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	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Keyes&amp;diff=876</id>
		<title>Keyes</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Keyes&amp;diff=876"/>
				<updated>2014-08-31T05:40:19Z</updated>
		
		<summary type="html">&lt;p&gt;Andrew Halabourda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Keyes&lt;br /&gt;
| image = [[File:Keyes.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Stage a one-cyborg assault on a Covenant ship and bring back the Captain.&amp;quot;&lt;br /&gt;
| game = [[Halo: Combat Evolved]]&lt;br /&gt;
| time = x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Keyes''' is the ninth campaign level in [[Halo: Combat Evolved]]. See [http://www.halopedia.org/Keyes Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=109 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [http://haloruns.com/records?lb=109 Individual Records] page or [http://haloruns.com/records?lb=100 Full Game Records] page.&lt;br /&gt;
&lt;br /&gt;
==Shield Bump==&lt;br /&gt;
{{#ev:youtube|hdKu1yFw9so|300|right|Positioning on Xbox. (scurty)}}&lt;br /&gt;
{{#ev:youtube|sLm9EHSUBkc|300|right|Positioning on PC, 4:3 ratio. (scurty)}}&lt;br /&gt;
{{#ev:youtube|UwH84meH_F0|300|right|Positioning and bridge on CEA. (Dark)}}&lt;br /&gt;
The Keyes shield bump allows you to go out-of-bounds and go directly to the bridge. This skips the entire sequence where you jump out of the ship, fight your way back up to the gravity lift, and get back aboard.&lt;br /&gt;
&lt;br /&gt;
To perform the shield bump, zap the first shield generator in the level, then position yourself on top of it in exactly the right spot. When the shield reforms, you will be pushed above the level, out of bounds. Then you can walk backwards to the bridge, drop in, hit a load trigger to load the enemies, walk back and start the bridge cutscene.&lt;br /&gt;
&lt;br /&gt;
The positioning is different between Xbox and PC, and on PC, it differs depending on your aspect ratio. Jumping and airstrafing allows for finer positioning than walking. Shooting the shield generator gives you more time to position yourself. There is about 3-4 pixels of leeway, making this one of the most precise tricks in the series.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
After the shield bump, make sure to grenade the enemy groups to avoid dying in the cutscene / on your way out.&lt;br /&gt;
[[Category:Levels|1-09]]&lt;br /&gt;
&lt;br /&gt;
===Click Here for Positioning Screenshots for Every Resolution: http://imgur.com/a/UmAmT===&lt;/div&gt;</summary>
		<author><name>Andrew Halabourda</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Maw&amp;diff=688</id>
		<title>The Maw</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Maw&amp;diff=688"/>
				<updated>2014-03-29T17:39:47Z</updated>
		
		<summary type="html">&lt;p&gt;Andrew Halabourda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Maw&lt;br /&gt;
| image = [[File:Themaw.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Destroy Halo before Halo destroys all life in the galaxy. &amp;quot;&lt;br /&gt;
| game = [[Halo: Combat Evolved]]&lt;br /&gt;
| time = sub-9:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Maw''' is the tenth and final level in [[Halo: Combat Evolved]]. See [http://www.halopedia.org/The_Maw Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=110 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [http://haloruns.com/records?lb=110 Individual Records] page or [http://haloruns.com/records?lb=100 Full Game Records] page.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|sWYJ4uRRu6U|300|right|Comparison of various Maw speedrun strats.}}&lt;br /&gt;
&lt;br /&gt;
==Initial Enemy Skip==&lt;br /&gt;
[[File:MawEnemySkip01.JPG|The enemy skip|thumb|200px]]&lt;br /&gt;
If you move as quickly as possible in the first section of the level, and walk off of the ladder forward as you fall, there is a chance that you'll skip the spawn of some flood around the corner after the first sentinels.  This can be useful on all difficulties, especially the higher ones.&lt;br /&gt;
&lt;br /&gt;
==The First Door Bump==&lt;br /&gt;
[[File:MawFirstDoorBump.png|The first door bump|thumb|200px]]&lt;br /&gt;
If you run into the left corner of the first closed door as soon as you come up to it, crouch, and stand still, you will be bumped into the ceiling. If you're unlucky, the flood combat form just past the door may decide to melee you through the door, which will mess up the bump. Once in the ceiling you can skip the flood in the first hallway. It takes about 3 full-speed running jumps to clear the hall and get into a spot where you can re-enter the level. It helps to aim backwards and to stay on the far right side of the hall when you do this (so you're jumping off of the lamps). You could try going farther than the end of the hall, though that is probably slower.  This strat is most useful on Legendary.&lt;br /&gt;
&lt;br /&gt;
==The Second Door Bump==&lt;br /&gt;
[[File:MawSecondDoorBump01.JPG|The hallway before the second door bump|thumb|200px]]&lt;br /&gt;
