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		<updated>2026-05-13T01:26:50Z</updated>
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	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22123</id>
		<title>The Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22123"/>
				<updated>2018-07-07T11:55:02Z</updated>
		
		<summary type="html">&lt;p&gt;Dubhzo: /* Recommended Videos */&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 = The first level where you play as the Arbiter character&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>Dubhzo</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=To_do&amp;diff=22118</id>
		<title>To do</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=To_do&amp;diff=22118"/>
				<updated>2018-06-20T17:23:09Z</updated>
		
		<summary type="html">&lt;p&gt;Dubhzo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's some of the things that need to be done on the wiki, all the help is appreciated! please make a note of what you have done.&lt;br /&gt;
*add tutorial Moon Jump, and Long Jump methods for boarding the Scarab on Metro.&lt;br /&gt;
*Moon Jump&lt;br /&gt;
*add content for Halo 5: Guardians&lt;br /&gt;
*Port content from tutorials to level pages&lt;br /&gt;
*Add better way of navigating between levels (e.g. forward/back through levels)&lt;br /&gt;
*Link to most current HaloRuns WR videos for level pages&lt;/div&gt;</summary>
		<author><name>Dubhzo</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Game-Specific_Tricks&amp;diff=22117</id>
		<title>Game-Specific Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Game-Specific_Tricks&amp;diff=22117"/>
				<updated>2018-06-18T01:24:55Z</updated>
		
		<summary type="html">&lt;p&gt;Dubhzo: /* The Great Journey */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;Board-Nade Glitch&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a glitch which allows the player to plant a grenade in a boarded vehicle instantly upon boarding. It is performed by pressing nade+board (Lt+X on default controls) simultaneously whilst in range to board a vehicle. This trick is important to the run as it is used on Metropolis, Regret and The Great Journey.&lt;br /&gt;
&lt;br /&gt;
===== Metropolis =====&lt;br /&gt;
When boarding the wraith in the street section this trick will be used on both easy and legendary. On easy the nade-board glitch will do enough damage to allow the wraith to be destroyed in a single melee. On legendary it will do enough damage to allow the wraith to die in three melees, followed by a second nade and finished with one more melee.&lt;br /&gt;
&lt;br /&gt;
===== Regret =====&lt;br /&gt;
The board-nade glitch can be used on the Prophet of Regret himself. On easy, performing this trick will allow him die in a single melee. On legendary, performing the trick followed by a single melee will cause him to perform his teleport, this is opposed to four melees without the board-nade glitch.&lt;br /&gt;
&lt;br /&gt;
===== The Great Journey =====&lt;br /&gt;
On this level there are multiple brute-controlled wraiths. On easy, the trick is performed to kill the two wraiths near the start of the level as well as the first of three wraiths in the section after Johnson has boarded the scarab. On easy these wraiths can be taken out using just the board-nade glitch, no melees required. On legendary, for a fast IL you may choose to take out the two wraiths at the start of the level using the board-nade glitch followed by two melees, this is faster but more risky than the full game method of deloading these wraiths.&lt;/div&gt;</summary>
		<author><name>Dubhzo</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Game-Specific_Tricks&amp;diff=22116</id>
		<title>Game-Specific Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Game-Specific_Tricks&amp;diff=22116"/>
				<updated>2018-06-18T01:24:15Z</updated>
		
		<summary type="html">&lt;p&gt;Dubhzo: /* The Great Journey */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;Board-Nade Glitch&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a glitch which allows the player to plant a grenade in a boarded vehicle instantly upon boarding. It is performed by pressing nade+board (Lt+X on default controls) simultaneously whilst in range to board a vehicle. This trick is important to the run as it is used on Metropolis, Regret and The Great Journey.&lt;br /&gt;
&lt;br /&gt;
===== Metropolis =====&lt;br /&gt;
When boarding the wraith in the street section this trick will be used on both easy and legendary. On easy the nade-board glitch will do enough damage to allow the wraith to be destroyed in a single melee. On legendary it will do enough damage to allow the wraith to die in three melees, followed by a second nade and finished with one more melee.&lt;br /&gt;
&lt;br /&gt;
===== Regret =====&lt;br /&gt;
The board-nade glitch can be used on the Prophet of Regret himself. On easy, performing this trick will allow him die in a single melee. On legendary, performing the trick followed by a single melee will cause him to perform his teleport, this is opposed to four melees without the board-nade glitch.&lt;br /&gt;
&lt;br /&gt;
===== The Great Journey =====&lt;br /&gt;
On this level there are multiple brute-controlled wraiths. On easy, the trick is performed to kill the two wraiths near the start of the level as well as the first of three wraiths in the section after Johnson has boarded the scarab. On easy the wraith can be taking out using just the board-nade glitch, no melees required. On legendary, for a fast IL you may choose to take out the two wraiths at the start of the level using the board-nade glitch followed by two melees, this is faster but more risky than the full game method of deloading these wraiths.&lt;/div&gt;</summary>
		<author><name>Dubhzo</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Game-Specific_Tricks&amp;diff=22115</id>
		<title>Game-Specific Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Game-Specific_Tricks&amp;diff=22115"/>
				<updated>2018-06-18T01:17:00Z</updated>
		
