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| Basic Guide to Halo | Ninja Tricks & Tips |
| The Flick Shot | The Blind Shot | Submit a Strategy |


» About this section:
This section is not necessarily a walkthrough of "strategy" outlined in terms of tactical gameplay instructions; this area is actually dedicated to spreading knowledge about Halo PC, how it works, and how to fully utilize its award-winning gameplay, as well as its glitches, in order to improve your personal strategies. The information below is essentially in two parts; the first, upper half, outlines the basics of Halo, and the lower half builds upon that foundation with lesser-known anecdotes and also practice guides. If you think there is something missing from here, feel free to post a contribution of your own, or put in a request for something to be written, on our forums.


» KNFr's Basic Guide to Multiplayer Halo by the KNFr Community
Below is a basic introduction guide to playing Halo online in multiplayer. However, you might want to play campaign at least a little before playing online to familiarize yourself with the game so you understand the basics like the controls (customize them to your preference), the difference between shields and health, the HUD (HEADS-UP DISPLAY, the on-screen blue decals with health, ammo, shield, radar), etc...much of which is explained in the manual that comes with Halo.

There are many differences between single-player and multiplayer Halo gameplay that must be experienced rather than explained. One thing you will want to avoid is walking in a straight line - practice "strafing", walking side-to-side to throw-off your enemy's aiming. Another difference will be in your tactics - since you'll be playing real people and not just artificial intelligence, their movements won't be predictable. Many online servers have the motion tracker disabled, so you'll have to be more aware of your surroundings. You'll find out that there is a long list of things to learn when playing online. If you think this is sounding too basic for you, move on to the KNFr Ninja Tips & Tricks section.

» Video Settings: This is not specific to multiplayer, but can have a more noticeable effect there. These options can be found by clicking settings then video setup from the main screen. If your video settings drag down your game's performance, it limits your personal potential. Default settings are almost never what you want. We want to get more FPS (frames-per-second) by tweaking the graphics (FPS rate can be viewed in-game with ctrl+f12). Higher FPS rate means smoother gameplay.
  » Resolution: A measure of how many pixels wide and tall the game displays. Halo was originally designed for XBox on 640x480 television, the next setting up is 800x600, and above that is 1024x768, which is probably the maximum you really need; above that and it will be more of an FPS-drain rather than an accuracy gain.
  » Refresh Rate: How many times per second the image on your monitor changes - set this as high as your chosen resolution will allow.
  » Framerate: ALWAYS set this option to NO VYSYNC because doing otherwise will limit your potential frames per second; experiment and be disappointed if you don't believe.
  » Specular: This will make certain objects shine more and it's entirely unnecessary unless you need to soothe your A.D.D.
  » Shadows: Darkens the ground below an object as if it were blocking the nonexistant real-time Halo lighting, casting a shadow. Keep this turned off, it's useless.
  » Decals: Bullet holes and explosion marks. You don't need it.
  » Particles: Shows the miniscule details like dust flying from an exploding grenade or bullet round. Keep it on low.
  » Texture Quality: Detail of the surfaces of objects. Low setting.
  » Gamma: Brightness, adjust to your preference.

» Bullet Lag: The most important and noticeable difference between playing campaign and playing online is lag. "Bullet lag" refers to the delay it takes for a server to register you have fired a shot, or thrown a grenade. What this means is that you have to aim further ahead of your target a certain distance, depending on your ping. Ping is a measure of the time in milliseconds of delay of information being sent between you and the server. This will vary for everyone on different servers, but luckily Gearbox was nice enough to include a "ding" noise to indicate when your shot actually connects with your target (their shields will also flash). Do not be deceived by where your bullet appears to be hitting (the decal graphics aren't affected by lag because they're client-based on your machine), just listen for the ding noise or watch for the person's shields to shimmer. This may be annoying at first, but it's easy to figure out.

» Gameplay Objectives: This may be unnecessary to explain, but the objectives in multiplayer are different than single-player. To find out what the objective is in the game you're playing, listen for the announcer's voice when you join a server, or press the score button at any time during the game and look in the lower right corner.