The second door can be used to bump into the ceiling as well.  Using this door bump you can ledge across the cafeteria and skip the bridge, saving up to 20 seconds as compared with skipping the cutscene.  As with the first door bump, you have to crouch in the left corner of this door before it opens.&lt;br /&gt;
&lt;br /&gt;
===''On easy''===&lt;br /&gt;
On easy getting this bump to work consistently requires some careful movement:&lt;br /&gt;
*Stay on the far left side of the hallway just before you enter the room with the door in it.  If you hug the wall all the way through the door shouldn't open early.&lt;br /&gt;
*Run into the wall immediately to your right as you pass through the door into the room before the cafeteria.  This will make sure the door actually opens.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
On heroic and legendary a Hunter will bash the door open in a fixed amount of time after you enter the room, so your movement is fairly irrelevant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Loading Textures==&lt;br /&gt;
Once you get the second door bump you will have to load the textures for the cafeteria ledge.  There are three methods you could use to achieve this, one involving loading a checkpoint, and the other two requiring precise ledging.&lt;br /&gt;
&lt;br /&gt;
===''Method 1: The Checkpoint''===&lt;br /&gt;
[[File:MawCafeteriaLedge02.png|Starting the cafeteria ledge|thumb|200px]]&lt;br /&gt;
This method is presented in a video from Scurty.  Essentially, you proceed forward two blind jumps to get above the first table in the Cafeteria, and then wait for a checkpoint.  Whether or not you get a checkpoint is fairly random, it seems.  Once you get the checkpoint you can fall back into the map and load last checkpoint to have the textures loaded.&lt;br /&gt;
&lt;br /&gt;
===''Method 2: The Cubbies''===&lt;br /&gt;
This method was found by Mator.  The method requires you to go from the door bump to the four cubbies in the wall.  Once on these cubbies you need to move to the right, towards in the cafeteria.  If you notice you're stopped you need to crouch jump and move to the right slightly.  By crouching and very slowly strafing to the right you have a chance of loading your textures at [[:File:MawCafeteriaLedge03.png|the magic 50-50 point]], where 50% of master chief is inside of the wall and 50% is outside of it.  If you pass this 50-50 point you will load the textures, but will also pop back into the level.&lt;br /&gt;
&lt;br /&gt;
===''Method 3: The Half-pop''===&lt;br /&gt;
This is the method that is used by Cody Miller in his Legendary WR run.  It's purported to be entirely random.  To do it you get on the lamp above the first table in the cafeteria (two blind jumps, like Method 1), then strafe to the right.  Something after that allows you to fall part of the way into the level and then warp back into the ledge.&lt;br /&gt;
&lt;br /&gt;
==The Cafeteria Ledge==&lt;br /&gt;
[[File:MawCafeteriaLedge04.png|Ledging above the cafeteria|thumb|200px]][[File:MawCafeteriaLedge01.png|Cafeteria ledge route|thumb|200px]]&lt;br /&gt;
Ledging the cafeteria allows you to skip the bridge entirely.  Lamps and edges are solid, so you simply need to jump across on them.  The ideal route depends on the texture loading method you used.&lt;br /&gt;
&lt;br /&gt;
===''Cubbies route''=== &lt;br /&gt;
#Jump from the cubbies to the corner just behind you (it's a bend in the wall).&lt;br /&gt;
#Run jump to the line to the right of the lamp above the first table.&lt;br /&gt;
#Run jump to the right side of the next lamp ahead of you.&lt;br /&gt;
#Run jump then to the right side of the next lamp.&lt;br /&gt;
#Run jump to to the line to the right of the lamp above the last table.&lt;br /&gt;
#Run jump to the final lamp.&lt;br /&gt;
#Run jump back into the level, to the left of the door.&lt;br /&gt;
#*You can go to the right or the left of the strut in the wall.  Going to the right is easier, and is more likely to succeed, but going to left may save a a fraction of a second.  The strut is solid, so make sure you don't directly run into it.&lt;br /&gt;
&lt;br /&gt;
===''Tips''===&lt;br /&gt;
*Crouching immediately after landing a jump on a lamp or ledge can help you make the landing and not miss consequent jumps.&lt;br /&gt;
*Letting go of forward just as you land a jump on a lamp or ledge can help you to not slide off, and helps set up the next jump.&lt;br /&gt;
&lt;br /&gt;
==Bridge Cutscene Skip==&lt;br /&gt;
{{#ev:youtube|_DxTlVaTtpM|300|right|Tutorial on skipping the bridge cutscene, by scurty.}}&lt;br /&gt;
If you decide not to use the cafeteria ledge to skip the bridge, you should at least skip the cutscene on the bridge.  You can skip the cutscene from the left or the right side of the bridge, depending on your preference.  To do so, simply orient yourself facing away from the front of the bridge after killing all of the enemies at a precise distance from the front of the bridge.  When your screen starts to turn white, run forward, towards the back of the bridge.  This should skip the cutscene if you do it correctly.&lt;br /&gt;
&lt;br /&gt;
==The Cryo Room==&lt;br /&gt;
[[File:MawCryoRoomJump01.JPG|The slant jump|thumb|200px]]&lt;br /&gt;
There are two major skips in the Cryo room which are difficulty dependent.&lt;br /&gt;
&lt;br /&gt;
===''Method 1: The Slant Jump''===&lt;br /&gt;
