SGP

Halo ODST => Report In! => Topic started by: Scatcycle on August 11, 2010, 17:39:22

Title: SGP: Secret detonator on CM:AS (Solved)
Post by: Scatcycle on August 11, 2010, 17:39:22
While playing on Oni Alpha Site, i got into the Oni building and started defending, and then i fell down through the holes where the elevators should be. When i hit the ground, i heard the sound of a bomb being set to charge. Just like the beginning where you set the charges. Ive tried this 10 times, it happened each time.

I went into theater and got a pic of it. Looks like we can use it... I'm thinking maybe we need to get down there and use the switch... maybe a sword will appear?

Here is the picture i took:

(http://i960.photobucket.com/albums/ae84/Scatcycle1/halo3_117972963_Full.jpg?t=1281562714)
Title: Re: SGP: Secret detonator on CM:AS
Post by: nightcrafter27 on August 11, 2010, 17:41:45
Cool. Lets go check it out.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on August 11, 2010, 18:05:15
Could be the same kind of leftover stuff like "The Trigate" in Halo 2, but yeah, check it out.
Btw, you'r link is broken.
Title: Re: SGP: Secret detonator on CM:AS
Post by: nightcrafter27 on August 11, 2010, 18:41:01
Here's a recording of the sound. You can hear it right before the grenades go off.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on August 11, 2010, 19:13:54
Weird, man...Gotta check that out later myself.
So you drop down from the other elevator chute and you'll hear it after you've died?
Title: Re: SGP: Secret detonator on CM:AS
Post by: nightcrafter27 on August 11, 2010, 19:17:35
Exactly
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on August 11, 2010, 21:40:55
Night! You have bungie pro! Render it. Look for one where the grenades didn't explode.

Yes i was thinking That maybe its like the halo 2 switch, (my theory was that in the game levels they cut (a whole diffrent halo 2, at E3 they had partly made delta halo and they forgot to get rid of that switch which moved a gondola (or something) at the time), and the one on high charity. I dont know if having one person jump down in co-op triggers it, because you respawn too fast to hear it.

Here's my plan: *Keep in mind that this is void if there is a death barrier* Two players (could do this with 4 players, much easier) go onto the side wall of the elevator that comes up when youve killed everything. One players stands on the other, and the player on the bottom slowly moves of the edge. This creates the effect of player 1 (bottom) falling, while player 2 (top) rests on player 1's head. This creates for 2x more that player 2 can fall. Player 1 dies and player 2 lands on the elevator (same one that comes up once you've defeated all the covenant). Repeat. Find switch. Switch it.
Title: Re: SGP: Secret detonator on CM:AS
Post by: CIA391 on August 12, 2010, 10:22:12
Hmmmmmm....... ???
Something for us to find out.
I'll check websites to see if I find any data on it.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on August 12, 2010, 13:45:03
I investigated on this a little, and I found out that there is a detonator in each chute (though I guess you already knew it...)
So: if the charge is set when a player falls next to it, what will happen if we charge them all in 4-player co-op?
Investigate! Again, I am in completely different timezone, so my participation is implausible. Maybe you Americanos could do the job. ;)

<2013.06.09 1541 UTC: Imppa later corrects this.  Only one chute has a detonator in it, but all three chutes are connected.  See here (http://www.gruntspajamas.com/forum/index.php?topic=806.msg5498#msg5498).>
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on August 12, 2010, 14:45:06
Imppa, do you mean the 3 diffrent elevator chutes? I went in there and you can hear the sound, but you cant see this red on the wall... did i miss them? Maybe me night and CIA and twisted (-_-) can do this together.

But if there are multiple switches, that idea sounds like it would work. What difficulty did you play on? Me and night both played on easy....
Title: Re: SGP: Secret detonator on CM:AS
Post by: CIA391 on August 12, 2010, 14:49:59
I'm not American either :-[
But it dos't stop me investigating ;D
I have CBM 2 (Controlled By Me 2) to help me do tasks that require more than 1 person with 1 person.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on August 12, 2010, 14:52:08
I'm not American either :-[
But it dos't stop me investigating ;D
I have CBM 2 (Controlled By Me 2) to help me do tasks that require more than 1 person with 1 person.
Yeah, ive seen you on in my later times... do you do your work offline? I see you for 1 minute then you are gone....
Title: Re: SGP: Secret detonator on CM:AS
Post by: nightcrafter27 on August 12, 2010, 15:11:43
Night! You have bungie pro! Render it. Look for one where the grenades didn't explode.

