<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://wiki.haloruns.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DABLL+DO+YA</id>
		<title>HaloRuns Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://wiki.haloruns.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DABLL+DO+YA"/>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/Special:Contributions/DABLL_DO_YA"/>
		<updated>2026-04-16T03:15:40Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sacred_Icon&amp;diff=22538</id>
		<title>Sacred Icon</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sacred_Icon&amp;diff=22538"/>
				<updated>2025-05-19T01:47:18Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Added goal times, WR times, and a segmented time. Added WR videos. Keeping this one mostly the same, SI is pretty easy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sacred Icon&lt;br /&gt;
| image = [[File:SacredIcon.jpg|300px]]&lt;br /&gt;
| caption = Delve into the depths of Delta Halo and uncover an ancient conflict.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~9:00; '''Legendary:''' ~10:00&lt;br /&gt;
| time2 = '''Easy:''' ~8:00; '''Legendary:''' ~9:15&lt;br /&gt;
| time3 = '''Easy:''' ~6:50; '''Legendary:''' ~8:20&lt;br /&gt;
| time4 = '''Easy:''' 6:29; '''Legendary:''' 8:02&lt;br /&gt;
| time5 = '''Legendary:''' 7:19&lt;br /&gt;
| previous = [[Regret]]&lt;br /&gt;
| next = [[Quarantine Zone]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sacred Icon''' is the ninth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Sacred Icon|Sacred Icon (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/si/Easy&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=EcV-dakThKk|right|caption=The current H2A world record for Sacred Icon on Easy, as of May 18th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=FddFcSoe_84|right|caption=The current H2A world record for Sacred Icon on Legendary, as of May 18th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=SyKEFAPdPH0|right|caption=The current H2C world record for Sacred Icon on Easy, as of May 18th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=qOvIvJaW7pk|right|caption=The current H2C world record for Sacred Icon on Legendary, as of May 18th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
== Easy ==&lt;br /&gt;
&lt;br /&gt;
Immediately upon spawning, turn right and grab the two Plasma Rifles from the container. Use these to shoot the Piston in the corner as you approach, so that you drop down without having to wait.&lt;br /&gt;
Much of Sacred Icon is just long stretches of walking, with no enemies that need killing. Timesave is therefore mostly in taking the most optimal path to the next area that you can. Whenever you shoot a piston and fall down the curving slopes, you can go faster by landing on an edge at each turn and crouching, conserving momentum. On two occasions in identical rooms you can give yourself a boost using wall-mounted Sentinel spawners as shown, one of which is in the room after the first piston.&lt;br /&gt;
&lt;br /&gt;
[[https://youtu.be/3fR72ajdO7s Example]]&lt;br /&gt;
&lt;br /&gt;
==== The Enforcers ====&lt;br /&gt;
&lt;br /&gt;
When you come across the large room with four 'Plug Locks' as pictured in the Level Image, you needn't kill the enforcer; It explodes along with all the other Sentinels if you simply shoot or activate all the plug locks followed by the panel that pops up on the front of the gondola. &lt;br /&gt;
After a respite, the gondola reaches the other side with a similar room, with Flood and Forerunner enemies. The only one that needs to die is the Enforcer, so shoot it's 'arms' off with a Carbine when it comes into sight and then kill it with Plasma Grenades. Head out through the slatted door that opens when it dies.&lt;br /&gt;
&lt;br /&gt;
Beyond this, there are no more enemies that need to die until you get outside. Simply move through the following rooms as quickly as you can, picking up a Battle Rifle on the floor in the large open room (if it spawns), and then the sword to the right in the final room before you get out.&lt;br /&gt;
&lt;br /&gt;
==== The Fight ====&lt;br /&gt;
&lt;br /&gt;
Once outside, you can perform one of a few different swordflies across the pitfall directly ahead, spawns permitting. Otherwise, just walk across through the cylindrical walkway to the right. A bit further on lies the final area of the mission, in which you and Halfjaw hold out against waves of Flood. There are five Combat Forms initially in the area. Kill them and Halfjaw will move to a specific spot and say &amp;quot;Arbiter, what are you doing here?&amp;quot;, at which point the waves will begin. Focus the Combat Forms; The Carrier Forms do not matter. When you hear/see the Phantom coming, it is best to kill anything remaining as sometimes the end of the level is delayed because the Phantom turrets are aggro'd to Flood.&lt;br /&gt;
&lt;br /&gt;
Here are some diagrams than can help you predict the waves of Flood, showing you the positions they can spawn at, and with which weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Sacred_Icon_Ending.png|500px]][[File:Sacred_Icon_Ending_Directions.png|280px]]&lt;br /&gt;
== Legendary ==&lt;br /&gt;
&lt;br /&gt;
This level is largely the same on Legendary, with the one main difference being that the final fight has additional waves of Flood. Care should be taken in the room with the first Enforcer, as it can kill you quite easily. Shoot the four Plugs and get down to the lower area of the gondola, using camo to come back up and activate the panel. The hallway in which you hear marines shouting 'Suppressive fire!&amp;quot; is quite nasty, as it has a large amount of Carrier forms to navigate around that will kill you if you try to simply run through. There's also a good chance of Shotgun-wielding Combat Forms here, which will ruin your day. You can jump across the pitfall on the right to avoid some of these, which is advised. This combined with good camo usage and frag grenades to scatter Carrier Forms should get you through. &lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-09]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22537</id>
		<title>Regret</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22537"/>
				<updated>2025-05-17T13:41:38Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Added bossfight section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Regret&lt;br /&gt;
| image = [[File:Regret.jpg|300px]]&lt;br /&gt;
| caption = Kill the Prophet of Regret.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~9:00; '''Legendary:''' ~12:00&lt;br /&gt;
| time2 = '''Easy:''' ~7:30; '''Legendary:''' ~10:30&lt;br /&gt;
| time3 = '''Easy:''' ~6:45; '''Legendary:''' ~9:30&lt;br /&gt;
| time4 = '''Easy:''' 6:21; '''Legendary:''' 8:35&lt;br /&gt;
| time5 = '''Legendary:''' 6:47&lt;br /&gt;
| previous = [[Delta Halo]]&lt;br /&gt;
| next = [[Sacred Icon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Regret''' is the eighth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Regret (level)]] for general information. &lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/regret/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=TVklhyyFfX4|right|caption=The current H2A world record for Regret on Easy, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=aipoTQSm6lk|right|caption=The current H2A world record for Regret on Legendary, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=Lj2DwcsArNg|right|caption=The current H2C world record for Regret on Easy, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=V3f1j9TEMNw|right|caption=The current H2C world record for Regret on Legendary, as of April 22nd, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Start &amp;amp; Early Gondola==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
This guide will assume that the player has carried over the Energy Sword and Rocket Launcher from Delta Halo. To start, walk through the door on your right and pick up the Beam Rifle that's sitting on the ground. Then, walk out into the main section. Go straight until you see a small balcony projecting towards the platform in the center. Jump onto the railing and grenade jump over to the central platform. Then, sword cancel off the Jackals or Elites that spawn at the far end of the platform near the departing gondola onto that gondola. If everything has gone right, you will now be on the gondola early!&lt;br /&gt;
&lt;br /&gt;
From here, what you do will depend on your proficiency at the game and your strategy of choice. There are 3 options:&lt;br /&gt;
&lt;br /&gt;
====''God Despawn''====&lt;br /&gt;
This trick only works on the MCC version of the game. To do this, simple continue to melee and/or jump while on the gondola. This is delaying a checkpoint that will cause the Phantom that flies in to disappear and will skip multiple spawns at the next tower. Once the Phantom has disappeared, you can stop meleeing or jumping. Stay on the gondola you are on right now and proceed to the tower.&lt;br /&gt;
&lt;br /&gt;
====''Tower Swordfly''====&lt;br /&gt;
Once on the gondola, don't melee or do anything. This will cause the Phantom to not disappear and the level to proceed normally. Once the gondolas cross, jump over to the other one and press the gondola's &amp;quot;Start&amp;quot; button. This will cause enemies to spawn on the other gondola. Kill them. Once they're dead, drones will spawn at the section you just came from. Snipe them midair as they fly towards you. The gondola will keep moving towards the tower. Line yourself up alongside the left side of the wall that holds the &amp;quot;Start&amp;quot; button, as seen [https://youtu.be/KhKhvk9Dz4I?t=1805 here.] Then, swordfly off of the left-side turret and you should fly right to the top of the tower. &lt;br /&gt;
&lt;br /&gt;
====''Gondola Launch''====&lt;br /&gt;
'''This trick is very different between H2C and H2A. This walkthrough will assume that the player is on H2A; for a detailed breakdown on H2C Gondola Launch, visit [https://www.youtube.com/watch?v=p_r1YMyo28M this link].''' To start, perform Early Gondola like normal. Keep meleeing while on the gondola and stay turned towards the enemies on the platform. From here you have two options. The first is to wait 25 seconds after the enemies on the platform appearing, then turning around towards the tower. This should despawn all of the enemies on the platform and spawn the Phantom but is unreliable. The second option is to kill enough enemies on the platform to force the Phantom to spawn. Whichever method you choose, the Phantom will spawn. Keep meleeing until the Phantom flies overhead, then stop. This should give you a checkpoint. Grenade jump or regular jump over to the other gondola and hit its &amp;quot;Start&amp;quot; button. Then, throw a grenade at the other gondola to spawn kill all of the drones (best visualized through a video). Then, use your beam rifle to shoot one of the two Elites that spawn. Leave the other alive. Line yourself up along the edge of the overhang just above the button so that your foot is halfway off of the little slope facing the back of the gondola. Wait until Miranda's dialogue line starts to play. As soon as you hear Cortana respond with &amp;quot;Understood, ma'am&amp;quot; kill the last Elite. If you've done everything correctly, you should launch right to the tower. This is best visualized through a [https://youtu.be/phu5WHsdNew?t=2092 video example.]&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The start plays a little differently from Easy. Walk out of the right-side door like on Easy, but hold onto your Rocket Launcher. Look to your right immediately when exiting and swordfly to the Jackal Sniper that spawns beyond the broken bridge. Kill him and shoot a rocket at the other potential Jackal Sniper spawn inside the tower, towards the balcony. Then, pick up the dropped Beam Rifle and kill the remaining Jackal Snipers. There are 5 in total, with 6 potential spawnpoints. Be sure to remember their spawnpoints for future runs. Jump from the tower onto the gondola. If necessary, shoot once to draw out the last Jackal Sniper. Once all 5 are dead, you should get a checkpoint. If not, kill an enemy or two in the background. Then, jump onto the railing in front of you with your Energy Sword out. This will spawn 2 Elites and 4 Jackal Snipers. Stick the Elite closest to you and run back towards the gondola quickly.&lt;br /&gt;
&lt;br /&gt;
From here, what you do will depend on your proficiency at the game and your strategy of choice. There are 3 options, same as on Easy: the God Despawn, the Tower Swordfly, and Gondola Launch. Each strategy plays out the exact same as on Easy, except on Legendary you can die quite easily. Be sure to practice your chosen technique before using it in runs. &lt;br /&gt;
&lt;br /&gt;
==First Tower==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
The route for this section differs slightly based on the technique you chose to perform in the previous section. Either way, you should end up picking up the Fuel Rod Cannon at the top of the tower without having killed any enemies yet. While staying near the top of the room, kill the 4 Jackals that spawn below you. Standing at the top of the room prevents additional drone reinforcements from spawning. You should then hear Cortana's dialogue start, indicating that you have successfully completed this section. During her dialogue, grab additional Plasma Grenades from the stashes throughout the room if necessary. One can be seen to the left of the elevator shaft and another is in the dark cubby near the top of the room. Wait for the gondola to come up the shaft and press the &amp;quot;Start&amp;quot; button, killing the Jackals if necessary. Ride the lift down and to the underwater section.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Once again, the route slightly differs based on the technique you performed in the previous section. If you performed the Tower Swordfly or Gondola Launch, you end up at the top of the tower, close to the Fuel Rod Cannon. If you performed the God Despawn, you will be at the bottom of the tower and need to ascend. To do so, run into the first room and [https://youtu.be/cItSK8vzJFM?t=2968 quickly jump onto the series of ramps that take you upwards, taking care to avoid fire from the Jackals assembled on the floor.] Ascend as quickly as possible and grab the Fuel Rod Cannon, killing the Grunt guarding it if necessary. Use the Fuel Rod Gun to kill the 4 assembled Jackals while taking care to stay at the top of the room to despawn the Drone reinforcements. If you've done Gondola Launch or the Tower Swordfly, this section is a bit different. You end up at the top of the tower automatically from performing these tricks. Grab the Fuel Rod Cannon and walk into the top of the tower. Drop on the upper section of the ramp to spawn in 4 Jackals on the floor. Wait a second until they start moving, then use your Fuel Rod Cannon to kill them quickly. The positioning for this is a bit tight: you want to be low enough to kill the Jackals, but also high enough to despawn the Drone reinforcements. [https://youtu.be/Kn4cT-RR4GY?t=2156 This section could use a bit of practice to become consistent at.] After ensuring that all Jackals are dead (additional Jackals can spawn if you do this section improperly), kill the Grunt that spawns above you. If you've done this correctly, Cortana's dialogue should start. Drop to the floor near the entrance to the tower, just adjacent to the door. Start swinging your sword. Two Jackal Snipers spawn in the atrium of the tower. Eagle-eyed players can spot them moving on their radars. [https://youtu.be/gnVerSfGblI?t=2420 Swinging your sword like this will kill the Jackal Snipers right as they round the corner.] Move into the atrium to kill them at your own risk; they're crack shots and will dome your head in. Once the snipers are dead, move back towards the elevator shaft and look down into it. Once you see the Jackals spawn, throw a grenade down at them. With some luck, this will kill all three of them. Start the elevator and leave it just before the doors close. Move back towards the atrium and up onto the upper platform where the Marines are dropped off. Replenish your Plasma Grenades and kill a Marine so that he (hopefully) drops Frag Grenades. These will be useful later in the boss fight.&lt;br /&gt;
&lt;br /&gt;
==Underwater==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Ride the underwater elevator to the end. When the doors open, start swinging with your sword until you reach the top of the staircase. This delays a checkpoint a bit in case of death. You should now enter a room full of Grunts. Swordfly off the Grunt at the base of the ramp and input a jump during this fly. This should take you all the way to the other door. Next, enter the large room with the giant Regret hologram. Walk in a straight line through this room until you see the Hunters exit the far side door. Shoot three Fuel Rod shots at them, then swordfly to the last Hunter. Entering the next room, you will see a bunch of camouflaged enemies. To go super fast, shoot a Fuel Rod shot at the wall to freeze the enemies for a second and swordfly off of one of the Elites. If not, walk through the room. Sword lunge at the Energy Sword-wielding Elite at the top of the ramp and take his Sword. Proceed to the next elevator.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The first section plays the same as on Easy. Ride the underwater elevator to the end. When the doors open, start swinging with your sword until you reach the top of the staircase. This delays a checkpoint a bit in case of death. You should now enter a room full of Grunts. Swordfly off the Grunt at the base of the ramp and input a jump during this fly. This should take you all the way to the other door. Next, enter the large room with the giant Regret hologram. Turn towards 2 o'clock on your right and run directly towards the ledge that's at roughly jump height. The Jackal Sniper spawns are very important in this room. If one spawns on the ledge in your path, sword lunge at it. If not, keep walking. Walk along this ledge and into the alcove, sword slashing any Jackals that get in your way. Walk towards the other end of the room. When you reach the end of the alcove, jump and exchange your Fuel Rod Gun for a Beam Rifle (the beam rifle is on the floor above you, jumping lets you grab it through the ceiling). Jump over the Hunters as they exit the door. In the room with the camouflaged enemies, headshot the two Elites with the Beam Rifle. Swordfly to one of the Grunts or walk. Kill the Energy Sword-wielding Elite at the top of the ramp and take his Sword. Proceed to the next elevator.&lt;br /&gt;
&lt;br /&gt;
==Outside and 2nd Gondola==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Once the elevator arrives, jump onto the ledge directly to the right of the elevator. Sword cancel over the head of the Elite around the corner without alerting him. Outside, either [https://youtu.be/X84B4oBDZgc?t=267 perform Mountain Cancel] or walk to the next gondola. On the gondola, use the Rocket Launcher in the canister to destroy the two Banshees that come to attack you. Then, snipe the Ranger Elites that spawn on the opposing gondola. You should now have the Energy Sword and the Rocket Launcher equipped. Swordfly to the enemies that spawn on the temple platform to start the bossfight sequence.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
This section plays the same as on Easy except with enemies that can kill you. For this reason, [https://youtu.be/X84B4oBDZgc?t=267 Mountain Cancel] is recommended but simply sword cancelling past the enemies in the first outside section works as well. Before activating the gondola, grab the Rocket Launcher in the canister just before the gondola. After activating the gondola, grab the second set of rockets and destroy the two Banshees that come to attack you. '''Be very careful - these Banshees kill you extremely quickly.''' Fire rockets after the Banshees stop boosting to minimize the chances of them dodging. Next, drop the Energy Sword for the Sniper Rifle. The gondola coming towards you has four Grunts and two Ranger Elites on it. Two of these Grunts are carrying Fuel Rod Cannons. These Grunts should be your primary targets. Next, focus on the Ranger Elites, then clean up the remaining Grunts. Be sure to save at least one rocket. &lt;br /&gt;
&lt;br /&gt;
==Bossfight==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
After clearing the opposing gondola, position yourself at the front of the gondola. You should have the Rocket Launcher and the Energy Sword. Swordfly off of the Grunts that spawn on the temple platform without jumping. This should put you directly into the cutscene trigger. After skipping the cutscene, sword cancel off of a Grunt or Jackal directly into the temple entrance. [https://youtu.be/OEaPS08m_rk?t=2251 Sword lunge into enemies in your path to speed up entering.] Enter the main chamber with Regret at the other end. Drop down into the room and swordfly to Regret. Perform a grenade board to kill him quickly. ''Be sure to touch the floor before swordflying. This ensures that you hit a trigger that makes Regret killable.'' Be aware that the enemies in the room will still have aggro on you for a few seconds after Regret dies.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
This is one of the most difficult sections of the run and will require extensive practice. After clearing the opposing gondola, position yourself at the front of the gondola. You should have the Rocket Launcher and the Energy Sword. Swordfly off the Grunts that spawn on the temple platform without jumping. Right before you hit the cutscene trigger, shoot a rocket at the enemies on the platform. With good aim, this will kill the majority of the assembled enemies. After skipping the cutscene, sword cancel off of an enemy on the platform towards the box on the ramp. Then, walk to the left entrance. Stick the elite that is in the doorway or walk past him if it's an Ultra. Walk up the ramp, taking care to avoid the Jackals and Elites that spawn beneath you. Swordfly to Regret, taking care to hit the floor before flying. Regret takes '''five cycles''' to kill. Various Honor Guard Elites will spawn throughout the fight at '''four spawnpoints''' on the ground floor. There is a 4/9 chance that a Sword Elite will spawn, a 4/9 chance that a Plasma Rifle Elite will spawn, '''and a 1/9 chance that an Elite dual-wielding Plasma Rifles will spawn.''' Take care to note what Elites spawn and modify your movements accordingly. The dual-wielder will kill you exceptionally quickly, so take care not to expose yourself to him for any length of time. This fight is best taught through guides, [https://www.youtube.com/watch?v=N4Vej7Gz3BE two] of which are [https://youtu.be/LpVLRJBV37s linked] here. Make sure to dedicate a lot of practice time to this fight, even experienced runners get tripped up here.&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
TBD&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
TBD&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-08]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22536</id>
		<title>Regret</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22536"/>
				<updated>2025-05-05T14:46:16Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Added Outside and 2nd Gondola sections.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Regret&lt;br /&gt;
| image = [[File:Regret.jpg|300px]]&lt;br /&gt;
| caption = Kill the Prophet of Regret.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~9:00; '''Legendary:''' ~12:00&lt;br /&gt;
| time2 = '''Easy:''' ~7:30; '''Legendary:''' ~10:30&lt;br /&gt;
| time3 = '''Easy:''' ~6:45; '''Legendary:''' ~9:30&lt;br /&gt;
| time4 = '''Easy:''' 6:21; '''Legendary:''' 8:35&lt;br /&gt;
| time5 = '''Legendary:''' 6:47&lt;br /&gt;
| previous = [[Delta Halo]]&lt;br /&gt;
| next = [[Sacred Icon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Regret''' is the eighth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Regret (level)]] for general information. &lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/regret/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=TVklhyyFfX4|right|caption=The current H2A world record for Regret on Easy, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=aipoTQSm6lk|right|caption=The current H2A world record for Regret on Legendary, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=Lj2DwcsArNg|right|caption=The current H2C world record for Regret on Easy, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=V3f1j9TEMNw|right|caption=The current H2C world record for Regret on Legendary, as of April 22nd, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Start &amp;amp; Early Gondola==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
This guide will assume that the player has carried over the Energy Sword and Rocket Launcher from Delta Halo. To start, walk through the door on your right and pick up the Beam Rifle that's sitting on the ground. Then, walk out into the main section. Go straight until you see a small balcony projecting towards the platform in the center. Jump onto the railing and grenade jump over to the central platform. Then, sword cancel off the Jackals or Elites that spawn at the far end of the platform near the departing gondola onto that gondola. If everything has gone right, you will now be on the gondola early!&lt;br /&gt;
&lt;br /&gt;
From here, what you do will depend on your proficiency at the game and your strategy of choice. There are 3 options:&lt;br /&gt;
&lt;br /&gt;
====''God Despawn''====&lt;br /&gt;
This trick only works on the MCC version of the game. To do this, simple continue to melee and/or jump while on the gondola. This is delaying a checkpoint that will cause the Phantom that flies in to disappear and will skip multiple spawns at the next tower. Once the Phantom has disappeared, you can stop meleeing or jumping. Stay on the gondola you are on right now and proceed to the tower.&lt;br /&gt;
&lt;br /&gt;
====''Tower Swordfly''====&lt;br /&gt;
Once on the gondola, don't melee or do anything. This will cause the Phantom to not disappear and the level to proceed normally. Once the gondolas cross, jump over to the other one and press the gondola's &amp;quot;Start&amp;quot; button. This will cause enemies to spawn on the other gondola. Kill them. Once they're dead, drones will spawn at the section you just came from. Snipe them midair as they fly towards you. The gondola will keep moving towards the tower. Line yourself up alongside the left side of the wall that holds the &amp;quot;Start&amp;quot; button, as seen [https://youtu.be/KhKhvk9Dz4I?t=1805 here.] Then, swordfly off of the left-side turret and you should fly right to the top of the tower. &lt;br /&gt;
&lt;br /&gt;
====''Gondola Launch''====&lt;br /&gt;
'''This trick is very different between H2C and H2A. This walkthrough will assume that the player is on H2A; for a detailed breakdown on H2C Gondola Launch, visit [https://www.youtube.com/watch?v=p_r1YMyo28M this link].''' To start, perform Early Gondola like normal. Keep meleeing while on the gondola and stay turned towards the enemies on the platform. From here you have two options. The first is to wait 25 seconds after the enemies on the platform appearing, then turning around towards the tower. This should despawn all of the enemies on the platform and spawn the Phantom but is unreliable. The second option is to kill enough enemies on the platform to force the Phantom to spawn. Whichever method you choose, the Phantom will spawn. Keep meleeing until the Phantom flies overhead, then stop. This should give you a checkpoint. Grenade jump or regular jump over to the other gondola and hit its &amp;quot;Start&amp;quot; button. Then, throw a grenade at the other gondola to spawn kill all of the drones (best visualized through a video). Then, use your beam rifle to shoot one of the two Elites that spawn. Leave the other alive. Line yourself up along the edge of the overhang just above the button so that your foot is halfway off of the little slope facing the back of the gondola. Wait until Miranda's dialogue line starts to play. As soon as you hear Cortana respond with &amp;quot;Understood, ma'am&amp;quot; kill the last Elite. If you've done everything correctly, you should launch right to the tower. This is best visualized through a [https://youtu.be/phu5WHsdNew?t=2092 video example.]&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The start plays a little differently from Easy. Walk out of the right-side door like on Easy, but hold onto your Rocket Launcher. Look to your right immediately when exiting and swordfly to the Jackal Sniper that spawns beyond the broken bridge. Kill him and shoot a rocket at the other potential Jackal Sniper spawn inside the tower, towards the balcony. Then, pick up the dropped Beam Rifle and kill the remaining Jackal Snipers. There are 5 in total, with 6 potential spawnpoints. Be sure to remember their spawnpoints for future runs. Jump from the tower onto the gondola. If necessary, shoot once to draw out the last Jackal Sniper. Once all 5 are dead, you should get a checkpoint. If not, kill an enemy or two in the background. Then, jump onto the railing in front of you with your Energy Sword out. This will spawn 2 Elites and 4 Jackal Snipers. Stick the Elite closest to you and run back towards the gondola quickly.&lt;br /&gt;
&lt;br /&gt;
From here, what you do will depend on your proficiency at the game and your strategy of choice. There are 3 options, same as on Easy: the God Despawn, the Tower Swordfly, and Gondola Launch. Each strategy plays out the exact same as on Easy, except on Legendary you can die quite easily. Be sure to practice your chosen technique before using it in runs. &lt;br /&gt;
&lt;br /&gt;
==First Tower==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
The route for this section differs slightly based on the technique you chose to perform in the previous section. Either way, you should end up picking up the Fuel Rod Cannon at the top of the tower without having killed any enemies yet. While staying near the top of the room, kill the 4 Jackals that spawn below you. Standing at the top of the room prevents additional drone reinforcements from spawning. You should then hear Cortana's dialogue start, indicating that you have successfully completed this section. During her dialogue, grab additional Plasma Grenades from the stashes throughout the room if necessary. One can be seen to the left of the elevator shaft and another is in the dark cubby near the top of the room. Wait for the gondola to come up the shaft and press the &amp;quot;Start&amp;quot; button, killing the Jackals if necessary. Ride the lift down and to the underwater section.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Once again, the route slightly differs based on the technique you performed in the previous section. If you performed the Tower Swordfly or Gondola Launch, you end up at the top of the tower, close to the Fuel Rod Cannon. If you performed the God Despawn, you will be at the bottom of the tower and need to ascend. To do so, run into the first room and [https://youtu.be/cItSK8vzJFM?t=2968 quickly jump onto the series of ramps that take you upwards, taking care to avoid fire from the Jackals assembled on the floor.] Ascend as quickly as possible and grab the Fuel Rod Cannon, killing the Grunt guarding it if necessary. Use the Fuel Rod Gun to kill the 4 assembled Jackals while taking care to stay at the top of the room to despawn the Drone reinforcements. If you've done Gondola Launch or the Tower Swordfly, this section is a bit different. You end up at the top of the tower automatically from performing these tricks. Grab the Fuel Rod Cannon and walk into the top of the tower. Drop on the upper section of the ramp to spawn in 4 Jackals on the floor. Wait a second until they start moving, then use your Fuel Rod Cannon to kill them quickly. The positioning for this is a bit tight: you want to be low enough to kill the Jackals, but also high enough to despawn the Drone reinforcements. [https://youtu.be/Kn4cT-RR4GY?t=2156 This section could use a bit of practice to become consistent at.] After ensuring that all Jackals are dead (additional Jackals can spawn if you do this section improperly), kill the Grunt that spawns above you. If you've done this correctly, Cortana's dialogue should start. Drop to the floor near the entrance to the tower, just adjacent to the door. Start swinging your sword. Two Jackal Snipers spawn in the atrium of the tower. Eagle-eyed players can spot them moving on their radars. [https://youtu.be/gnVerSfGblI?t=2420 Swinging your sword like this will kill the Jackal Snipers right as they round the corner.] Move into the atrium to kill them at your own risk; they're crack shots and will dome your head in. Once the snipers are dead, move back towards the elevator shaft and look down into it. Once you see the Jackals spawn, throw a grenade down at them. With some luck, this will kill all three of them. Start the elevator and leave it just before the doors close. Move back towards the atrium and up onto the upper platform where the Marines are dropped off. Replenish your Plasma Grenades and kill a Marine so that he (hopefully) drops Frag Grenades. These will be useful later in the boss fight.&lt;br /&gt;
&lt;br /&gt;
==Underwater==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Ride the underwater elevator to the end. When the doors open, start swinging with your sword until you reach the top of the staircase. This delays a checkpoint a bit in case of death. You should now enter a room full of Grunts. Swordfly off the Grunt at the base of the ramp and input a jump during this fly. This should take you all the way to the other door. Next, enter the large room with the giant Regret hologram. Walk in a straight line through this room until you see the Hunters exit the far side door. Shoot three Fuel Rod shots at them, then swordfly to the last Hunter. Entering the next room, you will see a bunch of camouflaged enemies. To go super fast, shoot a Fuel Rod shot at the wall to freeze the enemies for a second and swordfly off of one of the Elites. If not, walk through the room. Sword lunge at the Energy Sword-wielding Elite at the top of the ramp and take his Sword. Proceed to the next elevator.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The first section plays the same as on Easy. Ride the underwater elevator to the end. When the doors open, start swinging with your sword until you reach the top of the staircase. This delays a checkpoint a bit in case of death. You should now enter a room full of Grunts. Swordfly off the Grunt at the base of the ramp and input a jump during this fly. This should take you all the way to the other door. Next, enter the large room with the giant Regret hologram. Turn towards 2 o'clock on your right and run directly towards the ledge that's at roughly jump height. The Jackal Sniper spawns are very important in this room. If one spawns on the ledge in your path, sword lunge at it. If not, keep walking. Walk along this ledge and into the alcove, sword slashing any Jackals that get in your way. Walk towards the other end of the room. When you reach the end of the alcove, jump and exchange your Fuel Rod Gun for a Beam Rifle (the beam rifle is on the floor above you, jumping lets you grab it through the ceiling). Jump over the Hunters as they exit the door. In the room with the camouflaged enemies, headshot the two Elites with the Beam Rifle. Swordfly to one of the Grunts or walk. Kill the Energy Sword-wielding Elite at the top of the ramp and take his Sword. Proceed to the next elevator.&lt;br /&gt;
&lt;br /&gt;
==Outside and 2nd Gondola==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Once the elevator arrives, jump onto the ledge directly to the right of the elevator. Sword cancel over the head of the Elite around the corner without alerting him. Outside, either [https://youtu.be/X84B4oBDZgc?t=267 perform Mountain Cancel] or walk to the next gondola. On the gondola, use the Rocket Launcher in the canister to destroy the two Banshees that come to attack you. Then, snipe the Ranger Elites that spawn on the opposing gondola. You should now have the Energy Sword and the Rocket Launcher equipped. Swordfly to the enemies that spawn on the temple platform to start the bossfight sequence.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
This section plays the same as on Easy except with enemies that can kill you. For this reason, [https://youtu.be/X84B4oBDZgc?t=267 Mountain Cancel] is recommended but simply sword cancelling past the enemies in the first outside section works as well. Before activating the gondola, grab the Rocket Launcher in the canister just before the gondola. After activating the gondola, grab the second set of rockets and destroy the two Banshees that come to attack you. '''Be very careful - these Banshees kill you extremely quickly.''' Fire rockets after the Banshees stop boosting to minimize the chances of them dodging. Next, drop the Energy Sword for the Sniper Rifle. The gondola coming towards you has four Grunts and two Ranger Elites on it. Two of these Grunts are carrying Fuel Rod Cannons. These Grunts should be your primary targets. Next, focus on the Ranger Elites, then clean up the remaining Grunts. Be sure to save at least one rocket. &lt;br /&gt;
&lt;br /&gt;
''This page is a WIP. Updates will come as soon as possible.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the Regret fight, you can [https://www.youtube.com/watch?v=bvypX3shVbI#t=18m22s cloak] to force a CP. You can also backtrack to the temple entrance to get a CP.&lt;br /&gt;
