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	<entry>
		<id>https://wiki.haloruns.com/index.php?title=High_Charity&amp;diff=22122</id>
		<title>High Charity</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=High_Charity&amp;diff=22122"/>
				<updated>2018-06-20T22:43:46Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* Elevator */&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 = The final Master Chief level of the game&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>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=High_Charity&amp;diff=22121</id>
		<title>High Charity</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=High_Charity&amp;diff=22121"/>
				<updated>2018-06-20T22:42:55Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: &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 = The final Master Chief level of the game&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 at the elevator 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>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=High_Charity&amp;diff=22120</id>
		<title>High Charity</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=High_Charity&amp;diff=22120"/>
				<updated>2018-06-20T22:34:17Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: &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 = The final Master Chief level of the game&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 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. &lt;br /&gt;
&lt;br /&gt;
In the first half-circular room, Progress through the halls as fast as possible. In the second open room (the one with flood) kill the rocket flood and grab his rocket. &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 at the elevator and make sure to revert quickly to avoid softlocking the game.&lt;br /&gt;
&lt;br /&gt;
Kill the three brutes and the jackals at the door at the top of the elevator to progress.&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 elevator.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-13]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22092</id>
		<title>The Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22092"/>
				<updated>2018-06-03T07:56:32Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: &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;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>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22091</id>
		<title>The Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22091"/>
				<updated>2018-06-03T07:35:37Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* Hallways */&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;
[[Category:Levels|2-05]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22090</id>
		<title>The Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22090"/>
				<updated>2018-06-03T07:34:02Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: &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. 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;
[[Category:Levels|2-05]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22089</id>
		<title>The Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22089"/>
				<updated>2018-06-03T07:20:17Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* Glass Clip */&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. 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;
[[Category:Levels|2-05]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22088</id>
		<title>The Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22088"/>
				<updated>2018-06-03T07:17:56Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: &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. 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;
[[Category:Levels|2-05]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22087</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22087"/>
				<updated>2018-06-03T01:34:29Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* 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;
&amp;lt;instructions go here&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>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22086</id>
		<title>Outskirts</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22086"/>
				<updated>2018-06-03T01:30:07Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* The Tunnels */&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: ~x:xx Legendary: sub-5:00&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.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=9N0KiLsjMFA|right|caption=The current world record for Outskirts on Easy, as of June 2nd, 2018.}}&lt;br /&gt;
{{#Widget:YouTube|id=157oBdGAhOA|right|caption=The current world record for Outskirts on Legendary, as of June 2nd, 2018.}}&lt;br /&gt;
&lt;br /&gt;
===The Rooftops===&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/nade-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;
====''On 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;
====''On 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;
====''On legendary''====&lt;br /&gt;
&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;
Boost the Ghost through the next section. Use quickturning (LT+A) to make tight turns without losing much speed. If you are 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;
====''On 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;
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;
====''On legendary''====&lt;br /&gt;
&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>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22085</id>
		<title>Outskirts</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22085"/>