We need a shorter video. I'm not going to render 12 minutes of going through the level, and 2 minutes of the detonator.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on August 12, 2010, 15:16:31
Cant you render a certain time span?
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on August 12, 2010, 15:18:40
Imppa, do you mean the 3 diffrent elevator chutes? I went in there and you can hear the sound, but you cant see this red on the wall... did i miss them? Maybe me night and CIA and twisted (-_-) can do this together.

But if there are multiple switches, that idea sounds like it would work. What difficulty did you play on? Me and night both played on easy....
I think there were...I fell to each one of them, and I remember to have seen more than just one..
...Maybe...:P
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on August 12, 2010, 16:12:32
Woops! Sorry people, I made a mistake here: there is only ONE detonator.
All the chutes are connected below (the fighting area is simply a platform), and there seems to be just the one detonator. Sorry. :P
 
Title: Re: SGP: Secret detonator on CM:AS
Post by: EnigmaBiz on August 12, 2010, 17:06:50
Detonator?
Can it be seen during normal play?
If you don't go up with the elevator don't you die?
What's the point?
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on August 12, 2010, 17:11:41
Detonator?
Can it be seen during normal play?
If you don't go up with the elevator don't you die?
What's the point?
You fell down the chute and it is there on the wall.
Can be seen alone.
And no, you don't die.
The point is that it is hidden. :3
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on August 12, 2010, 17:12:00
Detonator?
Can it be seen during normal play?
If you don't go up with the elevator don't you die?
What's the point?
The charges you have to set in the beginning of oni alpha site. Remember?

It can be seen, but you have to jump down the chute and when you are dead, you can see a bit of red (the detonator)

No, you just get teleported up to it. Anyways, you can go to the detonator with ought going up the elevator.

Its a switch! Remember the switches from old games?


Imppa beat me to it... 20 seconds.
Title: Re: SGP: Secret detonator on CM:AS
Post by: EnigmaBiz on August 12, 2010, 17:25:07
OK...

Nice find, but is about as useful as the ID badges in the dark area. Lazy programmers.....
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on August 12, 2010, 17:27:52
OK...

Nice find, but is about as useful as the ID badges in the dark area. Lazy programmers.....
Maybe we just need to get to it. somehow. And switch it.

Just like the halo 2 switch. It looked impossible to get too, but we found out how to do it.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on August 12, 2010, 17:39:34
OK...

Nice find, but is about as useful as the ID badges in the dark area. Lazy programmers.....
Maybe we just need to get to it. somehow. And switch it.

Just like the halo 2 switch. It looked impossible to get too, but we found out how to do it.
It's really impossible, since there is a deathwall and all...
Plus, it seems to go off just by your [dead] presence (hence the sound), so switching it wouldn't probably do anything...
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on August 12, 2010, 17:45:14
IS There a death barrier? I thought there was none there...
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on August 12, 2010, 17:54:41
IS There a death barrier? I thought there was none there...

Again, I'm not sure anymore...:S
Title: Re: SGP: Secret detonator on CM:AS
Post by: CIA391 on August 12, 2010, 18:44:36
I'm doing it right now with CBM 2.
Done that does anybody remember VISR mode it light's the bottom up.


PS. I did this in Theater after I died.
Pic (http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=118075250)
Did I mention to detonator was highlighted blue.

Anybody tryed it in Firefight?
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on August 12, 2010, 23:10:27
Wait, it didnt turn red? And on single player i couldnt use visor because there was no ODST alive...

Blue means its usable... oh i think we found something.

Wait... i think i get it... the charge only switches to red if you are viewing your character when you hit the ground... this is why CIAs charge is green... he was playing in Co-op so he respawned before he hit the ground.

Now correct me if any of that is wrong CIA.

