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Re: Halo Reach Trick/Glitch - The Destroyed Scienc
By:davidfuchs
Date: 2/27/18 10:46 am
In Response To: Halo Reach Trick/Glitch - The Destroyed Science Wi (The SuperWaffle)

: https://www.youtube.com/watch?v=06y2_ql0iD8

: Hey guys! We’re back with a smashing Halo: Reach trick! The Destroyed Science
: Wing or the "Red Room" as we called it internally, is a cutscene
: room used for the “this cave is not a natural formation” cutscene in the
: middle of "The Package". This trick went through a lot of
: iterations before we finally got the plan nailed down. The room is
: surrounded by solid space, which is why this room wasn’t entered when we
: got down to the Noble Subway Station back in 2011. It is located inside
: the Abyss and is very close to the Noble Subway Station. This is one of
: our most complicated tricks ever completed, with many steps and meticulous
: setups.

: To explain the context of this trick, we must first go back to a time before
: the abyss was even known about. Even though the same room exists on both
: "Oni Sword Base" and "The Package", they are not
: located in the same place. Previously, we were able to enter this same
: room on "Oni Sword Base" by just setting up a simple clip where
: the game would lead you to believe the room would logically be located at.
: When we tried the same exact method on The Package, we noticed that the
: room did not exist there and all that was the same room that was on Oni
: Sword Base; with the glass intact.This lead us to believe that, like the
: end mission cutscene on The Covenant and the end mission cutscene on The
: Package, the destroyed science wing was loaded during the cutscene itself.
: It was not long however that we realized that this was not the case. Well
: one thing led to another, and while we were experimenting with clips and
: the ghost inside the Swordbase itself, we accidentally clipped into the
: abyss and fall timed to our death. This was the first time we found the
: abyss and was one of the biggest "what the flying hell?!"
: moments to this very day. To investigate more deeply, we went into theatre
: mode, and figured out that this area was not just a black void, but held a
: huge subway track. We also noticed another room that was separated from
: the subway station. We knew immediately that this was the Noble Subway
: Cutscene Room and The Red Room. It finally clicked that the "loading
: done" that was on the ramp inside Swordbase right before activating
: the cutscene was the load that loaded the cutscene areas and the
: mysterious Abyss. At the time, we thought that the chances of getting into
: the Subway Station and the Red Room were the same. We thought wrong.

: When we took a closer look, we found out there were multiple hurdles the Red
: Room had that were not an issue for the Subway Station. While we were
: investigating possible ways to get into both cutscene rooms, we noticed
: something strange about the Red Room that was not applicable to the Subway
: Station. Every time we tried to get closer to the Red Room with our
: freecam, our camera would teleport back to our player. This peaked our
: curiosity even more. We knew generally if the freecam was forced back to
: the player, it meant that there was a loadzone located there (unlikely in
: this instance) or that there was a death barrier around the perimeter of
: the room. So this meant that not only did we have to find a way to
: actually get to the room, but we had to find a way to get past that death
: barrier. Another problem was that the room was isolated from the playable
: space and the subway station. for the subway station, we were already
: quite close to it when we clip into the abyss via swordbase, specifically
: above the station.

: All we had to do was find a way to survive the descent down. For the red
: room, it is substantially farther away from the swordbase compared with
: the subway station, and the only "ground" in the abyss were the
: floors, walls, and ceilings encompassing the swordbase. However, if we
: were to get inside the Subway Station, the red room would be very close
: next to it and importantly, at the same elevation as the subway station.
: The final hurdle in this mess was checkpoints. We knew that no matter what
: the final plan ended up being, we had to have a checkpoint. The problem
: with that was the original idea of getting inside the subway station
: required the banshee easter-egg to remove the swordbase barriers that
: would also effect you in the abyss, therefore preventing you from
: performing the triple headjump to the subway station. Consequentially this
: meant that checkpoints would be disabled after destroying the two AA guns
: outside. So, we knew that to be able to do this, we would have to either
: find a way to trigger checkpoints after activating the banshee easter egg
: or find a way to bypass or break that sword base/abyss elastic barrier
: without activating the banshee easter egg.

