Uploaded September 2012 | Updated September 2026, 3 weeks ago
.•°*"˜˜"*°•.˜˜"*°••°*"˜˜ .•°*"˜˜"*°•.
.•°*"˜˜" Tower to Tower "˜˜"*°•.
.•°*"˜.•°*"˜ .•°*"˜˜"*°•. ˜"*°•.˜"*°•.
Rating: 11/10
Length: 12:38
Release Date: 06/06/2011 10:51 AM
Created By: Duelies
Platform: Xbox
Type of Play: Campaign Co-op
−=≡[Disclaimer]≡=−
"Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use."
−=≡[Summary]≡=−
The greatest challenge in tricking/glitching/stunting has been accomplished. This video is a must see, no matter what your background is in gaming. Thousands of hours of play over seven years have built up to this one video by Duelies. Watch it, and believe.
−=≡[How does this work?]≡=−
T2T.
How is it possible?
Ok so first off, grenades in campaign dropped by enemies/allies can be detonated with a live fire grenade. This was a feature implemented in the original halo to keep things realistic, and was not preserved in multiplayer due to how it affected gameplay. This allows players to gather a whole bunch of grenades in one place to create one large explosion by detonating all of them at once.
Now once gathered players can use a vehicle as a tool to propel themselves. This is possible because the damage radius of the grenades, while it is larger than the "force" radius at times, is not so large that it will still hurt the player if they are at the back of say, a Warthog. Thus a player can detonate a nade stack such that it "launches" a Warthog without the nades damaging them, as the Warthog extends far enough in front of the player that it can be within the range of the radius of the nades exploding while the player is not. Thus a player can launch a Warthog such that it doesn't damage them. The same goes for pogo launches (the type of launch used to get the warthogs/nades on top of the tower(s).) These launches involve entering the gunner seat of the warthog after a plasma nade has moved it up to be at an angle like: / with the ground. At this time the warthog is between the player and the stack o' nades, in a sense "blocking" the damage from effecting the player. Alternatively you can say the player isn't damaged because they are far enough away from the stack (above it).
The T2T launch itself implements a few quirks in launching physics. First off, the launching hog is draped off of the tower so that it is launched at a more horizontal velocity. If you think in terms of physics, if you lower the center of mass of an object (the hog) but keep the source of force at a constant position (the explosion) the trajectory of the mass will be lowered. (Really simple physics, if a force acts on you from above you you go down, from below you go up, same principle here. Incidence angle of explosion is directly related to trajectory angle.) Thus hanging the Hog allows for a fairly horizontal trajectory. Next, players execute the launch by jumping off of the turret of the Hog and entering it's gunner seat right as the stack detonates. This works by providing the player with a downward velocity upon entering the Hog, which helps in part with timing, but mainly (hypothetically) by lowering the launch trajectory angle, as the hanging of the hog does. Hypothetically since the jump leaves you with a downward velocity upon entering the turret the downward velocity is retained in the launch, though that is not verified. However, it is possible this is not the case, as the players velocity *should* totally reset as soon as they start entering the turret. Thus it is likely the jump is just for timing. Finally, there's the entry. The gunner seat is entered in part because it provides for a quick and smooth "flinging" of the player. Think about it this way, the warthog is going to be launched spinning "head over heels" through the air, e.g., doing backflips, at extremely fast rate. This provides an extremely high tangential velocity, so that the outer edge of the Hog is moving at an extremely fast rate. Thus, when the player enters the turret the spinning in a sense "throws" them out of the Hog and gives them a huge horizontal velocity, tangential to the spinning of the Hog. After enough tries a player can get the perfect timing and trajectory where the launch will propel them at a low enough angle but high enough velocity to get them to the other tower.
-DESCRIPTION LIMIT REACHED, SEE jumprs.org/forum/showthread.php?824-T2T-Explained FOR THE COMPLETE EXPLANATION-
.•°*"˜˜"*°•.˜˜"*°••°*"˜˜ .•°*"˜˜"*°•.
.•°*"˜˜" Tower to Tower "˜˜"*°•.
.•°*"˜.•°*"˜ .•°*"˜˜"*°•. ˜"*°•.˜"*°•.
Rating: 11/10
Length: 12:38
Release Date: 06/06/2011 10:51 AM
Created By: Duelies
Platform: Xbox
Type of Play: Campaign Co-op
−=≡[Disclaimer]≡=−
"Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use."
−=≡[Summary]≡=−
The greatest challenge in tricking/glitching/stunting has been accomplished. This video is a must see, no matter what your background is in gaming. Thousands of hours of play over seven years have built up to this one video by Duelies. Watch it, and believe.
−=≡[How does this work?]≡=−
T2T.
How is it possible?