On the far side of the Cryo room (so at the second door down the hallway) there is a slope which you can walk on.  This is unique, as most of the similar slopes in the Cryo Room are unwalkable.  You can run, or jump up to the top of this slope and then jump up onto the catwalks above.&lt;br /&gt;
&lt;br /&gt;
===''Method 2: The Frag Jump''===&lt;br /&gt;
On the near side of the Cryo room (so at the first door down the hallway) you can use a frag jump to get up onto the catwalks quickly.  This method is a bit faster than the double jump, but it's also more risky.  The amount of damage to your shield will greatly influence whether or not you will survive this jump.  On easy difficulty having any damage to your shield will make this jump kill you, so it's really not very feasible to do unless you're doing a segmented run.&lt;br /&gt;
&lt;br /&gt;
==The Hunter Room==&lt;br /&gt;
[[File:MawHunterRoom01.JPG|The hunter room|thumb|200px]]&lt;br /&gt;
Shortly after the cryo room you'll have to cross a room with two hunters, two elites, a fuel rod grunt, and some sentinels in it.  One of the biggest issues in the room is getting past the hunters.  This can be done with a rocket, or by getting the Hunters to melee to the right and then strafing around them.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
On legendary the damage that can be done by the enemies in this room can be massive.  Getting the overshield can help deal with the damage.  It can also help to stick the two elites in the room as you cross it.&lt;br /&gt;
&lt;br /&gt;
==The Reactor Room==&lt;br /&gt;
[[File:MawReactorRoomH.png|center|thumb|690px|Reactor room diagram with numbered reactors.]]&lt;br /&gt;
===''Initial grenade jump''===&lt;br /&gt;
[[File:MawGrenadeJump01.JPG|Initial grenade jump|thumb|300px]]&lt;br /&gt;
Upon entering the room you can throw a frag grenade on the wall immediately to your left and use it to jump up one floor.  This will save a nice amount of time, and is doable on all difficulties.  Whether or not you should get a first aid kit immediately thereafter is dependent on the difficulty you're playing and the other strats you're using.&lt;br /&gt;
&lt;br /&gt;
===''Secondary grenade jump''===&lt;br /&gt;
If you got the overshield just after cryo room and have enough shield to survive another frag jump, you can do a second one immediately after the first.  This jump is extremely precise: you have to jump at the last possible frame before the frag explodes, and you have to place the frag in a location such that you have a clear path to ascend to the level above.  This grenade jump was done by Scurty in H1DS.&lt;br /&gt;
===''Grenade jump to exhaust coupling''===&lt;br /&gt;
Alternative to the secondary grenade jump listed above, you can use a grenade to jump onto the exhaust coupling.  This can be done to the left of the canisters, or to the right of the canisters.&lt;br /&gt;
&lt;br /&gt;
===''Canister jump to exhaust coupling''===&lt;br /&gt;
[[File:MawCanisterJump02.JPG|The canister jump|thumb|200px]]&lt;br /&gt;
Instead of using a grenade jump onto the exhaust coupling, you could use a carefully timed jump off of the canister closest to it.  For this jump it's important to jump early, crouch on landing, and avoid the bumps on the canister.&lt;br /&gt;
&lt;br /&gt;
===''Efficient sabotage''===&lt;br /&gt;
When you reach the exhaust coupling control panels, it can be efficient to open one coupling, run to the adjacent one's control panel, and then blow the first one up.  Technically you aren't supposed to have two open at the same time (it can cause the other to close, and sometimes the second won't open), so it's good to blow up the first one you opened, and then open the second.  You can do all of this without ever leaving the catwalks.  Dem angles!&lt;br /&gt;
&lt;br /&gt;
==Maw Run==&lt;br /&gt;
Drive fast. 360 swag&lt;br /&gt;
[[Category:Levels|1-10]]&lt;/div&gt;</summary>
		<author><name>Andrew Halabourda</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Keyes&amp;diff=687</id>
		<title>Keyes</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Keyes&amp;diff=687"/>
				<updated>2014-03-29T17:38:21Z</updated>
		
		<summary type="html">&lt;p&gt;Andrew Halabourda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Keyes&lt;br /&gt;
| image = [[File:Keyes.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Stage a one-cyborg assault on a Covenant ship and bring back the Captain.&amp;quot;&lt;br /&gt;
| game = [[Halo: Combat Evolved]]&lt;br /&gt;
| time = x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Keyes''' is the ninth campaign level in [[Halo: Combat Evolved]]. See [http://www.halopedia.org/Keyes Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=109 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [http://haloruns.com/records?lb=109 Individual Records] page or [http://haloruns.com/records?lb=100 Full Game Records] page.&lt;br /&gt;
&lt;br /&gt;
==Shield Bump==&lt;br /&gt;
{{#ev:youtube|hdKu1yFw9so|300|right|Positioning on Xbox. (scurty)}}&lt;br /&gt;
{{#ev:youtube|sLm9EHSUBkc|300|right|Positioning on PC, 4:3 ratio. (scurty)}}&lt;br /&gt;
{{#ev:youtube|UwH84meH_F0|300|right|Positioning and bridge on CEA. (Dark)}}&lt;br /&gt;