  » Slayer: In standard slayer, each kill is a point. And if it's team slayer, kill the people who aren't the same color as you (your color can be determined by looking in the upper right corner of your screen). One variant of slayer is called "kill in order", where you have to kill a specific enemy to score points. Another variant is elimination, where you are given a certain number of chances, and if you die more than the given number of lives (1 to 5), you are eliminated until the next game. Slayer score limits can range from a single kill to a maximum of 50.
  » Capture the Flag: There are two teams, each with a base and a colored flag at their base. Depending on which variant of CTF you're playing, the objectives to score points will vary slightly. In classic capture the flag, you take the flag from your enemy's base and bring it back to your own flag's post. In assault CTF, you bring the flag from your base to your enemy's flag post. Either of these variants can have the option of "flag at home to score", which means the opposite flag has to actually be at its post for a score. Also, either of these can be played in single-flag mode, where the two teams take turns on offense and defense.
  » King of the Hill: Stand inside the area of the map outlined with moving orange holograms, called the hill, to gain time until the specified limit (between 1 and 15 minutes). In a crazy king gametype, the hill will move every 50 seconds.
  » Oddball: An individual person either accrues time while holding the oddball skull (standard oddball), gains time when they become "it" after killing whoever was "it" (standard no-ball oddball), or gains points instead of time by killing whoever is "it" and then killing everyone else, where each kill is a point (juggernaut oddball). The score or time limit can be between 1 and 15, and there can be 1 to 16 oddball.
  » Race: Just like it sounds, a race...from one checkpoint to the next.
  » Other notes: Gametypes can be set to limit the available weapons, or type of weapons. For example, you can have a rockets-only or snipers-only game. Also, gametypes can be set to either "generic" or "custom" weapon start. Generic start specifies a Pistol and an Assault Rifle when you spawn, while custom differs based on the level and gametype.

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» Guns, Grenades & Gadgets: Halo is a first-person shooter, so weapons are the basis of the game, specifically guns. As you should already know, you never want to hold down the trigger on your weapon to shoot, even if it's an automatic tapping the trigger will be far more accurate (the only exception to this is in extremely close quarters). The following damage descriptions assume your enemy has full health and shield, without any powerups. This is Halo's most extensive topic:

» The Melee: Before we discuss any of the actual weapons, let's talk about the universal fighting asset: the melee. Melee'ing is when you swing at your opponent, like a pistol-whip or punch, to hit them. There are three things you should know about melees:
  » 1) The time it takes for you to recover from a melee (so you can shoot, throw a grenade, or melee again) will differ for each weapon. The Assault Rifle and Shotgun have the fastest melees in the game.
  » 2) Each weapon's melee is exactly the same in terms of distance and damage - the only deciding factor of how much damage you will do is the movement of you and your enemy. Running toward an enemy standing still causes more damage that both of you standing still. If you both run at eachother, the force of the physics will cause even more damage. Jumping forward does the most possible damage, running away from eachother does the least.
  » 3) If you melee your opponent in the back of their body, you will instantly kill them unconditionally.

» Powerups: These creations will prolong your lifespan and solve indigestion. For some interesting powerup uses and tricks, check out our Ninja Tips & Tricks section.

  » Overshield: Extends the protection of your shields to three-times capacity, but it slowly deteriorates even when you aren't being shot, and it will not regenerate once it's gone.
  » Active Camouflage: Makes you transparent, refractive (video-card dependant), and nearly invisible. Just like the alien from Predator.
  » Health: Replesnishes your health meter to full capacity.
  » Ammunition: Unlike in single-player, ammunition in multiplayer is simply other weapons; there are no specific ammo packs like in campaign.

» Human Weapons: Human weapons are great because no illegal alien sweatshops were involved in their invention and creation:

  » 1) Human bullets have far-superior effective accurate distance compared to covenant plasma rounds.
  » 2) Human weapons never overheat; if there is ammo in the clip, you have a reliable round ready to release.
  » 3) Human weapons never need to be discarded because of dead batteries; since they aren't toys they don't run on batteries.
  » 4) Human weapons destroy health faster then Covenant weapons, but the inverse is true for shields.

M6D Pistol: Arguably the best weapon in the game.

