History Main / SequenceBreaking

20th Sep '16 8:23:47 PM nombretomado
Is there an issue? Send a Message


* The ''{{Avernum}}'' series uses FightWoosh in reverse, putting your party back into formation when combat ends. In the first three games, starting and immediately ending combat can move you forwards a few tiles, potentially bypassing tiles that trigger an effect when stepped on. Given that sometimes the effect is a dialogue message explaining why you can't actually enter the space, this was widely considered a GoodBadBug. (You can also break sequences sometimes with the [[DungeonBypass Move Mountains]] spell, but this is intentional.)

to:

* The ''{{Avernum}}'' ''VideoGame/{{Avernum}}'' series uses FightWoosh in reverse, putting your party back into formation when combat ends. In the first three games, starting and immediately ending combat can move you forwards a few tiles, potentially bypassing tiles that trigger an effect when stepped on. Given that sometimes the effect is a dialogue message explaining why you can't actually enter the space, this was widely considered a GoodBadBug. (You can also break sequences sometimes with the [[DungeonBypass Move Mountains]] spell, but this is intentional.)
6th Sep '16 1:46:18 PM Berrenta
Is there an issue? Send a Message


This is a subtrope of EmergentGameplay, and sometimes of NotTheIntendedUse. Contrast ScriptBreaking, which is often done via Sequence Breaking. Sequence breaking may involve the DungeonBypass, which is one typical way of breaking the sequence. Also contrast YouCantThwartStageOne, which is often literally true even in games that allow sequence breaking; even {{Metroidvania}}s famous for sequence-breaking opportunities generally require that the first area be traversed or the first item be collected. If the game recognizes your attempt in some fashion, then TheDevTeamThinksOfEverything.

to:

This is a subtrope of EmergentGameplay, and sometimes of NotTheIntendedUse. Contrast ScriptBreaking, which is often done via Sequence Breaking. Sequence breaking may involve the DungeonBypass, which is one typical way of breaking the sequence. Also contrast YouCantThwartStageOne, which is often literally true even in games that allow sequence breaking; even {{Metroidvania}}s famous for sequence-breaking opportunities generally require that the first area be traversed or the first item be collected. If the game recognizes your attempt in some fashion, then TheDevTeamThinksOfEverything.
there's DevelopersForesight.



** Square-Enix and Disney [[TheDevTeamThinksOfEverything even]] ''[[TheDevTeamThinksOfEverything thought]]'' [[TheDevTeamThinksOfEverything of what could happen]] if one sequence broke, mainly pertaining to Hollow Bastion. For the earliest example (and one of two that doesn't involve Hollow Bastion), if one completes Wonderland before Deep Jungle, you see Alice wandering into Maleficent's chamber, but if one completes Deep Jungle ''before'' Wonderland, instead of Alice, you see ''Snow White'' doing the same. The only one that doesn't make much sense is completing Monstro after Hollow Bastion, in which case [[spoiler:Maleficent is still dead, yet you run into an unexplained evil Riku and Sora already knows that this Riku is an enemy. Of course it also means this Riku is picking on Pinnochio for no reason.]]

to:

** Square-Enix and Disney [[TheDevTeamThinksOfEverything [[DevelopersForesight even]] ''[[TheDevTeamThinksOfEverything ''[[DevelopersForesight thought]]'' [[TheDevTeamThinksOfEverything [[DevelopersForesight of what could happen]] if one sequence broke, mainly pertaining to Hollow Bastion. For the earliest example (and one of two that doesn't involve Hollow Bastion), if one completes Wonderland before Deep Jungle, you see Alice wandering into Maleficent's chamber, but if one completes Deep Jungle ''before'' Wonderland, instead of Alice, you see ''Snow White'' doing the same. The only one that doesn't make much sense is completing Monstro after Hollow Bastion, in which case [[spoiler:Maleficent is still dead, yet you run into an unexplained evil Riku and Sora already knows that this Riku is an enemy. Of course it also means this Riku is picking on Pinnochio for no reason.]]