Also, i have no idea why watching yourselves splatter against the ground (too graphic?) triggers the switch...
Title: Re: SGP: Secret detonator on CM:AS
Post by: CIA391 on August 13, 2010, 10:33:40
Wait, it didnt turn red? And on single player i couldnt use visor because there was no ODST alive...

Blue means its usable... oh i think we found something.

Wait... i think i get it... the charge only switches to red if you are viewing your character when you hit the ground... this is why CIAs charge is green... he was playing in Co-op so he respawned before he hit the ground.

Now correct me if any of that is wrong CIA.

Also, i have no idea why watching yourselves splatter against the ground (too graphic?) triggers the switch...
I knew what Blue means its useable. Anyway I was using a save point and when I started the level from the start it turned red.
I'll try firefight today to see if it works because it's in firefight too
Title: Re: SGP: Secret detonator on CM:AS
Post by: Phantasm 08 on September 01, 2010, 01:07:53
Wait, it didnt turn red? And on single player i couldnt use visor because there was no ODST alive...

Blue means its usable... oh i think we found something.

Wait... i think i get it... the charge only switches to red if you are viewing your character when you hit the ground... this is why CIAs charge is green... he was playing in Co-op so he respawned before he hit the ground.

Now correct me if any of that is wrong CIA.

Also, i have no idea why watching yourselves splatter against the ground (too graphic?) triggers the switch...
I knew what Blue means its useable. Anyway I was using a save point and when I started the level from the start it turned red.
I'll try firefight today to see if it works because it's in firefight too

We would like to hear the results of the experiment  :)
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on September 01, 2010, 12:14:01
Hm. Maybe the ending cutscene will be different due to this?
'Cause I don't think it's just a forgotten thing they didn't remember to take off (for reason or another), but that it could have been actually meant to b used: It IS the only detonator that can be armed just with your dead body falling next to it, right?
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on September 01, 2010, 13:47:46
Hm. Maybe the ending cutscene will be different due to this?
'Cause I don't think it's just a forgotten thing they didn't remember to take off (for reason or another), but that it could have been actually meant to b used: It IS the only detonator that can be armed just with your dead body falling next to it, right?
Me and night tried that... and (before) we made the pelican go above the  barrier but night got squish off :(. The cutscene wasn't different.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on September 01, 2010, 16:33:02
Hm. Maybe the ending cutscene will be different due to this?
'Cause I don't think it's just a forgotten thing they didn't remember to take off (for reason or another), but that it could have been actually meant to b used: It IS the only detonator that can be armed just with your dead body falling next to it, right?
Me and night tried that... and (before) we made the pelican go above the  barrier but night got squish off :(. The cutscene wasn't different.
Well I'll be. :-\
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on November 29, 2010, 05:26:59
We never did figure this out. My theory as of now is that the detonator is used in the final cinematic to destroy the ONI building. Although I don't know why it gets activated by your body as you crush every bone in your body whilst hitting the ground.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on November 29, 2010, 09:44:56
Lots of unsolved mysteries in ODST. This is just another one in the pile of them. :P
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on October 18, 2012, 01:24:21
I received this message from Lars, and although I can't remember what I said, I think I was asking about this detonator.


Subject: Hmmm, I didn't work on that le...
Thug Larz
Bungie Team
Sent: 9/7/2012

Hmmm, I didn't work on that level. not sure if it's an egg or not. :)

Well, obviously the ODST credits weren't much help, having listed Lars as the "Level Designer". I've sent him a new message politely asking who (if he knows) the Oni Alpha Site level designer is, so I'll be relay the information if it comes.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Insane Monx on October 18, 2012, 03:34:20
Hopefully he responds the second time.what did you message him?
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on October 18, 2012, 23:42:46
Lars replied back fast, saying:

Code: [Select]
Subject: re: re: Hmmm, I didnt work on that le...
Thug Larz
Bungie Team
Sent: 10/17/2012

Sure thing. His name is Alex and he' s aDesigner as well.

I believe this designer is Alex Pfeiffer. Lukems interviewed Alex in a bungie weekly update, including this random text at the end of the post:

Code: [Select]
The Smuggler

REPORT: CONTAINMENT FAILURE

LF.Xx.3273 research and containment facility; [delta site] has experienced catastrophic specimen containment failure. All apertures into facility will be locked until further notice. Atmosphere evacuation and [reduction of ambient temperature] protocols have already been enacted. Request maintenance and security detail [at earliest opportunity]. [8 minutes] elapsed since initial containment failure.