The Keyes shield bump allows you to go out-of-bounds and go directly to the bridge. This skips the entire sequence where you jump out of the ship, fight your way back up to the gravity lift, and get back aboard.&lt;br /&gt;
&lt;br /&gt;
To perform the shield bump, zap the first shield generator in the level, then position yourself on top of it in exactly the right spot. When the shield reforms, you will be pushed above the level, out of bounds. Then you can walk backwards to the bridge, drop in, hit a load trigger to load the enemies, walk back and start the bridge cutscene.&lt;br /&gt;
&lt;br /&gt;
The positioning is different between Xbox and PC, and on PC, it differs depending on your aspect ratio. Jumping and airstrafing allows for finer positioning than walking. Shooting the shield generator gives you more time to position yourself. There is about 3-4 pixels of leeway, making this one of the most precise tricks in the series.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
After the shield bump, make sure to grenade the enemy groups to avoid dying in the cutscene / on your way out.&lt;br /&gt;
[[Category:Levels|1-09]]&lt;/div&gt;</summary>
		<author><name>Andrew Halabourda</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Two_Betrayals&amp;diff=686</id>
		<title>Two Betrayals</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Two_Betrayals&amp;diff=686"/>
				<updated>2014-03-29T17:38:01Z</updated>
		
		<summary type="html">&lt;p&gt;Andrew Halabourda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Two Betrayals&lt;br /&gt;
| image = [[File:TwoBetrayals.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Re-activate the weapon at the heart of Halo... and learn the truth.&amp;quot;&lt;br /&gt;
| game = [[Halo: Combat Evolved]]&lt;br /&gt;
| time = x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Two Betrayals''' (often abbreviated '''TB''') is the eighth campaign level in [[Halo: Combat Evolved]].  See [http://www.halopedia.org/Two_Betrayals Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=108 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [http://haloruns.com/records?lb=108 Individual Records] page or [http://haloruns.com/records?lb=100 Full Game Records] page.&lt;br /&gt;
&lt;br /&gt;
==Control Room==&lt;br /&gt;
There are 4 Sentinels that immediately engage you after you skip the cutscene, get to cover behind the thin glass to your right. Fire a charged shot at each Sentinel.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
If you want to preserve plasma pistol battery, which could make subsequent fighting more easier, fire a charged shot at only 2 Sentinels and plasma pepper the others.&lt;br /&gt;
&lt;br /&gt;
==Control Room Hall==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Generally best to hang back and let the Sentinels and Covies fight each other. Keep in mind if most of the Grunts die, there will be an Elite and two Jackal reinforcements spawning in the back of the room. Kill some of the Sentinels and prioritize the Elite.&lt;br /&gt;
&lt;br /&gt;
==Control Room Entrance==&lt;br /&gt;
===''On easy''===&lt;br /&gt;
Get to the bottom of the ziggurat as quickly as you can and take Banshee.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Two Elites typically spawn to the right after opening the door, throw a plasma at their location without being detected. Throw a frag to clear the rest of the outside enemies. Try to kill them as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Head to the right side of the ziggurat, toss a plasma at the patrolling Elite, toss a couple more plasmas at the 2 Elites below. Drop down onto the snow and hug the wall to the right. Get close to the Wraith without being detected and shotgun it. The Wraith can still hit you in close range so stay very close to it. Take the Banshee afterward.&lt;br /&gt;
&lt;br /&gt;
==First Tough Room==&lt;br /&gt;
===''On easy''===&lt;br /&gt;
Nade jump up to the ledge.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Break glass window to the left, alert enemies and toss plasma to draw them away, frag jump up to ledge, rocket Grunts below, frag/rocket Jackals. Long range toss a plasma and fire rockets to kill the 2 Elites in the long hall.&lt;br /&gt;
&lt;br /&gt;
==Second Tough Room==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Hide and wait for Flood to engage Covies, throw frag through the gap in the wall to kill Grunts and get Elites in one place, rocket them.&lt;br /&gt;
&lt;br /&gt;
==First Bridge==&lt;br /&gt;
Yolo&lt;br /&gt;
&lt;br /&gt;
==Third Tough Room==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Plasma nade the AR Flood, frag the shotgun Flood, toss a plasma where the 2 Elites spawn but don't trigger them until the nade is about to explode. Wait for a bit so the other Flood in the room to retreat then make your way to the next hall. Frag the Flood there and try to get a CP before engaging the lone rocket Flood. Just run through the next room, use an explosive behind you to kill the Infection form spawns and pursuing Flood. If you don't get the CP, simply backtrack and hit the lz again and you might get it.&lt;br /&gt;
&lt;br /&gt;
==Second Bridge==&lt;br /&gt;
&lt;br /&gt;
==Ground Floor==&lt;br /&gt;