* The original ''VideoGame/DeusEx'' was made with this in mind, to the point that the developers put in [[TheDevTeamThinksOfEverything deliberate examples]]:

to:

* The original ''VideoGame/DeusEx'' was made with this in mind, to the point that the developers put in [[TheDevTeamThinksOfEverything [[DevelopersForesight deliberate examples]]:



* In ''Suspect'' by Creator/{{Infocom}}, if you go immediately to the garage, you can catch the murderer in the act of disposing of evidence and win the game immediately. The game is played in "real time", so it's a case of TheDevTeamThinksOfEverything.

to:

* In ''Suspect'' by Creator/{{Infocom}}, if you go immediately to the garage, you can catch the murderer in the act of disposing of evidence and win the game immediately. The game is played in "real time", so it's a case of TheDevTeamThinksOfEverything.DevelopersForesight.



* In ''VideoGame/YoshisIsland'', it was possible to shoot an egg at the lone Piranha Plant at the end of Level 3-8, before triggering the cutscene where Kamek turns the Piranha Plant into Naval Piranha, the stage boss. Doing so would kill the Piranha Plant in one hit, resulting in an [[TheDevTeamThinksOfEverything alternate cutscene]] where Kamek flies in, screams "OH MY!!" in surprise and flies off, and you win the boss battle automatically.

to:

* In ''VideoGame/YoshisIsland'', it was possible to shoot an egg at the lone Piranha Plant at the end of Level 3-8, before triggering the cutscene where Kamek turns the Piranha Plant into Naval Piranha, the stage boss. Doing so would kill the Piranha Plant in one hit, resulting in an [[TheDevTeamThinksOfEverything [[DevelopersForesight alternate cutscene]] where Kamek flies in, screams "OH MY!!" in surprise and flies off, and you win the boss battle automatically.



** It also inverts it, by using the theme of time to give you some incentive for not accidentally breaking the sequence. Namely, if you realize that TheDevTeamThinksOfEverything and actually made it so that if you took an item from a later period, and then returned to an earlier period, you are rewarded with an additional item. This is very important since it applies to the aeon-transcending Black Omen, which the boss at the end can be fought a total of 3 times and yields powerful equips, should you do it in sequence.

to:

** It also inverts it, by using the theme of time to give you some incentive for not accidentally breaking the sequence. Namely, if you realize that TheDevTeamThinksOfEverything DevelopersForesight and actually made it so that if you took an item from a later period, and then returned to an earlier period, you are rewarded with an additional item. This is very important since it applies to the aeon-transcending Black Omen, which the boss at the end can be fought a total of 3 times and yields powerful equips, should you do it in sequence.



** At one point in ''VideoGame/DragonQuestVIII'', you have to retrieve the Venus' Tear from a dungeon for Yangus' old 'friend' Red. However, it's possible to go through the dungeon and grab the gem before you ever even meet Red. [[TheDevTeamThinksOfEverything Doing this leads to a special scene]] after she makes the request and the group leaves her house: Trode asks Yangus why they didn't just hand her the Tear immediately, and Yangus replies that they've "got to make it look good", or else Red will just send them after something else.
* ''VideoGame/{{Earthbound}}'' has a set order for My Sanctuary spots, but you can skip some. Naturally, this leads to [[TheDevTeamThinksOfEverything the dev team forseeing this]] and coding the final My Sanctuary cutscene, but only in the spots you could possibly do last.

to:

** At one point in ''VideoGame/DragonQuestVIII'', you have to retrieve the Venus' Tear from a dungeon for Yangus' old 'friend' Red. However, it's possible to go through the dungeon and grab the gem before you ever even meet Red. [[TheDevTeamThinksOfEverything [[DevelopersForesight Doing this leads to a special scene]] after she makes the request and the group leaves her house: Trode asks Yangus why they didn't just hand her the Tear immediately, and Yangus replies that they've "got to make it look good", or else Red will just send them after something else.
* ''VideoGame/{{Earthbound}}'' has a set order for My Sanctuary spots, but you can skip some. Naturally, this leads to [[TheDevTeamThinksOfEverything [[DevelopersForesight the dev team forseeing this]] and coding the final My Sanctuary cutscene, but only in the spots you could possibly do last.



