump is at around 2:47. This jump includes 3 plasma grenades and 1 frag. Three [[plasma grenades]] are thrown near the Overshield, each one is lower than the other. Then, a frag is thrown at the ground. Grab the Overshield before jumping, so no damage occurs. | ||
*If you pay attention while searching for Captain Keyes throughout the level, you will find random groups of marines lying dead in the hallways of the ''Truth and Reconciliation''. This is odd considering that all the marines that were with Captain Keyes went to the brig with him and the only other marines to enter the ship were with the Master Chief. It is also possible that they were a reconnaissance force sent in before the strike team. It is reinforced by the fact that in ''[[Halo: The Flood]]'', it says that reconnaissance had confirmed Keyes was | *If you pay attention while searching for Captain Keyes throughout the level, you will find random groups of marines lying dead in the hallways of the ''Truth and Reconciliation''. This is odd considering that all the marines that were with Captain Keyes went to the brig with him and the only other marines to enter the ship were with the Master Chief. It is also possible that they were a reconnaissance force sent in before the strike team. It is reinforced by the fact that in ''[[Halo: The Flood]]'', it says that reconnaissance had confirmed Keyes was captured and there are also dead Elites below the ship and in the launch bay. However, it was also mentioned that Chief past several groups of dead marines when traveling through the ships corridors. It may also be that these Marines were captured along with Keyes and killed on the way to their holding cells, perhaps for trying to escape. | ||
*This is the only level in the entire game/trilogy that you start with a Sniper Rifle with a total of 64 bullets. When your ammo is less than 24 bullets and you collect ammo, you can only get up to 24 bullets like a normal sniper rifle. | *This is the only level in the entire game/trilogy that you start with a Sniper Rifle with a total of 64 bullets. When your ammo is less than 24 bullets and you collect ammo, you can only get up to 24 bullets like a normal sniper rifle. | ||
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*When you are just outside the bridge after rescuing Captain Keyes, it is possible that you sometimes can hear the Stealth Elites attacking and killing Sergeant Parker's squad. | *When you are just outside the bridge after rescuing Captain Keyes, it is possible that you sometimes can hear the Stealth Elites attacking and killing Sergeant Parker's squad. | ||
*The Marines that help you find Captain Keyes on this level are "standard-programmed", which means they fire weapons in semi-automatic bursts; only shoot in short to medium range, and | *The Marines that help you find Captain Keyes on this level are "standard-programmed", which means they fire weapons in semi-automatic bursts; only shoot in short to medium range, and climb onto a Warthog's gunner seat first rather than passenger seat, if both are empty. However, the Marines you rescue from the brig are "sniper-programmed", which means they fire weapons in full burst, fire at long-range targets (even if they're holding a short-range weapon like a Shotgun), and climb onto a Warthog's passenger seat first rather than gunner seat, if both are empty. There are also two other Marines that are sniper-programmed on the level {{Levelname|Assault on the Control Room}} (the Marine Sergeants with the Sniper Rifles). Although this level has no drivable vehicles and has a lot of close-quarters combat, the Marines were most likely given this feature to protect Captain Keyes more easily (Keyes also has the sniper-programmed feature).<!--I found this out after quite a while of experimenting with various weapons and bump-possession on custom-made multiplayer maps containing AIs.--> | ||
*After clearing the entire area outside the ship, if one returns to the entrance of the second area, there is a small alcove where an elite was hiding. It is covered by two thin rocks forming a ceiling. If one turns their volume up and walks in and out of the cave lightly, several different "ghost" noises can be heard including hissing, distant "birds" and wolve sounds. The bird sounds seem very similar to the ones from Halo 2 on [[High Charity]]. | *After clearing the entire area outside the ship, if one returns to the entrance of the second area, there is a small alcove where an elite was hiding. It is covered by two thin rocks forming a ceiling. If one turns their volume up and walks in and out of the cave lightly, several different "ghost" noises can be heard including hissing, distant "birds" and wolve sounds. The bird sounds seem very similar to the ones from Halo 2 on [[High Charity]]. |