  » Projectile Damage: Explosive rounds that take 3 to 5 shots to kill - the first two shots remove about two-thirds (2/3) of your enemy's shields; if the 3rd shot hits their head, their shields will be removed and the bullet will penetrate the skull and brain and kill them and they will die, or three more body shots will work, too.
  » Limitations: It has 12 shots per clip, and you can hold up to 120 extra bullets. That might be a limitation for some people; it's a gift to KNFr.
  » KNFr Ranking / Comments: (5 out of 5) Some people say the pistol is inaccurate, or its range is too short, but don't be influenced by their opinion, for they simply haven't mastered it. For tips on improving your accuracy with the pistol, see our "Guide(s) to Good Aim".

S2 AM Sniper Rifle: Also arguably the best weapon in the game.

  » Projectile Damage: Armor-piercing shots that will kill in 1 to 2 shots, if your enemy has no overshield of course. One headshot or two body shots is all you need.
  » Limitations: 4 shots per clip. 20 extra rounds of ammo. 2x or 8x zoom (10x if you're on xbox), nothing in-between.
  » KNFr ranking / comments: (5 out of 5) This is unarguably the most accurate weapon at any distance, especially close range, and the most efficient since it only requires a single shot to do the job. Practice using it without your scope.

M9 HE-DP Fragmentation Grenade: When in doubt, use a grenade.

  » Projectile Damage: You throw it. A couple of seconds later, it explodes. The closer to your target it explodes, the more damage done; one 'nade can take down an enemy's shields and ruin half their health.
  » Limitations: You can carry up to 4, but there are plenty more lying around every level. Takes a couple seconds to explode. Don't forget to aim above your target; it's a grenade afterall.
  » KNFr ranking / comments: (4.5 out of 5) Grenades don't require a great deal of skill to operate, so long as you throw it far enough away to not hurt yourself, so they lose half a point.

M19 SSM Rocket Launcher: "You gotta get a little closer if you're gona try to pistol-whip a soldier with a missile on his shoulder."

  » Projectile Damage: Large explosive rockets with an extremely long range and heavy damage. The closer to the target the rocket hits, the more damage it will do; a single rocket often kills.
  » Limitations: Rockets move slowly and are easy to avoid, but other then that you should be able to kill everyone with this. Holds 2 rockets per "clip" and 8 extra rockets can be carried.
  » KNFr ranking / comments: (4 out of 5) The rocket launcher doesn't require a great deal of skill to operate at short distances, but long-range firing is an art in itself. Regardless of the distance, if you're accurate it is extremely effective.

MA5B Assault Rifle: Bungie's intended default weapon.

  » Projectile Damage: Fully-automatic rounds that do minimal repetitive damage, but their quality is made up for in quantity.
  » Limitations: 60 rounds per clip, 600 extra rounds in your pocket. Useless at long-range, semi-effective at mid-range, great for close.
  » KNFr ranking / comments: (3.5 out of 5) Although the creators of Halo meant for this to be the main weapon, which is why you spawn with it in a generic gametype, it is best used as your secondary gun. Up-close this is one of the most effective weapons in the game; if you are close enough for the majority of the inaccurate spraying bullets to connect, you will kill your enemy fast. Plus, the melee speed of the assault rifle is one of the fastest in the game.

M90 Shotgun: You know what a shotgun is, don't you?

  » Projectile Damage: 8-gauge (3.5") rounds with pellets inside of them. At close range, a single round can kill.
  » Limitations: It can hold 12 rounds in the chamber, and you can hold up to 60 extra rounds. Best used at short distances. It's pump-action so it takes a second after each shot to load the next one.
  » KNFr ranking / comments: (3 out of 5) When you're using it at close-range, as you should be, if you are inaccurate the delay until your next shot could be your death. Uselss for mid-to-long-range.

Flamethrower: "Look at me, I'm a flaming noob!"