Ok so first off, grenades in campaign dropped by enemies/allies can be detonated with a live fire grenade. This was a feature implemented in the original halo to keep things realistic, and was not preserved in multiplayer due to how it affected gameplay. This allows players to gather a whole bunch of grenades in one place to create one large explosion by detonating all of them at once.
Now once gathered players can use a vehicle as a tool to propel themselves. This is possible because the damage radius of the grenades, while it is larger than the "force" radius at times, is not so large that it will still hurt the player if they are at the back of say, a Warthog. Thus a player can detonate a nade stack such that it "launches" a Warthog without the nades damaging them, as the Warthog extends far enough in front of the player that it can be within the range of the radius of the nades exploding while the player is not. Thus a player can launch a Warthog such that it doesn't damage them. The same goes for pogo launches (the type of launch used to get the warthogs/nades on top of the tower(s).) These launches involve entering the gunner seat of the warthog after a plasma nade has moved it up to be at an angle like: / with the ground. At this time the warthog is between the player and the stack o' nades, in a sense "blocking" the damage from effecting the player. Alternatively you can say the player isn't damaged because they are far enough away from the stack (above it).
The T2T launch itself implements a few quirks in launching physics. First off, the launching hog is draped off of the tower so that it is launched at a more horizontal velocity. If you think in terms of physics, if you lower the center of mass of an object (the hog) but keep the source of force at a constant position (the explosion) the trajectory of the mass will be lowered. (Really simple physics, if a force acts on you from above you you go down, from below you go up, same principle here. Incidence angle of explosion is directly related to trajectory angle.) Thus hanging the Hog allows for a fairly horizontal trajectory. Next, players execute the launch by jumping off of the turret of the Hog and entering it's gunner seat right as the stack detonates. This works by providing the player with a downward velocity upon entering the Hog, which helps in part with timing, but mainly (hypothetically) by lowering the launch trajectory angle, as the hanging of the hog does. Hypothetically since the jump leaves you with a downward velocity upon entering the turret the downward velocity is retained in the launch, though that is not verified. However, it is possible this is not the case, as the players velocity *should* totally reset as soon as they start entering the turret. Thus it is likely the jump is just for timing. Finally, there's the entry. The gunner seat is entered in part because it provides for a quick and smooth "flinging" of the player. Think about it this way, the warthog is going to be launched spinning "head over heels" through the air, e.g., doing backflips, at extremely fast rate. This provides an extremely high tangential velocity, so that the outer edge of the Hog is moving at an extremely fast rate. Thus, when the player enters the turret the spinning in a sense "throws" them out of the Hog and gives them a huge horizontal velocity, tangential to the spinning of the Hog. After enough tries a player can get the perfect timing and trajectory where the launch will propel them at a low enough angle but high enough velocity to get them to the other tower.
-DESCRIPTION LIMIT REACHED, SEE jumprs.org/forum/showthread.php?824-T2T-Explained FOR THE COMPLETE EXPLANATION-


![Keyes Revisited ~ Part 1
[Keyes Revisited ~ Part 1]
Rating:
Length: 7:14
Release Date: 09-20-2010, 01:46 AM
Created by: Scurty
Platform: Xbox
Type of Play: Single Player
HIH Thread: http://www.highimpacthalo.org/forum/showthread.php?t=58228 Keyes Revisited ~ Part 1](https://i.ytimg.com/vi/5VQey5KLWLc/mqdefault.jpg)
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**I changed this videos audio from nothing to Error #9 by Mono.**
(¯`•._.•[Chiron TL34 Ledging]•._.•´¯)
Rating: 10/10
Length: 12:34
Est. Release Date: ?
Created By: ES Clan
Platform: PC
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(¯`•._.•[Scorpion To The Banshee Platform]•._.•´¯)
Rating: 9/10
Length: 1:35
Est. Release Date: 04-23-2010 , 04:55 AM
Created By: slYnki
Platform: Xbox
Types of Play: Co-op Scorpion To The Banshee Platform... in one shot](https://i.ytimg.com/vi/7btDXTVxLAI/mqdefault.jpg)
![The Bottom of Truth and Reconciliation
(¯`•._.•[The Bottom of Truth and Reconciliation]•._.•´¯)
Rating: 10/10
Length: 12:03
Est. Release Date: 2006
Created By: Ms. Man
Platform: Xbox
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![The Infinity Tower
(¯`•._.•[The Infinity Tower]•._.•´¯)
Rating: 9/10
Length: 5:01
Release Date: 10/15/2011
Created by: Measels and Pappy
Platform: PC
Type of Play: Multiplayer The Infinity Tower](https://i.ytimg.com/vi/8BzZiGefp5c/mqdefault.jpg)