				<updated>2018-06-03T01:24:11Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* On legendary */&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: ~x:xx Legendary: sub-5:00&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.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=9N0KiLsjMFA|right|caption=The current world record for Outskirts on Easy, as of June 2nd, 2018.}}&lt;br /&gt;
{{#Widget:YouTube|id=157oBdGAhOA|right|caption=The current world record for Outskirts on Legendary, as of June 2nd, 2018.}}&lt;br /&gt;
&lt;br /&gt;
===The Rooftops===&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/nade-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;
====''On 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;
====''On 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;
====''On legendary''====&lt;br /&gt;
&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;
Boost the Ghost through the next section. Use quickturning (LT+A) to make tight turns without losing much speed. If you are 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;
====''On 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;
The Shadows will switch lanes and generally force you to juke them, losing time. To avoid that, start riding the ledge just before you reach them.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&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 (#MagicMarine). Make sure to bring both Marines - they will draw fire and let you survive. Ride the ledges on the sides of the road to avoid enemies and stay safe.&lt;br /&gt;
[[Category:Levels|2-03]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22084</id>
		<title>Outskirts</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22084"/>
				<updated>2018-06-03T01:19:35Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* On legendary */&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: ~x:xx Legendary: sub-5:00&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.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=9N0KiLsjMFA|right|caption=The current world record for Outskirts on Easy, as of June 2nd, 2018.}}&lt;br /&gt;
{{#Widget:YouTube|id=157oBdGAhOA|right|caption=The current world record for Outskirts on Legendary, as of June 2nd, 2018.}}&lt;br /&gt;
&lt;br /&gt;
===The Rooftops===&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/nade-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;
====''On 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;
====''On 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;
====''On legendary''====&lt;br /&gt;
&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;
Boost the Ghost through the next section. Use quickturning (LT+A) to make tight turns without losing much speed. If you are 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;
====''On legendary''====&lt;br /&gt;
A safer strategy for the shipping container is to park the ghost at the far wall, get out and snipe the grunt on the turret, as well as the Jackal in the tower. Then continue to boost through the level. If you skipped the sniper, park the ghost and wait for the grunt to get off the turret, then take the opportunity to boost through. This is riskier and slower.&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
The Shadows will switch lanes and generally force you to juke them, losing time. To avoid that, start riding the ledge just before you reach them.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&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 (#MagicMarine). Make sure to bring both Marines - they will draw fire and let you survive. Ride the ledges on the sides of the road to avoid enemies and stay safe.&lt;br /&gt;
[[Category:Levels|2-03]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22083</id>
		<title>Outskirts</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22083"/>
				<updated>2018-06-03T01:14:08Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* On easy */&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: ~x:xx Legendary: sub-5:00&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.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=9N0KiLsjMFA|right|caption=The current world record for Outskirts on Easy, as of June 2nd, 2018.}}&lt;br /&gt;
{{#Widget:YouTube|id=157oBdGAhOA|right|caption=The current world record for Outskirts on Legendary, as of June 2nd, 2018.}}&lt;br /&gt;
&lt;br /&gt;
===The Rooftops===&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/nade-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;
====''On 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;
====''On 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;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
When dropping back into bounds at Hotel Zanzibar, anger the white elite until he pulls out a sword. The sniper can stun him if he's not cooperating. Backsmack him while he's raging and trade your second weapon for the sword. You should now have sniper+sword. Sword-cancel over the enemies in the hotel and get to the ghost.&lt;br /&gt;
&lt;br /&gt;
In a full game run, it helps to have at least 2 frags for Metro. You can sometimes pick up frags from the dead sergeant and by killing a marine.&lt;br /&gt;
&lt;br /&gt;
* If you do not wish to carry over weapons to Metropolis, grab the pistol after angering the white elite into pulling out his sword. You should now have sword + magnum. Using magnum ammo does not matter, as the weapon does not spawn on Metropolis.&lt;br /&gt;
&lt;br /&gt;
===The Beach===&lt;br /&gt;
Boost the Ghost through the next section. Use quickturning (LT+A) to make tight turns without losing much speed. If you are 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;
====''On legendary''====&lt;br /&gt;