  » Projectile Damage: No projectiles, just liquid flames flying around. You can set your enemy on fire with it. Doesn't take much to kill.
  » Limitations: You can spray until the canister runs out of fuel. Cannot be used at anything other than short-range. You may also hurt yourself using the flamethrower.
  » KNFr ranking / comments: (0 out of 5) While other "close-range" weapons have at least a minimal usability at mid to long distances, the flamethrower's flame will only reach a short distance in front of you. It's best feature is being able to ignite your target, which will cause extended burning damage after you stop firing. However, it's also possible to set yourself on fire. It also requires almost no skill.

» Covenant (Plasma) Weapons:
The alien weapons are generally less-effective than human's. However, the plasma that covenant weapons shoot has four advantages over the human weapons' bullets:

  » 1) Plasma makes your enemy move slower, sloth-like; if you're playing online multiplayer this will also cause them to lag.
  » 2) Plasma, except for the grenade and Gearbox's addition of the Ruel Rod Cannon, follow your enemy with an alien heat-seeking intelligence or some other technology humans' small minds can't understand.
  » 3) Plasma destroys your enemy's shields faster than human weapons, but this effectiveness is lost once shields are removed and you are trying to remove your enemy's health. Human bullets work better on health.
  » 4) Plasma weapons, except the needler, never need to be reloaded, but they can overheat and/or run out of battery power.

Plasma Grenade: The Covenant's best weapon.

  » Projectile Damage: Glowing blue plasma that can stick to your opponent and kill them instantly when it explodes seconds later. But if your toss doesn't connect with the target, the grenade will fall to the ground & explode. A fallen plasma grenade explosion will remove the enemy's shields entirely if they're anywhere near it, and possibly damage their health if it's close enough.
  » Limitations: A fallen grenade takes a little too long to explode to be useful, because it can be dodged. A grenade stuck to an opponent can be used against you in close proximity.
  » KNFr ranking / comments: (4.5 out of 5) If you are accurate when you throw it, plasma grenades are great assets. They lose half a point because they're wasted if they fall to the ground.

Plasma Rifle: The Covenant's assault rifle.

  » Projectile Damage: Shoots fully-automatic blue plasma blobs. Takes a second to warm up to maximum firing rate. Damages shields very fast.
  » Limitations: Overheats easily. Runs out of battery juice eventually. Accuracy is best at close range.
  » KNFr ranking / comments: (3 out of 5) Almost as effective as an assault rifle in close range because of plasma's freezing effect, but it shoots slower, is less accurate and has a slower melee.

Fuel Rod Gun: Covenant cannon / rocket launcher.

  » Projectile Damage: Large green plasma blobs that travel great distances at an arced angle like grenades. Two to three will kill, depending on how close they hit to your target.
  » Limitations: Overheats if you shoot too fast. Successive shots become less accurate from recoil. Runs out of battery power eventually.
  » KNFr ranking / comments: (2.5 out of 5) The fuel rod cannon was an addition to Halo by GearBox, and like their other additions it is sub-standard to Bungie's ideas. It's effective while requiring hardly any skill.

Plasma Pistol: The covenant's bastardized version of humanity's superior hand-held killing machine.

  » Projectile Damage: As fast as you can tap the trigger, it shoots medium-speed, semi-automatic, heat-seeking green plasma glob rounds to tediously do damage, or when you charge it before shooting, a single, larger, slower-moving plasma round that will entirely remove the enemy's shields.
  » Limitations: After shooting a fully-charged shot or firing excessive semi-automatic shots, you will overheat the weapon and you will have to wait a few seconds before shooting again. Eventually the weapon will run out of battery power entirely, and there is no way to recharge it.
  » KNFr ranking / comments: (2 out of 5) A plasma pistol is endurable if you are forced to use it as a secondary weapon. It's accurate and has the fastest possible firing rate in the game, as well as its useful shield-draining power shot, but you should replace it with something else when given an opportunity; there are many better choices.

The Needler: Halo's comic relief.

  » Projectile Damage: Slow-moving, heat-seeking pink glass needles which attach to the target and explode after a couple seconds. As they attach, they do minimal damage, but the more you attach to your opponent the bigger the explosion will be, possibly killing the target.
  » Limitations: 20 needles per clip, 80 spare needles can be carried. Needles are slow-moving, and even though they follow the target they are easy to dodge.
  » KNFr ranking / comments: (1 out of 5) Embarrassing your opponent with an explosive fireworks display of extraterrestrial pink homosexuality might be entertaining, but this weapon is extremely inefficient. It gets a point for being the most entertaining weapon in the game.