* In ''VideoGame/FinalFantasyI'', it is possible to reach the Castle of Ordeals far sooner than the developers intended. At any point after defeating the Lich and winning the canoe, instead of taking the canoe up to the volcano as the OmniscientCouncilOfVagueness suggests, you can simply take your ship, sail down to the southern continent, and canoe inland onto the river just north of the Castle of Ordeals. As there is nothing keeping the party from going to every dungeon but the last and get every treasure but the [[InfinityPlusOneSword Masamune]] before defeating the second fiend. [[TheDevTeamThinksOfEverything The programmers may have had that in mind]], as fighting the fiends out of order changes their pre-fight dialogue (at least in the more recent versions).

to:

* In ''VideoGame/FinalFantasyI'', it is possible to reach the Castle of Ordeals far sooner than the developers intended. At any point after defeating the Lich and winning the canoe, instead of taking the canoe up to the volcano as the OmniscientCouncilOfVagueness suggests, you can simply take your ship, sail down to the southern continent, and canoe inland onto the river just north of the Castle of Ordeals. As there is nothing keeping the party from going to every dungeon but the last and get every treasure but the [[InfinityPlusOneSword Masamune]] before defeating the second fiend. [[TheDevTeamThinksOfEverything [[DevelopersForesight The programmers may have had that in mind]], as fighting the fiends out of order changes their pre-fight dialogue (at least in the more recent versions).



*** As with the above, the developers [[TheDevTeamThinksOfEverything planned for this eventuality]], since there's a puzzle at the end of the very next dungeon that requires the use of Force. When you reach it, Garet simply [[CrowningMomentOfFunny solves it for you]].

to:

*** As with the above, the developers [[TheDevTeamThinksOfEverything [[DevelopersForesight planned for this eventuality]], since there's a puzzle at the end of the very next dungeon that requires the use of Force. When you reach it, Garet simply [[CrowningMomentOfFunny solves it for you]].



** Once you get the ship in ''VideoGame/LufiaAndTheFortressOfDoom'', it's possible to reach areas you're not meant to visit until later in the game, allowing you to purchase much stronger equipment and grind against tougher enemies. One particular dungeon can be completed before the game requires you toŚ[[TheDevTeamThinksOfEverything if you do]], the boss at the top won't be present and you can obtain the otherwise-RareRandomDrop Might Helm from the chest that will later contain a needed key.

to:

** Once you get the ship in ''VideoGame/LufiaAndTheFortressOfDoom'', it's possible to reach areas you're not meant to visit until later in the game, allowing you to purchase much stronger equipment and grind against tougher enemies. One particular dungeon can be completed before the game requires you toŚ[[TheDevTeamThinksOfEverything toŚ[[DevelopersForesight if you do]], the boss at the top won't be present and you can obtain the otherwise-RareRandomDrop Might Helm from the chest that will later contain a needed key.



* In ''VideoGame/PokemonRubyAndSapphire'', the Dewford Gym's badge lets you use Flash outside of battle. The nearby cave contains an important [[PlotCoupon Key Item]], but [[BlackoutBasement most of it is almost completely dark]]. However, Flash isn't ''required'' to navigate, just strongly recommended. If you want to, you can go through the cave in the dark, skip the Gym and leave it for later in the game, when you can probably win the battle in two or three turns (possibly helped by the [[ElementalRockPaperScissors partially-Ghost-type]] Sableye, which can be found deep in the cave[[note]]unless you're playing Ruby[[/note]] and is [[NoSell immune to the element that]] [[PoorPredictableRock Brawly specializes in]]). You still need to defeat Brawly in order to challenge Norman, however -- [[TheDevTeamThinksOfEverything instead of checking for the fourth badge alone, he checks for all four to that point]]. The remakes changed Granite Cave completely, however, so you can't do much in there until after you've beaten the gym, and can't go far in until later.

to:

* In ''VideoGame/PokemonRubyAndSapphire'', the Dewford Gym's badge lets you use Flash outside of battle. The nearby cave contains an important [[PlotCoupon Key Item]], but [[BlackoutBasement most of it is almost completely dark]]. However, Flash isn't ''required'' to navigate, just strongly recommended. If you want to, you can go through the cave in the dark, skip the Gym and leave it for later in the game, when you can probably win the battle in two or three turns (possibly helped by the [[ElementalRockPaperScissors partially-Ghost-type]] Sableye, which can be found deep in the cave[[note]]unless you're playing Ruby[[/note]] and is [[NoSell immune to the element that]] [[PoorPredictableRock Brawly specializes in]]). You still need to defeat Brawly in order to challenge Norman, however -- [[TheDevTeamThinksOfEverything [[DevelopersForesight instead of checking for the fourth badge alone, he checks for all four to that point]]. The remakes changed Granite Cave completely, however, so you can't do much in there until after you've beaten the gym, and can't go far in until later.



