If you're looking to get more fun out of campaign mode for the original Halo, and also Halo 3, ODST and Reach, you're in the right place because there are over a million words of cyborg-happy yammering here. In particular, for the original there's a massive section of fun backed up by hundreds of movies. So come on in and get a bit of red mist worked up under your visor! To help get you started, here are some random pictures from articles on the site. Click to enlarge, or click a caption to jump to the relevant page.

Latest updates

  • October 14th: Tree in a Warthog, snow machine sound variations
    An aural extravaganza from my snow machine, in BCM519.
  • October 11th: Tree in a Warthog, snow machine special
    An amazing spectacle captured, in BCM518. Not to be missed!
  • October 7th: Tree in a Warthog, pushing with a Scorpion
    Scorpion power delivers an interesting surprise in BCM517.
  • October 4th: Tree in a Warthog, pushing with a hog or Banshee
    Time to get pushy in the latest instalment, BCM516.
  • October 2nd: Tree in a Warthog, using a nice tree pair
    My Warthog meets some new trees in BCM515.
  • September 28th: Tree in a Warthog
    An amusing phenomenon gets some early exploration, in BCM514.
  • September 25th: Entry chamber Ghost descent
    Expanding on the original mention in my 2017 article Exploring the entry chamber, I've at last written a dedicated article on descending in a Ghost, an activity I've long wanted to give more prominence.
  • September 24th: Stacker chain-gun special
    As my first use of the blocking business in the seven extra Marines trick, I've got Stacker on the chain-gun for a nice bit of 10-Marine action in BCM513. Quite a splatterfest!
  • September 22nd: Some restructuring of my entry chamber stuff
    Some activities originally covered in my long 2017 article Exploring the entry chamber have now been separated out into dedicated articles. See Force-launching and column ascent, Force-launching out into the void, and Plasma tennis in the ceiling room.
  • September 22nd: Terminology change
    A minor change to report. In connection with AOTCR's first bridge I used to talk of the 'entry passage checkpoint' and 'exit passage checkpoint', but I've now switched to 'pre-bridge checkpoint' and 'post-bridge checkpoint' (better, for a couple of reasons). Multiple pages have been updated accordingly.
  • September 20th: Seven extra Marines trick, more blocking!
    Had yet more blocking ideas, causing me to put together a sequel tutorial, BCM512. My seven extra Marines article has been updated accordingly.
  • September 18th: Seven extra Marines trick, new development
    A few weeks ago I came up with a very useful new development regarding the seven extra Marines trick in AOTCR. See my tutorial BCM511, and also my newly revised and restructured article on the trick. As part of the revision work, I separated out a chunk of material into a separate article, Helping the crashed Pelican area Marines. There's also another chunk I cut, which I expect to base an article around later.
  • September 14th: More Ghost squad battling with extra covies
    BCM510 uses the same set-up but focuses on an idea that came to mind.
  • September 12th: Ghost squad battling with extra covies
    The Ghost squad battling gets even spicier now, with a new set-up in BCM509!
  • September 8th: Even more Ghost squad battling
    BCM508 delivers the final three rounds with my Ghost squad set-up.
  • September 5th: Yet more Ghost squad battling
    The Ghost squad battling continues in BCM507, with another three rounds.
  • September 3rd: More Ghost squad battling
    Three new Ghost squad battles with varied approaches, in BCM506.
  • September 1st: First ground battle, Ghost squad set-up & plays
    Lots of Ghosts whizzing around in my latest movie! See BCM505, the start of a new topic.
  • August 27th: Tackling the first ground battle
    In BCM504 I offer a few novel approaches to AOTCR's first ground battle.
  • July 3rd: Freakiness and fun returns
    Yep, here's a new one of those clip compilations I used to do: BCM503.
  • June 30th: Sleeping Grunts room battle, needler rampage x3
    More needler rampaging in the sleeping Grunts room, this time with a new set-up: see BCM502.
  • June 25th: Sleeping Grunts room battle, reverse battling via wall transit
    BCM501 concerns a sneaky trick relating to reverse battling. I've also added a section on reverse battling to my article, plus an unrelated note on a strange checkpoint dependency.
  • June 21st: Sleeping Grunts room showcase
    A big milestone is reached! Movie 500 in my series: BCM500.
  • June 17th: Sleeping Grunts room battle, needler rampage x3
    In BCM499 it's a case of needles, needles, and more needles! In connection with that, I've also added to my article; see Adding weapons to the room.
  • June 14th: Sleeping Grunts room battle, sniping spotlight
    Putting the focus on sneaky sniping, in BCM498.
  • June 12th: Sleeping Grunts room battle, speed plays
    Going all out for speed now, in BCM497. I've also added to my article; see the new 'Further remarks' section plus a bit about speed plays.
  • June 9th: Three more battles
    The sleeping Grunts get another workout, in BCM496.
  • June 4th: Sleeping Grunts room battle x3
    Stepping things up to Legendary now. See BCM495 for the fireworks!
  • May 29th: Sleeping Grunts room battle; article & set-up tutorial
    Check out my new article Sleeping Grunts room battle (expansion coming later), and see also my set-up tutorial BCM494.
  • May 25th: Sleeping Grunts room, three more ways
    There are further wake-up calls for those sleepy Grunts in BCM493!
  • May 21st: Sleeping Grunts room, four ways
    In BCM492 I tackle a well known room in various ways.
  • May 18th: Rising needler
    There's some unusual covie hardware to toy with in BCM491. A needler heading upwards!