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» Ninja Jump : (Common Terms: Crouch Jump, Double Jump)
Description: Jump to new heights than normally possible.
How It's Done: While jumping, crouch. You will tuck your legs in and gain an extra foot or two of lift.
Difficulty: Novice

» Ninja Vanish: (Common Terms: Invisibility Whore, Invisibility Hack)
Description: Disappear instantly after shooting your weapon to remain hidden from unknowing enemies.
How It's Done: You must have either an Assault Rifle, Plasma Rifle or Shotgun as one of your weapons. To become instantly invisible after grabbing the active camouflage, simply shoot with one of those 3 weapons. Alternately, you can shoot with any weapon, then immediately switch to one of those 3 weapons. Halo has different settings for how quickly you return to invisibility after shooting with each specific weapon, but the Assault Rifle, Plasma Rifle and Shotgun make your camo come back the fastest.
Difficulty: Novice

» Invunerable Ninja: (Common Terms: Temporary Invincibility)
Description: Take unlimited amounts of damage from rockets, grenades, bullets or anything and survive.
How It's Done: When you pick up the overshield, while it is charging nothing can hurt you. To maximize the potential of this, try to pick up the overshield when your regular shields are down, this will make for a longer charging-up period.
Difficulty: Novice

» Ninja Shields: (Common Terms: Shield and Health Hacks)
Description: Appear to have no shields and yet take no damage.
How It's Done: You really will take damage with this trick, so it does not help you survive, but it may confuse your enemy. Pick up an overshield when your regular shields are down, and once it is fully charged have someone shoot at you. If you picked up the overshield when your regular shields were down, it will appear that you have no shield at all when someone shoots you (meaning the glowing yellow crap doesn't show up). You enemy will unload a full clip just to take off your overshield, and in the process they might become discouraged because it will appear they are doing no damage.
Difficulty: Novice

» Ninja Reload : (Common Terms: Backpacking, Secondary Reload, Reload Hack)
Description: Reload one weapon while shooting with another. It is, in fact, not a hack.
How It's Done: Press the reload button twice, then press the switch weapon button as you begin to reload your weapon. You will bring out your alternate weapon, and be able to shoot with it; meanwhile, your original weapon is being reloaded. Everyone should always do this...always. Being able to do this in the middle of a battle and successfully use your secondary weapon, and then reload your secondary the same way requires more than a novice's ability.
Difficulty: Novice-Normal

» Ninja Jedi Tricks: (Common Terms: Grenade Tricks)
Description: Bring a weapon from across the map soaring to you, or launch a powerup down towards you, rather then running to get it.
How It's Done: A well-placed grenade just on the other side of your intended weapon will launch it your way. A well-placed grenade at Damnation can send the Active Camouflage falling down toward the pit where the Rocket Launcher is. This can and has been mastered by many people on many different maps for great advantage.
Difficulty: Normal

» Ninja Attack: (Common Terms: Double Melee, Melee Hack)
Description: Melee your opponent twice, which will kill them, and get a grenade in there for good measure, too...all within a second.
How It's Done: Melee, then throw a grenade, then immediately melee again. Timing is crucial for landing both hits, but this can serve as being a second-attempt melee when you miss your initial swing, often ending in an embarassing backslap to your enemy.
Difficulty: Normal

» Ninja Ninjitsu: (Common Terms: Crazy Double Melee)
Description: Almost exactly like the Ninja Attack, except utilizing both of your weapons.
How It's Done: Melee, then switch weapons before throwing the grenade, then immediately melee again. The faster you do it the better. This is very useful when you have a useless weapon equipped in a close-range fight and you have a close-range weapon as your secondary, or when combined with the Ninja Reload trick, which can be done immediately after the first melee before switching weapons.
Difficulty: Normal-Ninja