* ''ShiningForce'' is mostly pretty well-protected against SequenceBreaking ({{Broken Bridge}}s are properly placed, etc.), but there is one opportunity to sequence-break that [[SelfImposedChallenge makes the game harder]], by skipping the first group of characters that are supposed to join you. It gets funny later, since the characters you were supposed to get have lines in some of the dialogue scenes, and those lines will show up even if you never got the characters. Similarly, it is very easy to skip recruiting Anri if you are so inclined. She has lines in at least one dialogue scene. Luckily, all other characters that can be skipped do not have dialogue except when you're talking directly to them.

to:

* ''ShiningForce'' ''VideoGame/ShiningForce'' is mostly pretty well-protected against SequenceBreaking Sequence Breaking ({{Broken Bridge}}s are properly placed, etc.), but there is one opportunity to sequence-break that [[SelfImposedChallenge makes the game harder]], by skipping the first group of characters that are supposed to join you. It gets funny later, since the characters you were supposed to get have lines in some of the dialogue scenes, and those lines will show up even if you never got the characters. Similarly, it is very easy to skip recruiting Anri if you are so inclined. She has lines in at least one dialogue scene. Luckily, all other characters that can be skipped do not have dialogue except when you're talking directly to them.



** Some D&D adventures, especially from the early days of the game, overlook SequenceBreaking opportunities because their authors assumed the game was 100% combat. In the module "Curse of Xanathon", it's expected that the heroes, discovering the villain can't be killed by their attacks, will immediately set out on a FetchQuest for his SoulJar. If they simply ''tackle'' the guy, tie him up, and gag him, they can drag the BigBad off to jail and thus foil his evil plans before they're even halfway through the module.

to:

** Some D&D adventures, especially from the early days of the game, overlook SequenceBreaking Sequence Breaking opportunities because their authors assumed the game was 100% combat. In the module "Curse of Xanathon", it's expected that the heroes, discovering the villain can't be killed by their attacks, will immediately set out on a FetchQuest for his SoulJar. If they simply ''tackle'' the guy, tie him up, and gag him, they can drag the BigBad off to jail and thus foil his evil plans before they're even halfway through the module.
1st Sep '16 6:18:32 PM Chickeon
Is there an issue? Send a Message


* In-universe example in ''LightNovel/SwordArtOnline''. 10,000 players are [[WinToExit trapped in a virtual reality MMORPG, and they must beat the 100th floor boss to leave the game]]. After defeating the 75th floor boss, [[spoiler: Kirito, the protagonist, demonstrates that Heathcliff, a guild leader, is actually Akihiko Kayaba, the inventor of the VR headset and the creator of the game. Kayaba intended to reveal himself as the 100th floor boss, but decides to have Kirito challenge him. Kirito wins. ]]



* In-universe example in ''LightNovel/SwordArtOnline''. 10,000 players are [[WinToExit trapped in a virtual reality MMORPG, and they must beat the 100th floor boss to leave the game]]. After defeating the 75th floor boss, [[spoiler: Kirito, the protagonist, demonstrates that Heathcliff, a guild leader, is actually Akihiko Kayaba, the inventor of the VR headset and the creator of the game. Kayaba intended to reveal himself as the 100th floor boss, but decides to have Kirito challenge him. Kirito wins. ]]
30th Aug '16 6:18:18 PM crashkey
Is there an issue? Send a Message


[[folder:StealthyGames]]

to:

[[folder:StealthyGames]][[folder:Stealth-Based Games]]
30th Aug '16 6:03:20 PM crashkey
Is there an issue? Send a Message


[[folder:PuzzlePlatforming]]

to:

[[folder:PuzzlePlatforming]][[folder:Platformers]]
29th Aug '16 3:21:59 PM crashkey
Is there an issue? Send a Message


* In ''VideoGame/TheLegendOfZeldaLinksAwakening'', bringing up the map whilst crossing over screens warps you to the opposite side of the screen you're entering. In underground sections, this can put you on the "roof". Walking around can lead you across many areas of the island, and causes some dramatic glitches. You could skip all the way to the very final boss battle from near the start of the game this way. [[GameBreakingBug It generally made a mess of things,]] as can be seen in [[http://www.youtube.com/watch?v=-CtmgUHDdYI this]] video (or [[https://www.youtube.com/watch?v=S3uzz1xlaqU&list=PL1479B8D9B9D9F9A3 this LP,]] which uses the glitch to complete the dungeons in reverse order while hilariously pretending that it's a normal playthrough of the game). This bug got fixed in the colour release.