		<summary type="html">&lt;p&gt;Dubhzo: Created page with &amp;quot;&amp;lt;big&amp;gt;Board-Nade Glitch&amp;lt;/big&amp;gt;  This is a glitch which allows the player to plant a grenade in a boarded vehicle instantly upon boarding. It is performed by pressing nade+board...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;Board-Nade Glitch&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a glitch which allows the player to plant a grenade in a boarded vehicle instantly upon boarding. It is performed by pressing nade+board (Lt+X on default controls) simultaneously whilst in range to board a vehicle. This trick is important to the run as it is used on Metropolis, Regret and The Great Journey.&lt;br /&gt;
&lt;br /&gt;
===== Metropolis =====&lt;br /&gt;
When boarding the wraith in the street section this trick will be used on both easy and legendary. On easy the nade-board glitch will do enough damage to allow the wraith to be destroyed in a single melee. On legendary it will do enough damage to allow the wraith to die in three melees, followed by a second nade and finished with one more melee.&lt;br /&gt;
&lt;br /&gt;
===== Regret =====&lt;br /&gt;
The board-nade glitch can be used on the Prophet of Regret himself. On easy, performing this trick will allow him die in a single melee. On legendary, performing the trick followed by a single melee will cause him to perform his teleport, this is opposed to four melees without the board-nade glitch.&lt;br /&gt;
&lt;br /&gt;
===== The Great Journey =====&lt;br /&gt;
On this level there are multiple brute-controlled wraiths. On easy the trick is performed to kill the two wraiths near the start of the level as well as the first of three wraiths in the section after Johnson has boarded the scarab. On easy the wraith can be taking out using just the board-nade glitch, no melees required. On legendary, for a fast IL you may choose to take out the two wraiths at the start of the level using the board-nade glitch followed by two melees, this is faster but more risky than the full game method of deloading these wraiths.&lt;/div&gt;</summary>
		<author><name>Dubhzo</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22114</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22114"/>
				<updated>2018-06-18T01:00:52Z</updated>
		
		<summary type="html">&lt;p&gt;Dubhzo: /* On legendary */&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 = Don't take the left&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~4:10 Legendary: sub-5:30&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;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Bridge===&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;
====''On 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;
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.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
If your Hog is badly damaged, you can wait for a second Hog to stop at the first barrier and take that one instead. Again, the marines will help with damage absorption. At the tunnel exit, after hitting the loading point, you can slow down to reliably receive the checkpoint. Otherwise it's a gamble, dying could send you back to the start of the tunnel.&lt;br /&gt;
&lt;br /&gt;
===The Streets===&lt;br /&gt;
In this area are two Wraiths and a building overlooking the area. Killing one Wraith while not being close to the building will spawn a third Wraith. Killing a Wraith will spawn a Phantom which will descend to drop off two Ghosts and then stay in place shooting at you with it's turrets. The door to the building will not open until the Wraiths, Ghosts, and turrets are destroyed. The two Jackal snipers can be ignored on Easy.&lt;br /&gt;
&lt;br /&gt;
====''The Deload''====&lt;br /&gt;
There is a chance that the Scarab will despawn (either near the building or after dropping into the water) if you weren't fast enough in this area. It's somehow connected to how you intercept the Phantom. A good rule of thumb: if it takes you more than two Wraith mortars to kill the Phantom, the deload will probably occur. In that case, wait about 10 seconds before entering the building. Getting out near the superbounce spot and walking to the building usually kills enough time.&lt;br /&gt;
&lt;br /&gt;
====''On 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 about four mortar hits to destroy it, three 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;
====''On legendary''====&lt;br /&gt;
The Jackal snipers will make it very difficult to get past this section.&lt;br /&gt;
&lt;br /&gt;
Yolo: 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;
Note: Doing this trick only saves around 10 seconds, it's not really important in full game until at least sub-1:30:00. If you mess it up, just continue through the level as intended.&lt;br /&gt;
&lt;br /&gt;
Before attemtpting any of the following early-board methods you should destroy the allied scorpion, this can be done with two good shots to the back from a rocket launcher. Destroying the scorpion will prevent the scarab from having to shoot it and allow it to get to a boarding position faster.&lt;br /&gt;
&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]]''====&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;
====''On legendary''====&lt;br /&gt;
If you'd prefer, you can get a checkpoint on the Scarab by being on top of it's middle platform or being under the arch near it's main cannon. When the enemies have spawned, quickly run to the front of the Scarab and drop down to either side of it's main cannon. If you hug the wall, you should be able to see and fire into the inner room. Lower each Elite's shield with the plasma rifle then BR him. Sometimes an Elite may seek cover behind a wall, grenades may be able to get him to come out/finish him off.&lt;br /&gt;
&lt;br /&gt;
===Normal Scarab (legendary)===&lt;br /&gt;
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;
&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>Dubhzo</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22113</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22113"/>
				<updated>2018-06-18T00:58:27Z</updated>
		