» The Ninja Trap: (Common Terms: F#*%ing Warthog Portal Glitch )
Description: Immobilize your enemy the moment they exit their portal at Blood Gulch, then laugh as you easily headshot them.
How It's Done: This requires a certain amount of driving skill. You must park your Warthog so all four tires surround the portal, and the portal itself is centered under the Warthog. There needs to be the right amount of space between the portal and the bottom of the Warthog or the Warthog will just block the portal. If done correctly, your enemy will be trapped in the center of the Warthog when they portal out. Be quick to shoot them in the head or they can hop in your Warthog and drive away. This is a Ninja-difficulty trick because you need to be speedy and accurate when setting it up.
Difficulty: Ninja

» Crouching Ninja: (Common Terms: Falling Crouch)
Description: Imagine Hang 'em High where the powerup on the catwalk is. You can fall from there to the main floor without taking any damage.
How It's Done: You must press the crouch button with the right timing just before you hit the floor. Your crouch will absorb the impact, but be careful, if you time it wrong it could hurt you. Online lag will make this a lot more difficult to master.
Difficulty: Ninja

» The Flying Ninja: (Common Terms: Warthog Launch, Lag Hack)
Description: Fly out of the warthog driver seat at an incredible speed in any desired direction.
How It's Done: Drive towards your intended launch ramp (a hill or a rock for instance). About 3 car lengths before reaching your target, press the action button to hop out of the warthog; while still accelerating, turn the warthog to the right just as you finish exiting the driver seat, and the back end of the warthog will fishtail into you, sending you flying forward, or up depending on what you hit. Practice extensively for accuracy.
Difficulty: Ninja

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» A Guide to Good Aim - Part 1, the Flick Shot by KNFr-72u7h

If you want to learn to learn to shoot good, this goes for any game really. Here is what I do, and I still do this.

In Halo, I'll go on Blood Gulch. I'll start a multiplayer LAN, all by my lonesome. Now there is a tree out front of the base (either base). This tree is your friend. Love thy tree. You will put 1000's of rounds into this tree. I'll tell you how.

Ok lots of players are weak in movement. So here's what you do to get around that. DANCE! yes thats right, look at that tree and say "Fuck you tree, Im gonna pwn u" and start practicing circling it while shooting preferably at the same level as a players head would be. Now, it sounds retarded, I know, but trust me It gets harder. Do this until you run out of ammo, grab more, or kill yerself with nade and continue till your comfortable with it. Now mix it up and start going in circles, shooting the tree, and changing directions. Then add in going around in circles changing directions, and moving close into the tree and practice backslapping (I have melee on a side button on mouse). Practice jumping, ducking around while shooting. Then Start practicing nade tosses at the base of the tree from varios distances. Keep in mind that what you do here is really the same as in game just you have lag to deal with (more on that in a minute). Now that you and the happy tree are friends now, here comes the really difficult part, and this one takes a while...

Now look at that tree, and then look at the base. See that bullseye on the base (that symbol that looks like a target, if you dont know better start looking). Heres what you do. Go get the sniper rifle, and grab some pistol ammo. Now you can run off to the side, wherever you want to start from, make sure you can see both the tree and that target.

"Flick Shot" fata1ity coined this term, and well, its really true. Turn around so you cannot see either the tree, or target. Now practice turning around with the pistol and sniper and planting a shot on both tree and target as fast as you can. This takes a while, so dont get pissed off! Now you can do this with anything really, just as long as at least 2 objects are selected (rocks, yer mom, trees, buildings, babies, corners of buildings whatever). After you get comfortable with this, then start the advanced shit.

Start jumping off the base and turn around shoot the target and the tree WHILE STILL IN AIR. Yes thats right...while in air. I personally can do it 3x before I land (helps to play with 10 sensitivity and a mx518, heh). This will REALLY get your aim good as shit. Sounds boring but you can really step up your game this way.

Now about the lag... with a 60 ping for example (if you dont know what this is do your own research I am not gonna explain what ping is) You have to "lead" the target or aim ahead. Like when someone is running, and you wonder "why the hell he not die". Halo has that beep sound when you hit, so what I do, is start shooting at someone as they run and start aiming ahead until they beep. This is your "lead". 60 ping is like a width of a players head lead. (higher pings= longer leads) Most people can manage 100 or less nicely. But it depends I like 68 i think its perfect for me. But 100 is good too, just have to be careful as nade tosses have to lead target too. Anyway, Hope this helps. Most people would say "fuck that's boring" but if you truly want to have bragging rights, you need the flick shot, grenades and melee, and just good aim.