[[Category:Levels|2-08]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22535</id>
		<title>Regret</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22535"/>
				<updated>2025-05-01T18:34:33Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Added underwater section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Regret&lt;br /&gt;
| image = [[File:Regret.jpg|300px]]&lt;br /&gt;
| caption = Kill the Prophet of Regret.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~9:00; '''Legendary:''' ~12:00&lt;br /&gt;
| time2 = '''Easy:''' ~7:30; '''Legendary:''' ~10:30&lt;br /&gt;
| time3 = '''Easy:''' ~6:45; '''Legendary:''' ~9:30&lt;br /&gt;
| time4 = '''Easy:''' 6:21; '''Legendary:''' 8:35&lt;br /&gt;
| time5 = '''Legendary:''' 6:47&lt;br /&gt;
| previous = [[Delta Halo]]&lt;br /&gt;
| next = [[Sacred Icon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Regret''' is the eighth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Regret (level)]] for general information. &lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/regret/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=TVklhyyFfX4|right|caption=The current H2A world record for Regret on Easy, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=aipoTQSm6lk|right|caption=The current H2A world record for Regret on Legendary, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=Lj2DwcsArNg|right|caption=The current H2C world record for Regret on Easy, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=V3f1j9TEMNw|right|caption=The current H2C world record for Regret on Legendary, as of April 22nd, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Start &amp;amp; Early Gondola==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
This guide will assume that the player has carried over the Energy Sword and Rocket Launcher from Delta Halo. To start, walk through the door on your right and pick up the Beam Rifle that's sitting on the ground. Then, walk out into the main section. Go straight until you see a small balcony projecting towards the platform in the center. Jump onto the railing and grenade jump over to the central platform. Then, sword cancel off the Jackals or Elites that spawn at the far end of the platform near the departing gondola onto that gondola. If everything has gone right, you will now be on the gondola early!&lt;br /&gt;
&lt;br /&gt;
From here, what you do will depend on your proficiency at the game and your strategy of choice. There are 3 options:&lt;br /&gt;
&lt;br /&gt;
====''God Despawn''====&lt;br /&gt;
This trick only works on the MCC version of the game. To do this, simple continue to melee and/or jump while on the gondola. This is delaying a checkpoint that will cause the Phantom that flies in to disappear and will skip multiple spawns at the next tower. Once the Phantom has disappeared, you can stop meleeing or jumping. Stay on the gondola you are on right now and proceed to the tower.&lt;br /&gt;
&lt;br /&gt;
====''Tower Swordfly''====&lt;br /&gt;
Once on the gondola, don't melee or do anything. This will cause the Phantom to not disappear and the level to proceed normally. Once the gondolas cross, jump over to the other one and press the gondola's &amp;quot;Start&amp;quot; button. This will cause enemies to spawn on the other gondola. Kill them. Once they're dead, drones will spawn at the section you just came from. Snipe them midair as they fly towards you. The gondola will keep moving towards the tower. Line yourself up alongside the left side of the wall that holds the &amp;quot;Start&amp;quot; button, as seen [https://youtu.be/KhKhvk9Dz4I?t=1805 here.] Then, swordfly off of the left-side turret and you should fly right to the top of the tower. &lt;br /&gt;
&lt;br /&gt;
====''Gondola Launch''====&lt;br /&gt;
'''This trick is very different between H2C and H2A. This walkthrough will assume that the player is on H2A; for a detailed breakdown on H2C Gondola Launch, visit [https://www.youtube.com/watch?v=p_r1YMyo28M this link].''' To start, perform Early Gondola like normal. Keep meleeing while on the gondola and stay turned towards the enemies on the platform. From here you have two options. The first is to wait 25 seconds after the enemies on the platform appearing, then turning around towards the tower. This should despawn all of the enemies on the platform and spawn the Phantom but is unreliable. The second option is to kill enough enemies on the platform to force the Phantom to spawn. Whichever method you choose, the Phantom will spawn. Keep meleeing until the Phantom flies overhead, then stop. This should give you a checkpoint. Grenade jump or regular jump over to the other gondola and hit its &amp;quot;Start&amp;quot; button. Then, throw a grenade at the other gondola to spawn kill all of the drones (best visualized through a video). Then, use your beam rifle to shoot one of the two Elites that spawn. Leave the other alive. Line yourself up along the edge of the overhang just above the button so that your foot is halfway off of the little slope facing the back of the gondola. Wait until Miranda's dialogue line starts to play. As soon as you hear Cortana respond with &amp;quot;Understood, ma'am&amp;quot; kill the last Elite. If you've done everything correctly, you should launch right to the tower. This is best visualized through a [https://youtu.be/phu5WHsdNew?t=2092 video example.]&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The start plays a little differently from Easy. Walk out of the right-side door like on Easy, but hold onto your Rocket Launcher. Look to your right immediately when exiting and swordfly to the Jackal Sniper that spawns beyond the broken bridge. Kill him and shoot a rocket at the other potential Jackal Sniper spawn inside the tower, towards the balcony. Then, pick up the dropped Beam Rifle and kill the remaining Jackal Snipers. There are 5 in total, with 6 potential spawnpoints. Be sure to remember their spawnpoints for future runs. Jump from the tower onto the gondola. If necessary, shoot once to draw out the last Jackal Sniper. Once all 5 are dead, you should get a checkpoint. If not, kill an enemy or two in the background. Then, jump onto the railing in front of you with your Energy Sword out. This will spawn 2 Elites and 4 Jackal Snipers. Stick the Elite closest to you and run back towards the gondola quickly.&lt;br /&gt;
&lt;br /&gt;
From here, what you do will depend on your proficiency at the game and your strategy of choice. There are 3 options, same as on Easy: the God Despawn, the Tower Swordfly, and Gondola Launch. Each strategy plays out the exact same as on Easy, except on Legendary you can die quite easily. Be sure to practice your chosen technique before using it in runs. &lt;br /&gt;
&lt;br /&gt;
==First Tower==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
The route for this section differs slightly based on the technique you chose to perform in the previous section. Either way, you should end up picking up the Fuel Rod Cannon at the top of the tower without having killed any enemies yet. While staying near the top of the room, kill the 4 Jackals that spawn below you. Standing at the top of the room prevents additional drone reinforcements from spawning. You should then hear Cortana's dialogue start, indicating that you have successfully completed this section. During her dialogue, grab additional Plasma Grenades from the stashes throughout the room if necessary. One can be seen to the left of the elevator shaft and another is in the dark cubby near the top of the room. Wait for the gondola to come up the shaft and press the &amp;quot;Start&amp;quot; button, killing the Jackals if necessary. Ride the lift down and to the underwater section.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Once again, the route slightly differs based on the technique you performed in the previous section. If you performed the Tower Swordfly or Gondola Launch, you end up at the top of the tower, close to the Fuel Rod Cannon. If you performed the God Despawn, you will be at the bottom of the tower and need to ascend. To do so, run into the first room and [https://youtu.be/cItSK8vzJFM?t=2968 quickly jump onto the series of ramps that take you upwards, taking care to avoid fire from the Jackals assembled on the floor.] Ascend as quickly as possible and grab the Fuel Rod Cannon, killing the Grunt guarding it if necessary. Use the Fuel Rod Gun to kill the 4 assembled Jackals while taking care to stay at the top of the room to despawn the Drone reinforcements. If you've done Gondola Launch or the Tower Swordfly, this section is a bit different. You end up at the top of the tower automatically from performing these tricks. Grab the Fuel Rod Cannon and walk into the top of the tower. Drop on the upper section of the ramp to spawn in 4 Jackals on the floor. Wait a second until they start moving, then use your Fuel Rod Cannon to kill them quickly. The positioning for this is a bit tight: you want to be low enough to kill the Jackals, but also high enough to despawn the Drone reinforcements. [https://youtu.be/Kn4cT-RR4GY?t=2156 This section could use a bit of practice to become consistent at.] After ensuring that all Jackals are dead (additional Jackals can spawn if you do this section improperly), kill the Grunt that spawns above you. If you've done this correctly, Cortana's dialogue should start. Drop to the floor near the entrance to the tower, just adjacent to the door. Start swinging your sword. Two Jackal Snipers spawn in the atrium of the tower. Eagle-eyed players can spot them moving on their radars. [https://youtu.be/gnVerSfGblI?t=2420 Swinging your sword like this will kill the Jackal Snipers right as they round the corner.] Move into the atrium to kill them at your own risk; they're crack shots and will dome your head in. Once the snipers are dead, move back towards the elevator shaft and look down into it. Once you see the Jackals spawn, throw a grenade down at them. With some luck, this will kill all three of them. Start the elevator and leave it just before the doors close. Move back towards the atrium and up onto the upper platform where the Marines are dropped off. Replenish your Plasma Grenades and kill a Marine so that he (hopefully) drops Frag Grenades. These will be useful later in the boss fight.&lt;br /&gt;
&lt;br /&gt;
==Underwater==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Ride the underwater elevator to the end. When the doors open, start swinging with your sword until you reach the top of the staircase. This delays a checkpoint a bit in case of death. You should now enter a room full of Grunts. Swordfly off the Grunt at the base of the ramp and input a jump during this fly. This should take you all the way to the other door. Next, enter the large room with the giant Regret hologram. Walk in a straight line through this room until you see the Hunters exit the far side door. Shoot three Fuel Rod shots at them, then swordfly to the last Hunter. Entering the next room, you will see a bunch of camouflaged enemies. To go super fast, shoot a Fuel Rod shot at the wall to freeze the enemies for a second and swordfly off of one of the Elites. If not, walk through the room. Sword lunge at the Energy Sword-wielding Elite at the top of the ramp and take his Sword. Proceed to the next elevator.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The first section plays the same as on Easy. Ride the underwater elevator to the end. When the doors open, start swinging with your sword until you reach the top of the staircase. This delays a checkpoint a bit in case of death. You should now enter a room full of Grunts. Swordfly off the Grunt at the base of the ramp and input a jump during this fly. This should take you all the way to the other door. Next, enter the large room with the giant Regret hologram. Turn towards 2 o'clock on your right and run directly towards the ledge that's at roughly jump height. The Jackal Sniper spawns are very important in this room. If one spawns on the ledge in your path, sword lunge at it. If not, keep walking. Walk along this ledge and into the alcove, sword slashing any Jackals that get in your way. Walk towards the other end of the room. When you reach the end of the alcove, jump and exchange your Fuel Rod Gun for a Beam Rifle (the beam rifle is on the floor above you, jumping lets you grab it through the ceiling). Jump over the Hunters as they exit the door. In the room with the camouflaged enemies, headshot the two Elites with the Beam Rifle. Swordfly to one of the Grunts or walk. Kill the Energy Sword-wielding Elite at the top of the ramp and take his Sword. Proceed to the next elevator.&lt;br /&gt;
&lt;br /&gt;
''This page is a WIP. Updates will come as soon as possible.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the Regret fight, you can [https://www.youtube.com/watch?v=bvypX3shVbI#t=18m22s cloak] to force a CP. You can also backtrack to the temple entrance to get a CP.&lt;br /&gt;
[[Category:Levels|2-08]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22534</id>
		<title>Regret</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22534"/>
				<updated>2025-04-30T13:49:33Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Regret&lt;br /&gt;
| image = [[File:Regret.jpg|300px]]&lt;br /&gt;
| caption = Kill the Prophet of Regret.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~9:00; '''Legendary:''' ~12:00&lt;br /&gt;
| time2 = '''Easy:''' ~7:30; '''Legendary:''' ~10:30&lt;br /&gt;
| time3 = '''Easy:''' ~6:45; '''Legendary:''' ~9:30&lt;br /&gt;
| time4 = '''Easy:''' 6:21; '''Legendary:''' 8:35&lt;br /&gt;
| time5 = '''Legendary:''' 6:47&lt;br /&gt;
| previous = [[Delta Halo]]&lt;br /&gt;
| next = [[Sacred Icon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Regret''' is the eighth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Regret (level)]] for general information. &lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/regret/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=TVklhyyFfX4|right|caption=The current H2A world record for Regret on Easy, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=aipoTQSm6lk|right|caption=The current H2A world record for Regret on Legendary, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=Lj2DwcsArNg|right|caption=The current H2C world record for Regret on Easy, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=V3f1j9TEMNw|right|caption=The current H2C world record for Regret on Legendary, as of April 22nd, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Start &amp;amp; Early Gondola==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
This guide will assume that the player has carried over the Energy Sword and Rocket Launcher from Delta Halo. To start, walk through the door on your right and pick up the Beam Rifle that's sitting on the ground. Then, walk out into the main section. Go straight until you see a small balcony projecting towards the platform in the center. Jump onto the railing and grenade jump over to the central platform. Then, sword cancel off the Jackals or Elites that spawn at the far end of the platform near the departing gondola onto that gondola. If everything has gone right, you will now be on the gondola early!&lt;br /&gt;
&lt;br /&gt;
From here, what you do will depend on your proficiency at the game and your strategy of choice. There are 3 options:&lt;br /&gt;
&lt;br /&gt;
====''God Despawn''====&lt;br /&gt;
This trick only works on the MCC version of the game. To do this, simple continue to melee and/or jump while on the gondola. This is delaying a checkpoint that will cause the Phantom that flies in to disappear and will skip multiple spawns at the next tower. Once the Phantom has disappeared, you can stop meleeing or jumping. Stay on the gondola you are on right now and proceed to the tower.&lt;br /&gt;
&lt;br /&gt;
====''Tower Swordfly''====&lt;br /&gt;
Once on the gondola, don't melee or do anything. This will cause the Phantom to not disappear and the level to proceed normally. Once the gondolas cross, jump over to the other one and press the gondola's &amp;quot;Start&amp;quot; button. This will cause enemies to spawn on the other gondola. Kill them. Once they're dead, drones will spawn at the section you just came from. Snipe them midair as they fly towards you. The gondola will keep moving towards the tower. Line yourself up alongside the left side of the wall that holds the &amp;quot;Start&amp;quot; button, as seen [https://youtu.be/KhKhvk9Dz4I?t=1805 here.] Then, swordfly off of the left-side turret and you should fly right to the top of the tower. &lt;br /&gt;
&lt;br /&gt;
====''Gondola Launch''====&lt;br /&gt;
'''This trick is very different between H2C and H2A. This walkthrough will assume that the player is on H2A; for a detailed breakdown on H2C Gondola Launch, visit [https://www.youtube.com/watch?v=p_r1YMyo28M this link].''' To start, perform Early Gondola like normal. Keep meleeing while on the gondola and stay turned towards the enemies on the platform. From here you have two options. The first is to wait 25 seconds after the enemies on the platform appearing, then turning around towards the tower. This should despawn all of the enemies on the platform and spawn the Phantom but is unreliable. The second option is to kill enough enemies on the platform to force the Phantom to spawn. Whichever method you choose, the Phantom will spawn. Keep meleeing until the Phantom flies overhead, then stop. This should give you a checkpoint. Grenade jump or regular jump over to the other gondola and hit its &amp;quot;Start&amp;quot; button. Then, throw a grenade at the other gondola to spawn kill all of the drones (best visualized through a video). Then, use your beam rifle to shoot one of the two Elites that spawn. Leave the other alive. Line yourself up along the edge of the overhang just above the button so that your foot is halfway off of the little slope facing the back of the gondola. Wait until Miranda's dialogue line starts to play. As soon as you hear Cortana respond with &amp;quot;Understood, ma'am&amp;quot; kill the last Elite. If you've done everything correctly, you should launch right to the tower. This is best visualized through a [https://youtu.be/phu5WHsdNew?t=2092 video example.]&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The start plays a little differently from Easy. Walk out of the right-side door like on Easy, but hold onto your Rocket Launcher. Look to your right immediately when exiting and swordfly to the Jackal Sniper that spawns beyond the broken bridge. Kill him and shoot a rocket at the other potential Jackal Sniper spawn inside the tower, towards the balcony. Then, pick up the dropped Beam Rifle and kill the remaining Jackal Snipers. There are 5 in total, with 6 potential spawnpoints. Be sure to remember their spawnpoints for future runs. Jump from the tower onto the gondola. If necessary, shoot once to draw out the last Jackal Sniper. Once all 5 are dead, you should get a checkpoint. If not, kill an enemy or two in the background. Then, jump onto the railing in front of you with your Energy Sword out. This will spawn 2 Elites and 4 Jackal Snipers. Stick the Elite closest to you and run back towards the gondola quickly.&lt;br /&gt;
&lt;br /&gt;
From here, what you do will depend on your proficiency at the game and your strategy of choice. There are 3 options, same as on Easy: the God Despawn, the Tower Swordfly, and Gondola Launch. Each strategy plays out the exact same as on Easy, except on Legendary you can die quite easily. Be sure to practice your chosen technique before using it in runs. &lt;br /&gt;
&lt;br /&gt;
==First Tower==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
The route for this section differs slightly based on the technique you chose to perform in the previous section. Either way, you should end up picking up the Fuel Rod Cannon at the top of the tower without having killed any enemies yet. While staying near the top of the room, kill the 4 Jackals that spawn below you. Standing at the top of the room prevents additional drone reinforcements from spawning. You should then hear Cortana's dialogue start, indicating that you have successfully completed this section. During her dialogue, grab additional Plasma Grenades from the stashes throughout the room if necessary. One can be seen to the left of the elevator shaft and another is in the dark cubby near the top of the room. Wait for the gondola to come up the shaft and press the &amp;quot;Start&amp;quot; button, killing the Jackals if necessary. Ride the lift down and to the underwater section.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Once again, the route slightly differs based on the technique you performed in the previous section. If you performed the Tower Swordfly or Gondola Launch, you end up at the top of the tower, close to the Fuel Rod Cannon. If you performed the God Despawn, you will be at the bottom of the tower and need to ascend. To do so, run into the first room and [https://youtu.be/cItSK8vzJFM?t=2968 quickly jump onto the series of ramps that take you upwards, taking care to avoid fire from the Jackals assembled on the floor.] Ascend as quickly as possible and grab the Fuel Rod Cannon, killing the Grunt guarding it if necessary. Use the Fuel Rod Gun to kill the 4 assembled Jackals while taking care to stay at the top of the room to despawn the Drone reinforcements. If you've done Gondola Launch or the Tower Swordfly, this section is a bit different. You end up at the top of the tower automatically from performing these tricks. Grab the Fuel Rod Cannon and walk into the top of the tower. Drop on the upper section of the ramp to spawn in 4 Jackals on the floor. Wait a second until they start moving, then use your Fuel Rod Cannon to kill them quickly. The positioning for this is a bit tight: you want to be low enough to kill the Jackals, but also high enough to despawn the Drone reinforcements. [https://youtu.be/Kn4cT-RR4GY?t=2156 This section could use a bit of practice to become consistent at.] After ensuring that all Jackals are dead (additional Jackals can spawn if you do this section improperly), kill the Grunt that spawns above you. If you've done this correctly, Cortana's dialogue should start. Drop to the floor near the entrance to the tower, just adjacent to the door. Start swinging your sword. Two Jackal Snipers spawn in the atrium of the tower. Eagle-eyed players can spot them moving on their radars. [https://youtu.be/gnVerSfGblI?t=2420 Swinging your sword like this will kill the Jackal Snipers right as they round the corner.] Move into the atrium to kill them at your own risk; they're crack shots and will dome your head in. Once the snipers are dead, move back towards the elevator shaft and look down into it. Once you see the Jackals spawn, throw a grenade down at them. With some luck, this will kill all three of them. Start the elevator and leave it just before the doors close. Move back towards the atrium and up onto the upper platform where the Marines are dropped off. Replenish your Plasma Grenades and kill a Marine so that he (hopefully) drops Frag Grenades. These will be useful later in the boss fight.&lt;br /&gt;
&lt;br /&gt;
''This page is a WIP. Updates will come as soon as possible.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the Regret fight, you can [https://www.youtube.com/watch?v=bvypX3shVbI#t=18m22s cloak] to force a CP. You can also backtrack to the temple entrance to get a CP.&lt;br /&gt;
[[Category:Levels|2-08]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22533</id>
		<title>Regret</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22533"/>
				<updated>2025-04-30T13:49:02Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Added section about the first tower. Added segmented time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Regret&lt;br /&gt;
| image = [[File:Regret.jpg|300px]]&lt;br /&gt;
| caption = Kill the Prophet of Regret.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~9:00; '''Legendary:''' ~12:00&lt;br /&gt;
| time2 = '''Easy:''' ~7:30; '''Legendary:''' ~10:30&lt;br /&gt;
| time3 = '''Easy:''' ~6:45; '''Legendary:''' ~9:30&lt;br /&gt;
| time4 = '''Easy:''' 6:21; '''Legendary:''' 8:35&lt;br /&gt;
| time5 = '''Legendary:''' 6:47&lt;br /&gt;
| previous = [[Delta Halo]]&lt;br /&gt;
| next = [[Sacred Icon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Regret''' is the eighth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Regret (level)]] for general information. &lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/regret/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=TVklhyyFfX4|right|caption=The current H2A world record for Regret on Easy, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=aipoTQSm6lk|right|caption=The current H2A world record for Regret on Legendary, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=Lj2DwcsArNg|right|caption=The current H2C world record for Regret on Easy, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=V3f1j9TEMNw|right|caption=The current H2C world record for Regret on Legendary, as of April 22nd, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Start &amp;amp; Early Gondola==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
This guide will assume that the player has carried over the Energy Sword and Rocket Launcher from Delta Halo. To start, walk through the door on your right and pick up the Beam Rifle that's sitting on the ground. Then, walk out into the main section. Go straight until you see a small balcony projecting towards the platform in the center. Jump onto the railing and grenade jump over to the central platform. Then, sword cancel off the Jackals or Elites that spawn at the far end of the platform near the departing gondola onto that gondola. If everything has gone right, you will now be on the gondola early!&lt;br /&gt;
&lt;br /&gt;
From here, what you do will depend on your proficiency at the game and your strategy of choice. There are 3 options:&lt;br /&gt;
&lt;br /&gt;
====''God Despawn''====&lt;br /&gt;
This trick only works on the MCC version of the game. To do this, simple continue to melee and/or jump while on the gondola. This is delaying a checkpoint that will cause the Phantom that flies in to disappear and will skip multiple spawns at the next tower. Once the Phantom has disappeared, you can stop meleeing or jumping. Stay on the gondola you are on right now and proceed to the tower.&lt;br /&gt;
&lt;br /&gt;
====''Tower Swordfly''====&lt;br /&gt;
Once on the gondola, don't melee or do anything. This will cause the Phantom to not disappear and the level to proceed normally. Once the gondolas cross, jump over to the other one and press the gondola's &amp;quot;Start&amp;quot; button. This will cause enemies to spawn on the other gondola. Kill them. Once they're dead, drones will spawn at the section you just came from. Snipe them midair as they fly towards you. The gondola will keep moving towards the tower. Line yourself up alongside the left side of the wall that holds the &amp;quot;Start&amp;quot; button, as seen [https://youtu.be/KhKhvk9Dz4I?t=1805 here.] Then, swordfly off of the left-side turret and you should fly right to the top of the tower. &lt;br /&gt;
&lt;br /&gt;
====''Gondola Launch''====&lt;br /&gt;
'''This trick is very different between H2C and H2A. This walkthrough will assume that the player is on H2A; for a detailed breakdown on H2C Gondola Launch, visit [https://www.youtube.com/watch?v=p_r1YMyo28M this link].''' To start, perform Early Gondola like normal. Keep meleeing while on the gondola and stay turned towards the enemies on the platform. From here you have two options. The first is to wait 25 seconds after the enemies on the platform appearing, then turning around towards the tower. This should despawn all of the enemies on the platform and spawn the Phantom but is unreliable. The second option is to kill enough enemies on the platform to force the Phantom to spawn. Whichever method you choose, the Phantom will spawn. Keep meleeing until the Phantom flies overhead, then stop. This should give you a checkpoint. Grenade jump or regular jump over to the other gondola and hit its &amp;quot;Start&amp;quot; button. Then, throw a grenade at the other gondola to spawn kill all of the drones (best visualized through a video). Then, use your beam rifle to shoot one of the two Elites that spawn. Leave the other alive. Line yourself up along the edge of the overhang just above the button so that your foot is halfway off of the little slope facing the back of the gondola. Wait until Miranda's dialogue line starts to play. As soon as you hear Cortana respond with &amp;quot;Understood, ma'am&amp;quot; kill the last Elite. If you've done everything correctly, you should launch right to the tower. This is best visualized through a [https://youtu.be/phu5WHsdNew?t=2092 video example.]&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The start plays a little differently from Easy. Walk out of the right-side door like on Easy, but hold onto your Rocket Launcher. Look to your right immediately when exiting and swordfly to the Jackal Sniper that spawns beyond the broken bridge. Kill him and shoot a rocket at the other potential Jackal Sniper spawn inside the tower, towards the balcony. Then, pick up the dropped Beam Rifle and kill the remaining Jackal Snipers. There are 5 in total, with 6 potential spawnpoints. Be sure to remember their spawnpoints for future runs. Jump from the tower onto the gondola. If necessary, shoot once to draw out the last Jackal Sniper. Once all 5 are dead, you should get a checkpoint. If not, kill an enemy or two in the background. Then, jump onto the railing in front of you with your Energy Sword out. This will spawn 2 Elites and 4 Jackal Snipers. Stick the Elite closest to you and run back towards the gondola quickly.&lt;br /&gt;
&lt;br /&gt;
From here, what you do will depend on your proficiency at the game and your strategy of choice. There are 3 options, same as on Easy: the God Despawn, the Tower Swordfly, and Gondola Launch. Each strategy plays out the exact same as on Easy, except on Legendary you can die quite easily. Be sure to practice your chosen technique before using it in runs. &lt;br /&gt;
&lt;br /&gt;
==First Tower==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
The route for this section differs slightly based on the technique you chose to perform in the previous section. Either way, you should end up picking up the Fuel Rod Cannon at the top of the tower without having killed any enemies yet. While staying near the top of the room, kill the 4 Jackals that spawn below you. Standing at the top of the room prevents additional drone reinforcements from spawning. You should then hear Cortana's dialogue start, indicating that you have successfully completed this section. During her dialogue, grab additional Plasma Grenades from the stashes throughout the room if necessary. One can be seen to the left of the elevator shaft and another is in the dark cubby near the top of the room. Wait for the gondola to come up the shaft and press the &amp;quot;Start&amp;quot; button, killing the Jackals if necessary. Ride the lift down and to the underwater section.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Once again, the route slightly differs based on the technique you performed in the previous section. If you performed the Tower Swordfly or Gondola Launch, you end up at the top of the tower, close to the Fuel Rod Cannon. If you performed the God Despawn, you will be at the bottom of the tower and need to ascend. To do so, run into the first room and [https://youtu.be/cItSK8vzJFM?t=2968 quickly jump onto the series of ramps that take you upwards, taking care to avoid fire from the Jackals assembled on the floor.] Ascend as quickly as possible and grab the Fuel Rod Cannon, killing the Grunt guarding it if necessary. Use the Fuel Rod Gun to kill the 4 assembled Jackals while taking care to stay at the top of the room to despawn the Drone reinforcements. If you've done Gondola Launch or the Tower Swordfly, this section is a bit different. You end up at the top of the tower automatically from performing these tricks. Grab the Fuel Rod Cannon and walk into the top of the tower. Drop on the upper section of the ramp to spawn in 4 Jackals on the floor. Wait a second until they start moving, then use your Fuel Rod Cannon to kill them quickly. The positioning for this is a bit tight: you want to be low enough to kill the Jackals, but also high enough to despawn the Drone reinforcements. [https://youtu.be/Kn4cT-RR4GY?t=2156 This section could use a bit of practice to become consistent at.] After ensuring that all Jackals are dead (additional Jackals can spawn if you do this section improperly), kill the Grunt that spawns above you. If you've done this correctly, Cortana's dialogue should start. Drop to the floor near the entrance to the tower, just adjacent to the door. Start swinging your sword. Two Jackal Snipers spawn in the atrium of the tower. Eagle-eyed players can spot them moving on their radars. [https://youtu.be/gnVerSfGblI?t=2420 Swinging your sword like this will kill the Jackal Snipers right as they round the corner.] Move into the atrium to kill them at your own risk; they're crack shots and will dome your head in. Once the snipers are dead, move back towards the elevator shaft and look down into it. Once you see the Jackals spawn, throw a grenade down at them. With some luck, this will kill all three of them. Start the elevator and leave it just before the doors close. Move back towards the atrium and up onto the upper platform where the Marines are dropped off. Replenish your Plasma Grenades and kill a Marine so that he (hopefully) drops Frag Grenades. These will be useful later in the boss fight.&lt;br /&gt;
&lt;br /&gt;
**This page is a WIP. Updates will come as soon as possible.**&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the Regret fight, you can [https://www.youtube.com/watch?v=bvypX3shVbI#t=18m22s cloak] to force a CP. You can also backtrack to the temple entrance to get a CP.&lt;br /&gt;
[[Category:Levels|2-08]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22532</id>
		<title>Regret</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22532"/>
				<updated>2025-04-25T23:03:18Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Rewrote the starting sections up to the first tower.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Regret&lt;br /&gt;
| image = [[File:Regret.jpg|300px]]&lt;br /&gt;
| caption = Kill the Prophet of Regret.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~9:00; '''Legendary:''' ~12:00&lt;br /&gt;
| time2 = '''Easy:''' ~7:30; '''Legendary:''' ~10:30&lt;br /&gt;
| time3 = '''Easy:''' ~6:45; '''Legendary:''' ~9:30&lt;br /&gt;
| time4 = '''Easy:''' 6:21; '''Legendary:''' 8:35&lt;br /&gt;
| time5 = '''Legendary:''' x:xx&lt;br /&gt;
| previous = [[Delta Halo]]&lt;br /&gt;
| next = [[Sacred Icon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Regret''' is the eighth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Regret (level)]] for general information. &lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/regret/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=TVklhyyFfX4|right|caption=The current H2A world record for Regret on Easy, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=aipoTQSm6lk|right|caption=The current H2A world record for Regret on Legendary, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=Lj2DwcsArNg|right|caption=The current H2C world record for Regret on Easy, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=V3f1j9TEMNw|right|caption=The current H2C world record for Regret on Legendary, as of April 22nd, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Start &amp;amp; Early Gondola==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
This guide will assume that the player has carried over the Energy Sword and Rocket Launcher from Delta Halo. To start, walk through the door on your right and pick up the Beam Rifle that's sitting on the ground. Then, walk out into the main section. Go straight until you see a small balcony projecting towards the platform in the center. Jump onto the railing and grenade jump over to the central platform. Then, sword cancel off the Jackals or Elites that spawn at the far end of the platform near the departing gondola onto that gondola. If everything has gone right, you will now be on the gondola early!&lt;br /&gt;
&lt;br /&gt;
From here, what you do will depend on your proficiency at the game and your strategy of choice. There are 3 options:&lt;br /&gt;
&lt;br /&gt;
====''God Despawn''====&lt;br /&gt;
This trick only works on the MCC version of the game. To do this, simple continue to melee and/or jump while on the gondola. This is delaying a checkpoint that will cause the Phantom that flies in to disappear and will skip multiple spawns at the next tower. Once the Phantom has disappeared, you can stop meleeing or jumping. Stay on the gondola you are on right now and proceed to the tower.&lt;br /&gt;
&lt;br /&gt;
====''Tower Swordfly''====&lt;br /&gt;
Once on the gondola, don't melee or do anything. This will cause the Phantom to not disappear and the level to proceed normally. Once the gondolas cross, jump over to the other one and press the gondola's &amp;quot;Start&amp;quot; button. This will cause enemies to spawn on the other gondola. Kill them. Once they're dead, drones will spawn at the section you just came from. Snipe them midair as they fly towards you. The gondola will keep moving towards the tower. Line yourself up alongside the left side of the wall that holds the &amp;quot;Start&amp;quot; button, as seen [https://youtu.be/KhKhvk9Dz4I?t=1805 here.] Then, swordfly off of the left-side turret and you should fly right to the top of the tower. &lt;br /&gt;