		<summary type="html">&lt;p&gt;Dubhzo: /* On legendary */&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 = Don't take the left&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~4:10 Legendary: sub-5:30&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;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Bridge===&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;
====''On legendary''====&lt;br /&gt;
Make sure you take at least one marine for damage absorption. Note the rocket marine has a chance of ruining your day by shooting at nearby Ghosts. He can still be helpful in the tunnel.&lt;br /&gt;
&lt;br /&gt;
===The Tunnels===&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.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
If your Hog is badly damaged, you can wait for a second Hog to stop at the first barrier and take that one instead. Again, the marines will help with damage absorption. At the tunnel exit, after hitting the loading point, you can slow down to reliably receive the checkpoint. Otherwise it's a gamble, dying could send you back to the start of the tunnel.&lt;br /&gt;
&lt;br /&gt;
===The Streets===&lt;br /&gt;
In this area are two Wraiths and a building overlooking the area. Killing one Wraith while not being close to the building will spawn a third Wraith. Killing a Wraith will spawn a Phantom which will descend to drop off two Ghosts and then stay in place shooting at you with it's turrets. The door to the building will not open until the Wraiths, Ghosts, and turrets are destroyed. The two Jackal snipers can be ignored on Easy.&lt;br /&gt;
&lt;br /&gt;
====''The Deload''====&lt;br /&gt;
There is a chance that the Scarab will despawn (either near the building or after dropping into the water) if you weren't fast enough in this area. It's somehow connected to how you intercept the Phantom. A good rule of thumb: if it takes you more than two Wraith mortars to kill the Phantom, the deload will probably occur. In that case, wait about 10 seconds before entering the building. Getting out near the superbounce spot and walking to the building usually kills enough time.&lt;br /&gt;
&lt;br /&gt;
====''On 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 about four mortar hits to destroy it, three 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;
====''On legendary''====&lt;br /&gt;
The Jackal snipers will make it very difficult to get past this section.&lt;br /&gt;
&lt;br /&gt;
Yolo: 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;
Note: Doing this trick only saves around 10 seconds, it's not really important in full game until at least sub-1:30:00. If you mess it up, just continue through the level as intended.&lt;br /&gt;
&lt;br /&gt;
Before attemtpting any of the following early-board methods you should destroy the allied scorpion, this can be done with two good shots to the back from a rocket launcher. Destroying the scorpion will prevent the scarab from having to shoot it and allow it to get to a boarding position faster.&lt;br /&gt;
&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]]''====&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;
====''On legendary''====&lt;br /&gt;
If you'd prefer, you can get a checkpoint on the Scarab by being on top of it's middle platform or being under the arch near it's main cannon. When the enemies have spawned, quickly run to the front of the Scarab and drop down to either side of it's main cannon. If you hug the wall, you should be able to see and fire into the inner room. Lower each Elite's shield with the plasma rifle then BR him. Sometimes an Elite may seek cover behind a wall, grenades may be able to get him to come out/finish him off.&lt;br /&gt;
&lt;br /&gt;
===Normal Scarab (legendary)===&lt;br /&gt;
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;
&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>Dubhzo</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22112</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22112"/>
				<updated>2018-06-18T00:56:51Z</updated>
		