Fire rocket to flip Ghost upright, drive to Banshee. On your way there, get the health pack and ammo if needed, at the bottom of the spiral path area near the overturned Hog. Take the Banshee to the second pulse generator.&lt;br /&gt;
&lt;br /&gt;
==Second Pulse Generator==&lt;br /&gt;
Chuck frags, fire rockets, shotgun Flood, get CP. Disable generator, chuck nades, fire rockets at reinforcement Flood.&lt;br /&gt;
&lt;br /&gt;
==Tunnel==&lt;br /&gt;
Pray.&lt;br /&gt;
&lt;br /&gt;
==Broken Door==&lt;br /&gt;
&lt;br /&gt;
==Final Run==&lt;br /&gt;
[[Category:Levels|1-08]]&lt;/div&gt;</summary>
		<author><name>Andrew Halabourda</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Library&amp;diff=685</id>
		<title>The Library</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Library&amp;diff=685"/>
				<updated>2014-03-29T17:37:22Z</updated>
		
		<summary type="html">&lt;p&gt;Andrew Halabourda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Library&lt;br /&gt;
| image = [[File:Thelibrary.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Fight your way through an ancient security facility in search of the Index.&amp;quot;&lt;br /&gt;
| game = [[Halo: Combat Evolved]]&lt;br /&gt;
| time = x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Library''' is the seventh level in [[Halo: Combat Evolved]].  See [http://halopedia.org/The_Library Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=107 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [http://haloruns.com/records?lb=107 Individual Records] page or [http://haloruns.com/records?lb=100 Full Game Records] page.&lt;br /&gt;
&lt;br /&gt;
==First Floor==&lt;br /&gt;
===First Room Enemy Skip (Legendary Only)===&lt;br /&gt;
Immediately at the start of the level, there is a technique to skip enemy spawns, making it trivial to run through the first area. To start, run up to 343GS floating in front of you so he triggers and moves forward, then use one of the several techniques for grenade jumping above the wall on your right, putting you in the inner ring of the first floor. Once over the wall, run to the closest door on your left and go through it to backtrack back to 343GS. Once you trigger him to move forward, turn around and proceed through the level as normal. There will be no enemies until after the first door. Varations of this strategy can be seen in both [http://haloruns.com/records?lb=107 IL runs] and [http://haloruns.com/records?lb=100 Full Game] runs.&lt;br /&gt;
&lt;br /&gt;
==Second Floor==&lt;br /&gt;
===First Locked Door Enemy Skip (Legendary Only)===&lt;br /&gt;
It is possible to halt the spawning of enemies at the first locked door on the second floor, saving you from 45 seconds of fighting in front of the door while it opens. Simply walk towards the door until the objective text &amp;quot;Wait here for the Monitor to open the door&amp;quot; shows up on your HUD, then walk back to the wall with the blue glowing panels on it. While standing there, no enemies will spawn other than a small amount of carrier forms. Wait in this position for ~35 seconds and then proceed towards the door; it should open as you arrive.&lt;br /&gt;
&lt;br /&gt;
===Inner Ring Faster Route/Enemy Skip===&lt;br /&gt;
Immediately after the first locked door on this floor, do not turn right as you normally would. Continue straight towards the center of the level. Get to the edge of the dropoff and hop along the inner ring to your right. This path is not only faster than walking the normal way around the outer ring, but it also despawns many of the enemies in that area, making it optimal for all difficulties.&lt;br /&gt;
&lt;br /&gt;
===Second Locked Door Grenade Jump===&lt;br /&gt;
The second locked door on this floor opens halfway and then stops for a time. Once it starts to open, a basic grenade jump will let you hop through the opening, allowing you to proceed without waiting for it to open fully.&lt;br /&gt;
&lt;br /&gt;
==Third Floor==&lt;br /&gt;
===What's on the third floor i forget===&lt;br /&gt;
This level is a weird brown blur in my brain&lt;br /&gt;
&lt;br /&gt;
==Fourth Floor==&lt;br /&gt;
===Tunnel Skip Grenade Jump===&lt;br /&gt;
Near the beginning of the fourth floor you will encounter a half-open door and a lower tunnel which is the normal path. But it is possible to grenade jump through this half-open door into the next room, saving the extra walking.&lt;br /&gt;
&lt;br /&gt;
===Final Door Grenade Jump===&lt;br /&gt;
This is the toughest grenade jump in the level but is incredibly worthwhile as it skips the huge final battle of the level. The final door opens halfway, pauses for about 1 second, then resumes opening. A few seconds after this, a wave of 10+ flood spawn on the other side of the door. By timing a grenade jump to get through the door during the 1 second pause, you can hop through the opening before the flood wave spawns. Running straight to the end of the level should allow you to escape without dying on any difficulty.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|1-07]]&lt;/div&gt;</summary>
		<author><name>Andrew Halabourda</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Assault_on_the_Control_Room&amp;diff=684</id>
		<title>Assault on the Control Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Assault_on_the_Control_Room&amp;diff=684"/>
				<updated>2014-03-29T17:36:33Z</updated>
		