&lt;br /&gt;
====''Gondola Launch''====&lt;br /&gt;
'''This trick is very different between H2C and H2A. This walkthrough will assume that the player is on H2A; for a detailed breakdown on H2C Gondola Launch, visit [https://www.youtube.com/watch?v=p_r1YMyo28M this link].''' To start, perform Early Gondola like normal. Keep meleeing while on the gondola and stay turned towards the enemies on the platform. From here you have two options. The first is to wait 25 seconds after the enemies on the platform appearing, then turning around towards the tower. This should despawn all of the enemies on the platform and spawn the Phantom but is unreliable. The second option is to kill enough enemies on the platform to force the Phantom to spawn. Whichever method you choose, the Phantom will spawn. Keep meleeing until the Phantom flies overhead, then stop. This should give you a checkpoint. Grenade jump or regular jump over to the other gondola and hit its &amp;quot;Start&amp;quot; button. Then, throw a grenade at the other gondola to spawn kill all of the drones (best visualized through a video). Then, use your beam rifle to shoot one of the two Elites that spawn. Leave the other alive. Line yourself up along the edge of the overhang just above the button so that your foot is halfway off of the little slope facing the back of the gondola. Wait until Miranda's dialogue line starts to play. As soon as you hear Cortana respond with &amp;quot;Understood, ma'am&amp;quot; kill the last Elite. If you've done everything correctly, you should launch right to the tower. This is best visualized through a [https://youtu.be/phu5WHsdNew?t=2092 video example.]&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The start plays a little differently from Easy. Walk out of the right-side door like on Easy, but hold onto your Rocket Launcher. Look to your right immediately when exiting and swordfly to the Jackal Sniper that spawns beyond the broken bridge. Kill him and shoot a rocket at the other potential Jackal Sniper spawn inside the tower, towards the balcony. Then, pick up the dropped Beam Rifle and kill the remaining Jackal Snipers. There are 5 in total, with 6 potential spawnpoints. Be sure to remember their spawnpoints for future runs. Jump from the tower onto the gondola. If necessary, shoot once to draw out the last Jackal Sniper. Once all 5 are dead, you should get a checkpoint. If not, kill an enemy or two in the background. Then, jump onto the railing in front of you with your Energy Sword out. This will spawn 2 Elites and 4 Jackal Snipers. Stick the Elite closest to you and run back towards the gondola quickly.&lt;br /&gt;
&lt;br /&gt;
From here, what you do will depend on your proficiency at the game and your strategy of choice. There are 3 options, same as on Easy: the God Despawn, the Tower Swordfly, and Gondola Launch. Each strategy plays out the exact same as on Easy, except on Legendary you can die quite easily. Be sure to practice your chosen technique before using it in runs. &lt;br /&gt;
&lt;br /&gt;
During the Regret fight, you can [https://www.youtube.com/watch?v=bvypX3shVbI#t=18m22s cloak] to force a CP. You can also backtrack to the temple entrance to get a CP.&lt;br /&gt;
[[Category:Levels|2-08]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22531</id>
		<title>Regret</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22531"/>
				<updated>2025-04-22T19:39:40Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Updated the info box with goal times and whatnot. Added WR times to the page. This one's gonna be a complete teardown and rewrite but don't have time rn to do the whole thing, will do later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Regret&lt;br /&gt;
| image = [[File:Regret.jpg|300px]]&lt;br /&gt;
| caption = Kill the Prophet of Regret.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~9:00; '''Legendary:''' ~12:00&lt;br /&gt;
| time2 = '''Easy:''' ~7:30; '''Legendary:''' ~10:30&lt;br /&gt;
| time3 = '''Easy:''' ~6:45; '''Legendary:''' ~9:30&lt;br /&gt;
| time4 = '''Easy:''' 6:21; '''Legendary:''' 8:35&lt;br /&gt;
| time5 = '''Legendary:''' x:xx&lt;br /&gt;
| previous = [[Delta Halo]]&lt;br /&gt;
| next = [[Sacred Icon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Regret''' is the eighth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Regret (level)]] for general information. &lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/regret/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=TVklhyyFfX4|right|caption=The current H2A world record for Regret on Easy, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=aipoTQSm6lk|right|caption=The current H2A world record for Regret on Legendary, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=Lj2DwcsArNg|right|caption=The current H2C world record for Regret on Easy, as of April 22nd, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=V3f1j9TEMNw|right|caption=The current H2C world record for Regret on Legendary, as of April 22nd, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
'''Early Gondola:''' Strategy depends upon the location of the Jackal spawns. In order from fastest to slowest:&lt;br /&gt;
*Sword-fly to middle platform, sword-cancel over enemy onto departing gondola. The enemy must be standing still.&lt;br /&gt;
*Sword-fly to far platform, jump to gondola, stand on railing and trigger enemies, run+jump onto departing gondola.&lt;br /&gt;
*If you don't see any Jackals, run all the way to the little ledge, grenade jump onto central platform, sword-cancel to gondola. (risky) You can also draw out snipers on the far platform by firing a rocket anywhere or throwing a nade near them. You can also get lucky and have a sniper spawn far back on the middle platform, you can sword fly from the little ledge to the gondola, hitting the trigger in the process.&lt;br /&gt;
*If you didn't carry over a sword from Delta Halo, reset :^)&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
IL Start: Ways to obtain a sword for Individual Level attempts:&lt;br /&gt;
* First group, white Elite in the front: shoot the back Elite with the beam rifle twice, wait a little before firing the second shot, and then backsmack him. If you kill him too quickly, another Elite will take his place. Get the white Elite to berserk and backsmack.&lt;br /&gt;
* First group, white Elite in the back: &lt;br /&gt;
* Second group, white Elite in the front: &lt;br /&gt;
* Second group, white Elite in the back: &lt;br /&gt;
&lt;br /&gt;
Checkpoint Manipulation:&lt;br /&gt;
&lt;br /&gt;
At the start of Regret, killing the 1 Elite that spawns after the usual two, the 2 Grunts, and 2-3 snipers will usually give a CP. If you sword fly to the Jackal at the other temple and kill 1 Jackal sniper and the Elite on the bridge, you can sometimes get a CP. If you sword fly to the Jackal sniper on the middle platform and kill the sniper, you can sometimes force a CP by cloaking.&lt;br /&gt;
&lt;br /&gt;
After the first elevator ride, you can delay the CP and get it right before the sword fly/cancel off the Grunt.&lt;br /&gt;
&lt;br /&gt;
After getting past the Hunters, you can get a CP before engaging the Stealth Elites.&lt;br /&gt;
&lt;br /&gt;
After the second elevator ride, you can do a poor sword cancel off of the Elite and force a CP before the mountain cancel by cloaking. You can also cloak and cancel off the Elite to get a CP.&lt;br /&gt;
&lt;br /&gt;
On the final gondola ride, you do not want to get a CP as you're firing a rocket at the Banshees or you will have wasted a rocket if you revert!&lt;br /&gt;
&lt;br /&gt;
By killing the enemies coming out of Regret's chamber, in addition to the turret Grunts, you should be able to get a checkpoint directly before the fight. You can minimize the amount of enemies coming out of it by not killing anything before triggering the cutscene.&lt;br /&gt;
&lt;br /&gt;
During the Regret fight, you can [https://www.youtube.com/watch?v=bvypX3shVbI#t=18m22s cloak] to force a CP. You can also backtrack to the temple entrance to get a CP.&lt;br /&gt;
[[Category:Levels|2-08]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=22530</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=22530"/>
				<updated>2025-04-22T19:25:08Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = Defend the station's MAC gun from Covenant boarders.&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = '''Easy:''' ~4:30; '''Legendary:''' ~9:00&lt;br /&gt;
| time2 = '''Easy:''' ~4:00; '''Legendary:''' ~7:30&lt;br /&gt;
| time3 = '''Easy:''' ~3:40; '''Legendary:''' ~5:25&lt;br /&gt;
| time4 = '''Easy:''' 3:35; '''Legendary:''' 4:20&lt;br /&gt;
| time5 = '''Easy:''' NA; '''Legendary:''' 3:31.766&lt;br /&gt;
| previous = [[The Armory]]&lt;br /&gt;
| next = [[Outskirts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information. The general strategies vary between Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/cairo/Legendary (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=Fqyrev6X6pY|right|caption=The current H2A world record for Cairo Station on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=A0pQHE1J4N4|right|caption=The current H2A world record for Cairo Station on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=ghGWB4F783Y|right|caption=The current H2A world record for Cairo Station on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=qHB_pDwi8pg|right|caption=The current H2A world record for Cairo Station on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTE:''' The strategies outlined below for Legendary will not include strategies involving Tram Skip. Tram Skip is an advanced trick that we do not recommend for Legendary fullgame outside of top-level runners. Tram Skip itself is not difficult, but it makes the rest of Cairo Station extremely difficult and time-consuming to run due to the persisting Marine aggro and the lack of a plasma pistol for Hanger 1. For Easy, Tram Skip is recommended due to the easier difficulty. Tram Skip does not change the recommended route on Easy.&lt;br /&gt;
&lt;br /&gt;
==Level Start and Commons R-01==&lt;br /&gt;
&lt;br /&gt;
===''Easy''===&lt;br /&gt;
After skipping the cutscene, enter the next room and wait near the yellow door without being too close to it. After it explodes, enter the next room and obtain a Plasma Pistol as quickly as possible. If you're new to the game, it'll be easier to dual wield two Plasma Rifles.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Jump up to the balcony above the yellow door and wait for two Elites and two Grunts to run into the room before dropping down behind them. Try not to get spotted by them in the process. If you don't get a plasma pistol in here, drop down in the next room, head left, and kill a Grunt for it. Otherwise jump up to the balcony on the right, go near the end of the path, jump down and run straight ahead. Noob combo the lone Elite. You can melee/backsmack him to conserve your plasma pistol's battery.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Noob combo the Elite, BR the Elite and Grunts coming out of the tube, [[Halo 2#Quick_Reload|quick reload]], and BR the second wave. BR the two Grunts that were already in the room if the marines didn't kill them. If you're using the dual wield strat, just shoot all the enemies. Look at the Malta to make it explode sooner, don't stop looking until it's blown up. Pick up four Plasma Grenades on the balcony. You can also retrieve them by being underneath their location and jumping. The three frags near the entrance can be retrieved from below too. Head towards the locked door at the end of the room without being too close to it.&lt;br /&gt;
 &lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing at least one Elite per wave. Kill the Grunts when you can. You can kill a Grunt while the charged projectile is tracking it's target. Toss a frag to intercept each wave while continuing the above pattern. On the third wave, the game starts a timer that will eventually spawn one white Elite and two Grunts in the tube regardless of how quickly you clear the room. Noob combo the white Elite and BR two Grunts. Promptly replace your plasma pistol for one with more charge. While looking at Malta, make your way up to the balcony and retrieve plasma grenades. If the marine up here survived, you can kill him yourself, he has a chance to drop a frag or two. Head to the area above the door. When the door explodes, drop down behind the enemies and proceed. Make sure to pick up the BR ammo near the turret!&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
BR both turret Grunts, BR Grunts, but prioritize killing the Elite to make the next wave arrive sooner. Either throw a plasma grenade where the enemies land or stick the Elite while he's in the tube. Kill any remaining Grunts. Look at the Athens, it's the same case as Malta. Head into the back room to grab frags then go down either stairs.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
This hangar is a disaster waiting to happen. Note that the turret Grunts drop 100 charge plasma pistols. They will eventually despawn if not picked up. You can toss a plasma grenade towards the enemies before retrieving the guns. Dual wielding plasma pistols, jump up to the balcony and drop one of them near the large green box on the right. Noob combo Elites, BR Grunts, toss a grenade for each wave. You can stick Elites that are taking cover against boxes in plain sight. Strafe to dodge enemy return fire. Watch out for Grunts sending plasma grenades your way, the explosion can be deadly and can knock off your plasma pistol if it lands near it. On the third wave, the game will eventually spawn two super lethal white Elites and a gold sword Elite (the white Elites will be flanking the Goldie). After killing most of the enemies, dual wield your plasma pistols, charge them up, and aim for where the two white Elites will be when they spawn. Finish off the Goldie, collect his sword, and it'll finally be over. Go to the back room to retrieve frags. Look at Athens, look at it, look at it. If you remain up top long enough, you can get a checkpoint before proceeding into the hallways. If you want to go faster, wait at either door at the bottom of the stairs and cancel off the Elite when it opens to the next door. Stick the stealth elite that spawns when the door opens. Quickly pull out your sword and move to the other door. Sword slash the other stealth elite to drop his shields, then either slash him again or pull out your BR for a quick headshot.&lt;br /&gt;
&lt;br /&gt;
==Hallways, Armory, and Commons B-01==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Run to the armory, watch Gunns die, get his shotgun. Run through the next room, heading straight forward. When you reach the end, you can jump onto the small ledge to the right or grenade jump up using a plasma grenade.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Move into the Armory and onto one of the ramps. If you want to go fast/risky, throw a frag grenade onto the opposing ramp. This will make the Elites look at that spot and away from you. Walk past the Elites and sword fly to and over the turret grunt. If you want to go with a more consistent strategy, stick/BR the two Elites up top. Note that one of these can spawn as a white Elite. Upon entering the next room, you'll get a checkpoint. Sword fly to and over the turret Grunt (YXR+A). Revert if you don't get it in time. If sword flying isn't an option, you can jump onto the ledge to the right and up to the balcony. Jump across to the turret area.&lt;br /&gt;
&lt;br /&gt;
Sometimes you can get a checkpoint right before the two large green boxes in the next room.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Walking.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if enough enemies are killed before you reach the end, several enemies will spawn ahead of you. Sword fly into the Elite or sword fly to and jump over a Grunt. Sword lunge both Ranger Elites. There are several ways to reach the room with the Drones:&lt;br /&gt;
&lt;br /&gt;
Method 1: Jump up the ramp ahead of you, grenade jump to the top of the space station and head to the door.&lt;br /&gt;
&lt;br /&gt;
Method 2: If the Elite Ranger outside is floating above the structure that you entered space from and he's not moving, you can sword fly off of him. You can do it from the ramp or the nearby crate.&lt;br /&gt;
&lt;br /&gt;
Method 3: If the Elite Ranger is underneath the structure, then you kill him with your sword and BR the second pair of Elite Rangers that arrive. This is also helpful if you're unable to utilize sword flying.&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
In this big room, several Drones will fly up when you cross the yellow line. You need to kill at least four or five Drones to trigger the door at the bottom to open. You want to get to the yellow door right as it's opening, there will be two Elites and several Grunts inside. Approach the edge, bounce a frag off the floor, and keep moving forward. Turn around and BR one or two Drones. You can tell if the door is open by the red light glow near the switch. If the door doesn't open, kill a few more Drones. When the airlock door opens, either toss a frag so it lands in the midst off the enemies or stick one of the Elites, then switch to your shotgun and clean them up. Make sure the last enemy dies before the airlock door fully closes. Staying in the middle of the small room, you'll have skipped some dialogue to open the door sooner.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Heading to the right, throw a frag towards the yellow line where the Drones emerge. Then throw a frag under the platform near the stairs, a Drone usually flies down here. Head down to the lift, kill a few more Drones from down here if the door hasn't opened. Sword fly to a Grunt in the airlock, jump behind either door frame, and kill anyone who's still inside.&lt;br /&gt;
&lt;br /&gt;
If sword flying isn't an option for you:&lt;br /&gt;
Kill all the Drones and let the lift come up. You can stop it by using the switch. Staying on the top level of the elevator, you can noob combo the Elites and kill the Grunts. The Grunts tend to throw grenades at you if you're up here. You can damage/kill some of these by bouncing a frag off the floor. Once the area is cleared, drop the sword for a plasma pistol with decent charge.&lt;br /&gt;
&lt;br /&gt;
==Space (second time)==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Walking.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The current strat is to juggle a plasma pistol to a certain spot and sword fly off the turret Elite while swapping the sword for the plasma pistol. This will take some practice. Delay the checkpoint you get in the airlock until the door has opened.&lt;br /&gt;
&lt;br /&gt;
[[https://www.youtube.com/watch?v=3x_eU7wTJe8#t=4m40s Example]]&lt;br /&gt;
&lt;br /&gt;
The safer strat is to noob combo. There are two plasma pistols with 100 battery available in the airlock. It helps to bring a plasma pistol with you to give you a spare to use for the bomb room. With careful aim, you can noob combo the turret Elite. Noob combo the other two Elite Rangers. BR the next pair of Rangers from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
The bomb room is guarded by four Elites (the dual wielding one has a chance to be a white Elite) and two Grunts. Toss a frag at the initial enemies, BR them, then go on a shotgun spree. You can use grenade sticks on Elites that keep their distance. The level usually ends when everything in this room dies.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The bomb room is guarded by six Elites. Noob combo the first Elite then head left. Carefully noob combo most of them from this position, use the crate and walls for cover. If your plasma pistol's battery is about to expire, you can trade it to a marine in the back room and kill him to reset it.&lt;br /&gt;
&lt;br /&gt;
[[https://www.youtube.com/watch?v=rnvFhhGfDTY Example]]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Delta_Halo&amp;diff=22521</id>
		<title>Delta Halo</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Delta_Halo&amp;diff=22521"/>
				<updated>2025-04-21T21:09:10Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Wrote the Ending section. Added Legendary segmented time. Added strategies section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Delta Halo&lt;br /&gt;
| image = [[File:DeltaHalo.jpg|300px]]&lt;br /&gt;
| caption = Find the Prophet of Regret, by any means. &lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~4:00; '''Legendary:''' ~4:15&lt;br /&gt;
| time2 = '''Easy:''' ~3:15; '''Legendary:''' ~3:30&lt;br /&gt;
| time3 = '''Easy:''' ~2:50; '''Legendary:''' ~3:15&lt;br /&gt;
| time4 = '''Easy:''' 2:14; '''Legendary:''' 2:07&lt;br /&gt;
| time5 = '''Legendary:''' 1:39.283&lt;br /&gt;
| previous = [[Oracle]]&lt;br /&gt;
| next = [[Regret]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Delta Halo''' is the seventh playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Delta Halo (level)|Delta Halo (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/dh/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=H77fUiRosdk|right|caption=The current H2A world record for Delta Halo on Easy, as of April 18th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=hKlKbafy-Ls|right|caption=The current H2A world record for Delta Halo on Legendary, as of April 18th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=TkMq-pfiULk|right|caption=The current H2C world record for Delta Halo on Easy, as of April 18th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=B9EXq1RhqDg|right|caption=The current H2A world record for Delta Halo on Legendary, as of April 18th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Start &amp;amp; Gap Jump==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Progress through the level normally until you reach the bridge with the ghosts. You can do the normal strategy of pressing the button or do a grenade jump in the Ghost to get across the gap. Drive towards the gap. Throw a grenade at the edge and immediately get in your Ghost, then full boost towards the grenade. The grenade should explode under the back half of the ghost while you're at full speed. If you've done everything right, you'll launch yourself across the gap. This is better viewed with a tutorial: [https://youtu.be/L9rGQ_8hOrs?t=9342 Gap Jump Tutorial]. Experiment with this trick and tune it to how you like! This trick will take practice to become consistent at.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
At the start of the level, switch to your rocket launcher and hop on the rock directly to your left. Shoot a rocket at the ground in front of you, and then very quickly afterwards jump. This will boost you onto the rock shelf above you, saving time. Shoot your second rocket at the turret on your right while continuing to move forward. Jump in the small gap between the rock ahead of you and the wall. Grab the BR on the ground next to the ODST Drop Pod and shoot the wall directly above the ramp into the Forerunner ruins. This will bait the Jackal sniper out into the open, where you can headshot him. This start may seem scary and dangerous at first, but it's very consistent once you master it. Continue onwards until you hit a mandatory trigger in the next section. ''Do not go far enough so that you can see the jackal snipers that spawn in the next area. If you see snipers, you've gone too far.'' After hitting this trigger, backtrack while tightly hugging the left wall. After following this wall for a way, you will hit a point where you can jump out-of-bounds. Do so and walk towards the next area where you take the Ghost. If a turret appears on the structure to your front-right, shoot it with a rocket. Use your second rocket on the left-side Ghost and take the right-side Ghost. Proceed to the Gap Jump like normal. This start is best visualized with a video showing you exactly where to go and how far: [https://youtu.be/wwruL5ea5KM?t=6159 Legendary Start + Gap Jump Example].&lt;br /&gt;
&lt;br /&gt;
==Post-Gap Jump==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
After Gap Jump, drive through the Forerunner structures like normal. Once you reach the open area (after the &amp;quot;You Break It, You Buy It&amp;quot; chapter title) drive through all the enemies like normal. Once you reach the downward ramp, drive onto it, then backtrack. Backtrack to your left until you reach a low, sloped wall on the left side. Drive up this wall, holding the nose of your Ghost in the air to make this easier. Climb the next wall as well. Drive onto the long, sloped wall you see, following the bushes. Drive along this sloped wall until you it ends. Drop off the wall onto the floor below, taking care to not fall timer and die. This section is difficult to describe in writing; it is best visualized using a video: [https://youtu.be/K860Q3LZBMM?t=1591 Delta Halo Easy Driving].&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The Legendary driving is a little different than Easy. After Gap Jump, drive just inside the Forerunner structure, then backtrack. This hits a mandatory trigger that is required to end the level. Backtrack out of the Forerunner structure towards the far wall, to the left of the huge tree and close to the edge. Climb this wall with your Ghost and keep climbing until you're on top of the mountain. Follow the mountain down, towards the square gap in the textures (visible on classic graphics). Go to the right of this patch and drop off the ledge. This will drop you into the combat zone, but with no enemy spawns. The rest of the driving is the same as on Easy. Once again, this driving is best visualized with a video example to follow: [https://youtu.be/wwruL5ea5KM?t=6242 Delta Halo Legendary Driving].&lt;br /&gt;
&lt;br /&gt;
==Grotto Drop==&lt;br /&gt;
===''Easy and Legendary''===&lt;br /&gt;
This section plays the same on Easy and Legendary. You want to be faster on Legendary since the snipers can actually kill you. After dropping off the wall, drive towards the square shelf to the left of that big pillar. Sit on it and line yourself up with the long, rectangular shelf beneath you. Drive off the square shelf and safely land on the slope beneath you. This next part is crucial: line yourself up with the pillar, and slowly drop into the trigger volume below you. Feather your boost while you're falling to ensure that you don't drop into the grotto. Once you see the title card &amp;quot;Off The Rock, Through The Bush, Nothing But Jackal&amp;quot; you've successfully hit the trigger. Slam your boost and drive back up the wall. On Legendary you need to be quick or the snipers will get you. Next, drive along the edge of the grotto towards the large structure on the edge of the lake. A video example of this is very helpful: [https://youtu.be/wwruL5ea5KM?t=6313 Grotto Drop Example]&lt;br /&gt;
&lt;br /&gt;
==Ending==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Drive down the ramp towards the door. Jump out and move to the right inside of the door. Shoot a rocket directly at the Plasma Rifle-wielding Elite, then jump onto the ledge on your right. After jumping onto this ledge, shoot the Plasma Rifle Elite again to kill him, then BR the remaining Elite. If another Elite spawns next to you, kill him. ''If you are doing downpatched full game runs, exchange your BR for the Energy Sword. If you are doing fullgame runs on current patch, exchange your Rocket Launcher for the Energy Sword.''&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Before driving down the ramp, stop and exchange your BR for a Plasma Pistol. Drive into the door and move to the right while simultaneously charging your Plasma Pistol. Once you can see the Elites, overcharge the Plasma Rifle wielding Elite and jump on the ledge to your right. After jumping onto this ledge, rocket the Plasma Rifle Elite to kill him. If another Elite spawns next to you, kill him with an overcharge Plasma Pistol shot + Rocket Launcher melee. Then, kill the Energy Sword Elite to end the level. ''If you are doing downpatched full game runs, exchange your BR for the Energy Sword. If you are doing fullgame runs on current patch, exchange your Rocket Launcher for the Energy Sword.'' &lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* N/A&lt;br /&gt;
[[Category:Levels|2-07]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Delta_Halo&amp;diff=22508</id>
		<title>Delta Halo</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Delta_Halo&amp;diff=22508"/>
				<updated>2025-04-18T15:55:41Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Rewrote the entire thing to include far more detail. Added video links, WR times, and target times. Don't have time to finish this one rn or add the Segmented time, will do later(tm).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Delta Halo&lt;br /&gt;
| image = [[File:DeltaHalo.jpg|300px]]&lt;br /&gt;
| caption = Find the Prophet of Regret, by any means. &lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~4:00; '''Legendary:''' ~4:15&lt;br /&gt;
| time2 = '''Easy:''' ~3:15; '''Legendary:''' ~3:30&lt;br /&gt;
| time3 = '''Easy:''' ~2:50; '''Legendary:''' ~3:15&lt;br /&gt;
| time4 = '''Easy:''' 2:14; '''Legendary:''' 2:07&lt;br /&gt;
| time5 = '''Legendary:''' x:xx&lt;br /&gt;
| previous = [[Oracle]]&lt;br /&gt;
| next = [[Regret]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Delta Halo''' is the seventh playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Delta Halo (level)|Delta Halo (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/dh/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=H77fUiRosdk|right|caption=The current H2A world record for Delta Halo on Easy, as of April 18th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=hKlKbafy-Ls|right|caption=The current H2A world record for Delta Halo on Legendary, as of April 18th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=TkMq-pfiULk|right|caption=The current H2C world record for Delta Halo on Easy, as of April 18th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=B9EXq1RhqDg|right|caption=The current H2A world record for Delta Halo on Legendary, as of April 18th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Start &amp;amp; Gap Jump==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Progress through the level normally until you reach the bridge with the ghosts. You can do the normal strategy of pressing the button or do a grenade jump in the Ghost to get across the gap. Drive towards the gap. Throw a grenade at the edge and immediately get in your Ghost, then full boost towards the grenade. The grenade should explode under the back half of the ghost while you're at full speed. If you've done everything right, you'll launch yourself across the gap. This is better viewed with a tutorial: [https://youtu.be/L9rGQ_8hOrs?t=9342 Gap Jump Tutorial]. Experiment with this trick and tune it to how you like! This trick will take practice to become consistent at.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
At the start of the level, switch to your rocket launcher and hop on the rock directly to your left. Shoot a rocket at the ground in front of you, and then very quickly afterwards jump. This will boost you onto the rock shelf above you, saving time. Shoot your second rocket at the turret on your right while continuing to move forward. Jump in the small gap between the rock ahead of you and the wall. Grab the BR on the ground next to the ODST Drop Pod and shoot the wall directly above the ramp into the Forerunner ruins. This will bait the Jackal sniper out into the open, where you can headshot him. This start may seem scary and dangerous at first, but it's very consistent once you master it. Continue onwards until you hit a mandatory trigger in the next section. ''Do not go far enough so that you can see the jackal snipers that spawn in the next area. If you see snipers, you've gone too far.'' After hitting this trigger, backtrack while tightly hugging the left wall. After following this wall for a way, you will hit a point where you can jump out-of-bounds. Do so and walk towards the next area where you take the Ghost. If a turret appears on the structure to your front-right, shoot it with a rocket. Use your second rocket on the left-side Ghost and take the right-side Ghost. Proceed to the Gap Jump like normal. This start is best visualized with a video showing you exactly where to go and how far: [https://youtu.be/wwruL5ea5KM?t=6159 Legendary Start + Gap Jump Example].&lt;br /&gt;
&lt;br /&gt;
==Post-Gap Jump==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
After Gap Jump, drive through the Forerunner structures like normal. Once you reach the open area (after the &amp;quot;You Break It, You Buy It&amp;quot; chapter title) drive through all the enemies like normal. Once you reach the downward ramp, drive onto it, then backtrack. Backtrack to your left until you reach a low, sloped wall on the left side. Drive up this wall, holding the nose of your Ghost in the air to make this easier. Climb the next wall as well. Drive onto the long, sloped wall you see, following the bushes. Drive along this sloped wall until you it ends. Drop off the wall onto the floor below, taking care to not fall timer and die. This section is difficult to describe in writing; it is best visualized using a video: [https://youtu.be/K860Q3LZBMM?t=1591 Delta Halo Easy Driving].&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The Legendary driving is a little different than Easy. After Gap Jump, drive just inside the Forerunner structure, then backtrack. This hits a mandatory trigger that is required to end the level. Backtrack out of the Forerunner structure towards the far wall, to the left of the huge tree and close to the edge. Climb this wall with your Ghost and keep climbing until you're on top of the mountain. Follow the mountain down, towards the square gap in the textures (visible on classic graphics). Go to the right of this patch and drop off the ledge. This will drop you into the combat zone, but with no enemy spawns. The rest of the driving is the same as on Easy. Once again, this driving is best visualized with a video example to follow: [https://youtu.be/wwruL5ea5KM?t=6242 Delta Halo Legendary Driving].&lt;br /&gt;
&lt;br /&gt;
==Grotto Drop==&lt;br /&gt;
===''Easy and Legendary''===&lt;br /&gt;
This section plays the same on Easy and Legendary. You want to be faster on Legendary since the snipers can actually kill you. After dropping off the wall, drive towards the square shelf to the left of that big pillar. Sit on it and line yourself up with the long, rectangular shelf beneath you. Drive off the square shelf and safely land on the slope beneath you. This next part is crucial: line yourself up with the pillar, and slowly drop into the trigger volume below you. Feather your boost while you're falling to ensure that you don't drop into the grotto. Once you see the title card &amp;quot;Off The Rock, Through The Bush, Nothing But Jackal&amp;quot; you've successfully hit the trigger. Slam your boost and drive back up the wall. On Legendary you need to be quick or the snipers will get you. Next, drive along the edge of the grotto towards the large structure on the edge of the lake. A video example of this is very helpful: [https://youtu.be/wwruL5ea5KM?t=6313 Grotto Drop Example]&lt;br /&gt;
&lt;br /&gt;
==Ending==&lt;br /&gt;
[[Category:Levels|2-07]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Oracle&amp;diff=22507</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Oracle&amp;diff=22507"/>
				<updated>2025-04-18T01:51:53Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Formatting changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Oracle&lt;br /&gt;
| image = [[File:Oracle.jpg|300px]]&lt;br /&gt;
| caption = Kill the Heretic Leader. The prophets' will be done.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~13:00; '''Legendary:''' ~14:00&lt;br /&gt;
| time2 = '''Easy:''' ~11:45; '''Legendary:''' ~12:30&lt;br /&gt;
| time3 = '''Easy:''' ~10:00; '''Legendary:''' ~11:20&lt;br /&gt;
| time4 = '''Easy:''' 9:44; '''Legendary:''' 10:51&lt;br /&gt;
| time5 = '''Legendary:''' x:xx&lt;br /&gt;
| previous = [[The Arbiter]]&lt;br /&gt;
| next = [[Delta Halo]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Oracle''' is the sixth playable level in [[Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Oracle (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/oracle/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=QqRXWMqh7iQ|right|caption=The current H2A world record for Oracle on Easy, as of April 17th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=9Peb3-z0X_w|right|caption=The current H2A world record for Oracle on Legendary, as of April 17th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=OiyoDxkeBJI|right|caption=The current H2C world record for Oracle on Easy, as of April 17th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=N4sK5FMOrd8|right|caption=The current H2C world record for Oracle on Legendary, as of April 17th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==The First Room==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
First, sword the Grunt in front of you and stick the other one. Activate camo before the grenade explodes to avoid drawing aggro from your allied Elites. Doing this skips a lot of dialogue and saves time. &lt;br /&gt;
In the big room past the Elites and Flood fighting, the one with the hologram of the Heretic Leader, there are five combat flood forms on the ground. Sword all of these bodies so that they don't get revived. &lt;br /&gt;