 
REPORT: CONTAINMENT FAILURE

Waiting for maintenance and security detail. [32 minutes, 9 seconds] elapsed since request.

 
REPORT: CONTAINMENT FAILURE

Still waiting for maintenance and security detail. [24 hours] elapsed since request.

 
REPORT: SECURITY BREACH

LF.Xx.3273 research and containment facility; [delta site] has experienced a security breach via emergency [slip stream space] transportation conduits. Emergency [slip stream space] transportation conduits have been placed in recursive mode to contain unauthorized hostile lifeforms. Request emergency security detail. Still waiting for primary maintenance and security detail. [2512332 hours, 14 minutes, 6 seconds]elapsed since initial request.

 
REPORT: DERELICTION OF DUTY

2401 [PENITENT TANGENT] has been lax in the areas of maintenance and security.

I have no idea what it means. Just thought I'd include it. As of now I have no idea of any way to communicate him.
Title: Re: SGP: Secret detonator on CM:AS
Post by: CIA391 on November 18, 2012, 21:58:15
Lars replied back fast, saying:

Code: [Select]
Subject: re: re: Hmmm, I didnt work on that le...
Thug Larz
Bungie Team
Sent: 10/17/2012

Sure thing. His name is Alex and he' s aDesigner as well.

I believe this designer is Alex Pfeiffer. Lukems interviewed Alex in a bungie weekly update, including this random text at the end of the post:

Code: [Select]
The Smuggler

REPORT: CONTAINMENT FAILURE

LF.Xx.3273 research and containment facility; [delta site] has experienced catastrophic specimen containment failure. All apertures into facility will be locked until further notice. Atmosphere evacuation and [reduction of ambient temperature] protocols have already been enacted. Request maintenance and security detail [at earliest opportunity]. [8 minutes] elapsed since initial containment failure.

 
REPORT: CONTAINMENT FAILURE

Waiting for maintenance and security detail. [32 minutes, 9 seconds] elapsed since request.

 
REPORT: CONTAINMENT FAILURE

Still waiting for maintenance and security detail. [24 hours] elapsed since request.

 
REPORT: SECURITY BREACH

LF.Xx.3273 research and containment facility; [delta site] has experienced a security breach via emergency [slip stream space] transportation conduits. Emergency [slip stream space] transportation conduits have been placed in recursive mode to contain unauthorized hostile lifeforms. Request emergency security detail. Still waiting for primary maintenance and security detail. [2512332 hours, 14 minutes, 6 seconds]elapsed since initial request.

 
REPORT: DERELICTION OF DUTY

2401 [PENITENT TANGENT] has been lax in the areas of maintenance and security.

I have no idea what it means. Just thought I'd include it. As of now I have no idea of any way to communicate him.
The Smuggler thing. That was something to promote Halo 3's Free Cold Storage Map. What it told was that installation 05 was infected because the Monitor of it was lax(lazy) and didnt do his dutys. This is linked into Halo CEA's terminals where 343 mentions that 05's monitor was going rampant. It can also link to a gravemind being there already making him rampant. Much like a gravemind did in the Halo 3 terminals to the mendicant bias.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on June 09, 2013, 05:00:01
CG and I took a limited look at this and unfortunately didn't find much. We did find that each individual player can "charge" the detonator. Charge meaning set, turn on. While not confirmed, it seemed that even if you didn't view your body hit the ground (you respawned before), you still set your charge. I'm thinking maybe if all 4 players set their own charge, something could happen.
Title: Re: SGP: Secret detonator on CM:AS
Post by: nightcrafter27 on June 09, 2013, 15:00:50
So does this mean that there is a separate detonator for each player, and it can only be set once? In other words:

Player A jumps down, arms the detonator. If player B jumped down after, would he arm it as well? And if player A goes again, it would not arm, because it already is armed?
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on June 09, 2013, 17:09:58
So does this mean that there is a separate detonator for each player, and it can only be set once? In other words:

Player A jumps down, arms the detonator. If player B jumped down after, would he arm it as well? And if player A goes again, it would not arm, because it already is armed?
I believe so. I'm not positive about this, but I'm pretty sure I COULD NOT hear CG setting the detonator. As in, I would jump down, die, and hear it, and he would jump right after, so I'd be watching his player while I respawn. When he hits the ground I would not hear anything, and he would confirm that he heard it.
Title: Re: SGP: Secret detonator on CM:AS
Post by: nightcrafter27 on June 09, 2013, 17:24:29
Alright. Sounds like we need to get three players (at least) and science this. I propose these experiments:

-Two players at the same time
-Two players, with a second or two between to test  if the detonator arms once for everyone or individually
-Two players multiple times in the same run through to see if the detonator re-arms. Both staggered and simultaneously

(a third player, so two can keep jumping down te hole without having to go back a checkpoint)

I can't get on until Friday, but I'll be happy to put together a test plan spreadsheet after CG's own heart for data collection in the meantime.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on June 10, 2013, 20:08:18
Alright. Sounds like we need to get three players (at least) and science this. I propose these experiments:

-Two players at the same time
-Two players, with a second or two between to test  if the detonator arms once for everyone or individually
-Two players multiple times in the same run through to see if the detonator re-arms. Both staggered and simultaneously

(a third player, so two can keep jumping down te hole without having to go back a checkpoint)

I can't get on until Friday, but I'll be happy to put together a test plan spreadsheet after CG's own heart for data collection in the meantime.

Sounds good! The detonator here might always be a dummy for something us mere players could not understand, but maybe not! There have always been interesting switches in Bungie's games (and to be frank, ODST is all about switches, isn't it? :D Well, maybe not, but still.)
Title: Re: SGP: Secret detonator on CM:AS
Post by: Insane Monx on June 27, 2013, 20:18:31
This detonator is towards the end of the level, I'd say. What if it was only part of a chain event? Such as you had to accomplish task(s) before this, such as killing all enemies, or keeping all allies alive. And then everyone would hit the switch and you'd teleport to a mysterious dark room with a half-naked Jason Jones floating up and down, across from a Marty O' Donnell dancing in a sea of hearts with soft techno music coming from somewhere behind you. There's several variables for things we could attempt with the unique first environment of this level.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Atarigen on September 06, 2013, 14:01:21
I have returned after sometime away. Some of you know me as GT: Atarigen, DukeLehto7, and most recently as GT FistotheUnicorn. I also use a new username on B net, "Horseflesh. I remember this site from several years ago. Funny I remember signing up back then, but did find myself here. Maybe I did not. I have returned to share new information on ERR. Yes you heard me I know how to use ERR. I had great fun with ODST, and have great affection for BUNGIE. My present purpose here is to revisit ODST for still unfound content. I suspect this effort may be fruitful. I am looking forward to working with any still remaining users here. I specifically remember Impa, I am curious to see If he is still active.
Title: Re: SGP: Secret detonator on CM:AS
Post by: ColdGlider on September 06, 2013, 19:04:19
Imppa! Front and center! You've been name-dropped!    :o

@Atarigen:  You may have had an account previously that was deleted based on inactivity.  In any event, thanks for coming back!  Now please tell us all you know about ERR before Nightcrafter saddles you with an explosive device all Huragok style!  You have our attention!

Title: Re: SGP: Secret detonator on CM:AS
Post by: nightcrafter27 on September 06, 2013, 21:59:10
Now please tell us all you know about ERR before Nightcrafter saddles you with an explosive device all Huragok style!  You have our attention!

Wait what. I do want to know what ERR is, but maybe not that much. And by registering you had my attention. Now, you have my curiosity.