Happy Fragging!!!

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» A Guide to Good Aim - Part 2, the Blind Shot by KNFr-SirSaw

After you've read Part 1 of this guide and you have perfected the "flick shot", you are ready to move onto something a little more advanced. 72u7h brought you a guide at the all-time favorite Blood Gulch, but this time, you'll be playing at Rat Race.

Before you get into Rat Race and begin this tutorial, however, you'll need some more understanding of how Halo works. There is something that not many Halo PC players are aware of, due to the different type of lag experienced in online gameplay, which is where most Halo PC players play. But, if a PC player were to play solely with the online part of Halo and then someday decide to play campaign, they might become aware of something widely understood by most Xbox Halo players. It is most apparent with the pistol, but every weapon's bullets react to your movement. First thing you need to do is to make sure your decals are turned on in your visual settings. Next, go into campaign mode. Now find a wall, strafe to the left with a pistol in hand and watch as your bullet hits along the right edge of your reticule. The opposite direction creates an equal but opposite effect.

That brings us to why I wrote this: the "blind shot". Unlike the 72u7h and his "flick shot", I do not know where the term blind shot comes from, or if it is even a widely used term at all. If anyone asks, just say KNFr coined the phrase. Anyways, the blind shot is a combination of both the flick shot and the projectile physics phenomena described in the previous paragraph. To understand what the blind shot is, and how to do it, you should now go to Rat Race.

Once at Rat Race, go to the lower most area. There is a long room with pairs of columns that go down its entire length. For this lesson you will need a stationary, human target. Now, at one end is a spawn point for 4 plasma grenades. Walk to that end and have your stationary target walk over to the health pack on the opposite end, and stand over it. Now, hide behind the left pillar of the pair nearest you (I'm only using the left one as a reference point for this guide so there is no confusion). Strafe towards the right pillar until you can barely see your target, not his entire body, just most of him, and aim on him. Now take a good look at the left edge of your aimer compared to the pillar you're mostly concealed behind. If you've done this right, they're overlapping. Many people do not know this, but you can shoot someone from a concealed position such as this without ever fully aiming on them.

Now strafe back to the left so you are completely behind the pillar again. Strafe out to the right slightly, then back to the left quickly again, just enough to barely reveal your target each time you go to the right. Now as you're doing this, aim on your target when you can see him, then as you strafe back to the left DON'T move your aimer. Step 3 is to throw in the physics trick we learned at the beginning of this. The polished product is to strafe to the right, quickly aim onto your target the moment you see him (this is where 72u7h's "flick shot" comes into play), and then once you aim on him immediately strafe to the left, and the MOMENT your gun bobs and your momentum shifts, you shoot. When done right, you bullet will hit the right edge of your aimer seemingly at the same time you conceal yourself, possibly leaving the only confirmation of your shot being accurate as the DING noise. This is a very useful and applicable tactic for sniping as well. The same physics trick can be applied to the up-and-down motion of ducking behind a hill at Blood Gulch.

I call this a blind shot because, when perfected, you can quickly peek around a corner, hill, pillar or whatever and take out an enemy without ever fully seeing them, before he sees you, and often times before anyone in the room watching over your shoulder even noticed you were aiming on someone. And when mastered, it will always win against a cheating hacker.


| Basic Guide to Halo | Ninja Tricks & Tips |
| The Flick Shot | The Blind Shot | Submit a Strategy |

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» KNFr is Always Recruiting «
KNFr is always looking for new talent. To qualify, you must 1) have the skill of a ninja, of course, 2) be intelligent and 3) be mature.
If you think you meet this basic criteria, then go to the members section for more details. If you are interested in a tryout, you will have to post a tryout request on our forums. Tryouts for KNFr are not 1 on 1 games; you will play numerous games with our members so we can determine how you do overall. Just try to do your best, and if you don't make it in, you can always try again.

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