Next, pick up a new sword and pick up a sentinel beam (both found on the dead bodies of the flood combat forms). Dropping your carbine near the exit door is recommended; this way when the door opens you can swap it with your sentinel beam without losing any time.&lt;br /&gt;
Afterwards, jump up onto the pillars, or further up into the rafters of the room. It is about to flood (literally) with infection forms. The waves can spawn in any of the various holes around the upper walls. Three initial waves spawn in these holes, then two in the center, then two in the holes again, then two in the center followed by a final wave from the holes. Be ready by the door as the final wave spawns.&lt;br /&gt;
&lt;br /&gt;
[[https://www.youtube.com/watch?v=aqDQLA7SXmk#t=0m08s First Room Example]]&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
This section plays the exact same on Easy and Legendary. Take special care to avoid aggro from your allied Elites on Legendary, as they kill you very quickly.&lt;br /&gt;
&lt;br /&gt;
===''Dialogue Skip''===&lt;br /&gt;
[https://www.youtube.com/watch?v=_IEYsG27Yn8 Dialogue Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
This is a skip that causes the Heretic Leader and Half-Jaw's dialogue to overlap, saving 8 seconds. This is performed the same on both Easy and Legendary. To perform this skip, follow the setup above by breaking all 5 Flood bodies and picking up the Sentinel Beam. Jump up to the wall, and from there onto one of the pillars. Wait for the audio cue of the Heretic Leader's holo-drone to start. The room will be entirely silent right before this cue plays so it's pretty easy to pick out. When this cue starts, walk back towards the door you came into. Walk down the hallway until the door shuts. You will hear a booming sound effect play. Wait a second after this cue, then move back into the room. If you've done everything right, the Heretic Leader and Half-Jaw's dialogue will overlap, and you've hit the skip! &lt;br /&gt;
&lt;br /&gt;
==The Elevator==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
The elevator is an auto-scroller. So long as you avoid death, there is no real timesave or timeloss for the first few minutes. The flood combat forms can be killed from afar before they reach the elevator, and a lot of the time the real threat is posed by your elite allies, who can melee you to death and stick you. Step onto the elevator as quickly as possible to start it and then kill enemies at your leisure. Once your allied Elites follow you onto the elevator, kill them. It will save time later on in the mission. Note that you can draw aggro from doing this. &lt;br /&gt;
&lt;br /&gt;
Ride the elevator down. We currently cannot skip this section.&lt;br /&gt;
&lt;br /&gt;
Eventually, there will be a wave of sentinels that spawns. A canister of gas on the elevator floor will begin to rise, and if you watch it you will see it change color when it emerges fully. At this precise moment, the kill barrier beneath the elevator despawns and you can drop down to the platform to continue the level (be sure to drop down on the correct side, with the canister on your left if facing the center of the elevator). The audio cue that plays shortly afterwards can alternatively be used as timing. You have to drop down in two stages to avoid dying to fall-timer. It will likely take some practice to consistently drop down without bouncing off into empty space. If you're having difficulty with the timing, watch this example from the current WR: [[https://youtu.be/9Peb3-z0X_w?t=263 Elevator Drop Example]]&lt;br /&gt;
&lt;br /&gt;
Sword cancel off the Combat Forms in the next hallway and enter the Lab Fight.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The elevator section plays the exact same on Easy and Legendary, with the minor caveat that enemies can kill you. At the start, kill the enemies on the elevator as fast as possible, preferably before killing you allies. Note that additional Sentinels spawn at the top of this room. There are two ways to ride the elevator down. The first is to fight every Combat Form and Sentinel that spawns before dropping. The second is to headglitch the entire way down until the drop. To do this, walk over to the &amp;quot;arm&amp;quot; that pulls barrels out of the wall. At just above head height there will be an alcove that you can jump into. Do this and ride the elevator down until the drop comes. One method isn't better than another, it comes down to personal preference. Example: [[https://youtu.be/2a8pvf7uFwk?t=115 Headglitch Method Example]]&lt;br /&gt;
&lt;br /&gt;
==Lab Fight==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
This room takes some practice to execute correctly. There is a Sentinel Beam by your feet as you enter, which you should pick up before dropping down.&lt;br /&gt;
The initial wave of enemies that are already in the room include a number of Carrier Forms, two Heretic Grunts on turrets, and one Heretic Elite. Also, there are dead Combat Forms on the ground. Take care of the Grunts and Heretic Elite first, destroying the Combat Form bodies as well if you can. Next, kill the Carrier Forms with the sentinel beam as fast as possible. &lt;br /&gt;
Take note that when you kill the carrier flood there will be a lot of infection forms running around. After you eliminate all those enemies mentioned, the next wave will spawn. This wave will include three Heretic Elites, who enter via the same door that you did, and four Carrier/Combat Forms that spawn near the roof of the room. Kill the Elites first by catching them as they enter the room; you can jump back up to the upper level through any of the windows if you first jump onto one of the ledges that sit between them. &lt;br /&gt;
The flood will sometimes sit up in the rafters for some time, so be sure to check that they've all jumped down or been killed. After you kill all of them, take note of the time. For the next minute the room will continually spawn more combat forms as you kill them, keeping the total at four. It's therefore futile to kill more flood during this time. Instead, it is best to jump up onto the small ledge atop the exit door, herding the combat forms to that area. Keep an eye on your timer and kill them as soon as one minute has elapsed. &lt;br /&gt;
The exit door will then open, with Heretics on the other side. Kill these as quickly as possible and wait in the airlock for the door to lock behind you. It is not necessary for all enemies to be dead; if they are sufficiently far from the airlock it will lock anyway.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The room plays exactly the same as on Easy in its mechanics. Kill the enemies in the exact same order as on Easy. The caveat is that you can die very fast on Legendary compared to Easy. Don't be afraid to take the fight slow at first to ensure you don't die and eat a big revert. This is one of the hardest fights in the game, be sure to practice it extensively.&lt;br /&gt;
&lt;br /&gt;
==Outside==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
After the exit door opens, there will be a carrier form in front of you. Jump and hit a swordfly off of it, aiming to land in the area beyond the grunts. Shoot a grunt midair if you can. If you successfully shot a grunt, two Heretic Elites will spawn coming down the ramp in front of you that you can sword cancel off of. Walk up the ramp and continue into the next room. 4 Combat Forms and 3 Sentinels spawn here. Kill all of them.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
This section plays the exact same as on Easy, with one exception. After killing a grunt midair, activate your camo to avoid being shot. Proceed with the level.&lt;br /&gt;
&lt;br /&gt;
==Ascent and Cutting the Cable==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
After skipping the cutscene, walk to your right. Jump on the supporting pillar for the ramp heading upwards. Follow the ramp up to the elevator button. '''On H2A only,''' press the elevator button once, then again after a short delay. Stand under the elevator as it descends. This should pressure launch you upwards into the cable room and will make you invincible! From here, cut each of the three cables. When you cut the last cable, note the time and walk towards the elevator shaft. 11 seconds after you cut the last cable, drop into the elevator shaft. '''If you don't do this, you will be softlocked and will have to restart.''' On H2C, just ride the elevator up normally instead of pressure launching and follow the same steps.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
On Legendary, perform the same steps. The pressure launch is very beneficial because it makes you completely invincible for the rest of the level! &lt;br /&gt;
&lt;br /&gt;
==The Escape==&lt;br /&gt;
===''Easy and Legendary''===&lt;br /&gt;
As you travel back down, look slightly to the right, at about a one-o-clock orientation from the panel at the top. Drop down to the bottom level and continue through the door in front of you. Drop down the elevator shaft. In the next room, you can either attempt a sword cancel across (spawns permitting) or simply go around to either side. A cutscene triggers once you pass through the door on the opposite side. &lt;br /&gt;
A very brief Banshee section ensues. Continue through the level normally, backtracking through the rooms of The Arbiter in the opposite direction. Eventually you'll find your way back to the hangar room and will fight the Heretic Leader. As you cannot die except to kill volumes, this section plays the exact same on Easy and Legendary on H2A. On H2C Legendary you'll need to be very careful as enemies can and will kill you.&lt;br /&gt;
&lt;br /&gt;
==Heretic Leader Bossfight==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Skip the cutscene that triggers as you enter and move to the right side of the Seraph Fighter. The real Heretic Leader is the one furthest from you when you start. Kill him as quickly as you can, using sword lunges, a Plasma Grenade, or your Carbine. The two at the front are holograms and will vanish when the real Leader is dead. &lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The area that is most different on Legendary is the Heretic Leader fight. Instead of simply dying the first time you attack him, the Heretic Leader will fly up to one of the four tubes on the walls (the same ones that Sentinels appeared from in The Arbiter). From these tubes he delivers three different pieces of dialogue, and during each one he is passive and invincible. After each bit of dialogue he spawns more holograms and tries to resume the fight with you in the middle of the room. You should disallow this by swordflying to him each time, and swording him into submission as he finishes the dialogue. It is best to attack his side or back, as unlike other Heretic Elites his melee is typically an insta-kill and he can perform one if you attack him from the front.&lt;br /&gt;
After each repetition of this he will fly up his tube and appear again, sometimes in the same one. He can get stuck whilst doing this, if this happens just sword-lunge him and he should go up. If he takes too long to do this on the second one in particular, you will sometimes get additional dialogue from the Oracle that loses time.&lt;br /&gt;
Another complication can arise if you knock him out of the tube; he will not fly back up once you deal enough damage to him if he is too close to the wall. If you do this, just push him closer to the center of the Hangar using your sword and he should resume as normal.&lt;br /&gt;
On the third and final bit of dialogue, drop his shields with the sword, and back off to shoot him in the face with your Carbine as his dialogue ends. He will now finally die, and the level will end.&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-06]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Oracle&amp;diff=22506</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Oracle&amp;diff=22506"/>
				<updated>2025-04-17T19:01:18Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Edited until Lab Fight, I'll do the rest later. Will add a section about dialogue skip later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Oracle&lt;br /&gt;
| image = [[File:Oracle.jpg|300px]]&lt;br /&gt;
| caption = Kill the Heretic Leader. The prophets' will be done.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~13:00; '''Legendary:''' ~14:00&lt;br /&gt;
| time2 = '''Easy:''' ~11:45; '''Legendary:''' ~12:30&lt;br /&gt;
| time3 = '''Easy:''' ~10:00; '''Legendary:''' ~11:20&lt;br /&gt;
| time4 = '''Easy:''' 9:44; '''Legendary:''' 10:51&lt;br /&gt;
| time5 = '''Legendary:''' x:xx&lt;br /&gt;
| previous = [[The Arbiter]]&lt;br /&gt;
| next = [[Delta Halo]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Oracle''' is the sixth playable level in [[Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Oracle (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/oracle/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=QqRXWMqh7iQ|right|caption=The current H2A world record for Oracle on Easy, as of April 17th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=9Peb3-z0X_w|right|caption=The current H2A world record for Oracle on Legendary, as of April 17th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=OiyoDxkeBJI|right|caption=The current H2C world record for Oracle on Easy, as of April 17th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=N4sK5FMOrd8|right|caption=The current H2C world record for Oracle on Legendary, as of April 17th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==The First Room==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
First, sword the Grunt in front of you and stick the other one. Activate camo before the grenade explodes to avoid drawing aggro from your allied Elites. Doing this skips a lot of dialogue and saves time. &lt;br /&gt;
In the big room past the Elites and Flood fighting, the one with the hologram of the Heretic Leader, there are five combat flood forms on the ground. Sword all of these bodies so that they don't get revived. &lt;br /&gt;
Next, pick up a new sword and pick up a sentinel beam (both found on the dead bodies of the flood combat forms). Dropping your carbine near the exit door is recommended; this way when the door opens you can swap it with your sentinel beam without losing any time.&lt;br /&gt;
Afterwards, jump up onto the pillars, or further up into the rafters of the room. It is about to flood (literally) with infection forms. The waves can spawn in any of the various holes around the upper walls. Three initial waves spawn in these holes, then two in the center, then two in the holes again, then two in the center followed by a final wave from the holes. Be ready by the door as the final wave spawns.&lt;br /&gt;
&lt;br /&gt;
[[https://www.youtube.com/watch?v=aqDQLA7SXmk#t=0m08s First Room Example]]&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
This section plays the exact same on Easy and Legendary. Take special care to avoid aggro from your allied Elites on Legendary, as they kill you very quickly.&lt;br /&gt;
&lt;br /&gt;
==The Elevator==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
The elevator is an auto-scroller. So long as you avoid death, there is no real timesave or timeloss for the first few minutes. The flood combat forms can be killed from afar before they reach the elevator, and a lot of the time the real threat is posed by your elite allies, who can melee you to death and stick you. Step onto the elevator as quickly as possible to start it and then kill enemies at your leisure. Once your allied Elites follow you onto the elevator, kill them. It will save time later on in the mission. Note that you can draw aggro from doing this. &lt;br /&gt;
&lt;br /&gt;
Ride the elevator down. We currently cannot skip this section.&lt;br /&gt;
&lt;br /&gt;
Eventually, there will be a wave of sentinels that spawns. A canister of gas on the elevator floor will begin to rise, and if you watch it you will see it change color when it emerges fully. At this precise moment, the kill barrier beneath the elevator despawns and you can drop down to the platform to continue the level (be sure to drop down on the correct side, with the canister on your left if facing the center of the elevator). The audio cue that plays shortly afterwards can alternatively be used as timing. You have to drop down in two stages to avoid dying to fall-timer. It will likely take some practice to consistently drop down without bouncing off into empty space. If you're having difficulty with the timing, watch this example from the current WR: [[https://youtu.be/9Peb3-z0X_w?t=263 Elevator Drop Example]]&lt;br /&gt;
&lt;br /&gt;
Sword cancel off the Combat Forms in the next hallway and enter the Lab Fight.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The elevator section plays the exact same on Easy and Legendary, with the minor caveat that enemies can kill you. At the start, kill the enemies on the elevator as fast as possible, preferably before killing you allies. Note that additional Sentinels spawn at the top of this room. There are two ways to ride the elevator down. The first is to fight every Combat Form and Sentinel that spawns before dropping. The second is to headglitch the entire way down until the drop. To do this, walk over to the &amp;quot;arm&amp;quot; that pulls barrels out of the wall. At just above head height there will be an alcove that you can jump into. Do this and ride the elevator down until the drop comes. One method isn't better than another, it comes down to personal preference. Example: [[https://youtu.be/2a8pvf7uFwk?t=115 Headglitch Example]]&lt;br /&gt;
==Lab Fight==&lt;br /&gt;
&lt;br /&gt;
This room takes some practice to execute correctly. There is a Sentinel Beam by your feet as you enter, which you should pick up before dropping down.&lt;br /&gt;
The initial wave of enemies that are already in the room include a number of Carrier Forms, two Heretic Grunts on turrets, and one Heretic Elite. Also, there are dead Combat Forms on the ground. It's recommended to take care of the Grunts and Heretic Elite first, destroying the Combat Form bodies as well if you can. Next, kill the Carrier Forms with the sentinel beam as fast as possible. &lt;br /&gt;
Take note that when you kill the carrier flood there will be a lot of infection forms running around. After you eliminate all those enemies mentioned, the next wave will spawn. This wave will include three Heretic Elites, who enter via the same door that you do, and Carrier/Combat Forms that spawn near the roof of the room. It's recommended to kill the Elites first, by catching them as they enter the room; you can jump back up to the upper level through any of the windows if you first jump onto one of the ledges that sit between them. &lt;br /&gt;
The flood will sometimes sit up in the rafters for some time, so be sure to check that they've all jumped down or been killed. After you kill all of them, the music will change, and for the next minute exactly the room will continually spawn more combat forms as you kill them, keeping the total at four. It's therefore futile to kill more flood during this time. Instead, it is best to jump up onto the small ledge atop the exit door, herding the combat forms to that area. Keep an eye on your timer, and kill them as soon as the sixty seconds have elapsed. &lt;br /&gt;
The door will then open, with Heretic covenant on the other side. Kill these as quickly as possible and wait in the airlock for the door to lock behind you. It is not necessary for all enemies to be dead; if they are sufficiently far from the airlock it will lock anyway.&lt;br /&gt;
&lt;br /&gt;
==== The Second Elevator Room ==== &lt;br /&gt;
&lt;br /&gt;
Make your way across the open bridge, heading either left or right (there's a nice swordfly towards the right side, available off of the closest Carrier Form) to head towards the next room. There are three Sentinels and four Combat Flood Forms in this room (usually). Kill them as fast as possible and the screen will fade to white. Skip the cutscene and you are now tasked to go up the elevator and cut the cables at the top. There are shortcuts to get to the elevator faster, using a combination of crouch jumps and optionally a sword fly. Once you get to the elevator and go to the top, there will be three cables to cut using your Energy Sword (or alternatively by shooting them on their outer face). The order you cut the cables in doesn't matter. You can cut the first cable as soon as you can get to it, but the next two can only be destroyed once Halfjaw has finished his respective line of dialogue. Once all three are cut, the Combat Forms and Sentinels will turn passive and pose no further threat. Head back to the elevator in the center and hold X while facing the panel to begin the ride back down as soon as possible.&lt;br /&gt;
&lt;br /&gt;
==== The Escape ==== &lt;br /&gt;
&lt;br /&gt;
As you travel back down, look slightly to the right, at about a one-o-clock orientation from the panel at the top. Drop down to the bottom level and continue through the door in front of you. There's no need to call up the elevator here; you can just drop down, but be careful as the fall-timer will kill you if you don't walk straight off. In the next room, you can either attempt a sword cancel across (spawns permitting), or simply go around to either side. A cutscene triggers once you pass through the door on the opposite side, but be careful as you can often die to a sword in the back from two Heretic Elites that spawn in there. &lt;br /&gt;
A very brief Banshee section ensues. The flying debris from below can kill you, so it's wise to fly over the beam near the far platform. Continue through the level normally, backtracking through the rooms of The Arbiter in the opposite direction. Eventually you'll find your way back to the hangar room and will fight the Heretic Leader. &lt;br /&gt;
&lt;br /&gt;
==== The Showdown ====&lt;br /&gt;
&lt;br /&gt;
Skip the cutscene that triggers as you enter, and move to the right side of the Seraph Fighter. The real Heretic Leader is the one furthest from you when you start. Kill him as quickly as you can, using sword lunges, a Plasma Grenade, or your Carbine. The two at the front are holograms and will vanish when the real Leader is dead.&lt;br /&gt;
&lt;br /&gt;
== Legendary ==&lt;br /&gt;
&lt;br /&gt;
Playing through this mission on Legendary is largely similar, with some notable differences. First and foremost, there is obviously a much greater risk of dying and losing time at essentially every part of the mission past the initial room.&lt;br /&gt;
&lt;br /&gt;
==== The Elevator ====&lt;br /&gt;
&lt;br /&gt;
The Elevator has to be played more cautiously. Keeping your allied Elites alive is more advisable to reduce the likelihood of being overwhelmed by Flood, though the same risks of them killing you apply. It can help to swap the one carrying a single Plasma Rifle for a Carbine, as he'll be much more effective with it. The other one will throw grenades during the elevator ride if you give him a Carbine, so this is best avoided (he otherwise does not, as he is dual-wielding). If you start running low on Carbine ammo, keep an eye out for Combat Forms carrying a Carbine and try to take the ammo from them.&lt;br /&gt;
&lt;br /&gt;
==== Flood Room ====&lt;br /&gt;
&lt;br /&gt;
The order in which you kill the enemies in The Flood Room is the same. It is very important that you jump up to the Heretic Elites that enter via the entrance door as soon as possible, as they pose little threat to you in close quarters (their melee attacks are unlikely to damage you in most cases). If they spread out or head towards the turrets in the middle, you're losing time and are in much greater danger of dying. Instead of waiting above the airlock door for the sixty seconds, jump up through one of the windows and wait up there. The Heretic reinforcements in the airlock can be killed quite quickly and consistently using a well-placed Plasma Grenade or two, followed by sword lunges and Carbine headshots.&lt;br /&gt;
&lt;br /&gt;
==== The Second Elevator Room ==== &lt;br /&gt;
&lt;br /&gt;
The aforementioned swordly off of the closest Carrier Form is important on Legendary; you're unlikely to be able to simply run past everything without dying. Strategic camouflage usage is needed to safely get by the Heretic Elites that spawn on your way to the next room, and in the next room as you make your way up to the elevator. Cutting the cables plays out mostly the same, just take care not to be melted by Sentinels or melee'd by Combat Forms.  &lt;br /&gt;
&lt;br /&gt;
==== The Escape ====&lt;br /&gt;
&lt;br /&gt;
If you avoid killing anything in the first room of The Escape, there is typically not much to worry about in the next (although there is often a Heretic Elite and/or Combat Form in there). A tight crouch jump up to the ledge on your left as you enter is advised, as it is slightly faster and somewhat safer.&lt;br /&gt;
The hallways following this can get a bit scary, with various enemies spawning in from doors to the side. Ideally, you should swordfly past the Carrier Forms to the Heretic Elite running from you; if you kill him and the Grunt in the next hallway in time you stand a good chance of getting a Checkpoint before the next room, which can go very, very wrong. The typical safe way to approach this room is to head up the ramp to the left and jump across the railings to the far end, much like in The Arbiter only reversed. To be really safe, you can instead walk across and to the right of the room, and wait there for more camo to continue. Be wary of the explosive canisters lying in the center of the room, as they can easily kill you. It is best to shoot them first. &lt;br /&gt;
Lastly, you can attempt a swordly directly ahead on the Heretic Elite that (usually) is up on the far platform. Hit A mid-flight. If you do this well you can sometimes avoid spawning the two needler Grunts in the hallway heading out of the room.&lt;br /&gt;
&lt;br /&gt;
==== The Showdown ====&lt;br /&gt;
&lt;br /&gt;
The area that is most different on Legendary is the Heretic Leader fight. Instead of simply dying the first time you attack him, the Heretic Leader will fly up to one of the four tubes on the walls (the same ones that Sentinels appeared from in The Arbiter). From these tubes he delivers three different pieces of dialogue, and during each one he is passive and invincible. After each bit of dialogue he spawns more holograms and tries to resume the fight with you in the middle of the room. You should disallow this by swordflying to him each time, and swording him into submission as he finishes the dialogue. It is best to attack his side or back, as unlike other Heretic Elites his melee is typically an insta-kill and he can perform one if you attack him from the front.&lt;br /&gt;
After each repetition of this he will fly up his tube and appear again, sometimes in the same one. He can get stuck whilst doing this, if this happens just sword-lunge him and he should go up. If he takes too long to do this on the second one in particular, you will sometimes get additional dialogue from the Oracle that loses time.&lt;br /&gt;
Another complication can arise if you knock him out of the tube; he will not fly back up once you deal enough damage to him if he is too close to the wall. If you do this, just push him closer to the center of the Hangar using your sword and he should resume as normal.&lt;br /&gt;
On the third and final bit of dialogue, drop his shields with the sword, and back off to shoot him in the face with your Carbine as his dialogue ends. He will now finally die and the level will end.&lt;br /&gt;
 &lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-06]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22503</id>
		<title>The Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22503"/>
				<updated>2025-04-15T22:26:34Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Re-added the Potential Strategies section, didn't see that you intentionally added that VyPr lol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Arbiter&lt;br /&gt;
| image = [[File:TheArbiter.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;This heretic, and those who follow him, must be silenced!&amp;quot;&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~4:00; '''Legendary:''' ~4:30&lt;br /&gt;
| time2 = '''Easy:''' ~3:00; '''Legendary:''' ~3:30&lt;br /&gt;
| time3 = '''Easy:''' ~2:20; '''Legendary:''' ~2:33&lt;br /&gt;
| time4 = '''Easy:''' 2:06; '''Legendary:''' 2:06&lt;br /&gt;
| time5 = '''Legendary:''' 2:45.350 (NMG)&lt;br /&gt;
| previous = [[Metropolis]]&lt;br /&gt;
| next = [[Oracle]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Arbiter''' is the fifth playable level in [[Halo 2|Halo 2]]. See [[w:c:halo:The Arbiter (level)|The Arbiter (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/arbiter/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=x2WhVVWR0c4|right|caption=The current H2A world record for Arbiter on Easy, as of April 15th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=xE5Z80VJBQ0|right|caption=The current H2A world record for Arbiter on Legendary, as of April 15th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=vBN5tMYxVYc|right|caption=The current H2C world record for Arbiter on Easy, as of April 15th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=kJbSKtb3DpY|right|caption=The current H2C world record for Arbiter on Legendary, as of April 15th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Start==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Walk forward and drop off the ledge to the entrance to the level. Grenade or shoot the back-right grunt as you're falling, then turn and grenade the elite that is opening the door, then grenade the other elite and switch out his beam rifle for your plasma rifle. Kill the final grunt as you are backing into the entrance. Killing your allies skips about thirty seconds of dialogue.&lt;br /&gt;
&lt;br /&gt;
Alert the enemies in the next room so that they move to the position you want them in. After &amp;quot;Loading... done&amp;quot; pops up on your screen, shoot your beam rifle twice to alert the enemies. You'll want to camo right before the door opens, walk to your left, and sword cancel off of the elite while spamming jump. This will hopefully send you flying towards the hanger entrance. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can simply use camo when the door opens and walk past everything. This is very consistent but is also much slower.&lt;br /&gt;
&lt;br /&gt;
Continue towards the hangar normally. When you get to the elevator, you can hit the button through the wall by jumping onto the ledge, crouching and looking in the right spot. Doing this saves a couple seconds as the elevator will already be moving when you get to it. Grab the grenades and the carbine on the ledge to your right after hitting the button. If you are doing hanger skip, keep the sword and beam rifle or sword and needler depending on the version you are performing.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Everything is done the exact same as on Easy, with the slight caveat that enemies can - and will - kill you if you are careless.&lt;br /&gt;
&lt;br /&gt;
==Hangar Skip==&lt;br /&gt;
Hangar Skip is a trick that allows the player to skip the entire hangar section. Tutorial videos for all versions are linked below. Hangar Skip methods vary between H2C and H2A due to the different physics, so be sure that you are learning the correct version. We currently recommend Hangar Skip for all runners since it saves roughly 40 seconds and is not extremely difficult to perform, but if Hangar Skip isn't for you, keep reading for a hangar clear tutorial. Hangar Skip does not vary between Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
===''H2C Hangar Skip Tutorial''===&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;400&amp;quot; height=&amp;quot;200&amp;quot;&amp;gt;1GotJktAiZQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===''H2A Hangar Skip Tutorials''===&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;400&amp;quot; height=&amp;quot;200&amp;quot;&amp;gt;5KrB4-_YL9U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;400&amp;quot; height=&amp;quot;200&amp;quot;&amp;gt;VKYLIr8Nhnk&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hangar Clear==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
There is some nuance to how many enemies need to die and in what order they need to die for this room. The first thing you should do is either sword fly or sword cancel off of one of the sentinels to the other side of the room, so that you can open the hangar door as fast as possible. There are three sentinels and a number of heretic elites and grunts in the room that will all need to die eventually, excluding one sentinel that flies away and despawns. Any enemies you kill before opening the door will just respawn. After opening the hangar door, immediately turn around and you need to locate and kill two sentinels as quickly as possible. The first sentinel that you need to kill will be somewhere near the ship in the middle of the room, either repairing it or just floating still in mid-air. The other sentinel will be near the elevator that you came down, carrying an exploding barrel. After you kill those two, you need to kill five more sentinel reinforcements that come into the room through the pipes near the ceiling. While waiting for them to come out, or afterwards, kill the heretic enemies when you have a chance. An allied phantom will fly in at some point and will likely help you kill the heretic enemies. After all five of the sentinel reinforcements die, three Fuel Rod Grunt reinforcements will spawn randomly placed in the four doors to the sides of the room. After you kill them and the rest of the enemies in the room, the door to the hallways will open on the side of the room that the elevator is on, near the bottom.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
This room is no different on Legendary than it is on Easy, except for the fact that enemies hurt a lot more and will kill you very quickly. There are the same number of enemies and the same enemies need to die in the same order to clear the room as quickly as possible. Because the enemies hurt so much, after you open the hangar door you can and should exit the hangar via the hangar door. There is a soft barrier and the game will try and force you back in, however if you stick very close to the wall you can stay outside and snipe enemies from relative safety, ducking back behind the wall if you become weak.&lt;br /&gt;
&lt;br /&gt;
==Hallways==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Nothing in the first or second hallway needs to die. The key to the hallways is to move as quickly as possible using a combination of moving in straight lines, sword cancels and sword flies. There are some consistent sword cancels that you can do based off of the enemy spawn patterns that you have including one that is in the room separating the first and second hallways. If you sword cancel off of one of the two grunts near the door that you enter the room from, and go over the grunt, you can sword cancel all the way to the other door. This cancel however is one of the harder sword cancels in the game. It is highly recommended to watch a video of the current Easy world record and maybe some other videos as well to see how the hallways are done quickly. Note that the first hallway will vary based on if you perform Hangar Skip or not.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
After clearing the hangar, make your way to the hallway door. Try to get there before it starts opening. An Elite will either spawn right in front of the door, at the bottom of the ramp, or in an ideal spot between the door and ramp. If he's at the door, you can either stick the Elite before he has time to react or walk close to him to make him melee at you while you walk past. If he spawns in the middle, you can reliably get a cancel over him or just walk. You can also just cancel off one of two Grunts that spawn with him for any of these encounters. Walk past or cancel off of the sword Elite, cloak, cancel off of another enemy and enter the next room before your camo runs out. If it does run out, you can stick the Elite near the end of the hallway before proceeding.&lt;br /&gt;
&lt;br /&gt;
From here, head up top and jump along the rafters on the right, jumping to the other side of the room. If you haven't already picked up a carbine in the hangar, feel free to pick up the Carbine along the way. If you get Grunt spawns at the next hallway door, seek cover near the ramp and take them out before proceeding. If you hide beside the door frame after heading through the doorway, you have a small chance to get a checkpoint, if needed.&lt;br /&gt;
&lt;br /&gt;
Head left and ignore the initial enemies in this second hallway. Turn the corner to come across an Elite who will either be walking up the ramp or running to a spot on the ramp with his back turned to you. Lunge at him with your sword and immediately after you make contact with him, use your camouflage as soon as possible. Sometimes there will be two grunts on the other side of the pillar. If they are there, cancel off of one of them and then continue. If the Grunts don't spawn, you will sometimes get a checkpoint.&lt;br /&gt;
&lt;br /&gt;