to:

* In ''VideoGame/TheLegendOfZeldaLinksAwakening'', bringing up the map whilst crossing over screens warps you to the opposite side of the screen you're entering. In underground sections, this can put you on the "roof". Walking around can lead you across many areas of the island, and causes some dramatic glitches. You could skip all the way to the very final boss battle from near the start of the game this way. [[GameBreakingBug It generally made a mess of things,]] as can be seen in [[http://www.youtube.com/watch?v=-CtmgUHDdYI this]] video (or [[https://www.youtube.com/watch?v=S3uzz1xlaqU&list=PL1479B8D9B9D9F9A3 this LP,]] which uses the glitch to complete the dungeons in reverse order while hilariously pretending that it's a normal playthrough of the game). This bug got fixed in the colour release.DX remake, except it's still hilariously easy to glitch through the world merely by walking into the back of the doghouse, accessible from the very beginning of the game.
29th Aug '16 3:19:04 PM crashkey
Is there an issue? Send a Message


* In ''VideoGame/TheLegendOfZeldaALinkToThePast'', it's possible to get items out of the temples without actually defeating the bosses. This allows the player to visit locations that he shouldn't be able to and get better items or more heart pieces before finishing the first temple. It's also often recommended to do certain dungeons out of order to make the game easier. The only things that can't be broken are that you need to obtain the first pendant to get the pegasus shoes, which are required to reach the book that opens the gate to the Desert Palace, you need the Power Glove to reach the Mountain Tower, you're required to obtain the Moon Pearl in order to do anything useful in the Dark World after defeating Agahnim, you need the hammer to reach Levels 2-4, Zora's Flippers to complete Level 2, the Titan's Mitt to reach Levels 5-7, the Hookshot and either the Fire Rod or Bombos Medallion to complete Level 5, the Flute and Ether Medallion to reach Level 6, the Quake Medallion to reach Level 7, the Cane of Somaria, Fire Rod, and Ice Rod to complete Level 7, and finish Levels 1-7 to access Level 8 and finish the game. Bottles, Magic Powder, the Bug-Catching Net, the Magic Cape, the Cane of Bryna, and all Shields and Tunics are completely unnecessary to finish the game

to:

* In ''VideoGame/TheLegendOfZeldaALinkToThePast'', it's possible to get items out of the temples without actually defeating the bosses. This allows the player to visit locations that he they shouldn't be able to and get better items or more heart pieces before finishing the first temple. It's also often recommended to do certain dungeons out of order to make the game easier. The only things that can't be broken are that you need to obtain the first pendant to get the pegasus shoes, which are required to reach the book that opens the gate to the Desert Palace, you need the Power Glove to reach the Mountain Tower, you're required to obtain the Moon Pearl in order to do anything useful in the Dark World after defeating Agahnim, you need the hammer to reach Levels 2-4, Zora's Flippers to complete Level 2, the Titan's Mitt to reach Levels 5-7, the Hookshot and either the Fire Rod or Bombos Medallion to complete Level 5, the Flute and Ether Medallion to reach Level 6, the Quake Medallion to reach Level 7, the Cane of Somaria, Fire Rod, and Ice Rod to complete Level 7, and finish Levels 1-7 to access Level 8 and finish the game. Bottles, Magic Powder, the Bug-Catching Net, the Magic Cape, the Cane of Bryna, and all Shields and Tunics are completely unnecessary to finish the gameeasier.
24th Aug '16 2:00:00 PM KakuradyDrakenar
Is there an issue? Send a Message



to:

* In-universe example in ''LightNovel/SwordArtOnline''. 10,000 players are [[WinToExit trapped in a virtual reality MMORPG, and they must beat the 100th floor boss to leave the game]]. After defeating the 75th floor boss, [[spoiler: Kirito, the protagonist, demonstrates that Heathcliff, a guild leader, is actually Akihiko Kayaba, the inventor of the VR headset and the creator of the game. Kayaba intended to reveal himself as the 100th floor boss, but decides to have Kirito challenge him. Kirito wins. ]]
19th Aug '16 8:58:24 PM TvTroper20152014
Is there an issue? Send a Message