		<summary type="html">&lt;p&gt;Dubhzo: /* Early Scarab */&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 = Don't take the left&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~4:10 Legendary: sub-5:30&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;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Bridge===&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;
====''On legendary''====&lt;br /&gt;
Make sure you take at least one marine for damage absorption. Note the rocket marine has a chance of ruining your day by shooting at nearby Ghosts. He can still be helpful in the tunnel.&lt;br /&gt;
&lt;br /&gt;
===The Tunnels===&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.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
If your Hog is badly damaged, you can wait for a second Hog to stop at the first barrier and take that one instead. Again, the marines will help with damage absorption. At the tunnel exit, after hitting the loading point, you can slow down to reliably receive the checkpoint. Otherwise it's a gamble, dying could send you back to the start of the tunnel.&lt;br /&gt;
&lt;br /&gt;
===The Streets===&lt;br /&gt;
In this area are two Wraiths and a building overlooking the area. Killing one Wraith while not being close to the building will spawn a third Wraith. Killing a Wraith will spawn a Phantom which will descend to drop off two Ghosts and then stay in place shooting at you with it's turrets. The door to the building will not open until the Wraiths, Ghosts, and turrets are destroyed. The two Jackal snipers can be ignored on Easy.&lt;br /&gt;
&lt;br /&gt;
====''The Deload''====&lt;br /&gt;
There is a chance that the Scarab will despawn (either near the building or after dropping into the water) if you weren't fast enough in this area. It's somehow connected to how you intercept the Phantom. A good rule of thumb: if it takes you more than two Wraith mortars to kill the Phantom, the deload will probably occur. In that case, wait about 10 seconds before entering the building. Getting out near the superbounce spot and walking to the building usually kills enough time.&lt;br /&gt;
&lt;br /&gt;
====''On 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 about four mortar hits to destroy it, three 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;
====''On legendary''====&lt;br /&gt;
The Jackal snipers will make it very difficult to get past this section.&lt;br /&gt;
&lt;br /&gt;
Yolo: 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;
===Early Scarab===&lt;br /&gt;
Note: Doing this trick only saves around 10 seconds, it's not really important in full game until at least sub-1:30:00. If you mess it up, just continue through the level as intended.&lt;br /&gt;
&lt;br /&gt;
Before attemtpting any of the following early-board methods you should destroy the allied scorpion, this can be done with two good shots to the back from a rocket launcher. Destroying the scorpion will prevent the scarab from having to shoot it and allow it to get to a boarding position faster.&lt;br /&gt;
&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]]''====&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;
====''On legendary''====&lt;br /&gt;
If you'd prefer, you can get a checkpoint on the Scarab by being on top of it's middle platform or being under the arch near it's main cannon. When the enemies have spawned, quickly run to the front of the Scarab and drop down to either side of it's main cannon. If you hug the wall, you should be able to see and fire into the inner room. Lower each Elite's shield with the plasma rifle then BR him. Sometimes an Elite may seek cover behind a wall, grenades may be able to get him to come out/finish him off.&lt;br /&gt;
&lt;br /&gt;
===Normal Scarab (legendary)===&lt;br /&gt;
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;
&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>Dubhzo</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22111</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22111"/>
				<updated>2018-06-17T20:27:55Z</updated>
		