For the last part of this hallway, you can cancel off one of two patrolling Grunts. If you get a bad cancel, you can toss a grenade at the sleeping Grunts behind you. An Elite might spawn near the end of the hallway, sword him to death if he does. When you reach the door to the next room, wait for a shield/camo recharge and perhaps a checkpoint before proceeding. Cloak, crouch jump onto the slanted ledge on the left and cancel off the Elite. In the next room, stick the first Elite and either wait at one of the two doors or attempt the glass clip if you feel risky/confident.&lt;br /&gt;
&lt;br /&gt;
==Glass Clip==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
In the room before the banshees, where the heretic leader says &amp;quot;Deal with him, my brothers! I will defend the Oracle.&amp;quot; There is a frame perfect trick called the glass clip. You can see the Heretic leader through the glass, and he stands still right in front of you when saying his dialogue. What you want to do is throw a grenade at the glass so that it bounces and lands on the floor a bit away from the glass, then jump on the window-sill, for lack of a better term. Make sure that you are standing so you are lined up with him completely perfect. Then, while standing still pressed up against the glass, swing your sword at the leader two frames before the grenade blows up. If done correctly you will clip through the glass and be standing next to him and the banshees. Very important, if you do get the glass clip you have to take one of the two banshees that he doesn't take, either the left or the right one,'''do not take the middle banshee.''' If you take his banshee you can not finish the level. '''Note: Glass Clip does not work on the current patch of the MCC as of April 15th, 2025.'''&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Glass clip works the same on Legendary as it does on Easy except for two notable differences. The first one is that sometimes an elite from the previous room will follow and shoot you while you're attempting glass clip. If this happens your grenade will likely kill you. The second difference is that after you go through the glass on Legendary, you need to immediately use your camo otherwise the enemies out there will kill you quickly. '''Note: Glass Clip does not work on the current patch of the MCC as of April 15th, 2025.'''&lt;br /&gt;
&lt;br /&gt;
==Banshee End==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
After getting in the banshee, fly slightly up and to the right of where you started and go directly towards the end of the level. Do not follow the waypoint. At the end you can either attempt to barrel roll into the door or just park next to the door. To barrel roll press A+Left or Right and then press X at the right time to launch your character using the banshee speed.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Once in the banshee, fly to the end just like on Easy. If the banshee starts shooting you in the back, go up and down in a wave-like pattern to dodge the bullets. It's recommended in full game Legendary to not go for the banshee roll strategy at the very end because the Fuel Rod Grunts will kill you if you miss. Instead, park above the door and then camo and drop into the door and the level end.&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
=Recommended Videos=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;aw-sRfDC7S0&amp;lt;/youtube&amp;gt; &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;5GVxAAy3Ib4&amp;lt;/youtube&amp;gt; &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;QPKxj9G_v_A&amp;lt;/youtube&amp;gt; &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;_Gs92gv7fa8&amp;lt;/youtube&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-05]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22502</id>
		<title>The Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22502"/>
				<updated>2025-04-15T22:24:42Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Removed &amp;quot;Potential Strategies&amp;quot; and &amp;quot;Individual Level&amp;quot; sections. Both are not useful at this time. Added goal times, WR times, segmented times. Embedded WR videos. Significantly overhauled formatting. Edited sections. Added Hanger Skip section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Arbiter&lt;br /&gt;
| image = [[File:TheArbiter.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;This heretic, and those who follow him, must be silenced!&amp;quot;&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~4:00; '''Legendary:''' ~4:30&lt;br /&gt;
| time2 = '''Easy:''' ~3:00; '''Legendary:''' ~3:30&lt;br /&gt;
| time3 = '''Easy:''' ~2:20; '''Legendary:''' ~2:33&lt;br /&gt;
| time4 = '''Easy:''' 2:06; '''Legendary:''' 2:06&lt;br /&gt;
| time5 = '''Legendary:''' 2:45.350 (NMG)&lt;br /&gt;
| previous = [[Metropolis]]&lt;br /&gt;
| next = [[Oracle]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Arbiter''' is the fifth playable level in [[Halo 2|Halo 2]]. See [[w:c:halo:The Arbiter (level)|The Arbiter (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/arbiter/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=x2WhVVWR0c4|right|caption=The current H2A world record for Arbiter on Easy, as of April 15th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=xE5Z80VJBQ0|right|caption=The current H2A world record for Arbiter on Legendary, as of April 15th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=vBN5tMYxVYc|right|caption=The current H2C world record for Arbiter on Easy, as of April 15th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=kJbSKtb3DpY|right|caption=The current H2C world record for Arbiter on Legendary, as of April 15th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Start==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Walk forward and drop off the ledge to the entrance to the level. Grenade or shoot the back-right grunt as you're falling, then turn and grenade the elite that is opening the door, then grenade the other elite and switch out his beam rifle for your plasma rifle. Kill the final grunt as you are backing into the entrance. Killing your allies skips about thirty seconds of dialogue.&lt;br /&gt;
&lt;br /&gt;
Alert the enemies in the next room so that they move to the position you want them in. After &amp;quot;Loading... done&amp;quot; pops up on your screen, shoot your beam rifle twice to alert the enemies. You'll want to camo right before the door opens, walk to your left, and sword cancel off of the elite while spamming jump. This will hopefully send you flying towards the hanger entrance. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can simply use camo when the door opens and walk past everything. This is very consistent but is also much slower.&lt;br /&gt;
&lt;br /&gt;
Continue towards the hangar normally. When you get to the elevator, you can hit the button through the wall by jumping onto the ledge, crouching and looking in the right spot. Doing this saves a couple seconds as the elevator will already be moving when you get to it. Grab the grenades and the carbine on the ledge to your right after hitting the button. If you are doing hanger skip, keep the sword and beam rifle or sword and needler depending on the version you are performing.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Everything is done the exact same as on Easy, with the slight caveat that enemies can - and will - kill you if you are careless.&lt;br /&gt;
&lt;br /&gt;
==Hangar Skip==&lt;br /&gt;
Hangar Skip is a trick that allows the player to skip the entire hangar section. Tutorial videos for all versions are linked below. Hangar Skip methods vary between H2C and H2A due to the different physics, so be sure that you are learning the correct version. We currently recommend Hangar Skip for all runners since it saves roughly 40 seconds and is not extremely difficult to perform, but if Hangar Skip isn't for you, keep reading for a hangar clear tutorial. Hangar Skip does not vary between Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
===''H2C Hangar Skip Tutorial''===&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;400&amp;quot; height=&amp;quot;200&amp;quot;&amp;gt;1GotJktAiZQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===''H2A Hangar Skip Tutorials''===&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;400&amp;quot; height=&amp;quot;200&amp;quot;&amp;gt;5KrB4-_YL9U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;400&amp;quot; height=&amp;quot;200&amp;quot;&amp;gt;VKYLIr8Nhnk&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hangar Clear==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
There is some nuance to how many enemies need to die and in what order they need to die for this room. The first thing you should do is either sword fly or sword cancel off of one of the sentinels to the other side of the room, so that you can open the hangar door as fast as possible. There are three sentinels and a number of heretic elites and grunts in the room that will all need to die eventually, excluding one sentinel that flies away and despawns. Any enemies you kill before opening the door will just respawn. After opening the hangar door, immediately turn around and you need to locate and kill two sentinels as quickly as possible. The first sentinel that you need to kill will be somewhere near the ship in the middle of the room, either repairing it or just floating still in mid-air. The other sentinel will be near the elevator that you came down, carrying an exploding barrel. After you kill those two, you need to kill five more sentinel reinforcements that come into the room through the pipes near the ceiling. While waiting for them to come out, or afterwards, kill the heretic enemies when you have a chance. An allied phantom will fly in at some point and will likely help you kill the heretic enemies. After all five of the sentinel reinforcements die, three Fuel Rod Grunt reinforcements will spawn randomly placed in the four doors to the sides of the room. After you kill them and the rest of the enemies in the room, the door to the hallways will open on the side of the room that the elevator is on, near the bottom.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
This room is no different on Legendary than it is on Easy, except for the fact that enemies hurt a lot more and will kill you very quickly. There are the same number of enemies and the same enemies need to die in the same order to clear the room as quickly as possible. Because the enemies hurt so much, after you open the hangar door you can and should exit the hangar via the hangar door. There is a soft barrier and the game will try and force you back in, however if you stick very close to the wall you can stay outside and snipe enemies from relative safety, ducking back behind the wall if you become weak.&lt;br /&gt;
&lt;br /&gt;
==Hallways==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Nothing in the first or second hallway needs to die. The key to the hallways is to move as quickly as possible using a combination of moving in straight lines, sword cancels and sword flies. There are some consistent sword cancels that you can do based off of the enemy spawn patterns that you have including one that is in the room separating the first and second hallways. If you sword cancel off of one of the two grunts near the door that you enter the room from, and go over the grunt, you can sword cancel all the way to the other door. This cancel however is one of the harder sword cancels in the game. It is highly recommended to watch a video of the current Easy world record and maybe some other videos as well to see how the hallways are done quickly. Note that the first hallway will vary based on if you perform Hangar Skip or not.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
After clearing the hangar, make your way to the hallway door. Try to get there before it starts opening. An Elite will either spawn right in front of the door, at the bottom of the ramp, or in an ideal spot between the door and ramp. If he's at the door, you can either stick the Elite before he has time to react or walk close to him to make him melee at you while you walk past. If he spawns in the middle, you can reliably get a cancel over him or just walk. You can also just cancel off one of two Grunts that spawn with him for any of these encounters. Walk past or cancel off of the sword Elite, cloak, cancel off of another enemy and enter the next room before your camo runs out. If it does run out, you can stick the Elite near the end of the hallway before proceeding.&lt;br /&gt;
&lt;br /&gt;
From here, head up top and jump along the rafters on the right, jumping to the other side of the room. If you haven't already picked up a carbine in the hangar, feel free to pick up the Carbine along the way. If you get Grunt spawns at the next hallway door, seek cover near the ramp and take them out before proceeding. If you hide beside the door frame after heading through the doorway, you have a small chance to get a checkpoint, if needed.&lt;br /&gt;
&lt;br /&gt;
Head left and ignore the initial enemies in this second hallway. Turn the corner to come across an Elite who will either be walking up the ramp or running to a spot on the ramp with his back turned to you. Lunge at him with your sword and immediately after you make contact with him, use your camouflage as soon as possible. Sometimes there will be two grunts on the other side of the pillar. If they are there, cancel off of one of them and then continue. If the Grunts don't spawn, you will sometimes get a checkpoint.&lt;br /&gt;
&lt;br /&gt;
For the last part of this hallway, you can cancel off one of two patrolling Grunts. If you get a bad cancel, you can toss a grenade at the sleeping Grunts behind you. An Elite might spawn near the end of the hallway, sword him to death if he does. When you reach the door to the next room, wait for a shield/camo recharge and perhaps a checkpoint before proceeding. Cloak, crouch jump onto the slanted ledge on the left and cancel off the Elite. In the next room, stick the first Elite and either wait at one of the two doors or attempt the glass clip if you feel risky/confident.&lt;br /&gt;
&lt;br /&gt;
==Glass Clip==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
In the room before the banshees, where the heretic leader says &amp;quot;Deal with him, my brothers! I will defend the Oracle.&amp;quot; There is a frame perfect trick called the glass clip. You can see the Heretic leader through the glass, and he stands still right in front of you when saying his dialogue. What you want to do is throw a grenade at the glass so that it bounces and lands on the floor a bit away from the glass, then jump on the window-sill, for lack of a better term. Make sure that you are standing so you are lined up with him completely perfect. Then, while standing still pressed up against the glass, swing your sword at the leader two frames before the grenade blows up. If done correctly you will clip through the glass and be standing next to him and the banshees. Very important, if you do get the glass clip you have to take one of the two banshees that he doesn't take, either the left or the right one,'''do not take the middle banshee.''' If you take his banshee you can not finish the level. '''Note: Glass Clip does not work on the current patch of the MCC as of April 15th, 2025.'''&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Glass clip works the same on Legendary as it does on Easy except for two notable differences. The first one is that sometimes an elite from the previous room will follow and shoot you while you're attempting glass clip. If this happens your grenade will likely kill you. The second difference is that after you go through the glass on Legendary, you need to immediately use your camo otherwise the enemies out there will kill you quickly. '''Note: Glass Clip does not work on the current patch of the MCC as of April 15th, 2025.'''&lt;br /&gt;
&lt;br /&gt;
==Banshee End==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
After getting in the banshee, fly slightly up and to the right of where you started and go directly towards the end of the level. Do not follow the waypoint. At the end you can either attempt to barrel roll into the door or just park next to the door. To barrel roll press A+Left or Right and then press X at the right time to launch your character using the banshee speed.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Once in the banshee, fly to the end just like on Easy. If the banshee starts shooting you in the back, go up and down in a wave-like pattern to dodge the bullets. It's recommended in full game Legendary to not go for the banshee roll strategy at the very end because the Fuel Rod Grunts will kill you if you miss. Instead, park above the door and then camo and drop into the door and the level end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Recommended Videos=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;aw-sRfDC7S0&amp;lt;/youtube&amp;gt; &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;5GVxAAy3Ib4&amp;lt;/youtube&amp;gt; &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;QPKxj9G_v_A&amp;lt;/youtube&amp;gt; &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;_Gs92gv7fa8&amp;lt;/youtube&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-05]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Great_Journey&amp;diff=22491</id>
		<title>The Great Journey</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Great_Journey&amp;diff=22491"/>
				<updated>2025-04-14T19:46:38Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Edited the caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Great Journey&lt;br /&gt;
| image = [[File:TheGreatJourney.jpg|300px]]&lt;br /&gt;
| caption = Mount a final assault on the Control Room and reveal the truth.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: sub-10:00&lt;br /&gt;
| previous = [[High Charity]]&lt;br /&gt;
| next = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Great Journey''' is the fourteenth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:The Great Journey (level)|The Great Journey (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
If the cutscene at the Scarab doesn't trigger, check if a Brute fell off the ledge and survived. All the Brutes must be dead.&lt;br /&gt;
==Legendary==&lt;br /&gt;
Kill the Elite who brings forth the Spectre. Drive ahead and park it behind the rock up ahead, hijack a Ghost. Or leave the Spectre where the Elite parked it, which will guarantee that it doesn't get destroyed when you leave it behind.&lt;br /&gt;
&lt;br /&gt;
At the door guarded by 2 Wraiths and several Brutes, you can get rid of them by making the game deload them. Basically drive up to the door, get to cover, face away from the enemies and wait.&lt;br /&gt;
&lt;br /&gt;
Easiest way to ensure the deload is to backtrack and then come back. You can delay the CP to get it closer; on your way back to the Wraiths by looking downward and shooting at the ground. Another way to do the deload is to take cover near the Scarab platform and wait 10 seconds while looking away from the Wraiths. You can fire the Ghost's turrets to delay a CP.&lt;br /&gt;
&lt;br /&gt;
Drive into the building and past the enemies. When you've reached the garden room, drive the Ghost across the gap. Hold A to lift the front of the Ghost up. You don't want to hit the Ghost's wings on anything and Brutes can be very annoying when they get in your way. It helps a lot to get out and cloak before attempting this jump. If you carried over a sword from Uprising, you can sword fly off of a Brute to the other side.&lt;br /&gt;
&lt;br /&gt;
For the bridge, killing Jackals risks spawning more Drones. Park the Ghost on the left side of the bridge, get out and cloak. Drive across carefully, shooting the Jackal sniper with the Ghost. You can snipe the Jackal sniper before attempting this. If you carried over sword, you can cloak and sword fly to the Jackal sniper.&lt;br /&gt;
&lt;br /&gt;
Driving the Ghost:&lt;br /&gt;
Release the Hunters, kill 3 Brutes to open the door and drive past the reinforcements. Sword strat: sword fly to the Brute closest to the Hunters, stick the left Brute, cloak and backsmack a third Brute.&lt;br /&gt;
&lt;br /&gt;
Outside Scarab:&lt;br /&gt;
Shoot all the Brutes down with the Ghost. Sword strat: sword fly to the closest Brute, stick a second Brute, and backsmack the Brute shot Brute to make the last one berserk. Do not move or shoot so the ending cutscene happens faster.&lt;br /&gt;
&lt;br /&gt;
Deloading Wraiths:&lt;br /&gt;
Immediately after the cutscene ends, go back to the previous room. If done correctly, the 3 Wraiths should have their drivers removed from the game, allowing the Scarab to proceed. Make sure you have at least 2 plasmas.&lt;br /&gt;
&lt;br /&gt;
Spectre Drop:&lt;br /&gt;
Drive the Spectre to the spot that allows you to enter the control room early. Wait for Scarab to blow up the door, then park the Spectre near the edge, facing the structure, and get out. Time it so you trigger the cutscene as the Spectre is about to fall off. If done correctly, it should be waiting for you in the backroom.&lt;br /&gt;
&lt;br /&gt;
Tartarus:&lt;br /&gt;
The start isn't very hard, but it's possible to be killed by the 4 Brutes flanking Tartarus. If you have a spare plasma, you can toss one at them, cloak, and jump back. It will usually help you get out of that situation.&lt;br /&gt;
&lt;br /&gt;
Get Johnson on the Spectre. Make sure to kill non-gold Elites so they don't get in. Park the Spectre at the edge of the platform where Johnson runs to. Johnson should respawn at the same time as Miranda, look at where Keyes will spawn. When you have 2 or 3 Johnsons in your Spectre, just drive down to Tartarus, stick it with a plasma, and enjoy the carnage. Dual wield plasma rifles and shoot Tartarus.&lt;br /&gt;
&lt;br /&gt;
Sometimes Johnson will not clone and reverting will not change this. A good backup strat is to get Miranda Keyes on the turret, drive to Tartarus, destroy the Spectre, and allow her to distract him. It will take longer to kill him but it will still be an easy fight, if nothing goes wrong.&lt;br /&gt;
&lt;br /&gt;
==Individual Level / Segmented==&lt;br /&gt;
[[Category:Levels|2-14]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=High_Charity&amp;diff=22490</id>
		<title>High Charity</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=High_Charity&amp;diff=22490"/>
				<updated>2025-04-14T19:45:40Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Edited the caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = High Charity&lt;br /&gt;
| image = [[File:HighCharity.jpg|300px]]&lt;br /&gt;
| caption = Escape the infested city.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: 2-4 minutes; Legendary: 2-5 minutes&lt;br /&gt;
| previous = [[Uprising]]&lt;br /&gt;
| next = [[The Great Journey]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''High Charity''' is the thirteenth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [https://www.halopedia.org/High_Charity High Charity] for general information.&lt;br /&gt;
&lt;br /&gt;
=Full Game Strategies=&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
&lt;br /&gt;
====Start====&lt;br /&gt;
&lt;br /&gt;
If you are going to do the flood butterfly, skip to the section of the Wiki about the flood butterfly. Otherwise, walk towards the enemies. Kill the combat form that runs at you at the start of the level for his sword. It will either be the first or second flood combat form to run at you. Continue through the level to the elevator that takes you to the next section. You can use sword flies and sword cancels to speed up this section.&lt;br /&gt;
&lt;br /&gt;
==== Bug/Open Room ==== &lt;br /&gt;
&lt;br /&gt;
After going up the elevator, pick up the beam rifle that is on the right in the hallway, if you are going to sword fly. Sword fly to the brute at the first landing platform. Step on the lift to go to the next area to activate it, while waiting for it to activate, pick up a carbine from the weapon box. Continue through the lift to the hallways. &lt;br /&gt;
&lt;br /&gt;
If you don't intend to sword fly, just keep your original carbine and take the lifts across the room to the hallways.&lt;br /&gt;
&lt;br /&gt;
==== Hallways ====&lt;br /&gt;
&lt;br /&gt;
When the first door to the hallways opens up, you can jump and do a sword cancel off a flood and potentially go quickly down the entire first hallway. You can also try and get some sword tricks off of enemies in the next hallways to speed those up.&lt;br /&gt;
&lt;br /&gt;
In the first half-circle room, you can either swordfly to a brute up in the middle of the room and then attempt to sword cancel off of that same brute to the other doorway. If you do not want to do this, or if you get a bad spawn, just walk through the middle to the other door. Continue to the second half-circle room. Sword fly to the rocket flood that will be in the middle of the room. After that continue to the elevator.&lt;br /&gt;
&lt;br /&gt;
==== Elevator ====&lt;br /&gt;
&lt;br /&gt;
You can try the pressure launch, however if you don't get it or if the enemies don't spawn you want to have a checkpoint nearby and make sure to revert quickly to avoid softlocking the game.&lt;br /&gt;
&lt;br /&gt;
After reaching the top of the elevator, sword fly off of one of the grunts on the left side of the room. At the far end of the room will be three brutes and three jackals. You need to kill at least five of these enemies to progress through the door.&lt;br /&gt;
&lt;br /&gt;
Go up the elevator after the fight and the level ends when you reach the end of the room at the top of the last elevator. You can sword fly off of a brute that is running down on the far end of the last room if you do it quickly enough.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-13]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Uprising&amp;diff=22489</id>
		<title>Uprising</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Uprising&amp;diff=22489"/>
				<updated>2025-04-14T19:42:27Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Edited the caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Uprising&lt;br /&gt;
| image = [[File:Uprising.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;They have shed our brothers' blood, and for that they must die.&amp;quot;&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: sub-2:20&lt;br /&gt;
| previous = [[Gravemind]]&lt;br /&gt;
| next = [[High Charity]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Uprising''' is the twelfth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Uprising (level)|Uprising (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
After skipping cutscene, immediately turn to the left and start walking forward, shoot plasma rifle in advance to alert Brutes sooner. Get a sword cancel off the Brute over the rock or just jump over it. Shoot plasma rifle again to draw Brutes out of the door sooner, sword fly to one or wait for him to get close and sword cancel. Crouch jump up to the Grunts, get Carbine, and either sword fly or sword cancel off the Jackal. Reinforcements can randomly spawn at the door and obstruct you, try to jump over them if it happens. Alert the enemies in the next room to make one of them head to the next area faster and sword fly to him. If he's ahead of you, you can angle a sword cancel so you fly right down to the door, otherwise just walk down. In the next room, sword fly or sword cancel off the Shade turret, you can sometimes avoid bouncing off the turret if you do a grounded sword fly. Drop Carbine for the Fuel Rod Gun. When you get to 'Step Aside, Let the Man Go Through', cloak before the door opens, and do a grounded sword cancel off the Jackal. It is very important that you have the right angle or you will hit something and lose all of your momentum. Head to the tree and either fuel rod jump up or jump in between the tree and wall. If you miss the fuel rod jump, you have to wait a little more after your shield has recharged or you will still kill yourself. If you do the tree jump, don't jump from right up against the tree, that makes it easier to over jump. There's a rock near the tree, jump onto it from there. Walk over to the ending trigger, crouch on the black spot to end level.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
Shoot plasma rifle right before picking up the sword to draw the Brutes away from the door area, jump over the wall, cloak. Sword fly to one of the door Brutes or wait for him to get close and sword cancel. Sometimes you can get a CP before this.&lt;br /&gt;
&lt;br /&gt;
You'll get another CP before the next area. If your shield hasn't recharged when you've reached the door to the next area, it might be ideal to avoid getting it (delay by meleeing with sword) so you don't get one before jumping up to the Grunts.&lt;br /&gt;
&lt;br /&gt;
Get the Carbine. You can either sword fly to the Jackal coming out of the door or sword cancel off of him. Be sure to cloak. You sometimes get a CP before this. Ideally, you want to avoid spawning the reinforcements.&lt;br /&gt;
&lt;br /&gt;
Sword fly to the retreating Brute in the next room. You can make him retreat sooner by shooting your gun. Sometimes it'll be a Jackal. You can get a CP if you wait before attempting it.&lt;br /&gt;
&lt;br /&gt;
Wait for the retreating Brute to come to a stop so you can sword cancel off of him or kill him and jump down. Usually a lone Brute will come out of the next Brute (you can kill him to get a CP). If you land above the doorway from the sword cancel, you can skip spawning the enemies in the next room.&lt;br /&gt;
&lt;br /&gt;
You can either sword fly off the turret Brute or off the Brute coming out of the door. You can sometimes draw him out sooner by shooting. If you end up bouncing off the turret, that can spell death. If you really want to be safe, just cloak and walk to the door. Shoot after walking past the turret to minimize wait for camo recharge.&lt;br /&gt;
&lt;br /&gt;
There's a fuel rod gun right before the final section of this speedrun but think about it for a moment.&lt;br /&gt;
&lt;br /&gt;
Pickup Fuel Rod:&lt;br /&gt;
* faster OoB with fuel rod jump, risky on Legendary&lt;br /&gt;
* no nade carryover to Great Journey (you'll spawn with 4 nades on GJ and you'll want some nades to stick the Spectre at the end of the level)&lt;br /&gt;
&lt;br /&gt;
Keep Carbine:&lt;br /&gt;
* slower OoB method of tree jump&lt;br /&gt;
* carryover sword to Great Journey (allows for alternative, yolo strats on GJ)&lt;br /&gt;
&lt;br /&gt;
Sword cancel off the Jackal. Don't move back or jump, just keep your crosshair angled over his head. Occasionally, you might land on the rock near the tree (the god cancel). If you chose to go with fuel rod, in the event that you get a bad sword cancel, there is [https://www.youtube.com/watch?v=txiRQAXYzV4 a route] you should learn. If you chose to go with carbine, you can just intercept the Jackal sniper with a headshot. You can wait for camo to recharge before attempting the OoB.&lt;br /&gt;
&lt;br /&gt;
Crouch on the black spot to end level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-12]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Gravemind&amp;diff=22488</id>
		<title>Gravemind</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Gravemind&amp;diff=22488"/>
				<updated>2025-04-14T19:41:03Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Edited the caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Gravemind&lt;br /&gt;
| image = [[File:Gravemind.jpg|300px]]&lt;br /&gt;
| caption = Fight your way through the city as the Covenant tears itself apart.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~12:00; Legendary: ~20:00&lt;br /&gt;
| previous = [[Quarantine Zone]]&lt;br /&gt;
| next = [[Uprising]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gravemind''' is the eleventh playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Gravemind (level)|Gravemind (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
[[File:Halo 2 Gravemind Easy in 9 12|right|300px]]&lt;br /&gt;
[[File:Gravemind Legendary Tutorial|full|right|300 px]]&lt;br /&gt;
This level has a lot of [[sword flying]] and [[sword canceling]], so the less-significant ones may not be listed. If you have a sword, sword cancel through whichever rooms you can.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;Most of the following legendary strats are made obsolete by infinite camo. Monopoli pls update with &amp;quot;on legendary&amp;quot;&amp;gt;&amp;gt;&lt;br /&gt;
===Infinite Camo Glitch (legendary only)===&lt;br /&gt;
This strat is Legendary-only and must be done at the start of the level. The glitch requires having picked up the Envy skull in Delta Halo to give Master Chief active camo.&lt;br /&gt;
&lt;br /&gt;
#Mash LB/White (flashlight button) while you skip the opening cutscene.&lt;br /&gt;
#When the level starts, if you are invisible, immediately save and quit.&lt;br /&gt;
#Then reset the system as follows:&lt;br /&gt;
*(on Xbox) Reset the console;&lt;br /&gt;
*(on Xbox 360) go back to the Xbox 360 Dashboard (Guide button, Y).&lt;br /&gt;
&lt;br /&gt;
Then start the game back up and resume campaign. Master Chief should be permanently cloaked until the end of the level. This trick will make the level a lot easier and save a significant amount of time.&lt;br /&gt;
&lt;br /&gt;
Since the glitch requires the Envy skull, which goes away upon system reset, you can only use it on one level.  It saves the most time on Gravemind. On Easy, it is impossible due to the lack of skulls on Easy, and would waste time regardless.&lt;br /&gt;
&lt;br /&gt;
===Wave Skip===&lt;br /&gt;
[[File:Gravemind_skip_where_to_stand.png|thumb|300px|Where to stand to skip waves on Gravemind. Stand just left or just right of center.]]&lt;br /&gt;
&lt;br /&gt;
After killing the initial spawn with the needlers (2 Brutes + 2 Grunts), you can do a spawn trick to skip some enemy spawns.&lt;br /&gt;
&lt;br /&gt;
#First kill the initial wave. Brute dialogue should start.&lt;br /&gt;
#Bump against the outside corner of the second spawn door on the left (from the start of the mission). This will open the door, so go inside.&lt;br /&gt;
#Back up and position yourself so you can see only 6 rows of lights. The last row on one side should have 3 lights, and the other side should only show 2. This is how you know you are far enough back. You should be just left/right of center.&lt;br /&gt;
#If you do it properly, you should get a checkpoint, then another checkpoint about 10 seconds after. This indicates that the game was unable to spawn a wave of enemies.&lt;br /&gt;
here is a little leeway in the positioning, it does not have to be perfect. You need to be slightly left of the center, use the dots in the distance as guides (the dots circled in the picture). Use the dots and the tip of the light (also circled) as your positioning tools.&lt;br /&gt;
====''On easy''====&lt;br /&gt;
When you hear the sound of the elevator coming up, exit and kill the last wave. There should be two Brutes on the elevator and one carbine brute in the stands. Then run to the door.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
On Legendary, you MUST wait for the second checkpoint and additionally you must wait for approximately four &amp;quot;blips&amp;quot; of the radar before moving out of the room. Otherwise enemies will spawn. Repeat after clearing the enemies that appear to skip the final two waves. It may be helpful to keep a grunt alive until you get into position and then kill it. &amp;lt;&amp;lt;Monopoli pls elaborate&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Second Room - First Outside Area===&lt;br /&gt;
&lt;br /&gt;
The fastest way to get down is to skip going down the lift and fall off the slope instead. It's even faster if you get a [[brute boost]] along the way. You need to hit the slope properly to reset the fall timer, otherwise you will likely die when you hit the ground. Take the jackal's beam rifle - scare or kill him and he will drop it.&lt;br /&gt;
====''On legendary, no inf. camo''====&lt;br /&gt;
Kill all of the enemies in the next room. Position yourself with dual-wielding needlers (and carbine as the second weapon) to the left side of the door that Cortana will open. Hopefully you will get a checkpoint. Follow the exact route of the second part of the video [0:46 - 1:17 in video] as it is a very consistent method. It should be noted that you should aim slightly to the right of the brute when throwing your grenade. Pick up additional carbine ammo before dropping down if needed. You don't need to kill the jackal to get the beam rifle, simply shoot once to scare it and it will drop the beam rifle.&lt;br /&gt;
===Fourth Room===&lt;br /&gt;
====''On legendary, no inf. camo''====&lt;br /&gt;
After receiving the beam rifle, go to the end of the third room and wait by the door for a checkpoint. If you are lucky with the RNG, the brute in the next room will be facing away from you, melee it in the back. If you are really lucky, you can also melee the two jackals in the room and skip the wave of two brutes and three (?) grunts that enter the room normally [1:18 - 1:32 in video]. If a jackal notices you, retreat and fight your way through the room.&lt;br /&gt;
===The Jails===&lt;br /&gt;
&lt;br /&gt;
After going down the main lift, you need to kill everything to trigger Cortana's dialogue. If the dialogue doesn't trigger, make sure no Brutes are stuck running into crates on the top level. If they do this, they won't show up on your radar, so be aware.&lt;br /&gt;
&lt;br /&gt;
Once everything is dead, Cortana should tell you to go to the lower level. You can go down via the lifts, or simply drop off the edge by landing on the curved shield protrusions. Killing all enemies (the guards) in Jail 1 frees the Marines. Kill everything on your way up to the middle level (Jail 2), then kill the guards.&lt;br /&gt;