		<summary type="html">&lt;p&gt;Andrew Halabourda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Assault on the Control Room&lt;br /&gt;
| image = [[File:AssaultOnTheControlRoom.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the Control Room against wave after wave of Covenant troops.&amp;quot;&lt;br /&gt;
| game = [[Halo: Combat Evolved]]&lt;br /&gt;
| time = x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Assault on the Control Room''' (often abbreviated '''AotCR''') is the fifth campaign level in [[Halo: Combat Evolved]]. See [http://halopedia.org/Assault_on_the_Control_Room_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=105 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [http://haloruns.com/records?lb=105 Individual Records] page or [http://haloruns.com/records?lb=100 Full Game Records] page.&lt;br /&gt;
&lt;br /&gt;
==Bridge Drop==&lt;br /&gt;
It is possible to drop from the first bridge in the level to the canyon floor below, which breaks enemy spawn triggers for the rest of the level. Going through the rest of the level is trivial. The trick has 3 parts, 2 of which have alternate easy and difficult methods.&lt;br /&gt;
&lt;br /&gt;
The positioning and movement for each drop is quite precise and is best presented in a video tutorial:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|FU0qzz7a-VU}}&lt;br /&gt;
&lt;br /&gt;
==Grenade Jump==&lt;br /&gt;
There is one place later in the level where a grenade jump can save 5 or more seconds. In the first room after exiting the first banshee, as you enter the inner part of the room, you can do a single grenade jump up to the platform on your left. An example video can be seen [http://www.youtube.com/watch?v=SrtPhA80zIQ#t=4m42s here].&lt;br /&gt;
[[Category:Levels|1-05]]&lt;/div&gt;</summary>
		<author><name>Andrew Halabourda</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Assault_on_the_Control_Room&amp;diff=683</id>
		<title>Assault on the Control Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Assault_on_the_Control_Room&amp;diff=683"/>
				<updated>2014-03-29T17:36:21Z</updated>
		
		<summary type="html">&lt;p&gt;Andrew Halabourda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Assault on the Control Room&lt;br /&gt;
| image = [[File:AssaultOnTheControlRoom.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the Control Room against wave after wave of Covenant troops.&amp;quot;&lt;br /&gt;
| game = [[Halo: Combat Evolved]]&lt;br /&gt;
| time = x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Assault on the Control Room''' (often abbreviated '''AotCR''') is the fifth campaign level in [[Halo: Combat Evolved]]. See [http://halopedia.org/Assault_on_the_Control_Room_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=105 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [http://haloruns.com/records?lb=105 Individual Records] page or [http://haloruns.com/records?lb=100 Full Game Records] page.&lt;br /&gt;
&lt;br /&gt;
==Bridge Drop==&lt;br /&gt;
It is possible to drop from the first bridge in the level to the canyon floor below, which breaks enemy spawn triggers for the rest of the level. Going through the rest of the level is trivial. The trick has 3 parts, 2 of which have alternate easy and difficult methods.&lt;br /&gt;
&lt;br /&gt;
The positioning and movement for each drop is quite precise and is best presented in a video tutorial:&lt;br /&gt;
{{#ev:youtube|FU0qzz7a-VU}}&lt;br /&gt;
&lt;br /&gt;
==Grenade Jump==&lt;br /&gt;
There is one place later in the level where a grenade jump can save 5 or more seconds. In the first room after exiting the first banshee, as you enter the inner part of the room, you can do a single grenade jump up to the platform on your left. An example video can be seen [http://www.youtube.com/watch?v=SrtPhA80zIQ#t=4m42s here].&lt;br /&gt;
[[Category:Levels|1-05]]&lt;/div&gt;</summary>
		<author><name>Andrew Halabourda</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Silent_Cartographer&amp;diff=682</id>
		<title>The Silent Cartographer</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Silent_Cartographer&amp;diff=682"/>
				<updated>2014-03-29T17:35:40Z</updated>
		
		<summary type="html">&lt;p&gt;Andrew Halabourda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Silent Cartographer&lt;br /&gt;
| image = [[File:TheSilentCartographer.JPG|300px]]&lt;br /&gt;
| caption = &amp;quot;Search for the map room that will lead you to the secrets of Halo.&amp;quot;&lt;br /&gt;
| game = [[Halo: Combat Evolved]]&lt;br /&gt;
| time = x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Silent Cartographer''' (often abbreviated '''SC''') is the fourth campaign level in [[Halo: Combat Evolved]]. See [http://halo.wikia.com/wiki/The_Silent_Cartographer Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=104 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [http://haloruns.com/records?lb=104 Individual Records] page or [http://haloruns.com/records?lb=100 Full Game Records] page.&lt;br /&gt;
&lt;br /&gt;
==Getting the Warthog==&lt;br /&gt;