A safer strategy for the shipping container is to park the ghost at the far wall, get out and snipe the grunt on the turret, as well as the Jackal in the tower. Then continue to boost through the level. If you skipped the sniper, park the ghost and wait for the grunt to get off the turret, then take the opportunity to boost through. This is riskier and slower.&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
The Shadows will switch lanes and generally force you to juke them, losing time. To avoid that, start riding the ledge just before you reach them.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&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 (#MagicMarine). Make sure to bring both Marines - they will draw fire and let you survive. Ride the ledges on the sides of the road to avoid enemies and stay safe.&lt;br /&gt;
[[Category:Levels|2-03]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22082</id>
		<title>Outskirts</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22082"/>
				<updated>2018-06-03T01:11:59Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* The Rooftops */&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: ~x:xx Legendary: sub-5:00&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.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=9N0KiLsjMFA|right|caption=The current world record for Outskirts on Easy, as of June 2nd, 2018.}}&lt;br /&gt;
{{#Widget:YouTube|id=157oBdGAhOA|right|caption=The current world record for Outskirts on Legendary, as of June 2nd, 2018.}}&lt;br /&gt;
&lt;br /&gt;
===The Rooftops===&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/nade-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;
====''On 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;
====''On easy''====&lt;br /&gt;
Grab the pistol from just inside the window. Wasting its ammo does not affect whether it carries your weapons and grenades over to Metropolis, because the pistol does not spawn anywhere on Metropolis, so you will get a brand new set of weapons. This is beneficial, as you will always spawn with four grenades, which can make Metropolis much easier. Head towards the ghost near the crashed pelican that is on the beach.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
When dropping back into bounds at Hotel Zanzibar, anger the white elite until he pulls out a sword. The sniper can stun him if he's not cooperating. Backsmack him while he's raging and trade your second weapon for the sword. You should now have sniper+sword. Sword-cancel over the enemies in the hotel and get to the ghost.&lt;br /&gt;
&lt;br /&gt;
In a full game run, it helps to have at least 2 frags for Metro. You can sometimes pick up frags from the dead sergeant and by killing a marine.&lt;br /&gt;
&lt;br /&gt;
* If you do not wish to carry over weapons to Metropolis, grab the pistol after angering the white elite into pulling out his sword. You should now have sword + magnum. Using magnum ammo does not matter, as the weapon does not spawn on Metropolis.&lt;br /&gt;
&lt;br /&gt;
===The Beach===&lt;br /&gt;
Boost the Ghost through the next section. Use quickturning (LT+A) to make tight turns without losing much speed. If you are 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;
====''On legendary''====&lt;br /&gt;
A safer strategy for the shipping container is to park the ghost at the far wall, get out and snipe the grunt on the turret, as well as the Jackal in the tower. Then continue to boost through the level. If you skipped the sniper, park the ghost and wait for the grunt to get off the turret, then take the opportunity to boost through. This is riskier and slower.&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
The Shadows will switch lanes and generally force you to juke them, losing time. To avoid that, start riding the ledge just before you reach them.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&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 (#MagicMarine). Make sure to bring both Marines - they will draw fire and let you survive. Ride the ledges on the sides of the road to avoid enemies and stay safe.&lt;br /&gt;
[[Category:Levels|2-03]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22081</id>
		<title>Outskirts</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22081"/>
				<updated>2018-06-03T01:09:50Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: &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: ~x:xx Legendary: sub-5:00&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.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=9N0KiLsjMFA|right|caption=The current world record for Outskirts on Easy, as of June 2nd, 2018.}}&lt;br /&gt;
{{#Widget:YouTube|id=157oBdGAhOA|right|caption=The current world record for Outskirts on Legendary, as of June 2nd, 2018.}}&lt;br /&gt;
&lt;br /&gt;
===The Rooftops===&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/nade-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.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
The first thing you do should be to turn around and grab the sniper rifle from Johnson. Then proceed to the rooftops.&lt;br /&gt;
&lt;br /&gt;
* If you do not wish to carry over weapons to Metropolis, note this strategy may be substituted with the easy strategy of simply going to the rooftops. You can prevent weapon carryover later into the level.&lt;br /&gt;
&lt;br /&gt;
===Hotel Zanzibar===&lt;br /&gt;
====''On easy''====&lt;br /&gt;
Grab the pistol from just inside the window. Wasting its ammo does not affect whether it carries your weapons and grenades over to Metropolis, because the pistol does not spawn anywhere on Metropolis, so you will get a brand new set of weapons. This is beneficial, as you will always spawn with four grenades, which can make Metropolis much easier. Head towards the ghost near the crashed pelican that is on the beach.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