====''Lift Spawn Kill''====&lt;br /&gt;
&lt;br /&gt;
Once the marines are freed, continue killing enemies and head to the upper level of the jail. When enough enemies have been killed, Cortana will say, &amp;quot;Hostile reinforcements! Coming down the lift!&amp;quot; This means that enemies have spawned in the grav lift. You can shut the lift off by going back down to the middle level at/around this time. Wait 7-10 seconds (until the lift sounds), then go back up. This is sufficient time for all enemies to fall to their deaths, which is a much quicker way of clearing the lift.&lt;br /&gt;
&lt;br /&gt;
You can grab a beam rifle if you want to pull off long sword flies.&lt;br /&gt;
===Hallways After the Jails===&lt;br /&gt;
&lt;br /&gt;
Get the sword at the top of the lift. When you approach the door, 3 Elites will come out followed by some Drones. It helps to do a grounded sword cancel off one of the Elites, which will give you decent height and distance. You can pull a swordfly off the Hunter as shown. Once outside, swordfly off the far Jackal. If you don't make it all the way over the wall, head through the door and [[slide-jump]] your way down.&lt;br /&gt;
====''On legendary, no inf. camo''====&lt;br /&gt;
After the prison, pick up the sword so you have a sword + beam rifle combo. The easiest way to get through the hallways if for you to sword cancel in a way that it deloads the rest of the enemies. This can happen as in the video [2:40 - 3:10 in video] or by performing the sword cancel so you fly towards the ceiling. The latter is hard to do, the former is easier. Most of the time a checkpoint is obtained right before the door opens so revert to saves can be used if the deloading fails. Otherwise fighting through the next sections is necessary.&lt;br /&gt;
===Second Outdoor Area===&lt;br /&gt;
As you enter the second outdoor area, a sword Elite and Brute will be fighting in front of you. Position yourself for a sword fly off of the far jackal sniper. Fly over the top of the structure and down the slanted slope. It should be noted that you can die from the fall timer if you do not hit something before landing on the ground. The video [3:10 - 3:26 in video] shows where the usual standing place for the sword fly is.&lt;br /&gt;
===Jetpack Elite Room===&lt;br /&gt;
====''On legendary, no inf. camo''====&lt;br /&gt;
Arguably the most dangerous room in the game to get through quickly. A safe method involves dropping down to the ground level and then jumping back up top via a box [3:27 - 3:40]. If no hesitation occured, only the brutes in the next hallway will spawn. The longer you idle in the jetpack room, the more enemies will spawn in the next hallway. The most dangerous spawns are 2 additional Rangers and a honor guard Elite.&lt;br /&gt;
===&amp;quot;Hover Things&amp;quot; (Third Outdoor Area)===&lt;br /&gt;
&lt;br /&gt;
The hover-things have a little delay sometimes, but they're pretty fast. There are a couple of ways of getting through the areas with the Brute/Elite skirmishes.&lt;br /&gt;
*Cross the horizontal gravity lift and head to the left walkway. Zoom with your beam rifle at full zoom and aim durectly across at the opposing walkway in your distance. A checkpoint will appear and then two charging brutes will appear around the corner. Sword fly off of the SECOND brute to cross this area quickly (if you sword fly off the first brute, you will fly into the second brute). [3:55 - 4:15 in video]&lt;br /&gt;
*Grenade jumping your way around the outside rocks is faster than running through the middle.&lt;br /&gt;
*If you want to be safe and consistent, jumping on the crate and up to the rafters lets you run in a straight line instead of having to go around. You can repeat this strategy.&lt;br /&gt;
At the large ramp up, the Brutes are an easy swordfly target.&lt;br /&gt;
===Fourth Outdoor Area===&lt;br /&gt;
You can sword cancel off the jackal sniper. With a boost from a plasma grenade, it is possible to make it to the ledge on the other side.&lt;br /&gt;
====''On legendary, no inf. camo''====&lt;br /&gt;
As you enter the area, go around the left side and either grenade the jackal sniper or kill it with a weapon. Jump on top of the nearby box and run across the left side of the map. As in the video [4:18 - 4:50 in video], jump onto a series of rocks to reach the next door. Jumping on top of the map will skip the trigger for enemies coming outside of the door.&lt;br /&gt;
===Invisible Elite Room - Fifth Outdoor Area (Bridge)===&lt;br /&gt;
&lt;br /&gt;
Grab the Fuel Rod Gun from the hallway floor. When you get to the hall with the turret, kill the sniper jackal to the right as you enter the area. This will cause an elite to get in the turret fairly consistently. If you sword fly high enough off of him, you will fly over a trigger that causes an Elite and two Hunters to come out of the door. If you hit the trigger, just kill the Hunters with the FRG.&lt;br /&gt;
====''On legendary, no inf. camo''====&lt;br /&gt;
Grab the fuel rod gun after you kill the two invisible elites and four grunts. As you enter the next room, stick the elite to your upper left as you run by. Run directly to the next door and kill the two jackals and brute. Immediately head through the next door and kill the jackal sniper to your right. This will cause an elite to mount the turret on the bridge. This next sword fly will skip the hunters and elites that come out of the far door. The sword fly needs to be very high, so stay as close to the door you just went through and preferably jump before and while you sword fly. You must sword fly off of the turret in order to fly past. The video [5:02 - 5:30 in video] shows an example of this process.&lt;br /&gt;
===Blow Me Away (Final Room)===&lt;br /&gt;
&lt;br /&gt;
This song sucks. There's 3 white Elites, 2 Hunters, 2-3 Brutes and some Drones. Focus on killing everything in the room but the brutes. Start with the three elites and then kill the two hunters (on Legendary the lone drone should be killed by enemy fire but if not, kill the drone before the brutes). After those enemies are killed, then focus on the brutes and stay close to the middle pedestal where Cortana will speak to you. If done correctly, Cortana will start her dialogue to open the final doors before the next wave of brutes come out. [5:32 - end in video] To deal with the final enemies, simply sword cancel off of one of the elites and past the sword elite lagging behind to safely pass them and end the level.&lt;br /&gt;
[[Category:Levels|2-11]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Quarantine_Zone&amp;diff=22487</id>
		<title>Quarantine Zone</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Quarantine_Zone&amp;diff=22487"/>
				<updated>2025-04-14T19:39:34Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Edited the caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Quarantine Zone&lt;br /&gt;
| image = [[File:QuarantineZone.jpg|300px]]&lt;br /&gt;
| caption = Enforcers, Flood, no matter. Recover the Sacred Icon.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: sub-8:20&lt;br /&gt;
| previous = [[Sacred Icon]]&lt;br /&gt;
| next = [[Gravemind]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Quarantine Zone''' (often abbreviated '''QZ''') is the tenth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Quarantine Zone|Quarantine Zone (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
Immediately grab the ghost that spawns to your left. Progress through the level in the ghost. There are a few shortcuts that you can do, and at the part that you would assume you have to get out of the ghost you can still take the ghost with some good driving. I recommend watching the IL video to learn the path.&lt;br /&gt;
&lt;br /&gt;
The gondola is an auto-scroller. At the end you can sword fly off of a flood to skip a bit of walking. Alternatively just complete the level normally.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
leg fullgame&lt;br /&gt;
==Individual Level / Segmented==&lt;br /&gt;
IL/Segmented strats&lt;br /&gt;
==SLASO==&lt;br /&gt;
etc&lt;br /&gt;
[[Category:Levels|2-10]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sacred_Icon&amp;diff=22486</id>
		<title>Sacred Icon</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sacred_Icon&amp;diff=22486"/>
				<updated>2025-04-14T19:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Edited the caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sacred Icon&lt;br /&gt;
| image = [[File:SacredIcon.jpg|300px]]&lt;br /&gt;
| caption = Delve into the depths of Delta Halo and uncover an ancient conflict.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = x:xx&lt;br /&gt;
| previous = [[Regret]]&lt;br /&gt;
| next = [[Quarantine Zone]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sacred Icon''' is the ninth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Sacred Icon|Sacred Icon (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
== Easy ==&lt;br /&gt;
&lt;br /&gt;
Immediately upon spawning, turn right and grab the two Plasma Rifles from the container. Use these to shoot the Piston in the corner as you approach, so that you drop down without having to wait.&lt;br /&gt;
Much of Sacred Icon is just long stretches of walking, with no enemies that need killing. Timesave is therefore mostly in taking the most optimal path to the next area that you can. Whenever you shoot a piston and fall down the curving slopes, you can go faster by landing on an edge at each turn and crouching, conserving momentum. On two occasions in identical rooms you can give yourself a boost using wall-mounted Sentinel spawners as shown, one of which is in the room after the first piston.&lt;br /&gt;
&lt;br /&gt;
[[https://youtu.be/3fR72ajdO7s Example]]&lt;br /&gt;
&lt;br /&gt;
==== The Enforcers ====&lt;br /&gt;
&lt;br /&gt;
When you come across the large room with four 'Plug Locks' as pictured in the Level Image, you needn't kill the enforcer; It explodes along with all the other Sentinels if you simply shoot or activate all the plug locks followed by the panel that pops up on the front of the gondola. &lt;br /&gt;
After a respite, the gondola reaches the other side with a similar room, with Flood and Forerunner enemies. The only one that needs to die is the Enforcer, so shoot it's 'arms' off with a Carbine when it comes into sight and then kill it with Plasma Grenades. Head out through the slatted door that opens when it dies.&lt;br /&gt;
&lt;br /&gt;
Beyond this, there are no more enemies that need to die until you get outside. Simply move through the following rooms as quickly as you can, picking up a Battle Rifle on the floor in the large open room (if it spawns), and then the sword to the right in the final room before you get out.&lt;br /&gt;
&lt;br /&gt;
==== The Fight ====&lt;br /&gt;
&lt;br /&gt;
Once outside, you can perform one of a few different swordflies across the pitfall directly ahead, spawns permitting. Otherwise, just walk across through the cylindrical walkway to the right. A bit further on lies the final area of the mission, in which you and Halfjaw hold out against waves of Flood. There are five Combat Forms initially in the area. Kill them and Halfjaw will move to a specific spot and say &amp;quot;Arbiter, what are you doing here?&amp;quot;, at which point the waves will begin. Focus the Combat Forms; The Carrier Forms do not matter. When you hear/see the Phantom coming, it is best to kill anything remaining as sometimes the end of the level is delayed because the Phantom turrets are aggro'd to Flood.&lt;br /&gt;
&lt;br /&gt;
Here are some diagrams than can help you predict the waves of Flood, showing you the positions they can spawn at, and with which weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Sacred_Icon_Ending.png|500px]][[File:Sacred_Icon_Ending_Directions.png|280px]]&lt;br /&gt;
== Legendary ==&lt;br /&gt;
&lt;br /&gt;
This level is largely the same on Legendary, with the one main difference being that the final fight has additional waves of Flood. Care should be taken in the room with the first Enforcer, as it can kill you quite easily. Shoot the four Plugs and get down to the lower area of the gondola, using camo to come back up and activate the panel. The hallway in which you hear marines shouting 'Suppressive fire!&amp;quot; is quite nasty, as it has a large amount of Carrier forms to navigate around that will kill you if you try to simply run through. There's also a good chance of Shotgun-wielding Combat Forms here, which will ruin your day. You can jump across the pitfall on the right to avoid some of these, which is advised. This combined with good camo usage and frag grenades to scatter Carrier Forms should get you through. &lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-09]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22485</id>
		<title>Regret</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Regret&amp;diff=22485"/>
				<updated>2025-04-14T19:37:29Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Edited the caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Regret&lt;br /&gt;
| image = [[File:Regret.jpg|300px]]&lt;br /&gt;
| caption = Kill the Prophet of Regret.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = [[Delta Halo]]&lt;br /&gt;
| next = [[Sacred Icon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Regret''' is the eighth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Regret (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
'''Early Gondola:''' Strategy depends upon the location of the Jackal spawns. In order from fastest to slowest:&lt;br /&gt;
*Sword-fly to middle platform, sword-cancel over enemy onto departing gondola. The enemy must be standing still.&lt;br /&gt;
*Sword-fly to far platform, jump to gondola, stand on railing and trigger enemies, run+jump onto departing gondola.&lt;br /&gt;
*If you don't see any Jackals, run all the way to the little ledge, grenade jump onto central platform, sword-cancel to gondola. (risky) You can also draw out snipers on the far platform by firing a rocket anywhere or throwing a nade near them. You can also get lucky and have a sniper spawn far back on the middle platform, you can sword fly from the little ledge to the gondola, hitting the trigger in the process.&lt;br /&gt;
*If you didn't carry over a sword from Delta Halo, reset :^)&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
IL Start: Ways to obtain a sword for Individual Level attempts:&lt;br /&gt;
* First group, white Elite in the front: shoot the back Elite with the beam rifle twice, wait a little before firing the second shot, and then backsmack him. If you kill him too quickly, another Elite will take his place. Get the white Elite to berserk and backsmack.&lt;br /&gt;
* First group, white Elite in the back: &lt;br /&gt;
* Second group, white Elite in the front: &lt;br /&gt;
* Second group, white Elite in the back: &lt;br /&gt;
&lt;br /&gt;
Checkpoint Manipulation:&lt;br /&gt;
&lt;br /&gt;
At the start of Regret, killing the 1 Elite that spawns after the usual two, the 2 Grunts, and 2-3 snipers will usually give a CP. If you sword fly to the Jackal at the other temple and kill 1 Jackal sniper and the Elite on the bridge, you can sometimes get a CP. If you sword fly to the Jackal sniper on the middle platform and kill the sniper, you can sometimes force a CP by cloaking.&lt;br /&gt;
&lt;br /&gt;
After the first elevator ride, you can delay the CP and get it right before the sword fly/cancel off the Grunt.&lt;br /&gt;
&lt;br /&gt;
After getting past the Hunters, you can get a CP before engaging the Stealth Elites.&lt;br /&gt;
&lt;br /&gt;
After the second elevator ride, you can do a poor sword cancel off of the Elite and force a CP before the mountain cancel by cloaking. You can also cloak and cancel off the Elite to get a CP.&lt;br /&gt;
&lt;br /&gt;
On the final gondola ride, you do not want to get a CP as you're firing a rocket at the Banshees or you will have wasted a rocket if you revert!&lt;br /&gt;
&lt;br /&gt;
By killing the enemies coming out of Regret's chamber, in addition to the turret Grunts, you should be able to get a checkpoint directly before the fight. You can minimize the amount of enemies coming out of it by not killing anything before triggering the cutscene.&lt;br /&gt;
&lt;br /&gt;
During the Regret fight, you can [https://www.youtube.com/watch?v=bvypX3shVbI#t=18m22s cloak] to force a CP. You can also backtrack to the temple entrance to get a CP.&lt;br /&gt;
[[Category:Levels|2-08]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Delta_Halo&amp;diff=22484</id>
		<title>Delta Halo</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Delta_Halo&amp;diff=22484"/>
				<updated>2025-04-14T19:36:57Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Edited the caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Delta Halo&lt;br /&gt;
| image = [[File:DeltaHalo.jpg|300px]]&lt;br /&gt;
| caption = Find the Prophet of Regret, by any means. &lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: sub-4:10&lt;br /&gt;
| previous = [[Oracle]]&lt;br /&gt;
| next = [[Regret]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Delta Halo''' is the seventh playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Delta Halo (level)|Delta Halo (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
Progress through the level normally until you reach the bridge with the ghosts. You can do the normal strategy of pressing the button or do the grenade jump in the ghost to get across the gap. The rest of the level excluding the end fight is driving, and I recommend watching a video for the level to learn the driving/OoB because there are a bunch of triggers you need to hit to progress through the level. &lt;br /&gt;
&lt;br /&gt;
For the last fight rocket the two elites standing by the hologram and then grab the sword and kill the other two elites with it. Make sure you don't use all your rockets so you can carry over your sword to the next level.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
Get the BR from ODST, kill the closest turret and any Grunts in your way, do the OoB trick. If a sniper spawns near the distant turret at the temple, fire a rocket at it as you're going up, it'll let you walk straight to the trigger. Otherwise stick to the right to avoid being sniped.&lt;br /&gt;
&lt;br /&gt;
Head over to the trigger then walk over to the Ghosts. The Wraith won't spawn and you'll have skipped a lot of heavy fighting. Destroy the other Ghost to prevent it from being used. You can either launch to the waterfall, launch to the side of the waterfall, launch to where the Wraith would be, or extend the bridge (slowest).&lt;br /&gt;
&lt;br /&gt;
Next area is a pain, a lot of Shade turrets and random Ghost spawns. If you manage to get through all that, get out and retrieve Envy skull. Drop down into the room below and get sword. Nade jump back up and sword cancel off the stealth Elite to get over the wall.&lt;br /&gt;
&lt;br /&gt;
Kill the waterfall Jackal, sword fly to the Elite in the cave on the left (don't kill him or you'll spawn the Drones). Cloak and walk to the next area.&lt;br /&gt;
&lt;br /&gt;
Pick up the 3 frags if you're doing a full game run, sword fly to the Jackal snipers on the roof. Drop down, spawn the honor guard Elites, stealthily dispatch them to prevent more from spawning.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-07]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Oracle&amp;diff=22483</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Oracle&amp;diff=22483"/>
				<updated>2025-04-14T19:35:05Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Edited the caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Oracle&lt;br /&gt;
| image = [[File:Oracle.jpg|300px]]&lt;br /&gt;
| caption = Kill the Heretic Leader. The prophets' will be done.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = [[The Arbiter]]&lt;br /&gt;
| next = [[Delta Halo]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Oracle''' is the sixth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Oracle (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
==== The First Room ====&lt;br /&gt;
&lt;br /&gt;
In the first room, the one with the hologram of the Heretic Leader, there are five combat flood forms on the ground. You should firstly sword all of these bodies, so that they don't get revived. Killing the two allied Grunts saves time by skipping dialogue, but you should take care to avoid aggravating the Elites. One way to do this is to kill one Grunt immediately as the level begins, and then to kill the other immediately after the Heretic Leader hologram appears.&lt;br /&gt;
Next, pick up a new sword and pick up a sentinel beam (both found on the dead bodies of the flood combat forms). Dropping your carbine near the exit door is recommended; this way when the door opens you can swap it with your sentinel beam without losing any time.&lt;br /&gt;
Afterwards, jump up onto the pillars, or further up into the rafters of the room. It is about to flood (literally) with infection forms. The waves can spawn in any of the various holes around the upper walls. Two initial waves spawn in these holes, then two in the center, then two in the holes again, then two in the center followed by a final wave from the holes. Be ready by the door as the final wave spawns.&lt;br /&gt;
&lt;br /&gt;
[[https://www.youtube.com/watch?v=aqDQLA7SXmk#t=0m08s First Room Example]]&lt;br /&gt;
&lt;br /&gt;
==== The Elevator ====&lt;br /&gt;
&lt;br /&gt;
The elevator is an auto-scroller as far as anyone knows. So long as you avoid death, there is no real timesave or timeloss for the first few minutes. The flood combat forms can be killed from afar before they reach the elevator, and a lot of the time the real threat is posed by your elite allies, who can melee you to death and stick you. Punching them off the edge or just flat-out killing them is advisable for this reason, though it should be noted that the second one may be aggravated.&lt;br /&gt;
Eventually, there will be a wave of sentinels that spawns. A canister of gas on the elevator floor will begin to rise, and if you watch it you will see it change color when it emerges fully. At this precise moment, the kill-floor beneath the elevator despawns and you can drop down to the platform to continue the level (be sure to drop down on the correct side, with the canister on your left if facing the center of the elevator). The audio cue that plays shortly afterwards can alternatively be used as timing. You have to drop down in two stages to avoid dying to fall-timer. It will likely take some practice to consistently drop down without bouncing off into empty space.&lt;br /&gt;
&lt;br /&gt;
Sword cancel down the hallway after the elevator and you will be in the Flood/Hell room.&lt;br /&gt;
&lt;br /&gt;
==== Flood Room ====&lt;br /&gt;
&lt;br /&gt;
This room takes some practice to execute correctly. There is a Sentinel Beam by your feet as you enter, which you should pick up before dropping down.&lt;br /&gt;
The initial wave of enemies that are already in the room include a number of Carrier Forms, two Heretic Grunts on turrets, and one Heretic Elite. Also, there are dead Combat Forms on the ground. It's recommended to take care of the Grunts and Heretic Elite first, destroying the Combat Form bodies as well if you can. Next, kill the Carrier Forms with the sentinel beam as fast as possible. &lt;br /&gt;
Take note that when you kill the carrier flood there will be a lot of infection forms running around. After you eliminate all those enemies mentioned, the next wave will spawn. This wave will include three Heretic Elites, who enter via the same door that you do, and Carrier/Combat Forms that spawn near the roof of the room. It's recommended to kill the Elites first, by catching them as they enter the room; you can jump back up to the upper level through any of the windows if you first jump onto one of the ledges that sit between them. &lt;br /&gt;
The flood will sometimes sit up in the rafters for some time, so be sure to check that they've all jumped down or been killed. After you kill all of them, the music will change, and for the next minute exactly the room will continually spawn more combat forms as you kill them, keeping the total at four. It's therefore futile to kill more flood during this time. Instead, it is best to jump up onto the small ledge atop the exit door, herding the combat forms to that area. Keep an eye on your timer, and kill them as soon as the sixty seconds have elapsed. &lt;br /&gt;
The door will then open, with Heretic covenant on the other side. Kill these as quickly as possible and wait in the airlock for the door to lock behind you. It is not necessary for all enemies to be dead; if they are sufficiently far from the airlock it will lock anyway.&lt;br /&gt;
&lt;br /&gt;
==== The Second Elevator Room ==== &lt;br /&gt;
&lt;br /&gt;
Make your way across the open bridge, heading either left or right (there's a nice swordfly towards the right side, available off of the closest Carrier Form) to head towards the next room. There are three Sentinels and four Combat Flood Forms in this room (usually). Kill them as fast as possible and the screen will fade to white. Skip the cutscene and you are now tasked to go up the elevator and cut the cables at the top. There are shortcuts to get to the elevator faster, using a combination of crouch jumps and optionally a sword fly. Once you get to the elevator and go to the top, there will be three cables to cut using your Energy Sword (or alternatively by shooting them on their outer face). The order you cut the cables in doesn't matter. You can cut the first cable as soon as you can get to it, but the next two can only be destroyed once Halfjaw has finished his respective line of dialogue. Once all three are cut, the Combat Forms and Sentinels will turn passive and pose no further threat. Head back to the elevator in the center and hold X while facing the panel to begin the ride back down as soon as possible.&lt;br /&gt;
&lt;br /&gt;
==== The Escape ==== &lt;br /&gt;
&lt;br /&gt;
As you travel back down, look slightly to the right, at about a one-o-clock orientation from the panel at the top. Drop down to the bottom level and continue through the door in front of you. There's no need to call up the elevator here; you can just drop down, but be careful as the fall-timer will kill you if you don't walk straight off. In the next room, you can either attempt a sword cancel across (spawns permitting), or simply go around to either side. A cutscene triggers once you pass through the door on the opposite side, but be careful as you can often die to a sword in the back from two Heretic Elites that spawn in there. &lt;br /&gt;
A very brief Banshee section ensues. The flying debris from below can kill you, so it's wise to fly over the beam near the far platform. Continue through the level normally, backtracking through the rooms of The Arbiter in the opposite direction. Eventually you'll find your way back to the hangar room and will fight the Heretic Leader. &lt;br /&gt;
&lt;br /&gt;
==== The Showdown ====&lt;br /&gt;
&lt;br /&gt;
Skip the cutscene that triggers as you enter, and move to the right side of the Seraph Fighter. The real Heretic Leader is the one furthest from you when you start. Kill him as quickly as you can, using sword lunges, a Plasma Grenade, or your Carbine. The two at the front are holograms and will vanish when the real Leader is dead.&lt;br /&gt;
&lt;br /&gt;
== Legendary ==&lt;br /&gt;
&lt;br /&gt;
Playing through this mission on Legendary is largely similar, with some notable differences. First and foremost, there is obviously a much greater risk of dying and losing time at essentially every part of the mission past the initial room.&lt;br /&gt;
&lt;br /&gt;
==== The Elevator ====&lt;br /&gt;
&lt;br /&gt;
The Elevator has to be played more cautiously. Keeping your allied Elites alive is more advisable to reduce the likelihood of being overwhelmed by Flood, though the same risks of them killing you apply. It can help to swap the one carrying a single Plasma Rifle for a Carbine, as he'll be much more effective with it. The other one will throw grenades during the elevator ride if you give him a Carbine, so this is best avoided (he otherwise does not, as he is dual-wielding). If you start running low on Carbine ammo, keep an eye out for Combat Forms carrying a Carbine and try to take the ammo from them.&lt;br /&gt;
&lt;br /&gt;
==== Flood Room ====&lt;br /&gt;
&lt;br /&gt;
The order in which you kill the enemies in The Flood Room is the same. It is very important that you jump up to the Heretic Elites that enter via the entrance door as soon as possible, as they pose little threat to you in close quarters (their melee attacks are unlikely to damage you in most cases). If they spread out or head towards the turrets in the middle, you're losing time and are in much greater danger of dying. Instead of waiting above the airlock door for the sixty seconds, jump up through one of the windows and wait up there. The Heretic reinforcements in the airlock can be killed quite quickly and consistently using a well-placed Plasma Grenade or two, followed by sword lunges and Carbine headshots.&lt;br /&gt;
&lt;br /&gt;
==== The Second Elevator Room ==== &lt;br /&gt;
&lt;br /&gt;
The aforementioned swordly off of the closest Carrier Form is important on Legendary; you're unlikely to be able to simply run past everything without dying. Strategic camouflage usage is needed to safely get by the Heretic Elites that spawn on your way to the next room, and in the next room as you make your way up to the elevator. Cutting the cables plays out mostly the same, just take care not to be melted by Sentinels or melee'd by Combat Forms.  &lt;br /&gt;
&lt;br /&gt;
==== The Escape ====&lt;br /&gt;
&lt;br /&gt;
If you avoid killing anything in the first room of The Escape, there is typically not much to worry about in the next (although there is often a Heretic Elite and/or Combat Form in there). A tight crouch jump up to the ledge on your left as you enter is advised, as it is slightly faster and somewhat safer.&lt;br /&gt;
The hallways following this can get a bit scary, with various enemies spawning in from doors to the side. Ideally, you should swordfly past the Carrier Forms to the Heretic Elite running from you; if you kill him and the Grunt in the next hallway in time you stand a good chance of getting a Checkpoint before the next room, which can go very, very wrong. The typical safe way to approach this room is to head up the ramp to the left and jump across the railings to the far end, much like in The Arbiter only reversed. To be really safe, you can instead walk across and to the right of the room, and wait there for more camo to continue. Be wary of the explosive canisters lying in the center of the room, as they can easily kill you. It is best to shoot them first. &lt;br /&gt;
Lastly, you can attempt a swordly directly ahead on the Heretic Elite that (usually) is up on the far platform. Hit A mid-flight. If you do this well you can sometimes avoid spawning the two needler Grunts in the hallway heading out of the room.&lt;br /&gt;
&lt;br /&gt;
==== The Showdown ====&lt;br /&gt;
&lt;br /&gt;
The area that is most different on Legendary is the Heretic Leader fight. Instead of simply dying the first time you attack him, the Heretic Leader will fly up to one of the four tubes on the walls (the same ones that Sentinels appeared from in The Arbiter). From these tubes he delivers three different pieces of dialogue, and during each one he is passive and invincible. After each bit of dialogue he spawns more holograms and tries to resume the fight with you in the middle of the room. You should disallow this by swordflying to him each time, and swording him into submission as he finishes the dialogue. It is best to attack his side or back, as unlike other Heretic Elites his melee is typically an insta-kill and he can perform one if you attack him from the front.&lt;br /&gt;
After each repetition of this he will fly up his tube and appear again, sometimes in the same one. He can get stuck whilst doing this, if this happens just sword-lunge him and he should go up. If he takes too long to do this on the second one in particular, you will sometimes get additional dialogue from the Oracle that loses time.&lt;br /&gt;
Another complication can arise if you knock him out of the tube; he will not fly back up once you deal enough damage to him if he is too close to the wall. If you do this, just push him closer to the center of the Hangar using your sword and he should resume as normal.&lt;br /&gt;
On the third and final bit of dialogue, drop his shields with the sword, and back off to shoot him in the face with your Carbine as his dialogue ends. He will now finally die and the level will end.&lt;br /&gt;
  &lt;br /&gt;
[[Category:Levels|2-06]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22482</id>
		<title>The Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22482"/>
				<updated>2025-04-14T19:31:28Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Altered the caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Arbiter&lt;br /&gt;
| image = [[File:TheArbiter.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;This heretic, and those who follow him, must be silenced!&amp;quot;&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: 3:30-3:45 Legendary: 3:50-4:20&lt;br /&gt;
| previous = [[Metropolis]]&lt;br /&gt;
| next = [[Oracle]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Arbiter''' is the fifth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:The Arbiter (level)|The Arbiter (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
=Full Game Strategies=&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
&lt;br /&gt;
====Start====&lt;br /&gt;
&lt;br /&gt;
Walk forward and drop off the ledge to the entrance to the level. Grenade or shoot the back-right grunt as you're falling, then turn and grenade the elite that is opening the door, then grenade the other elite and switch out his beam rifle for your plasma rifle. Kill the final grunt as you are backing into the entrance. Killing your allies skips about thirty seconds of dialogue.&lt;br /&gt;
&lt;br /&gt;
If you feel confident in your sword fly ability then you will want to alert the enemies in the next room so that they move to the position you want them in. After &amp;quot;Loading... done.&amp;quot; Pops up on your screen, shoot your beam rifle once or twice to alert the enemies. You'll want to camo right before the door opens, walk to your left or right and, if a grunt is in position, you will need to jump and then sword fly at the height of your jump, and then jump again, all very quickly, to fly over the grunt and down the hallway towards the hangar. It is highly recommended that you look at a video of the level for this sword fly as it is one of the more precise ones in the entire game.&lt;br /&gt;
&lt;br /&gt;
Continue towards the hangar normally. When you get to the elevator, you can hit the button through the wall by jumping onto the ledge, crouching and looking in the right spot. Doing this saves a couple seconds as the elevator will already be moving when you get to it. Grab the grenades and the carbine on the ledge to your right after hitting the button. &lt;br /&gt;
&lt;br /&gt;
==== Hangar ====&lt;br /&gt;
&lt;br /&gt;
There is some nuance to how many enemies need to die and in what order they need to die for this room. The first thing you should do is either sword fly or sword cancel off of one of the sentinels to the other side of the room, so that you can open the hangar door as fast as possible. There are three sentinels and a number of heretic elites and grunts in the room that will all need to die eventually, excluding one sentinel that flies away and despawns. Any enemies you kill before opening the door will just respawn. After opening the hangar door, immediately turn around and you need to locate and kill two sentinels as quickly as possible. The first sentinel that you need to kill will be somewhere near the ship in the middle of the room, either repairing it or just floating still in mid-air. The other sentinel will be near the elevator that you came down, carrying an exploding barrel. After you kill those two, you need to kill five more sentinels reinforcements that come into the room through the pipes near the ceiling. While waiting for them to come out, or afterwards, kill the heretic enemies when you have a chance. An allied phantom will fly in at some point and will likely help you kill the heretic enemies. After all five of the sentinel reinforcements die, three Fuel Rod Grunt reinforcements will spawn randomly placed in the four doors to the sides of the room. After you kill them and the rest of the enemies in the room, the door to the hallways will open on the side of the room that the elevator is on, near the bottom.&lt;br /&gt;
&lt;br /&gt;
==== Hallways ====&lt;br /&gt;
&lt;br /&gt;
Nothing in the first or second hallway needs to die. The key to the hallways is to move as quickly as possible using a combination of moving in straight lines, sword cancels and sword flies. There are some consistent sword cancels that you can do based off of the enemy spawn patterns that you have including one that is in the room separating the first and second hallways. If you sword cancel off of one of the two grunts near the door that you enter the room from, and go over the grunt, you can sword cancel all the way to the other door. This cancel however is one of the harder sword cancels in the game. It is highly recommended to watch a video of the current Easy world record and maybe some other videos as well to see how the hallways are done quickly.&lt;br /&gt;