Added DiffLines:

* Plenty of poorly made RPG Maker games usually have this in some form, especially when a creator doesn't know how to use switches, and there is often little to no warning about the monsters' strength, so when you expect to encounter a Slime (The first enemy in most RPG Maker games using preset troops, Ghost takes its spot in XP, and Bat does the same thing in MV), you may encounter Vampires, Succubi, and various other monsters that can bulldoze your team at that point in the game.
13th Aug '16 9:44:15 PM UmbrellasWereAwesome
Is there an issue? Send a Message


* ''VideoGame/{{Halo|Combat Evolved}}'' has a major sequence break in the "Assault on the Control Room" level. In a stage about halfway through the level, one can get a Banshee fighter by knocking it off of a ledge with the rocket launcher. If you then fight through the following levels past the exit of the underground complex, you can then use the Banshee to fly up to the center column, where a new Banshee can be gotten to replace the (usually) now-damaged first one (even if you don't need it, you want to go get it to keep from being attacked by it as you pass and trigger that opponent). From there, you can fly over the following map sections to the one where you would normally have to proceed on foot underground; if you instead fly up to the overhead bridges, you can then enter at a much later part of the game, and because the triggers for the opponents have been bypassed, the following scenes will now be empty and you can simply proceed to the end on yet another Banshee that appears as you enter the last group of maps.
** In fact, it's possible to simply kill the closer Banshee's pilot with the sniper rifle. No one else will climb in, leaving you free to take it. You not only bypass the areas between the top and bottom of the "room", but also avoid most of the enemies, which don't appear until you enter from ground level.
** Also in fact, you don't even need to kill the pilot. Providing you can run fast enough, you can get to the Banshee before he does and simply fly away.
** In the remake, ''Halo: Combat Evolved: Anniversary'', you get an achievement for stealing the Banshee.
** This trick is also used to find the "Siege of Madrigal" EasterEgg music.
** For a sequence break with slightly less magnitude, it's possible to jump off the bridge (in the latter part of Assault on the Control Room) and onto the large buttress that runs up the front of the Forerunner shrine that houses the control room, allowing you to skip a decent chunk of the level. This one is interesting because it's pretty obvious.
*** You can either walk down the bridge to where the mortar tanks and ghosts are, or walk up it and slide down the side to land yourself in front of the door to the control room.
** From the self-same bridge, you can also destroy the Covenant mortar-tanks below you, before you're forced to face them, from relative safety (it's very hard for them to get an angle on you: the bridge is in the way). You can eventually kill those mortar tanks by just shooting them repeatedly with small-arms, like the plasma pistols and rifles dropped by all the Covenant you just killed. Sure, it'll take a while, but it's actually a lot less annoying than trying to fight the tank on foot. At least, on Legendary.
** In fact, with a bit of practice, it's entirely possible to jump down from the ''very first'' bridge in Assault on the Control Room to the valley below. This will bypass the enemy spawn triggers and allow the player to saunter through the remaining ~90% of the chapter unopposed.
** One might also mention getting on top of the map in Silent Cartographer, or getting a Warthog to the entrance to the security facility (in that map), or getting a Warthog down to the Cartographer.
*** If you get the Warthog down in front of the security facility and leave it parked there with 2 marines sitting in it, then during the little later cutscene when a commander elite with a sword runs out of the door, the marine gunner will blow him away and you will sometimes hear the passenger yelling taunts before the cutscene ends.
** You can also get on top of the ridge that serves as the map boundary in 343 Guilty Spark.
** In the first game, there's a glitch that lets you keep yourself from getting kicked out of the Pellicans (drop-ships that deploy you at the start of missions).
** In ''VideoGame/{{Halo 2}}'', Bungie cracked down on sequence breaking with instant-kill {{Invisible Wall}}s, but there were many routes left open for sequence breakers, for example, the sniper alley and much of the courtyard battle on Outskirts could be bypassed by jumping from a little pile of rubble in an easily missed corner to a ledge, and from there to the roof-tops. The first battle of Delta Halo, where you're supposed to neutralize the artillery, can be mostly bypassed without glitches or special tricks, although you don't get a Warthog if you do so, not that it matters much. There are also two spots in the mission where you can shortcut over hills that seem to be [[InsurmountableWaistHeightFence unclimbable]], this allows you to skip the "Nothing But Jackal" sniper canyon.
*** Even better is that some players are good enough to ''hijack one of the Banshees'' and go flying over the level, in which you can find a giant soccer ball and a ''Scarab Gun''.
*** The Oracle: You can skip the Flood-o-vator ride by running around the small ledges on the sides of the shaft, although there is a death trigger that moves with the elevator, preventing you from doing it too soon.
*** Metropolis: Take the Hog instead of the tank, it allows you to skip the Banshees and Wraiths during the bridge sequence. You can even squeeze the warthog through the tunnel into the sniper courtyard. Although it's better to switch to Sgt. Stacker's Gauss Hog there.
** Careful, sequence breaking in the wrong place can render a mission {{Unwinnable}}.
*** It's possible to get a Banshee into the final boss fight by squeezing it through the corridor leading to it, getting out at the right place and entering the boss' room, then going back and getting into it. This makes the final battle much easier, even on the highest difficulty.
*** The same banshee trick is also possible by flying a banshee into a specific point on the building from the outside, which triggers the cutscene before the final boss and allows you to skip a few enemies before the final boss, and puts the banshee in the hallway before the boss after the cutscene is over.
** For the first ''Halo'', most of the on-line community had at least some interest in and experience with sequence breaking (and pulling off stunts and pushing the game to its limits in general). I dare say that most experienced players spent at least some time on this, and it was probably one of the major sources of replay value in the game.
** In ''Videogame/HaloReach'', the last quarter of the third mission, Nightfall, can be skipped using some clever vehicle placement. By taking the nearby forklift, and parking it with its driver side against the door that requires Jun's code to open, the "exiting vehicle" animation will carry the player right through the door; since no enemies will have spawned, it is a leisurely stroll to the level exit.