As the level starts off and lets you out of the Pelican, immediately head left away from combat and run around the island. Soon you will see a warthog. Use a grenade to tip it upright and hop in, continuing around the island. Grenade is swag strats but also a bit faster, go for it regardless no negative effect.&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You should pick up the overshield by the crates before you get in the Warthog. This will help you to survive until the door skip easier.&lt;br /&gt;
&lt;br /&gt;
==Security Door Skip==&lt;br /&gt;
Once you reach the main building, drive your warthog in and proceed towards the door. There are a couple of ways of skipping the door closing on you.&lt;br /&gt;
&lt;br /&gt;
*You can warthog fling into the door before it closes.&lt;br /&gt;
*If you miss the fling, you can clip above the door. Park the Warthog parallel to and right up against the door. Enter/exit the vehicle and adjust its position until you clip out of bounds. You will know you are getting close if&lt;br /&gt;
If you did the skip, jump around the gold Elite. Fire your weapon as you walk onto the platform to skip the Shafted cutscene. Keep in mind you will not get a checkpoint if you skip the cutscene.&lt;br /&gt;
&lt;br /&gt;
==Cartographer Drop==&lt;br /&gt;
Fall off the back of the platform and crouch as you are about the hit to minimize damage, proceed down the ramp and jump off again hitting the over shield on landing to take no damage.&lt;br /&gt;
If you jump, activate the console, and spam enter you will skip the cutscene here and keep your forward momentum&lt;br /&gt;
&lt;br /&gt;
==Ascent - Nade Jump==&lt;br /&gt;
Run past the elites and head straight, here is a harder grenade jump that will allow you to save a few seconds and grab a active cloak&lt;br /&gt;
The more consistent path is to head right as you reach the room, and head up the ramp though it is slower&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
After activating the console, throw a frag down the hallway to get both elites attentions, then assassinate both of them.&lt;br /&gt;
&lt;br /&gt;
The grenade jump to get the cloak is highly recommended, as you can skip almost all the remaining fights in this section.&lt;br /&gt;
&lt;br /&gt;
==Ascent - Jackal Room==&lt;br /&gt;
The next room has a small jumping skip, jump on top of the &amp;quot;boxes&amp;quot; in front of the door you exit and then jump to the left platform using a pillar as a stopping point for the second part of the jump&lt;br /&gt;
&lt;br /&gt;
Proceed to run out and skip the gold sword elite on your way out, and continue to the surface and wait for pickup.&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
&lt;br /&gt;
Once you leave, take the warthog back up the ramp, and drive out of the building off the metal deck. Then proceed around to the right and back up, this buys enough time for the pelican to come so you don't die.&lt;br /&gt;
[[Category:Levels|1-04]]&lt;/div&gt;</summary>
		<author><name>Andrew Halabourda</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Truth_and_Reconciliation&amp;diff=681</id>
		<title>The Truth and Reconciliation</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Truth_and_Reconciliation&amp;diff=681"/>
				<updated>2014-03-29T17:35:18Z</updated>
		
		<summary type="html">&lt;p&gt;Andrew Halabourda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Truth and Reconciliation&lt;br /&gt;
| image = [[File:TheTruthAndReconciliation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Board a Covenant ship in an attempt to rescue Captain Keyes.&amp;quot;&lt;br /&gt;
| game = [[Halo: Combat Evolved]]&lt;br /&gt;
| time = ~8:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Truth and Reconciliation''' is the third campaign level in [[Halo: Combat Evolved]]. See [http://halopedia.org/The_Truth_and_Reconciliation Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=103 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [http://haloruns.com/records?lb=103 Individual Records] page or [http://haloruns.com/records?lb=100 Full Game Records] page.&lt;br /&gt;
&lt;br /&gt;
==Hangar Bay==&lt;br /&gt;
{{#ev:youtube|Ez-sOLKeWE4|300|right|Hangar Bay Skip demo by scurty.}}&lt;br /&gt;
&lt;br /&gt;
A time saver used in all Truth and Reconciliation runs occurs in this hangar bay. While there are three possibly ways to advance to the third level, the method explained below is the most reliable and, on higher difficulties, might even leave you with a little bit of overshield left.&lt;br /&gt;
&lt;br /&gt;
Head over to where the overshield is and perform a grenade jump up to the second (or if you get really lucky the third) level of the hangar bay as shown in the video. A recommended set up is three plasma grenades + 1 frag grenade. If you have less than three plasma grenades where entering the hangar bay, take some time to kill some grunts/elites until you have enough. After landing on the second level, head to the middle of the room where an elite is shooting down onto the floor level. Kill him (optional but recommended on higher difficulties) and set up for a regular jump onto the covenant ship using a box to land on a holographic projector structure in order to jump onto the ship. Then perform a grenade jump neat the rear of the ship to jump to the third level.&lt;br /&gt;
&lt;br /&gt;
==Skip Blob Room Dialogue==&lt;br /&gt;
{{#ev:youtube|-qPDDW5mr5s|300|right|Early Level End demo by scurty.}}&lt;br /&gt;
&lt;br /&gt;