&lt;br /&gt;
==== Glass Clip ====&lt;br /&gt;
&lt;br /&gt;
In the room before the banshees, where the heretic leader says &amp;quot;Deal with him, my brothers! I will defend the Oracle.&amp;quot; There is a frame perfect trick called the glass clip. You can see the Heretic leader through the glass, and he stands still right in front of you when saying his dialogue. What you want to do is throw a grenade at the glass so that it bounces and lands on the floor a bit away from the glass, then jump on the window-sill, for lack of a better term. Make sure that you are standing so you are lined up with him completely perfect. Then, while standing still pressed up against the glass, swing your sword at the leader two frames before the grenade blows up. If done correctly you will clip through the glass and be standing next to him and the banshees. Very important, if you do get the glass clip you have to take one of the two banshees that he doesn't take, either the left or the right one,'''do not take the middle banshee.''' If you take his banshee you can not finish the level.&lt;br /&gt;
&lt;br /&gt;
====Banshee End====&lt;br /&gt;
&lt;br /&gt;
After getting in the banshee, fly slightly up and to the right of where you started and go directly towards the end of the level. Do not follow the waypoint. At the end you can either attempt to barrel roll into the door or just park next to the door. To barrel roll press A+Left or Right and then press X at the right time to launch your character using the banshee speed.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
&lt;br /&gt;
====Start====&lt;br /&gt;
&lt;br /&gt;
Everything before the air lock is done exactly the same.&lt;br /&gt;
&lt;br /&gt;
Once in the airlock, whether or not you intend to attempt the sword fly or sword cancel or just walking, you should not shoot to alert the enemies in the next room. While there is a lower chance that the grunts will be in the ideal position to sword fly, this is balanced out by the fact that you are significantly less likely to die because the enemies will not be aware of your location. Camo when the door opens, and if you are going to attempt the sword fly and you also got good positioning on the grunts then do one or two attempts. If you miss them both then make sure to just walk, if you stay too much longer you will die. If you're not going to go for the fly or you didn't get the spawn, sword cancel through the room off of the elite or just walk. &lt;br /&gt;
&lt;br /&gt;
You can press the button through the wall on legendary as well. Grab the grenades on your right but keep the beam rifle instead of swapping it out for a carbine. Get on the elevator.&lt;br /&gt;
&lt;br /&gt;
====Hangar====&lt;br /&gt;
&lt;br /&gt;
This room is no different on Legendary than it is on Easy, except for the fact that enemies hurt a lot more and will kill you very quickly. There are the same number of enemies and the same enemies need to die in the same order to do the room as quick as possible. Because the enemies hurt so much, after you open the hangar door you can and should exit the hangar via the hangar door. There is a soft barrier and the game will try and force you back in, however if you stick very close to the wall you can stay outside and snipe enemies from relative safety, ducking back behind the wall if you become weak.&lt;br /&gt;
&lt;br /&gt;
====Hallways====&lt;br /&gt;
&lt;br /&gt;
After clearing the hangar, make your way to the hallway door. Try to get there before it starts opening. An Elite will either spawn right in front of the door, at the bottom of the ramp, or in an ideal spot between the door and ramp. If he's at the door, you can either stick the Elite before he has time to react or walk close to him to make him melee at you while you walk past. If he spawns in the middle, you can reliably get a cancel over him or just walk. You can also just cancel off one of two Grunts that spawn with him for any of these encounters. Walk past or cancel off of the sword Elite, cloak, cancel off of another enemy and enter the next room before your camo runs out. If it does run out, you can stick the Elite near the end of the hallway before proceeding.&lt;br /&gt;
&lt;br /&gt;
From here, head up top and jump along the rafters on the right, jumping to the other side of the room. If you haven't already picked up a carbine in the hangar, feel free to pick up the Carbine along the way. If you get Grunt spawns at the next hallway door, seek cover near the ramp and take them out before proceeding. If you hide beside the door frame after heading through the doorway, you have a small chance to get a checkpoint, if needed.&lt;br /&gt;
&lt;br /&gt;
Head left and ignore the initial enemies in this second hallway. Turn the corner to come across an Elite who will either be walking up the ramp or running to a spot on the ramp with his back turned to you. Lunge at him with your sword and immediately after you make contact with him, use your camouflage as soon as possible. Sometimes there will be two grunts on the other side of the pillar. If they are there, cancel off of one of them and then continue. If the Grunts don't spawn, you will sometimes get a checkpoint.&lt;br /&gt;
&lt;br /&gt;
For the last part of this hallway, you can cancel off one of two patrolling Grunts. If you get a bad cancel, you can toss a grenade at the sleeping Grunts behind you. An Elite might spawn near the end of the hallway, sword him to death if he does. When you reach the door to the next room, wait for a shield/camo recharge and perhaps a checkpoint before proceeding. Cloak, crouch jump onto the slanted ledge on the left and cancel off the Elite. In the next room, stick the first Elite and either wait at one of the two doors or attempt the glass clip if you feel risky/confident.&lt;br /&gt;
&lt;br /&gt;
====Glass Clip====&lt;br /&gt;
&lt;br /&gt;
Glass clip works the same on Legendary as it does on Easy except for two notable differences. The first one is that sometimes an elite from the previous room will follow and shoot you while you're attempting glass clip. If this happens your grenade will likely kill you. The second difference is that after you go through the glass on Legendary, you need to immediately use your camo otherwise the enemies out there will kill you quickly.&lt;br /&gt;
&lt;br /&gt;
====Banshee End====&lt;br /&gt;
&lt;br /&gt;
Once in the banshee, fly to the end just like on Easy. If the banshee starts shooting you in the back, go up and down in a wave-like pattern to dodge the bullets. It's recommended in full game Legendary to not go for the banshee roll strategy because the Fuel Rod Grunts will kill you if you miss. Instead, park above the door and then camo and drop into the door and the level end.&lt;br /&gt;
&lt;br /&gt;
=Individual Level Strategies=&lt;br /&gt;
&lt;br /&gt;
In this section, the differences between strategies used in a full game speedrun and an individual level speedrun will be noted. If a section of the level is not mentioned, then there is no difference between full game and individual level strategies. &lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
&lt;br /&gt;
There are no differences between the full game strategies and individual level strategies for this level on Easy.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
&lt;br /&gt;
====Start====&lt;br /&gt;
&lt;br /&gt;
When in the air lock, you should shoot your beam rifle to alert the enemies in the next room so that you have a higher percentage chance to have the grunt enemies in the correct spot for you to hit the sword fly down the hallway. The reason for the difference is that if you miss the sword fly once or twice, you will want to restart your individual level attempt anyways. &lt;br /&gt;
&lt;br /&gt;
You may want to take the carbine into the hangar instead of the beam rifle, however this is user preference and theoretically the beam rifle is faster if done perfectly.&lt;br /&gt;
&lt;br /&gt;
====Hangar====&lt;br /&gt;
&lt;br /&gt;
You can do the full game strategies if you want to get an acceptable individual level time, however in order to achieve the world record you will need to do this fight differently. Instead of exiting out the hangar door to take cover, you will want to stay inside the hangar and attempt to kill the enemies quicker than you can from outside the hangar. It is recommended that you use your camo precisely and to disengage when needed. If you are able to grenade the grunts in the room quickly that will help alleviate some of the pressure and allow you to focus on sentinels quicker.&lt;br /&gt;
&lt;br /&gt;
====Hallways====&lt;br /&gt;
&lt;br /&gt;
In the room separating the first and second hallway, instead of going up and into the rafters above the room, you can do a sword cancel over one of the two grunts near the staircase and through the middle of the room towards the door on the other end. This is one of the more difficult sword cancels in the game.&lt;br /&gt;
&lt;br /&gt;
====Banshee End==== &lt;br /&gt;
&lt;br /&gt;
You can attempt the banshee barrel roll at the end instead of landing above the door.&lt;br /&gt;
&lt;br /&gt;
=Recommended Videos=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;aw-sRfDC7S0&amp;lt;/youtube&amp;gt; &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;5GVxAAy3Ib4&amp;lt;/youtube&amp;gt; &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;QPKxj9G_v_A&amp;lt;/youtube&amp;gt; &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;_Gs92gv7fa8&amp;lt;/youtube&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-05]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22481</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22481"/>
				<updated>2025-04-14T19:24:05Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Added Legendary segmented time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Metropolis&lt;br /&gt;
| image = [[File:Metro.jpg|300px]]&lt;br /&gt;
| caption = Scarab in the city center. Get to work.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~4:30; '''Legendary:''' ~6:00&lt;br /&gt;
| time2 = '''Easy:''' ~4:15; '''Legendary:''' ~4:45&lt;br /&gt;
| time3 = '''Easy:''' ~3:55; '''Legendary:''' ~4:10&lt;br /&gt;
| time4 = '''Easy:''' 3:33; '''Legendary:''' 3:52&lt;br /&gt;
| time5 = '''Legendary:''' 3:19.466&lt;br /&gt;
| previous = [[Outskirts]]&lt;br /&gt;
| next = [[The Arbiter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Metropolis''' is the fourth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Metropolis (level)|Metropolis (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/metro&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=I8x6-VmWIUQ|right|caption=The current H2A world record for Metropolis on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=W3dN8VOYwF4|right|caption=The current H2A world record for Metropolis on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=zoswsEYefns|right|caption=The current H2C world record for Metropolis on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=R2TxbCBaVRk|right|caption=The current H2C world record for Metropolis on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Bridge==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Immediately after skipping the cutscene, run to the Warthog, leave the two marines behind, and drive to the end of the bridge.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Take the rocket launcher from your ally before getting in the warthog. Make sure you take at least one marine as a passenger before to provide damage absorption.&lt;br /&gt;
&lt;br /&gt;
==The Tunnels==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
At the first barrier, after driving past a small red truck and blue bus, there is a driving maneuver you can do to get up to the ledge as quickly as possible: while driving forward, turn left then turn right. This will take some practice, but it'll be worth it. View some IL times to see the exact driving line you want to take.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The legendary strategy is the same as the Easy strategy, but much riskier. This section will take time and practice to become consistent at.&lt;br /&gt;
&lt;br /&gt;
==Outside, Post-Tunnels==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Drive off the ledge in front of you into the area. Drive through the water towards the exit, trying to maintain a straight line. Drive past the wraith and into the streets. Focus on keeping a tight driving line and avoiding crashing into enemies or walls.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The route is the same as the Easy route, but more dangerous. When you initially leave the tunnels, try to splatter the jackal sniper in front of you if possible. Driving quickly is paramount in this section, as lingering will increase your odds of dying.&lt;br /&gt;
&lt;br /&gt;
==The Streets==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Drive towards the left Wraith, hop out before getting too close and use the [[Game-Specific Tricks|board-nade glitch]] to kill it quickly. Hop in the Wraith, adjust your position and aim at the second Wraith while the mortar is being armed. It takes four direct mortar hits to destroy it, less if the Hog assists. Looking up, boost towards the building and shoot the Phantom's turrets and Ghosts. Boost again towards the building and quickly head upstairs. Take the rocket launcher and shotgun from marines.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The Jackal snipers will make it more difficult to get past this section. &lt;br /&gt;
&lt;br /&gt;
Keeping your Hog somewhat angled to avoid being sniped out of the driver seat, hop out before getting too close to the Wraith and use the [[Game-Specific Tricks|board-nade glitch]] to remove it's hatch, start meleeing the pilot, and then do the trick again. Get in the Wraith, turning Chief away from the snipers. Kill the snipers. Moving towards the building, target the second Wraith (about four hits is a good start) before focusing on the Phantom. Finishing off the Wraith, boost towards the building. Retrieve the pilot's plasma rifle from the wreckage.&lt;br /&gt;
&lt;br /&gt;
Safe: Carrying over the sniper rifle will allow you to eliminate the snipers before proceeding. After driving past the two Ghosts that engage the Hog in this area, keep going straight and behind the building up ahead. From here, you can snipe the Jackals then attempt the yolo strat. If you carried over the sword as well, sword fly to the right Wraith.&lt;br /&gt;
&lt;br /&gt;
Be sure to grab rocket launcher ammo from your ally before heading up the stairs.&lt;br /&gt;
&lt;br /&gt;
==Early Scarab==&lt;br /&gt;
===''Method 1: Grenade Jump''===&lt;br /&gt;
&lt;br /&gt;
You need two frags for this method. Jump onto the small cylinder, look down, crouch, throw a frag, wait for a second, and jump forward to land on the antennae. From up here, you have enough time to destroy the Scorpion to speed up the Scarab (otherwise it will always attack the Scorpion before proceeding). Position yourself in the middle of the antennae. Aim around the left corner of the wall with the Tterrab sign.&lt;br /&gt;
&lt;br /&gt;
Audio cue: When Sgt. Banks pauses between 'I don't think it's stopping' and 'Keep your head down', look straight down and nade jump towards the Scarab.&lt;br /&gt;
&lt;br /&gt;
Visual cue: Watch the turret marine, after he gets off and his feet touches the ground, look straight down and nade jump towards the Scarab.&lt;br /&gt;
&lt;br /&gt;
===''Method 2: [[Halo_2#Movement_Techniques|Superbouncing]] (H2C only)''===&lt;br /&gt;
&lt;br /&gt;
For those who have difficulties with grenade jumps, the superbounce may be a good alternative. This method requires the player to jump back down to where the allied tank is stationed. Using the ramp upon which the tank sits, the player can store a crouch allowing for a superbounce. &lt;br /&gt;
&lt;br /&gt;
Firstly, head to the left of this ramp and crouch underneath. Push against the underside of the ramp and then let go of the crouch button (from here until you are in the air make sure you do not press the crouch button). Slowly move out from under the ramp, jump onto the ramp and then make your way up it. Hold forward until you are approximately half way across the width of the bridge. At this point jump and keep holding forward. If you land along the correct line you should superbounce straight up and should be able to land upon the scarab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;Iu-1wmmkPIY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The issues the player may encounter with this trick will likely be failure to bounce or bouncing too high. The former is usually caused by the player either failing to store the crouch correctly or landing too far left. The latter is usually caused by jumping too far right or jumping too late (see example below).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;L1ixwJBTJ80&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===''Method 3: Long Jump''===&lt;br /&gt;
[https://www.youtube.com/watch?v=HQC5h8SBIx8 Here]&lt;br /&gt;
&lt;br /&gt;
===''Method 4: Moon Jump''===&lt;br /&gt;
[https://www.youtube.com/watch?v=aU9vjjlB8_w Here]&lt;br /&gt;
&lt;br /&gt;
Once you get on the Scarab, go to the front of the Scarab which will make it go down faster. The enemies will spawn when the Scarab reaches a certain point, but you must be standing at the bottom of the ramp leading to the control room to manually spawn two Elite pilots and a white Elite, which are required to end the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scarab Clear==&lt;br /&gt;
Get a checkpoint on the Scarab by being on top of its middle platform or being under the arch near its main cannon. If you were unable to execute the early Scarab trick, wait until the Scarab comes close to the bridge, jump down, and head to the back area. Throw a distraction grenade then force your way down. Head back up and to the front of the Scarab.&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Wait inside the Scarab just to the left of the ramp for the enemies to spawn. Grunts will spawn close to you. Throw a grenade past them towards the pilots while jumping over the Grunts. Throw another grenade at the other side of the wall near the pilots. Then, shoot your rockets at either side of the wall. Switch to your shotgun to clean up any survivors.&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
There are several methods for clearing the Scarab on Legendary.&lt;br /&gt;
====''Method 1: Plasma Rifle Clear''====&lt;br /&gt;
You should have plasma rifle + rocket launcher for this clear. Walk down to the end of the ramp into the Scarab. When the enemies spawn, quickly walk back up the ramp and towards the Scarab's head. Drop onto the side of the head and walk into the body of the Scarab. You should be able to view the 2 Major Elite pilots and the Ultra Elite from here. Use the plasma rifle to lower their shields and finish them off with the rocket launcher.&lt;br /&gt;
====''Method 2: Plasma Pistol Clear''====&lt;br /&gt;
You should have battle rifle + rocket launcher for this clear. Walk down the ramp and to the left, in front of where the Grunts will spawn. Hold out your BR. Immediately when the Grunt spawns, headshot him with the BR and pick up his plasma pistol. The timing on this is tight, and it may take some practice. Holding the plasma pistol, quickly walk back up the ramp and towards the head of the Scarab. Drop onto the side of the head and walk into the body of the Scarab. You should be able to view the 2 Major Elite pilots and the Ultra Elite from here. Use the plasma pistol to drop their shields and finish them off with the rocket launcher.&lt;br /&gt;
====''Method 3: Shotgun Boost Clear''====&lt;br /&gt;
This is the fastest yet riskiest clear and will take some practice to master. You need the shotgun + rocket launcher for this clear. Position yourself like you're doing the Plasma Pistol Clear except holding the shotgun. When the grunt spawns, wait half a second and then perform a shotgun boost to propel yourself towards the pilots. Switch weapons to your rocket launcher midair. The Ultra Elite will immediately enrage. Backsmack him during the animation. Then, holding the rocket launcher, bait the other two elites into melees, dodge the melee, and backsmack them. &lt;br /&gt;
&lt;br /&gt;
==Scarab Deload==&lt;br /&gt;
If you hit the trigger at the top of the building's stairs within a certain window, the Scarab will disappear and the level cannot be completed. See the video below for a detailed explanation.&lt;br /&gt;
Scarab Deload Explained by ImNotBrad:&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=j9fgKI74dwo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22480</id>
		<title>Outskirts</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22480"/>
				<updated>2025-04-14T19:21:20Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Added Legendary segmented time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Outskirts&lt;br /&gt;
| image = [[File:Outskirts.jpg|300px]]&lt;br /&gt;
| caption = Over the rooftops and through the beach...&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~4:45; '''Legendary:''' ~5:00&lt;br /&gt;
| time2 = '''Easy:''' ~4:20; '''Legendary:''' ~4:45&lt;br /&gt;
| time3 = '''Easy:''' ~4:05; '''Legendary:''' ~4:10&lt;br /&gt;
| time4 = '''Easy:''' 3:51; '''Legendary:''' 3:50&lt;br /&gt;
| time5 = '''Legendary: 3:49.066''' &lt;br /&gt;
| previous = [[Cairo Station]]&lt;br /&gt;
| next = [[Metropolis]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Outskirts''' is the third playable level in [[Halo 2]]. See [http://www.halopedia.org/Outskirts Halopedia] for general information. The strategies vary slightly between Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/os/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=QDpmf18sbew|right|caption=The current H2A world record for Outskirts on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=CnnF-lkyqNI|right|caption=The current H2A world record for Outskirts on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=E5Kv1aiwzzE|right|caption=The current H2C world record for Outskirts on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=iVg9-v1R98c|right|caption=The current H2C world record for Outskirts on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==The Rooftops==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
The first thing you want to do is get out of bounds. Grenade-jump onto the steel beam, then jump up to the ledge.&lt;br /&gt;
*If you have difficulty with the first grenade jump, an alternate (slower) strategy is to go into the tunnel and jump on top of one of the lights, then crouch-jump onto the ramped ledge. Once on the roof, turn around and crouch-jump/grenade-jump onto the ledge.&lt;br /&gt;
Follow the route in the world record video and head over the rooftops to Hotel Zanzibar. If you miss a jump, there's usually a slower backup route. Alternatively, you can revert to last checkpoint if you miss a jump. Just make sure to keep track of where your checkpoints were received.&lt;br /&gt;
====''Legendary''====&lt;br /&gt;
The strategy for this section on Legendary is no different than the Easy difficulty strategy.&lt;br /&gt;
&lt;br /&gt;
==Hotel Zanzibar==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Grab the pistol from just inside the window and hold it for the rest of the level. The pistol does not spawn anywhere on Metropolis, so you will get a brand-new set of weapons when you start Metropolis. This is called preventing weapon carry-over. This is beneficial, as you will always spawn with four grenades, which are needed on Metropolis. Continue through the hallway, avoid the enemies at the end of the hallway and then continue forward up and over the wall straight ahead of you. Head towards the ghost near the crashed pelican that is on the beach.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
When dropping back into bounds at Hotel Zanzibar, first grenade the turret that is setup to the left of one of the palm trees below you. If there is a grunt currently manning the turret, you'll want to shoot him off of the turret before the grenade blows up. Your goal with the grenade is to blow up the turret. This will stop the White Elite from pathing to try and man the turret. After you do this, run to the White Elite and get as close as possible. Your goal is to get him angry so that he goes into his rage animation. When he is halfway through his rage animation, melee him in the back so that he drops his sword. Pick it up, then go pick up the pistol that is inside the hotel. You need to pick up the pistol to prevent carry over to Metropolis, so that you have 4 grenades. Continue through the hallway.&lt;br /&gt;
&lt;br /&gt;
At the end of the hallway, 2 elites and 3 grunts will run around the corner when you get close. Sword melee one of the elites and then sword cancel off of one of the grunts in the back of the group. This will allow you to travel faster and is one of the safest ways to quickly complete this section.&lt;br /&gt;
&lt;br /&gt;
Continue to the ghost.&lt;br /&gt;
&lt;br /&gt;
==The Beach==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Boost the Ghost through the next section. Use quickturning (LT+A) to make tight turns without losing much speed. If you have trouble squeezing between the wall and the shipping container, you want to try to get your right wing in first. This is done by going slightly to the right and then tapping 'A' to raise the front right as you get there.&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
You will want to take a different path compared to Easy. Drive straight ahead, you'll see two palm trees grouped together. Drive slightly past them on the right. Quickly turn left, you should see a ghost boosting directly at you. Drive past the ghost and towards the turret. You need to drive past the turret quickly. After you're past the turret there will be more enemies. Drive past them quickly, round the corner, and then go straight out towards the ocean. Once you reach the shoreline, cut towards the left and continue normally. In the next section you can drive under the tower that has a sniper jackal in it, driving straight into the tunnel.&lt;br /&gt;
&lt;br /&gt;
==The Tunnels==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Drive to the end of the level. The Shadows near the end will often switch lanes and generally force you to juke them, losing time. To avoid that, start riding the ledge just before or after you reach them. Refer to the current world record video for tips on how to avoid enemies and other vehicles.&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Travel forwards into the first tunnel to trigger a Warthog to spawn behind you, then switch your Ghost for the Warthog. If the marine driver is in a certain animation when he gets out, he'll get in the passenger seat right away. You must keep the turret marine alive until you reach the shadows. He is key to drawing their fire away from you. Taking both marines with you isn't required with good driving, however it can help. Refer to the current world record video for tips on how to avoid enemies and other vehicles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-03]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22476</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22476"/>
				<updated>2025-04-14T16:12:30Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Added WR widgets. Updated target and WR times. Performed MAJOR formatting changes and updated content with modern strats and understanding. Deleted references to outdated and/or downright incorrect information. This one was a doozy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Metropolis&lt;br /&gt;
| image = [[File:Metro.jpg|300px]]&lt;br /&gt;
| caption = Scarab in the city center. Get to work.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~4:30; '''Legendary:''' ~6:00&lt;br /&gt;
| time2 = '''Easy:''' ~4:15; '''Legendary:''' ~4:45&lt;br /&gt;
| time3 = '''Easy:''' ~3:55; '''Legendary:''' ~4:10&lt;br /&gt;
| time4 = '''Easy:''' 3:33; '''Legendary:''' 3:52&lt;br /&gt;
| time5&lt;br /&gt;
| previous = [[Outskirts]]&lt;br /&gt;
| next = [[The Arbiter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Metropolis''' is the fourth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Metropolis (level)|Metropolis (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/metro&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=I8x6-VmWIUQ|right|caption=The current H2A world record for Metropolis on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=W3dN8VOYwF4|right|caption=The current H2A world record for Metropolis on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=zoswsEYefns|right|caption=The current H2C world record for Metropolis on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=R2TxbCBaVRk|right|caption=The current H2C world record for Metropolis on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Bridge==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Immediately after skipping the cutscene, run to the Warthog, leave the two marines behind, and drive to the end of the bridge.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Take the rocket launcher from your ally before getting in the warthog. Make sure you take at least one marine as a passenger before to provide damage absorption.&lt;br /&gt;
&lt;br /&gt;
==The Tunnels==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
At the first barrier, after driving past a small red truck and blue bus, there is a driving maneuver you can do to get up to the ledge as quickly as possible: while driving forward, turn left then turn right. This will take some practice, but it'll be worth it. View some IL times to see the exact driving line you want to take.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The legendary strategy is the same as the Easy strategy, but much riskier. This section will take time and practice to become consistent at.&lt;br /&gt;
&lt;br /&gt;
==Outside, Post-Tunnels==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Drive off the ledge in front of you into the area. Drive through the water towards the exit, trying to maintain a straight line. Drive past the wraith and into the streets. Focus on keeping a tight driving line and avoiding crashing into enemies or walls.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The route is the same as the Easy route, but more dangerous. When you initially leave the tunnels, try to splatter the jackal sniper in front of you if possible. Driving quickly is paramount in this section, as lingering will increase your odds of dying.&lt;br /&gt;
&lt;br /&gt;
==The Streets==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Drive towards the left Wraith, hop out before getting too close and use the [[Game-Specific Tricks|board-nade glitch]] to kill it quickly. Hop in the Wraith, adjust your position and aim at the second Wraith while the mortar is being armed. It takes four direct mortar hits to destroy it, less if the Hog assists. Looking up, boost towards the building and shoot the Phantom's turrets and Ghosts. Boost again towards the building and quickly head upstairs. Take the rocket launcher and shotgun from marines.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The Jackal snipers will make it more difficult to get past this section. &lt;br /&gt;
&lt;br /&gt;
Keeping your Hog somewhat angled to avoid being sniped out of the driver seat, hop out before getting too close to the Wraith and use the [[Game-Specific Tricks|board-nade glitch]] to remove it's hatch, start meleeing the pilot, and then do the trick again. Get in the Wraith, turning Chief away from the snipers. Kill the snipers. Moving towards the building, target the second Wraith (about four hits is a good start) before focusing on the Phantom. Finishing off the Wraith, boost towards the building. Retrieve the pilot's plasma rifle from the wreckage.&lt;br /&gt;
&lt;br /&gt;
Safe: Carrying over the sniper rifle will allow you to eliminate the snipers before proceeding. After driving past the two Ghosts that engage the Hog in this area, keep going straight and behind the building up ahead. From here, you can snipe the Jackals then attempt the yolo strat. If you carried over the sword as well, sword fly to the right Wraith.&lt;br /&gt;
&lt;br /&gt;
Be sure to grab rocket launcher ammo from your ally before heading up the stairs.&lt;br /&gt;
&lt;br /&gt;
==Early Scarab==&lt;br /&gt;
===''Method 1: Grenade Jump''===&lt;br /&gt;
&lt;br /&gt;
You need two frags for this method. Jump onto the small cylinder, look down, crouch, throw a frag, wait for a second, and jump forward to land on the antennae. From up here, you have enough time to destroy the Scorpion to speed up the Scarab (otherwise it will always attack the Scorpion before proceeding). Position yourself in the middle of the antennae. Aim around the left corner of the wall with the Tterrab sign.&lt;br /&gt;
&lt;br /&gt;
Audio cue: When Sgt. Banks pauses between 'I don't think it's stopping' and 'Keep your head down', look straight down and nade jump towards the Scarab.&lt;br /&gt;
&lt;br /&gt;
Visual cue: Watch the turret marine, after he gets off and his feet touches the ground, look straight down and nade jump towards the Scarab.&lt;br /&gt;
&lt;br /&gt;
===''Method 2: [[Halo_2#Movement_Techniques|Superbouncing]] (H2C only)''===&lt;br /&gt;
&lt;br /&gt;
For those who have difficulties with grenade jumps, the superbounce may be a good alternative. This method requires the player to jump back down to where the allied tank is stationed. Using the ramp upon which the tank sits, the player can store a crouch allowing for a superbounce. &lt;br /&gt;
&lt;br /&gt;
Firstly, head to the left of this ramp and crouch underneath. Push against the underside of the ramp and then let go of the crouch button (from here until you are in the air make sure you do not press the crouch button). Slowly move out from under the ramp, jump onto the ramp and then make your way up it. Hold forward until you are approximately half way across the width of the bridge. At this point jump and keep holding forward. If you land along the correct line you should superbounce straight up and should be able to land upon the scarab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;Iu-1wmmkPIY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The issues the player may encounter with this trick will likely be failure to bounce or bouncing too high. The former is usually caused by the player either failing to store the crouch correctly or landing too far left. The latter is usually caused by jumping too far right or jumping too late (see example below).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;L1ixwJBTJ80&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===''Method 3: Long Jump''===&lt;br /&gt;
[https://www.youtube.com/watch?v=HQC5h8SBIx8 Here]&lt;br /&gt;
&lt;br /&gt;
===''Method 4: Moon Jump''===&lt;br /&gt;
[https://www.youtube.com/watch?v=aU9vjjlB8_w Here]&lt;br /&gt;
&lt;br /&gt;
Once you get on the Scarab, go to the front of the Scarab which will make it go down faster. The enemies will spawn when the Scarab reaches a certain point, but you must be standing at the bottom of the ramp leading to the control room to manually spawn two Elite pilots and a white Elite, which are required to end the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scarab Clear==&lt;br /&gt;
Get a checkpoint on the Scarab by being on top of its middle platform or being under the arch near its main cannon. If you were unable to execute the early Scarab trick, wait until the Scarab comes close to the bridge, jump down, and head to the back area. Throw a distraction grenade then force your way down. Head back up and to the front of the Scarab.&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Wait inside the Scarab just to the left of the ramp for the enemies to spawn. Grunts will spawn close to you. Throw a grenade past them towards the pilots while jumping over the Grunts. Throw another grenade at the other side of the wall near the pilots. Then, shoot your rockets at either side of the wall. Switch to your shotgun to clean up any survivors.&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
There are several methods for clearing the Scarab on Legendary.&lt;br /&gt;
====''Method 1: Plasma Rifle Clear''====&lt;br /&gt;
You should have plasma rifle + rocket launcher for this clear. Walk down to the end of the ramp into the Scarab. When the enemies spawn, quickly walk back up the ramp and towards the Scarab's head. Drop onto the side of the head and walk into the body of the Scarab. You should be able to view the 2 Major Elite pilots and the Ultra Elite from here. Use the plasma rifle to lower their shields and finish them off with the rocket launcher.&lt;br /&gt;
====''Method 2: Plasma Pistol Clear''====&lt;br /&gt;
You should have battle rifle + rocket launcher for this clear. Walk down the ramp and to the left, in front of where the Grunts will spawn. Hold out your BR. Immediately when the Grunt spawns, headshot him with the BR and pick up his plasma pistol. The timing on this is tight, and it may take some practice. Holding the plasma pistol, quickly walk back up the ramp and towards the head of the Scarab. Drop onto the side of the head and walk into the body of the Scarab. You should be able to view the 2 Major Elite pilots and the Ultra Elite from here. Use the plasma pistol to drop their shields and finish them off with the rocket launcher.&lt;br /&gt;
====''Method 3: Shotgun Boost Clear''====&lt;br /&gt;