to:

* ''VideoGame/{{Halo|Combat Evolved}}'' ''Franchise/{{Halo}}'' has ''a lot'' of this (careful though, sequence breaking in the wrong place can render a mission {{Unwinnable}}):
** ''VideoGame/HaloCombatEvolved''
has a major sequence break in the "Assault on the Control Room" level. In a stage about halfway through the level, one can get a Banshee fighter by knocking it off of a ledge with the rocket launcher. If you then fight through the following levels past the exit of the underground complex, you can then use the Banshee to fly up to the center column, where a new Banshee can be gotten to replace the (usually) now-damaged first one (even if you don't need it, you want to go get it to keep from being attacked by it as you pass and trigger that opponent). From there, you can fly over the following map sections to the one where you would normally have to proceed on foot underground; if you instead fly up to the overhead bridges, you can then enter at a much later part of the game, and because the triggers for the opponents have been bypassed, the following scenes will now be empty and you can simply proceed to the end on yet another Banshee that appears as you enter the last group of maps.
** *** In fact, it's possible to simply kill the closer Banshee's pilot with the sniper rifle. No one else will climb in, leaving you free to take it. You not only bypass the areas between the top and bottom of the "room", but also avoid most of the enemies, which don't appear until you enter from ground level.
** Also in fact,
level. Really, you don't even need to kill the pilot. Providing you can run fast enough, you can get to the Banshee before he does and simply fly away.
** *** In the remake, ''Halo: Combat Evolved: Anniversary'', you get an achievement for stealing the Banshee.
** *** This trick is also used to find the "Siege of Madrigal" EasterEgg music.
** For a More ''Combat Evolved'' sequence break with slightly less magnitude, it's breaks:
*** It's
possible to jump off the bridge (in in the latter part of Assault "Assault on the Control Room) Room" and onto the large buttress that runs up the front of the Forerunner shrine that houses the control room, allowing you to skip a decent chunk of the level.level. You can either walk down the bridge to where the mortar tanks and ghosts are, or walk up it and slide down the side to land yourself in front of the door to the control room. This one is interesting because it's pretty obvious.
*** You can either walk down the bridge to where the mortar tanks and ghosts are, or walk up it and slide down the side to land yourself in front of the door to the control room.
**
From the self-same "Assault on the Control Room" bridge, you can also destroy the Covenant mortar-tanks below you, before you're forced to face them, from relative safety (it's very hard for them to get an angle on you: the bridge is in the way). You can eventually kill those mortar tanks by just shooting them repeatedly with small-arms, like the plasma pistols and rifles dropped by all the Covenant you just killed. Sure, it'll take a while, but it's actually a lot less annoying than trying to fight the tank on foot. At least, on Legendary.
** In fact, with *** With a bit of practice, it's entirely possible to jump down from the ''very first'' bridge in Assault on the Control Room to the valley below. This will bypass the enemy spawn triggers and allow the player to saunter through the remaining ~90% of the chapter unopposed.
** One might also mention *** Some "The Silent Cartographer" ones include getting on top of the map in Silent Cartographer, or map, getting a Warthog to the entrance to the security facility (in that map), facility, or getting a Warthog down to the Cartographer.
*** If
Cartographer. In fact, if you get the Warthog down in front of the security facility and leave it parked there with 2 marines sitting in it, then during the little later cutscene when a commander elite Zealot Eite with a sword runs out of the door, the marine gunner will blow him away and you will sometimes hear the passenger yelling taunts before the cutscene ends.