: The components of the final Red Room plan have existed for years, but only
: recently were we able to piece it all together. To put it more clearly and
: plainly, the pieces of the puzzle were all found out of order and with
: huge time lapses between each piece being discovered. We had no idea where
: the pieces fit, but we knew that the pieces were a part of the Red Room
: Jigsaw Puzzle. One of those pieces was getting a vehicle in the abyss. We
: knew that since the red room was so isolated, a simple head jump would not
: get us where we wanted to be. The only way we thought of to cover that
: amount of distance was by launching with a ghost. We knew that a ghost was
: "allowed" to exist in the abyss because when the abyss is
: loaded, the ghost also remains loaded inside sword base and does not
: deload. We couldn't just ground pound a ghost directly into the abyss from
: sword base like we could to players because the ghost would just fall
: forever, so we knew we would have to place it at a previous point in the
: mission and try to have the abyss "load around it". We also
: learned by this point that the abyss was essentially a hollowed-out
: version of the beginning of the mission, since we could see the base of
: the sniper towers that exist in the beginning of the mission inside the
: abyss. So, we tried to place the ghost in a multitude of areas in the
: beginning of the mission with the hopes that it would not deload and be in
: a spot that was close enough to the standing portions of the abyss. We
: could not find that spot, but the next puzzle piece that was found made
: trying to find a spot to place the ghost close to the standing parts of
: the abyss moot.

: This puzzle piece hits two birds with one stone. A problem with finding a
: place to keep the ghost was that the only places we could find that the
: ghost would not deload, were too far away to be able to be grabbed from
: inside the abyss. We thought that maybe, instead of trying to place the
: ghost closer to the players, maybe the players just needed to be placed
: closer to the ghost. This meant that instead of entering the abyss by
: ground pounding through sword base, maybe there is another location that
: is closer to the ghosts that we can ground pound at. That location was in
: the deloaded courtyard. We lucked out that there was a perfect corner to
: ground pound with, and that the ghosts would not deload when placed in the
: courtyard. This kills two birds with one stone because we can enter and
: manipulate the ghosts while still being inside the abyss, and we wouldn't
: be affected by the sword base/abyss elastic barrier. This ultimately means
: that activating the banshee egg is no longer required, thus we can still
: activate checkpoints. however consequently, this meant that we would have
: no ground to stand on, and would just fall and die, since unlike entering
: the abyss through sword base, entering the abyss through the courtyard
: provided no ground for us to land on, thus we would fall forever and die
: from the fall timer. THAT'S why we needed the ghosts lined up to travel
: the distance needed, and to avoid just dying to the fall timer.

: These were the crucial pieces in the jigsaw puzzle. This is at the point
: where things clicked, and we knew what we needed to do. We placed the
: ghosts in a few different areas to figure out where they stayed. When we
: found out there was a corner we could ground pound into the abyss from in
: that same spot from outside the swordbase in the deloaded courtyard,
: without any effects from the swordbase elastic barrier, the ghost jump
: idea came to fruition. When we finally got the jump, we knew how to get
: the ghost into the tram. The revert grab technique came in handy, so we
: could have 2 concussion rifles down on the tram. One Concussion rifle to
: get the ghost into the tram, and the other for the ghost launch to the
: cutscene room. Avoiding activating the banshee easter egg gave us the
: crucial checkpoints we needed to not only launch the ghosts, but to revert
: grab the concussion rifles. Also for clarities sake, the swordbase elastic
: barrier I am talking about that effects you in the abyss is the same exact
: barrier that we break in the courtyard area with the revenant and ghost.

: The final piece to the puzzle was realizing that the death barrier around the
: Red Room wasn't a death barrier, but suprisingly solid space. Previously,
: we believed that a death barrier was all around the room. But ultimately,
: we realized that it was actually solid space that surrounded the room. You
: are probably asking "wait solid space?!?! If it is solid space than
: why can you walk through it?" Well we don't know why we can walk
: through it, but there are numerous examples of walk-through solid space in
: Reach. Imagine that as you are entering the "death barrier"
: inside the abyss, you are technically entering inside solid space and
: thus, map geometry, which is why we believe it is solid space and kills
: you. So if we were to go along this line of thought, than this means that
: it would have the same properties and effects as every other place that
: has solid space in Halo 3 and Reach, no matter if you can walk through it
: or not. That means that if someone tried to spawn on the player while he
: was inside this space, the game will force him into the closest place that
: has livable space (This is essentially the cage idea here). Additionally,
: this means that if a player exited a vehicle in this position, the game
: would try to spit him out in the closest place that has livable space. (a
: la The Cave cutscene room on LNOS and the Floodgate Cutscene Rooms) For
: this trick, we exited the vehicle, and that ultimately spit us out inside
: the Red Room.

: We knew we could get the player in the ghost fast enough and close enough to
: the cutscene room that he could hop out into the room. When you’re in a
: vehicle and get out in solid space, the game tries to place the player
: into the closest safe space it can; in this case the Destroyed Science
: Wing.

Super cool. I love the mechanic of using the ghosts to hope across.


Messages In This Thread

Halo Reach Trick/Glitch - The Destroyed Science WiThe SuperWaffle2/27/18 4:13 pm
     Re: Halo Reach Trick/Glitch - The Destroyed Sciencdavidfuchs2/27/18 10:46 am
     Re: Halo Reach Trick/Glitch - The Destroyed Sciencstabbim2/27/18 4:13 pm

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