Psst! CG, stop scaring him! :P
Title: Re: SGP: Secret detonator on CM:AS
Post by: Atarigen on September 07, 2013, 01:47:16
 I have had quit a journey since ODST. I have evolved very much from being your average Halo achievement Completionist to an Easter egg hunter of note. Bungies creation Halo has held my attention like no other franchise. Other games once completed were placed back in their case where they remained. Halo was different. Bungie had created a game with many avenues of entertainment, and expression. There was  something for everyone. For me enjoyment came from repeating, and finding their Easter egg mind boggles. I appreciate them even more now. Eventually I had my very own first finds. Later I had single finds to my credit, meaning they have not been repeated by others. The credit it not mine it belongs to our puzzle makers. However I enjoy sharing finds with other fans as a celebration of their efforts.  Bungie is expressing intelligent enigmas to determine our alertness to their efforts. At the time ODST was being explored I was excited by theories, and finds were discussed here, and on B net. I am happy those of you here kept to the quest. If you had not it would have been much harder to bring the puzzle experts together at the right time. You are Forerunners experts of things Halo. I revered your expertise then, and still do now. It is really amazing to return here with something to offer your quest. I have followed 343 and their efforts to continue Bungie's Halo legacy while awaiting Bungies new world. I do not know If Bungie agrees with me or not, but 343 has done well. Of course I am biased because an area 343 has excelled in is close to my heart. 343 has incorporated Easter eggs in Halo4 on a grand scale, which brings me back here to revisit ERR with you . It has been some time since I have been fluent in ODST egg hunts. However I have always believed we did not find everything. I do not have time to share everything now. What I will say is that an abridging ARG system was planned long ago. Connecting Halo worlds both new and old. I am hopeful that this system will help us find remaining ODST content. I am personally very excited to experience our new Destiny. Bungie hinted at well laid plans for Destiny in ODST. A relevant revisiting of ODST may intrigue us until Destiny's release. Sweet fruit should never be wasted.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Jedichef on September 08, 2013, 15:14:11
Hi Atarigen

You have me intrigued, I now little about hint systems etc, but talking of the link between games....
It may already have been pointed out?? but I just realised that the odst controller is linked to the h3 terminals.
rogue process ghost appears there too

You have me on the edge of my seat cant wait to see what you've got going on
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on September 09, 2013, 05:34:15
I have returned after sometime away. Some of you know me as GT: Atarigen, DukeLehto7, and most recently as GT FistotheUnicorn. I also use a new username on B net, "Horseflesh. I remember this site from several years ago. Funny I remember signing up back then, but did find myself here. Maybe I did not. I have returned to share new information on ERR. Yes you heard me I know how to use ERR. I had great fun with ODST, and have great affection for BUNGIE. My present purpose here is to revisit ODST for still unfound content. I suspect this effort may be fruitful. I am looking forward to working with any still remaining users here. I specifically remember Impa, I am curious to see If he is still active.

Atarigen! Now THIS is a nostalgic. I'm honoured that you still remember me man, 'cause I remember you too: you were perhaps the most keen person involved in the ODST research back in Bnet. I remember how you did actually report Eggs no one had seen before (I still have no idea where that one doll you found is) and involve yourself in all kinds of ODST theorizing. Your achievements back then were quite admirable. :)

So I'm very glad you've found your way back here! Welcome!

What I will say is that an abridging ARG system was planned long ago. Connecting Halo worlds both new and old. I am hopeful that this system will help us find remaining ODST content. I am personally very excited to experience our new Destiny. Bungie hinted at well laid plans for Destiny in ODST. A relevant revisiting of ODST may intrigue us until Destiny's release. Sweet fruit should never be wasted.

I actually feel the same. Felt for some time now. Yeah. [NEW THREAD INCOMING CONCERNING SUBJECT]

Anyway, about me! Don't worry guys, even though I mightnot have been around here for sime time, I still plan to work on all these mysteries! I might have even time now, because, you see, I'm currentlyresiding in Australia on a Working Holiday. :D I'm going to go back home to sweet and oh so cold Finland already in december, but before that I have 4 months to spend here Down Under. For some reason, my tablet really didn't like the new site, and posting revealed to be a bit hard, but I'll manage. The hunt is still on! LLtSGP! :)
Title: Re: SGP: Secret detonator on CM:AS
Post by: nightcrafter27 on July 29, 2014, 23:02:37
N-N-N-N-NECRO!!!!

I've done a little putzing around trying to make some headway on this. I got a better recording of the detonator arming (no explosions), and saved CIA's screenshot so we can have an on-site version. Sound clip (http://www.mediafire.com/listen/21arfis9obzn2vb/Detonator_arming.wma)

For those who have had trouble locating the detonator, it is against the wall at the bottom of the north-eastern shaft. If you look at the elevator you take up to the roof of the building, it is the hole to your left.