This is the fastest yet riskiest clear and will take some practice to master. You need the shotgun + rocket launcher for this clear. Position yourself like you're doing the Plasma Pistol Clear except holding the shotgun. When the grunt spawns, wait half a second and then perform a shotgun boost to propel yourself towards the pilots. Switch weapons to your rocket launcher midair. The Ultra Elite will immediately enrage. Backsmack him during the animation. Then, holding the rocket launcher, bait the other two elites into melees, dodge the melee, and backsmack them. &lt;br /&gt;
&lt;br /&gt;
==Scarab Deload==&lt;br /&gt;
If you hit the trigger at the top of the building's stairs within a certain window, the Scarab will disappear and the level cannot be completed. See the video below for a detailed explanation.&lt;br /&gt;
Scarab Deload Explained by ImNotBrad:&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=j9fgKI74dwo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=22473</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=22473"/>
				<updated>2025-04-14T15:26:16Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Added video widgets for WR times. Added the HR records for H2C, I know they're inaccurate bc Mono has them but this is an HR resource so I'm putting HR times.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = '''Easy:''' ~4:30; '''Legendary:''' ~9:00&lt;br /&gt;
| time2 = '''Easy:''' ~4:00; '''Legendary:''' ~7:30&lt;br /&gt;
| time3 = '''Easy:''' ~3:40; '''Legendary:''' ~5:25&lt;br /&gt;
| time4 = '''Easy:''' 3:35; '''Legendary:''' 4:20&lt;br /&gt;
| time5 = '''Easy:''' NA; '''Legendary:''' 3:31.766&lt;br /&gt;
| previous = [[The Armory]]&lt;br /&gt;
| next = [[Outskirts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information. The general strategies vary between Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/cairo/Legendary (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=Fqyrev6X6pY|right|caption=The current H2A world record for Cairo Station on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=A0pQHE1J4N4|right|caption=The current H2A world record for Cairo Station on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=ghGWB4F783Y|right|caption=The current H2A world record for Cairo Station on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=qHB_pDwi8pg|right|caption=The current H2A world record for Cairo Station on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTE:''' The strategies outlined below for Legendary will not include strategies involving Tram Skip. Tram Skip is an advanced trick that we do not recommend for Legendary fullgame outside of top-level runners. Tram Skip itself is not difficult, but it makes the rest of Cairo Station extremely difficult and time-consuming to run due to the persisting Marine aggro and the lack of a plasma pistol for Hanger 1. For Easy, Tram Skip is recommended due to the easier difficulty. Tram Skip does not change the recommended route on Easy.&lt;br /&gt;
&lt;br /&gt;
==Level Start and Commons R-01==&lt;br /&gt;
&lt;br /&gt;
===''Easy''===&lt;br /&gt;
After skipping the cutscene, enter the next room and wait near the yellow door without being too close to it. After it explodes, enter the next room and obtain a Plasma Pistol as quickly as possible. If you're new to the game, it'll be easier to dual wield two Plasma Rifles.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Jump up to the balcony above the yellow door and wait for two Elites and two Grunts to run into the room before dropping down behind them. Try not to get spotted by them in the process. If you don't get a plasma pistol in here, drop down in the next room, head left, and kill a Grunt for it. Otherwise jump up to the balcony on the right, go near the end of the path, jump down and run straight ahead. Noob combo the lone Elite. You can melee/backsmack him to conserve your plasma pistol's battery.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Noob combo the Elite, BR the Elite and Grunts coming out of the tube, [[Halo 2#Quick_Reload|quick reload]], and BR the second wave. BR the two Grunts that were already in the room if the marines didn't kill them. If you're using the dual wield strat, just shoot all the enemies. Look at the Malta to make it explode sooner, don't stop looking until it's blown up. Pick up four Plasma Grenades on the balcony. You can also retrieve them by being underneath their location and jumping. The three frags near the entrance can be retrieved from below too. Head towards the locked door at the end of the room without being too close to it.&lt;br /&gt;
 &lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing at least one Elite per wave. Kill the Grunts when you can. You can kill a Grunt while the charged projectile is tracking it's target. Toss a frag to intercept each wave while continuing the above pattern. On the third wave, the game starts a timer that will eventually spawn one white Elite and two Grunts in the tube regardless of how quickly you clear the room. Noob combo the white Elite and BR two Grunts. Promptly replace your plasma pistol for one with more charge. While looking at Malta, make your way up to the balcony and retrieve plasma grenades. If the marine up here survived, you can kill him yourself, he has a chance to drop a frag or two. Head to the area above the door. When the door explodes, drop down behind the enemies and proceed. Make sure to pick up the BR ammo near the turret!&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
BR both turret Grunts, BR Grunts, but prioritize killing the Elite to make the next wave arrive sooner. Either throw a plasma grenade where the enemies land or stick the Elite while he's in the tube. Kill any remaining Grunts. Look at the Athens, it's the same case as Malta. Head into the back room to grab frags then go down either stairs.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
This hangar is a disaster waiting to happen. Note that the turret Grunts drop 100 charge plasma pistols. They will eventually despawn if not picked up. You can toss a plasma grenade towards the enemies before retrieving the guns. Dual wielding plasma pistols, jump up to the balcony and drop one of them near the large green box on the right. Noob combo Elites, BR Grunts, toss a grenade for each wave. You can stick Elites that are taking cover against boxes in plain sight. Strafe to dodge enemy return fire. Watch out for Grunts sending plasma grenades your way, the explosion can be deadly and can knock off your plasma pistol if it lands near it. On the third wave, the game will eventually spawn two super lethal white Elites and a gold sword Elite (the white Elites will be flanking the Goldie). After killing most of the enemies, dual wield your plasma pistols, charge them up, and aim for where the two white Elites will be when they spawn. Finish off the Goldie, collect his sword, and it'll finally be over. Go to the back room to retrieve frags. Look at Athens, look at it, look at it. If you remain up top long enough, you can get a checkpoint before proceeding into the hallways. If you want to go faster, wait at either door at the bottom of the stairs and cancel off the Elite when it opens to the next door. Stick the stealth elite that spawns when the door opens. Quickly pull out your sword and move to the other door. Sword slash the other stealth elite to drop his shields, then either slash him again or pull out your BR for a quick headshot.&lt;br /&gt;
&lt;br /&gt;
==Hallways, Armory, and Commons B-01==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Run to the armory, watch Gunns die, get his shotgun. Run through the next room, heading straight forward. When you reach the end, you can jump onto the small ledge to the right or grenade jump up using a plasma grenade.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Move into the Armory and onto one of the ramps. If you want to go fast/risky, throw a frag grenade onto the opposing ramp. This will make the Elites look at that spot and away from you. Walk past the Elites and sword fly to and over the turret grunt. If you want to go with a more consistent strategy, stick/BR the two Elites up top. Note that one of these can spawn as a white Elite. Upon entering the next room, you'll get a checkpoint. Sword fly to and over the turret Grunt (YXR+A). Revert if you don't get it in time. If sword flying isn't an option, you can jump onto the ledge to the right and up to the balcony. Jump across to the turret area.&lt;br /&gt;
&lt;br /&gt;
Sometimes you can get a checkpoint right before the two large green boxes in the next room.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Walking.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if enough enemies are killed before you reach the end, several enemies will spawn ahead of you. Sword fly into the Elite or sword fly to and jump over a Grunt. Sword lunge both Ranger Elites. There are several ways to reach the room with the Drones:&lt;br /&gt;
&lt;br /&gt;
Method 1: Jump up the ramp ahead of you, grenade jump to the top of the space station and head to the door.&lt;br /&gt;
&lt;br /&gt;
Method 2: If the Elite Ranger outside is floating above the structure that you entered space from and he's not moving, you can sword fly off of him. You can do it from the ramp or the nearby crate.&lt;br /&gt;
&lt;br /&gt;
Method 3: If the Elite Ranger is underneath the structure, then you kill him with your sword and BR the second pair of Elite Rangers that arrive. This is also helpful if you're unable to utilize sword flying.&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
In this big room, several Drones will fly up when you cross the yellow line. You need to kill at least four or five Drones to trigger the door at the bottom to open. You want to get to the yellow door right as it's opening, there will be two Elites and several Grunts inside. Approach the edge, bounce a frag off the floor, and keep moving forward. Turn around and BR one or two Drones. You can tell if the door is open by the red light glow near the switch. If the door doesn't open, kill a few more Drones. When the airlock door opens, either toss a frag so it lands in the midst off the enemies or stick one of the Elites, then switch to your shotgun and clean them up. Make sure the last enemy dies before the airlock door fully closes. Staying in the middle of the small room, you'll have skipped some dialogue to open the door sooner.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Heading to the right, throw a frag towards the yellow line where the Drones emerge. Then throw a frag under the platform near the stairs, a Drone usually flies down here. Head down to the lift, kill a few more Drones from down here if the door hasn't opened. Sword fly to a Grunt in the airlock, jump behind either door frame, and kill anyone who's still inside.&lt;br /&gt;
&lt;br /&gt;
If sword flying isn't an option for you:&lt;br /&gt;
Kill all the Drones and let the lift come up. You can stop it by using the switch. Staying on the top level of the elevator, you can noob combo the Elites and kill the Grunts. The Grunts tend to throw grenades at you if you're up here. You can damage/kill some of these by bouncing a frag off the floor. Once the area is cleared, drop the sword for a plasma pistol with decent charge.&lt;br /&gt;
&lt;br /&gt;
==Space (second time)==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Walking.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The current strat is to juggle a plasma pistol to a certain spot and sword fly off the turret Elite while swapping the sword for the plasma pistol. This will take some practice. Delay the checkpoint you get in the airlock until the door has opened.&lt;br /&gt;
&lt;br /&gt;
[[https://www.youtube.com/watch?v=3x_eU7wTJe8#t=4m40s Example]]&lt;br /&gt;
&lt;br /&gt;
The safer strat is to noob combo. There are two plasma pistols with 100 battery available in the airlock. It helps to bring a plasma pistol with you to give you a spare to use for the bomb room. With careful aim, you can noob combo the turret Elite. Noob combo the other two Elite Rangers. BR the next pair of Rangers from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
The bomb room is guarded by four Elites (the dual wielding one has a chance to be a white Elite) and two Grunts. Toss a frag at the initial enemies, BR them, then go on a shotgun spree. You can use grenade sticks on Elites that keep their distance. The level usually ends when everything in this room dies.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The bomb room is guarded by six Elites. Noob combo the first Elite then head left. Carefully noob combo most of them from this position, use the crate and walls for cover. If your plasma pistol's battery is about to expire, you can trade it to a marine in the back room and kill him to reset it.&lt;br /&gt;
&lt;br /&gt;
[[https://www.youtube.com/watch?v=rnvFhhGfDTY Example]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22472</id>
		<title>Outskirts</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22472"/>
				<updated>2025-04-14T15:20:18Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Outskirts&lt;br /&gt;
| image = [[File:Outskirts.jpg|300px]]&lt;br /&gt;
| caption = Over the rooftops and through the beach...&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~4:45; '''Legendary:''' ~5:00&lt;br /&gt;
| time2 = '''Easy:''' ~4:20; '''Legendary:''' ~4:45&lt;br /&gt;
| time3 = '''Easy:''' ~4:05; '''Legendary:''' ~4:10&lt;br /&gt;
| time4 = '''Easy:''' 3:51; '''Legendary:''' 3:50&lt;br /&gt;
| time5 = '''Legendary:''' &lt;br /&gt;
| previous = [[Cairo Station]]&lt;br /&gt;
| next = [[Metropolis]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Outskirts''' is the third playable level in [[Halo 2]]. See [http://www.halopedia.org/Outskirts Halopedia] for general information. The strategies vary slightly between Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/os/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=QDpmf18sbew|right|caption=The current H2A world record for Outskirts on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=CnnF-lkyqNI|right|caption=The current H2A world record for Outskirts on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=E5Kv1aiwzzE|right|caption=The current H2C world record for Outskirts on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=iVg9-v1R98c|right|caption=The current H2C world record for Outskirts on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==The Rooftops==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
The first thing you want to do is get out of bounds. Grenade-jump onto the steel beam, then jump up to the ledge.&lt;br /&gt;
*If you have difficulty with the first grenade jump, an alternate (slower) strategy is to go into the tunnel and jump on top of one of the lights, then crouch-jump onto the ramped ledge. Once on the roof, turn around and crouch-jump/grenade-jump onto the ledge.&lt;br /&gt;
Follow the route in the world record video and head over the rooftops to Hotel Zanzibar. If you miss a jump, there's usually a slower backup route. Alternatively, you can revert to last checkpoint if you miss a jump. Just make sure to keep track of where your checkpoints were received.&lt;br /&gt;
====''Legendary''====&lt;br /&gt;
The strategy for this section on Legendary is no different than the Easy difficulty strategy.&lt;br /&gt;
&lt;br /&gt;
==Hotel Zanzibar==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Grab the pistol from just inside the window and hold it for the rest of the level. The pistol does not spawn anywhere on Metropolis, so you will get a brand-new set of weapons when you start Metropolis. This is called preventing weapon carry-over. This is beneficial, as you will always spawn with four grenades, which are needed on Metropolis. Continue through the hallway, avoid the enemies at the end of the hallway and then continue forward up and over the wall straight ahead of you. Head towards the ghost near the crashed pelican that is on the beach.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
When dropping back into bounds at Hotel Zanzibar, first grenade the turret that is setup to the left of one of the palm trees below you. If there is a grunt currently manning the turret, you'll want to shoot him off of the turret before the grenade blows up. Your goal with the grenade is to blow up the turret. This will stop the White Elite from pathing to try and man the turret. After you do this, run to the White Elite and get as close as possible. Your goal is to get him angry so that he goes into his rage animation. When he is halfway through his rage animation, melee him in the back so that he drops his sword. Pick it up, then go pick up the pistol that is inside the hotel. You need to pick up the pistol to prevent carry over to Metropolis, so that you have 4 grenades. Continue through the hallway.&lt;br /&gt;
&lt;br /&gt;
At the end of the hallway, 2 elites and 3 grunts will run around the corner when you get close. Sword melee one of the elites and then sword cancel off of one of the grunts in the back of the group. This will allow you to travel faster and is one of the safest ways to quickly complete this section.&lt;br /&gt;
&lt;br /&gt;
Continue to the ghost.&lt;br /&gt;
&lt;br /&gt;
==The Beach==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Boost the Ghost through the next section. Use quickturning (LT+A) to make tight turns without losing much speed. If you have trouble squeezing between the wall and the shipping container, you want to try to get your right wing in first. This is done by going slightly to the right and then tapping 'A' to raise the front right as you get there.&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
You will want to take a different path compared to Easy. Drive straight ahead, you'll see two palm trees grouped together. Drive slightly past them on the right. Quickly turn left, you should see a ghost boosting directly at you. Drive past the ghost and towards the turret. You need to drive past the turret quickly. After you're past the turret there will be more enemies. Drive past them quickly, round the corner, and then go straight out towards the ocean. Once you reach the shoreline, cut towards the left and continue normally. In the next section you can drive under the tower that has a sniper jackal in it, driving straight into the tunnel.&lt;br /&gt;
&lt;br /&gt;
==The Tunnels==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Drive to the end of the level. The Shadows near the end will often switch lanes and generally force you to juke them, losing time. To avoid that, start riding the ledge just before or after you reach them. Refer to the current world record video for tips on how to avoid enemies and other vehicles.&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Travel forwards into the first tunnel to trigger a Warthog to spawn behind you, then switch your Ghost for the Warthog. If the marine driver is in a certain animation when he gets out, he'll get in the passenger seat right away. You must keep the turret marine alive until you reach the shadows. He is key to drawing their fire away from you. Taking both marines with you isn't required with good driving, however it can help. Refer to the current world record video for tips on how to avoid enemies and other vehicles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-03]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22471</id>
		<title>Outskirts</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22471"/>
				<updated>2025-04-14T15:18:15Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Added goal times and WR times. Still need to add segmented time. Updated WR videos widgets. Refined text sections. Intentionally left out beach swordfly description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Outskirts&lt;br /&gt;
| image = [[File:Outskirts.jpg|300px]]&lt;br /&gt;
| caption = Over the rooftops and through the beach...&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~4:45; '''Legendary:''' ~5:00&lt;br /&gt;
| time2 = '''Easy:''' ~4:20; '''Legendary:''' ~4:45&lt;br /&gt;
| time3 = '''Easy:''' ~4:05; '''Legendary:''' ~4:10&lt;br /&gt;
| time4 = '''Easy:''' 3:51; '''Legendary:''' 3:50&lt;br /&gt;
| time5 = '''Legendary:''' &lt;br /&gt;
| previous = [[Cairo Station]]&lt;br /&gt;
| next = [[Metropolis]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Outskirts''' is the third playable level in [[Halo 2]]. See [http://www.halopedia.org/Outskirts Halopedia] for general information. The strategies vary slightly between Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/os/Legendary&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=QDpmf18sbew|right|caption=The current H2A world record for Outskirts on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=CnnF-lkyqNI|right|caption=The current H2A world record for Outskirts on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=E5Kv1aiwzzE|right|caption=The current H2C world record for Outskirts on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=iVg9-v1R98c|right|caption=The current H2C world record for Outskirts on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
===The Rooftops===&lt;br /&gt;
===''Easy''===&lt;br /&gt;
The first thing you want to do is get out of bounds. Grenade-jump onto the steel beam, then jump up to the ledge.&lt;br /&gt;
*If you have difficulty with the first grenade jump, an alternate (slower) strategy is to go into the tunnel and jump on top of one of the lights, then crouch-jump onto the ramped ledge. Once on the roof, turn around and crouch-jump/grenade-jump onto the ledge.&lt;br /&gt;
Follow the route in the world record video and head over the rooftops to Hotel Zanzibar. If you miss a jump, there's usually a slower backup route. Alternatively, you can revert to last checkpoint if you miss a jump. Just make sure to keep track of where your checkpoints were received.&lt;br /&gt;
====''Legendary''====&lt;br /&gt;
The strategy for this section on Legendary is no different than the Easy difficulty strategy.&lt;br /&gt;
&lt;br /&gt;
===Hotel Zanzibar===&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Grab the pistol from just inside the window and hold it for the rest of the level. The pistol does not spawn anywhere on Metropolis, so you will get a brand-new set of weapons when you start Metropolis. This is called preventing weapon carry-over. This is beneficial, as you will always spawn with four grenades, which are needed on Metropolis. Continue through the hallway, avoid the enemies at the end of the hallway and then continue forward up and over the wall straight ahead of you. Head towards the ghost near the crashed pelican that is on the beach.&lt;br /&gt;
&lt;br /&gt;
====''Legendary''====&lt;br /&gt;
When dropping back into bounds at Hotel Zanzibar, first grenade the turret that is setup to the left of one of the palm trees below you. If there is a grunt currently manning the turret, you'll want to shoot him off of the turret before the grenade blows up. Your goal with the grenade is to blow up the turret. This will stop the White Elite from pathing to try and man the turret. After you do this, run to the White Elite and get as close as possible. Your goal is to get him angry so that he goes into his rage animation. When he is halfway through his rage animation, melee him in the back so that he drops his sword. Pick it up, then go pick up the pistol that is inside the hotel. You need to pick up the pistol to prevent carry over to Metropolis, so that you have 4 grenades. Continue through the hallway.&lt;br /&gt;
&lt;br /&gt;
At the end of the hallway, 2 elites and 3 grunts will run around the corner when you get close. Sword melee one of the elites and then sword cancel off of one of the grunts in the back of the group. This will allow you to travel faster and is one of the safest ways to quickly complete this section.&lt;br /&gt;
&lt;br /&gt;
Continue to the ghost.&lt;br /&gt;
&lt;br /&gt;
===The Beach===&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Boost the Ghost through the next section. Use quickturning (LT+A) to make tight turns without losing much speed. If you have trouble squeezing between the wall and the shipping container, you want to try to get your right wing in first. This is done by going slightly to the right and then tapping 'A' to raise the front right as you get there.&lt;br /&gt;
====''Legendary''====&lt;br /&gt;
You will want to take a different path compared to Easy. Drive straight ahead, you'll see two palm trees grouped together. Drive slightly past them on the right. Quickly turn left, you should see a ghost boosting directly at you. Drive past the ghost and towards the turret. You need to drive past the turret quickly. After you're past the turret there will be more enemies. Drive past them quickly, round the corner, and then go straight out towards the ocean. Once you reach the shoreline, cut towards the left and continue normally. In the next section you can drive under the tower that has a sniper jackal in it, driving straight into the tunnel.&lt;br /&gt;
&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Drive to the end of the level. The Shadows near the end will often switch lanes and generally force you to juke them, losing time. To avoid that, start riding the ledge just before or after you reach them. Refer to the current world record video for tips on how to avoid enemies and other vehicles.&lt;br /&gt;
====''Legendary''====&lt;br /&gt;
Travel forwards into the first tunnel to trigger a Warthog to spawn behind you, then switch your Ghost for the Warthog. If the marine driver is in a certain animation when he gets out, he'll get in the passenger seat right away. You must keep the turret marine alive until you reach the shadows. He is key to drawing their fire away from you. Taking both marines with you isn't required with good driving, however it can help. Refer to the current world record video for tips on how to avoid enemies and other vehicles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-03]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=22453</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=22453"/>
				<updated>2025-04-13T18:12:36Z</updated>
		
		<summary type="html">&lt;p&gt;DABLL DO YA: Added goal times, WR times, and segmented times. Updated some of the descriptions. Added a disclaimer addressing Tram Skip. Tram Skip link is also required, but I do not have the skill required to do this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = '''Easy:''' ~4:30; '''Legendary:''' ~9:00&lt;br /&gt;
| time2 = '''Easy:''' ~4:00; '''Legendary:''' ~7:30&lt;br /&gt;
| time3 = '''Easy:''' ~3:40; '''Legendary:''' ~5:25&lt;br /&gt;
| time4 = '''Easy:''' 3:35; '''Legendary:''' 4:20&lt;br /&gt;
| time5 = '''Easy:''' NA; '''Legendary:''' 3:31.766&lt;br /&gt;
| previous = [[The Armory]]&lt;br /&gt;
| next = [[Outskirts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information. The general strategies vary between Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/cairo/Legendary (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTE:''' The strategies outlined below for Legendary will not include strategies involving Tram Skip. Tram Skip is an advanced trick that we do not recommend for Legendary fullgame outside of top-level runners. Tram Skip itself is not difficult, but it makes the rest of Cairo Station extremely difficult and time-consuming to run due to the persisting Marine aggro and the lack of a plasma pistol for Hanger 1. For Easy, Tram Skip is recommended due to the easier difficulty. Tram Skip does not change the recommended route on Easy.&lt;br /&gt;
&lt;br /&gt;
==Level Start and Commons R-01==&lt;br /&gt;
&lt;br /&gt;
===''Easy''===&lt;br /&gt;
After skipping the cutscene, enter the next room and wait near the yellow door without being too close to it. After it explodes, enter the next room and obtain a Plasma Pistol as quickly as possible. If you're new to the game, it'll be easier to dual wield two Plasma Rifles.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Jump up to the balcony above the yellow door and wait for two Elites and two Grunts to run into the room before dropping down behind them. Try not to get spotted by them in the process. If you don't get a plasma pistol in here, drop down in the next room, head left, and kill a Grunt for it. Otherwise jump up to the balcony on the right, go near the end of the path, jump down and run straight ahead. Noob combo the lone Elite. You can melee/backsmack him to conserve your plasma pistol's battery.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Noob combo the Elite, BR the Elite and Grunts coming out of the tube, [[Halo 2#Quick_Reload|quick reload]], and BR the second wave. BR the two Grunts that were already in the room if the marines didn't kill them. If you're using the dual wield strat, just shoot all the enemies. Look at the Malta to make it explode sooner, don't stop looking until it's blown up. Pick up four Plasma Grenades on the balcony. You can also retrieve them by being underneath their location and jumping. The three frags near the entrance can be retrieved from below too. Head towards the locked door at the end of the room without being too close to it.&lt;br /&gt;
 &lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing at least one Elite per wave. Kill the Grunts when you can. You can kill a Grunt while the charged projectile is tracking it's target. Toss a frag to intercept each wave while continuing the above pattern. On the third wave, the game starts a timer that will eventually spawn one white Elite and two Grunts in the tube regardless of how quickly you clear the room. Noob combo the white Elite and BR two Grunts. Promptly replace your plasma pistol for one with more charge. While looking at Malta, make your way up to the balcony and retrieve plasma grenades. If the marine up here survived, you can kill him yourself, he has a chance to drop a frag or two. Head to the area above the door. When the door explodes, drop down behind the enemies and proceed. Make sure to pick up the BR ammo near the turret!&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
BR both turret Grunts, BR Grunts, but prioritize killing the Elite to make the next wave arrive sooner. Either throw a plasma grenade where the enemies land or stick the Elite while he's in the tube. Kill any remaining Grunts. Look at the Athens, it's the same case as Malta. Head into the back room to grab frags then go down either stairs.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
This hangar is a disaster waiting to happen. Note that the turret Grunts drop 100 charge plasma pistols. They will eventually despawn if not picked up. You can toss a plasma grenade towards the enemies before retrieving the guns. Dual wielding plasma pistols, jump up to the balcony and drop one of them near the large green box on the right. Noob combo Elites, BR Grunts, toss a grenade for each wave. You can stick Elites that are taking cover against boxes in plain sight. Strafe to dodge enemy return fire. Watch out for Grunts sending plasma grenades your way, the explosion can be deadly and can knock off your plasma pistol if it lands near it. On the third wave, the game will eventually spawn two super lethal white Elites and a gold sword Elite (the white Elites will be flanking the Goldie). After killing most of the enemies, dual wield your plasma pistols, charge them up, and aim for where the two white Elites will be when they spawn. Finish off the Goldie, collect his sword, and it'll finally be over. Go to the back room to retrieve frags. Look at Athens, look at it, look at it. If you remain up top long enough, you can get a checkpoint before proceeding into the hallways. If you want to go faster, wait at either door at the bottom of the stairs and cancel off the Elite when it opens to the next door. Stick the stealth elite that spawns when the door opens. Quickly pull out your sword and move to the other door. Sword slash the other stealth elite to drop his shields, then either slash him again or pull out your BR for a quick headshot.&lt;br /&gt;
&lt;br /&gt;
==Hallways, Armory, and Commons B-01==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Run to the armory, watch Gunns die, get his shotgun. Run through the next room, heading straight forward. When you reach the end, you can jump onto the small ledge to the right or grenade jump up using a plasma grenade.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Move into the Armory and onto one of the ramps. If you want to go fast/risky, throw a frag grenade onto the opposing ramp. This will make the Elites look at that spot and away from you. Walk past the Elites and sword fly to and over the turret grunt. If you want to go with a more consistent strategy, stick/BR the two Elites up top. Note that one of these can spawn as a white Elite. Upon entering the next room, you'll get a checkpoint. Sword fly to and over the turret Grunt (YXR+A). Revert if you don't get it in time. If sword flying isn't an option, you can jump onto the ledge to the right and up to the balcony. Jump across to the turret area.&lt;br /&gt;
&lt;br /&gt;
Sometimes you can get a checkpoint right before the two large green boxes in the next room.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Walking.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if enough enemies are killed before you reach the end, several enemies will spawn ahead of you. Sword fly into the Elite or sword fly to and jump over a Grunt. Sword lunge both Ranger Elites. There are several ways to reach the room with the Drones:&lt;br /&gt;
&lt;br /&gt;
Method 1: Jump up the ramp ahead of you, grenade jump to the top of the space station and head to the door.&lt;br /&gt;
&lt;br /&gt;
Method 2: If the Elite Ranger outside is floating above the structure that you entered space from and he's not moving, you can sword fly off of him. You can do it from the ramp or the nearby crate.&lt;br /&gt;
&lt;br /&gt;
Method 3: If the Elite Ranger is underneath the structure, then you kill him with your sword and BR the second pair of Elite Rangers that arrive. This is also helpful if you're unable to utilize sword flying.&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
In this big room, several Drones will fly up when you cross the yellow line. You need to kill at least four or five Drones to trigger the door at the bottom to open. You want to get to the yellow door right as it's opening, there will be two Elites and several Grunts inside. Approach the edge, bounce a frag off the floor, and keep moving forward. Turn around and BR one or two Drones. You can tell if the door is open by the red light glow near the switch. If the door doesn't open, kill a few more Drones. When the airlock door opens, either toss a frag so it lands in the midst off the enemies or stick one of the Elites, then switch to your shotgun and clean them up. Make sure the last enemy dies before the airlock door fully closes. Staying in the middle of the small room, you'll have skipped some dialogue to open the door sooner.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
Heading to the right, throw a frag towards the yellow line where the Drones emerge. Then throw a frag under the platform near the stairs, a Drone usually flies down here. Head down to the lift, kill a few more Drones from down here if the door hasn't opened. Sword fly to a Grunt in the airlock, jump behind either door frame, and kill anyone who's still inside.&lt;br /&gt;
&lt;br /&gt;
If sword flying isn't an option for you:&lt;br /&gt;
Kill all the Drones and let the lift come up. You can stop it by using the switch. Staying on the top level of the elevator, you can noob combo the Elites and kill the Grunts. The Grunts tend to throw grenades at you if you're up here. You can damage/kill some of these by bouncing a frag off the floor. Once the area is cleared, drop the sword for a plasma pistol with decent charge.&lt;br /&gt;
&lt;br /&gt;
==Space (second time)==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Walking.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The current strat is to juggle a plasma pistol to a certain spot and sword fly off the turret Elite while swapping the sword for the plasma pistol. This will take some practice. Delay the checkpoint you get in the airlock until the door has opened.&lt;br /&gt;
&lt;br /&gt;
[[https://www.youtube.com/watch?v=3x_eU7wTJe8#t=4m40s Example]]&lt;br /&gt;
&lt;br /&gt;
The safer strat is to noob combo. There are two plasma pistols with 100 battery available in the airlock. It helps to bring a plasma pistol with you to give you a spare to use for the bomb room. With careful aim, you can noob combo the turret Elite. Noob combo the other two Elite Rangers. BR the next pair of Rangers from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
The bomb room is guarded by four Elites (the dual wielding one has a chance to be a white Elite) and two Grunts. Toss a frag at the initial enemies, BR them, then go on a shotgun spree. You can use grenade sticks on Elites that keep their distance. The level usually ends when everything in this room dies.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The bomb room is guarded by six Elites. Noob combo the first Elite then head left. Carefully noob combo most of them from this position, use the crate and walls for cover. If your plasma pistol's battery is about to expire, you can trade it to a marine in the back room and kill him to reset it.&lt;br /&gt;
&lt;br /&gt;
[[https://www.youtube.com/watch?v=rnvFhhGfDTY Example]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>DABLL DO YA</name></author>	</entry>

	</feed>