** *** You can also get on top of the ridge that serves as the map boundary in 343 "343 Guilty Spark.
** In the first game, there's
Spark".
*** There's
a glitch that lets you keep yourself from getting kicked out of the Pellicans (drop-ships Pelicans dropships that deploy you at the start of missions).
missions.
*** Really, most of the on-line community for ''CE'' had at least some interest in and experience with sequence breaking (and pulling off stunts and pushing the game to its limits in general). It's likely that most experienced players spent at least some time on this, and it was probably one of the major sources of replay value in the game.
** In ''VideoGame/{{Halo 2}}'', Bungie cracked down on sequence breaking with instant-kill {{Invisible Wall}}s, but there were many routes left open for sequence breakers, for example, the breakers:
*** "Outskirts": The
sniper alley and much of the courtyard battle on Outskirts could be bypassed by jumping from a little pile of rubble in an easily missed corner to a ledge, and from there to the roof-tops. Even better is that some players are good enough to ''hijack one of the Banshees'' and go flying over the level, in which you can find a giant soccer ball and a ''Scarab Gun''.
*** "Delta Halo":
The first battle of Delta Halo, battle, where you're supposed to neutralize the artillery, can be mostly bypassed without glitches or special tricks, although you don't get a Warthog if you do so, not that it matters much. There are also two spots in the mission where you can shortcut over hills that seem to be [[InsurmountableWaistHeightFence unclimbable]], this allows you to skip the "Nothing But Jackal" sniper canyon.
*** Even better is that some players are good enough to ''hijack one of the Banshees'' and go flying over the level, in which you can find a giant soccer ball and a ''Scarab Gun''.
*** The Oracle:
"The Oracle": You can skip the Flood-o-vator ride by running around the small ledges on the sides of the shaft, although there is a death trigger that moves with the elevator, preventing you from doing it too soon.
*** Metropolis: "Metropolis": Take the Hog instead of the tank, it allows you to skip the Banshees and Wraiths during the bridge sequence. You can even squeeze the warthog through the tunnel into the sniper courtyard. Although it's better to switch to Sgt. Stacker's Gauss Hog there.
** Careful, sequence breaking in the wrong place can render a mission {{Unwinnable}}.
*** "The Great Journey": It's possible to get a Banshee into the final boss fight by squeezing it through the corridor leading to it, getting out at the right place and entering the boss' room, then going back and getting into it. This makes the final battle much easier, even on the highest difficulty.
***
difficulty. The same banshee trick is also possible by flying a banshee into a specific point on the building from the outside, which triggers the cutscene before the final boss and allows you to skip a few enemies before the final boss, and puts the banshee in the hallway before the boss after the cutscene is over.
** For the first ''Halo'', most of the on-line community had at least some interest in and experience with sequence breaking (and pulling off stunts and pushing the game to its limits in general). I dare say that most experienced players spent at least some time on this, and it was probably one of the major sources of replay value in the game.
**
In ''Videogame/HaloReach'', the last quarter of the third mission, Nightfall, "Nightfall", can be skipped using some clever vehicle placement. By taking the nearby forklift, and parking it with its driver side against the door that requires Jun's code to open, the "exiting vehicle" animation will carry the player right through the door; since no enemies will have spawned, it is a leisurely stroll to the level exit.
This list shows the last 10 events of 269. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.SequenceBreaking