Here's the good part: it's armed in Firefight. In CM: AS, the detonator handle is vertical, with red indicator lights, as in CIA's screenshot. In FF: AS, the handle is horizontal with a green indicator light, as shown below. It does not make the arming sound when your body lands near it. As far as I know, an invisible barrier makes it impossible to fly down before your ODST has fallen, so we can't check to see if it makes the sound as soon as the game starts. The detonator is armed regardless of difficulty.
(http://i.imgur.com/TnXmJDSl.jpg)

I've don'e a quick fly-around in theater mode, but I haven't seen anything that looks like it's linked to this.

CIA, I've only seen the detonator in the vertical, red position in CM:AS, and your screenshot came from campaign. Do you know what you did to get the green version?
Title: Re: SGP: Secret detonator on CM:AS
Post by: CIA391 on July 30, 2014, 00:14:37
Everything I said was everything I did.

I will try and replicate everything again tomorrow(today later on) so I can be 100%
Title: Re: SGP: Secret detonator on CM:AS
Post by: nightcrafter27 on July 30, 2014, 05:02:06
Everything I said was everything I did.

I will try and replicate everything again tomorrow(today later on) so I can be 100%

Sounds good. I'll see if I can do it on every difficulty tomorrow.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on July 30, 2014, 07:08:01
I thought we discovered that it didn't exist in firefight? Anyway, Dutch likes blowing stuff up right? Perhaps we rocket launch him down there and see if he arms it.
Title: Re: SGP: Secret detonator on CM:AS
Post by: ColdGlider on July 30, 2014, 19:01:53
Hey, Scatters!  You and I went down there not too long ago, if I recall correctly.  I don't remember if it was in FF or CM though.

I loaded up FF:AS last night and took a plunge down that NE shaft.  Played back in Theater and sure enough there was a green detonator just like the photo Nightcrafter provided.  There was an explosion, but it appeared to be just my grenades.  The detonator stayed in tact.


Title: Re: SGP: Secret detonator on CM:AS
Post by: nightcrafter27 on August 01, 2014, 05:17:48
Ok, I did my testing. I was wrong. A green detonator is disarmed, while a red detonator is armed. If you are confused, I made the handy gif of a detonator being armed below:
(http://i.imgur.com/byXTtQw.gif)

I ran through CM: AS on every difficulty, and checked in theater to see if the detonator ever changed. It was always red; armed.
(http://i.imgur.com/NyGpwOal.jpg)

SO the detonator is armed in campaign, but disarmed in firefight. And before you ask, on one of my runs, Mickey armed the charges for me and blew up the bridge one his own. This suggests there is something to do in firefight to arm the detonator.

Also, the detonator arming sound played for me when my body was just above this point:
(http://i.imgur.com/ylNeRlxl.jpg)
Title: Re: SGP: Secret detonator on CM:AS
Post by: CIA391 on August 01, 2014, 11:28:18
Did you look at the detonator before and after the sound happened? So see if the body actually caused the activation.
Title: Re: SGP: Secret detonator on CM:AS
Post by: nightcrafter27 on August 01, 2014, 16:32:42
Did you look at the detonator before and after the sound happened? So see if the body actually caused the activation.

Yes, I did; the detonator doesn't change states.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on August 11, 2014, 15:57:48
(http://i.imgur.com/byXTtQw.gif)

This GIF is QUITE handy, indeed. Nice job!

This detonator is quite troubling though: it's in a place where you can't reach it, where you normally wouldn't notice it, it doesn't seem to even function properly even though, against all reason, works anyway. It's also both in the FF map as in CM, only the state of it is different and it doesn't function at all in FF.

What could it possibly be for?
Could it be that it is a leftover of some great scheme that was scrubbed on the creation process? A funny, weird thing left by a Bungie employee? If so, why is it different in the two maps, if it doesn't have any meaning?

I really am not sure what we are dealing with here. The secret detonator is truly a mysterious thing, even if it's small and appears to be insignificant. I hope we can, at some point, find the true meaning behind it...