		<summary type="html">&lt;p&gt;Dubhzo: /* Method 2: Superbouncing */&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 = Don't take the left&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~4:10 Legendary: sub-5:30&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;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Bridge===&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;
====''On legendary''====&lt;br /&gt;
Make sure you take at least one marine for damage absorption. Note the rocket marine has a chance of ruining your day by shooting at nearby Ghosts. He can still be helpful in the tunnel.&lt;br /&gt;
&lt;br /&gt;
===The Tunnels===&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.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
If your Hog is badly damaged, you can wait for a second Hog to stop at the first barrier and take that one instead. Again, the marines will help with damage absorption. At the tunnel exit, after hitting the loading point, you can slow down to reliably receive the checkpoint. Otherwise it's a gamble, dying could send you back to the start of the tunnel.&lt;br /&gt;
&lt;br /&gt;
===The Streets===&lt;br /&gt;
In this area are two Wraiths and a building overlooking the area. Killing one Wraith while not being close to the building will spawn a third Wraith. Killing a Wraith will spawn a Phantom which will descend to drop off two Ghosts and then stay in place shooting at you with it's turrets. The door to the building will not open until the Wraiths, Ghosts, and turrets are destroyed. The two Jackal snipers can be ignored on Easy.&lt;br /&gt;
&lt;br /&gt;
====''The Deload''====&lt;br /&gt;
There is a chance that the Scarab will despawn (either near the building or after dropping into the water) if you weren't fast enough in this area. It's somehow connected to how you intercept the Phantom. A good rule of thumb: if it takes you more than two Wraith mortars to kill the Phantom, the deload will probably occur. In that case, wait about 10 seconds before entering the building. Getting out near the superbounce spot and walking to the building usually kills enough time.&lt;br /&gt;
&lt;br /&gt;
====''On 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 about four mortar hits to destroy it, three 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;
====''On legendary''====&lt;br /&gt;
The Jackal snipers will make it very difficult to get past this section.&lt;br /&gt;
&lt;br /&gt;
Yolo: 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;
===Early Scarab===&lt;br /&gt;
Note: Doing this trick only saves around 10 seconds, it's not really important in full game until at least sub-1:30:00. If you mess it up, just continue through the level as intended.&lt;br /&gt;
&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]]''====&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;
====''On legendary''====&lt;br /&gt;
If you'd prefer, you can get a checkpoint on the Scarab by being on top of it's middle platform or being under the arch near it's main cannon. When the enemies have spawned, quickly run to the front of the Scarab and drop down to either side of it's main cannon. If you hug the wall, you should be able to see and fire into the inner room. Lower each Elite's shield with the plasma rifle then BR him. Sometimes an Elite may seek cover behind a wall, grenades may be able to get him to come out/finish him off.&lt;br /&gt;
&lt;br /&gt;
===Normal Scarab (legendary)===&lt;br /&gt;
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;
&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>Dubhzo</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22110</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22110"/>
				<updated>2018-06-17T20:23:53Z</updated>
		
		<summary type="html">&lt;p&gt;Dubhzo: /* Method 2: Superbouncing */&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 = Don't take the left&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~4:10 Legendary: sub-5:30&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;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Bridge===&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;
====''On legendary''====&lt;br /&gt;
Make sure you take at least one marine for damage absorption. Note the rocket marine has a chance of ruining your day by shooting at nearby Ghosts. He can still be helpful in the tunnel.&lt;br /&gt;
&lt;br /&gt;
===The Tunnels===&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.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
If your Hog is badly damaged, you can wait for a second Hog to stop at the first barrier and take that one instead. Again, the marines will help with damage absorption. At the tunnel exit, after hitting the loading point, you can slow down to reliably receive the checkpoint. Otherwise it's a gamble, dying could send you back to the start of the tunnel.&lt;br /&gt;
&lt;br /&gt;
===The Streets===&lt;br /&gt;
In this area are two Wraiths and a building overlooking the area. Killing one Wraith while not being close to the building will spawn a third Wraith. Killing a Wraith will spawn a Phantom which will descend to drop off two Ghosts and then stay in place shooting at you with it's turrets. The door to the building will not open until the Wraiths, Ghosts, and turrets are destroyed. The two Jackal snipers can be ignored on Easy.&lt;br /&gt;
&lt;br /&gt;
====''The Deload''====&lt;br /&gt;
There is a chance that the Scarab will despawn (either near the building or after dropping into the water) if you weren't fast enough in this area. It's somehow connected to how you intercept the Phantom. A good rule of thumb: if it takes you more than two Wraith mortars to kill the Phantom, the deload will probably occur. In that case, wait about 10 seconds before entering the building. Getting out near the superbounce spot and walking to the building usually kills enough time.&lt;br /&gt;
&lt;br /&gt;
====''On 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 about four mortar hits to destroy it, three 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;
====''On legendary''====&lt;br /&gt;
The Jackal snipers will make it very difficult to get past this section.&lt;br /&gt;
&lt;br /&gt;
Yolo: 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;
===Early Scarab===&lt;br /&gt;
Note: Doing this trick only saves around 10 seconds, it's not really important in full game until at least sub-1:30:00. If you mess it up, just continue through the level as intended.&lt;br /&gt;
&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]]''====&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 on 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;
====''On legendary''====&lt;br /&gt;
If you'd prefer, you can get a checkpoint on the Scarab by being on top of it's middle platform or being under the arch near it's main cannon. When the enemies have spawned, quickly run to the front of the Scarab and drop down to either side of it's main cannon. If you hug the wall, you should be able to see and fire into the inner room. Lower each Elite's shield with the plasma rifle then BR him. Sometimes an Elite may seek cover behind a wall, grenades may be able to get him to come out/finish him off.&lt;br /&gt;
&lt;br /&gt;
===Normal Scarab (legendary)===&lt;br /&gt;
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;
&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>Dubhzo</name></author>	</entry>

	</feed>