After releasing the marines from the prison, head back to the room where you faced a gold elite and other enemies. Just before the long hallway right before the room, stop and kill two marines (not Keyes) and all the marines will turn hostile towards you. Quickly head to the room and kill the two or three (depending on difficulty) invisible sword elites. As soon as the last elite dies, the level will end, skipping roughly 20-30 seconds of dialogue (this is assuming the hangar bay skip was performed). Be sure to skip the end of level cutscene as early as possible, otherwise pressing A will just revert back to a point in the cutscene and you will need to manually watch the entire cutscene to progress to the next level.&lt;br /&gt;
[[Category:Levels|1-03]]&lt;/div&gt;</summary>
		<author><name>Andrew Halabourda</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Pillar_of_Autumn_(Halo_CE)&amp;diff=680</id>
		<title>The Pillar of Autumn (Halo CE)</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Pillar_of_Autumn_(Halo_CE)&amp;diff=680"/>
				<updated>2014-03-29T17:34:02Z</updated>
		
		<summary type="html">&lt;p&gt;Andrew Halabourda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Pillar of Autumn&lt;br /&gt;
| image = [[File:ThePillarOfAutumn.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Escape intact as Covenant forces board your ship.&amp;quot;&lt;br /&gt;
| game = [[Halo: Combat Evolved]]&lt;br /&gt;
| time = ~5:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Pillar of Autumn''' is the first level in [[Halo: Combat Evolved]]. See [http://halopedia.org/The_Pillar_of_Autumn_(Halo:_Combat_Evolved_level) Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=101 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [http://haloruns.com/records?lb=101 Individual Records] page or [http://haloruns.com/records?lb=100 Full Game Records] page.&lt;br /&gt;
&lt;br /&gt;
==Cryo Room/Tutorial (Easy/Normal Only)==&lt;br /&gt;
There are two small speedups to do during the training segment at the beginning of the level.&lt;br /&gt;
&lt;br /&gt;
Performing the &amp;quot;look at the lights&amp;quot; test while using inverted controls is faster than doing it with uninverted controls; the latter will force you to re-do the test using inverted controls which costs time. If you are an uninverted player, it is still faster to do the test as inverted, then quickly go into the menu after completing it to change your controls back to uninverted.&lt;br /&gt;
&lt;br /&gt;
After completing the shield test, the crewman next to you starts a conversation with Sam, the crewman in the room overlooking the cryo area. If you get close to Sam and look at him, he will turn to look at you and will end up skipping a few seconds of dialogue. You can look at him from the ground or from the upper grate platform.&lt;br /&gt;
&lt;br /&gt;
==Bridge==&lt;br /&gt;
It is possible to trigger the bridge cutscene early by entering the bridge area and then backing out. The exact threshold you need to cross is before the first left turn after passing the blue &amp;quot;Bridge&amp;quot; label on the ground. An example can be seen at 3:20 into this video: [https://www.youtube.com/watch?v=wwPjDIn24PM#t=3m20s]&lt;br /&gt;
&lt;br /&gt;
Leaving the bridge after the cutscene as quickly as possible (moving immediately, not bumping into any walls or crewmen) will skip the trigger for the first wave of grunts outside the bridge. This also prevents you from getting a pistol, but it's still a good timesave due to the cafeteria door opening immediately instead of requiring you to kill the grunt wave.&lt;br /&gt;
&lt;br /&gt;
==Stairs Area==&lt;br /&gt;
In the room with the U-shaped staircase, it's possible to jump from the second half of the stairs directly up to the ledge above, saving a few seconds of running. It is also possible to grenade jump grenade jump from the landing halfway up the stairs to the ledge above, but is dangerous enough that it is generally reserved for Individual Level runs or segmented runs.&lt;br /&gt;
&lt;br /&gt;
==Maintenance Door Skip==&lt;br /&gt;
The first maintenance door you encounter is ordinarily locked for ~10 seconds while Cortana finishes some dialogue, but some checkpoint manipulation can allow you to skip some of that dialogue, opening the door early. The trick involves killing the 3 grunts by the door very quickly, and then getting a checkpoint in a precise spot, manually reverting to checkpoint, then proceeding to the door. An example can be seen here: [https://www.youtube.com/watch?v=wwPjDIn24PM#t=5m30s]&lt;br /&gt;
&lt;br /&gt;
This checkpoint only occurs on 30fps settings.&lt;br /&gt;
&lt;br /&gt;
==Level End Trigger==&lt;br /&gt;
The level ends when every enemy in the final area is dead, and the player enters the last open escape pod bay.&lt;/div&gt;</summary>
		<author><name>Andrew Halabourda</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=File:Halo1.jpg&amp;diff=248</id>
		<title>File:Halo1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=File:Halo1.jpg&amp;diff=248"/>
				<updated>2014-02-19T00:28:17Z</updated>
		
		<summary type="html">&lt;p&gt;Andrew Halabourda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andrew Halabourda</name></author>	</entry>

	</feed>