Have we also checked if the state stays the same while you move toward the end of the level? Does the ground level de-load when you take the lift, or can you still look at the detonator in Theater while you have moved up to the roof?
Title: Re: SGP: Secret detonator on CM:AS
Post by: nightcrafter27 on August 11, 2014, 18:17:28
I think that firefight is our best bet for progress. The detonator is already armed in campaign, and it doesn't make too much sense for the detonator to disarm based on some trigger. I'm betting that if this detonator does anything, there will be some trigger to arm it in firefight.

Possibly, there is some trigger set to a certain amount of progress in firefight. So, play through FF: AS and jump down the shaft after each wave, and after the "par" score if reached. If the detonator doesn't become armed before it is reached...I highly doubt Bungie would make players survive past Endure.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on August 13, 2014, 15:46:37
I think that firefight is our best bet for progress. The detonator is already armed in campaign, and it doesn't make too much sense for the detonator to disarm based on some trigger. I'm betting that if this detonator does anything, there will be some trigger to arm it in firefight.

But having an Easter Egg in the CM would seem more logical to me..especially since it DOES make the sound.

Are we sure it isn't just some switch that triggers some other EE in the level? Checking every place and looking for eggs after triggering the sound seems like a good idea, if we haven't done that already...

Besides, I'm not as good as I used to be in Halo, and I was never very good. :(

Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on August 14, 2014, 18:12:58
Actually, Endure was the first thing that came to mind for me! And imppa, we have activated it and looked around before (campaign only), but the fact that the charge gets activated for each individual person makes me think that something wouldn't spawn.

If something were to change, however, I imagine it would be the other charges littered around the site. I don't think we've ever tried activating it and then dying next to the other fharges.
Title: Re: SGP: Secret detonator on CM:AS
Post by: nightcrafter27 on August 14, 2014, 18:38:12
Has Bungie ever made a secret that was activated upon player death? It seems to me like there might be a way to get past the death barrier to actually arm the charge by pressing (RB). The fact that the elevator you ride to the roof in CM: AS starts out below the main floor seems promising. But, that is in campaign, where the detonator is armed.

Something to note, all of my tests in campaign were done in split screen with a guest signed in, and firefight was done solo. It might be good to check what the state of the detonator is depending on solo or coop in campaign and firefight.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on August 15, 2014, 04:43:34
Well the Mystery Gate switch of delta halo in halo 2 required death to switch. Dying didn't cause it to switch, it was a hold x kind of thing, but fallin to your death was a necessity to use it. Now that I think about it, this detonator really reminds me of that switch.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Imppa on August 18, 2014, 17:07:11
Well the Mystery Gate switch of delta halo in halo 2 required death to switch. Dying didn't cause it to switch, it was a hold x kind of thing, but fallin to your death was a necessity to use it. Now that I think about it, this detonator really reminds me of that switch.

Yeah, I've been feeling the connection for some time now...This wouldn't be the first time Bungie left something in the game that has no function at all.
Title: Re: SGP: Secret detonator on CM:AS
Post by: Scatcycle on August 18, 2014, 17:10:35
Yeah, could very well be a throwback. I wonder if this level designer also designed delta halo.
Title: Re: SGP: Secret detonator on CM:AS
Post by: CIA391 on August 18, 2014, 17:24:28
We could ask. I mean no harm there right?
Title: Re: SGP: Secret detonator on CM:AS (Solved)
Post by: Scatcycle on May 26, 2019, 01:19:01
Relayed this over to Generalkidd some time ago and he revealed the unexciting (though expected) truth about the switch: just assets from the bridge. They're actually the same switches, and their state of charge is dependent on whether you armed on the bridge or not. They simply teleport to the chute once the bridge is destroyed, so as to not sit there floating. As for why they seem to arm once you're within proximity of them, no one knows. Probably just a byproduct of loading and data saving techniques.

https://youtu.be/TttJCqaK5BU

Many thanks to General Heed for solving the mystery!
Title: Re: SGP: Secret detonator on CM:AS (Solved)
Post by: nightcrafter27 on October 25, 2021, 14:55:02
Wow, it's crazy to finally have some closure on this after so long. Nice work!