When dropping back into bounds at Hotel Zanzibar, anger the white elite until he pulls out a sword. The sniper can stun him if he's not cooperating. Backsmack him while he's raging and trade your second weapon for the sword. You should now have sniper+sword. Sword-cancel over the enemies in the hotel and get to the ghost.&lt;br /&gt;
&lt;br /&gt;
In a full game run, it helps to have at least 2 frags for Metro. You can sometimes pick up frags from the dead sergeant and by killing a marine.&lt;br /&gt;
&lt;br /&gt;
* If you do not wish to carry over weapons to Metropolis, grab the pistol after angering the white elite into pulling out his sword. You should now have sword + magnum. Using magnum ammo does not matter, as the weapon does not spawn on Metropolis.&lt;br /&gt;
&lt;br /&gt;
===The Beach===&lt;br /&gt;
Boost the Ghost through the next section. Use quickturning (LT+A) to make tight turns without losing much speed. If you are 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;
====''On legendary''====&lt;br /&gt;
A safer strategy for the shipping container is to park the ghost at the far wall, get out and snipe the grunt on the turret, as well as the Jackal in the tower. Then continue to boost through the level. If you skipped the sniper, park the ghost and wait for the grunt to get off the turret, then take the opportunity to boost through. This is riskier and slower.&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
The Shadows will switch lanes and generally force you to juke them, losing time. To avoid that, start riding the ledge just before you reach them.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&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 (#MagicMarine). Make sure to bring both Marines - they will draw fire and let you survive. Ride the ledges on the sides of the road to avoid enemies and stay safe.&lt;br /&gt;
[[Category:Levels|2-03]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Armory&amp;diff=22080</id>
		<title>The Armory</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Armory&amp;diff=22080"/>
				<updated>2018-06-03T01:05:00Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Armory&lt;br /&gt;
| image = [[File:TheArmory.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Suit up, prepare for battle.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = sub-2:40&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Cairo Station]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Armory''' is the first playable level in [[Halo 2]]. See [http://halopedia.org/The_Armory Halopedia] for general information.&lt;br /&gt;
{{#Widget:YouTube|id=ihImaJ-lz8E|right|caption=A very good Armory tutorial}}&lt;br /&gt;
For full-game Halo 2 runs, RTA timing starts at the first frame of fade-in. Selecting &amp;quot;Heretic&amp;quot; in the level select menu is optional, but customary.&lt;br /&gt;
&lt;br /&gt;
==Difficulty Differences==&lt;br /&gt;
There are no differences between Easy difficulty and Legendary difficulty on The Armory.&lt;br /&gt;
&lt;br /&gt;
==Pushing Strats==&lt;br /&gt;
You can waste time on this level by messing up the lights test, not looking at Master Guns right away for the shield test, not looking at him to trigger his closing dialogue, and not getting in the elevator right away. &lt;br /&gt;
&lt;br /&gt;
The only strategy on this level is to push your allies. Pushing Master Guns to his location saves less than a second, but pushing Sgt. Johnson saves more time. Wait for him to finish walking out, then push him back into the elevator, near where he would walk back. This must be finished before Johnson finishes the line &amp;quot;Don't worry, I'll hold his hand.&amp;quot; If you push him too early, he will continue trying to walk out of the elevator. Too late, and you will glitch his path finding, making him walk into corners and wasting time. Once you're done pushing, look at Master Guns to trigger his dialogue immediately.&lt;br /&gt;
&lt;br /&gt;
If you get the famed &amp;quot;Chili Hole Skip&amp;quot; (Master Guns omits the line &amp;quot;so shut yer chili hole&amp;quot;), you save about a second.&lt;br /&gt;
&lt;br /&gt;
When the elevator goes up and opens again, push him into the tram. You want him to start walking before you push, otherwise he will walk into the corner. You also want the dialogue &amp;quot;Earth... Haven't seen it in years&amp;quot; to trigger immediately, so stop pushing just before he gets to his spot. Otherwise he will spin around and look at you for a second.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-01]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_2&amp;diff=22079</id>
		<title>Halo 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_2&amp;diff=22079"/>
				<updated>2018-06-03T01:01:24Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* Other Enemies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 2 is one of the more technical speedruns in the series. With the discovery of glitches such as sword flying and sword canceling, movement in Halo 2 is much faster compared to other Halo titles. However, glitches can also work against you, as there are several run-killing glitches that can occur.&lt;br /&gt;
&lt;br /&gt;
Legendary is an absolutely brutal category. It is highly recommended that you be familiar with both the speedrunning tricks and the main route, as well as having a general knowledge of the game, before attempting to run it.&lt;br /&gt;
&lt;br /&gt;
Halo 2 has multiple versions, which include original, vista, and MCC. Given the amount of changes made in MCC and how different it is from the two, it is considered a different game by the community and thus has its own separate leaderboard. &lt;br /&gt;
&lt;br /&gt;
The differences between original and Vista are noteworthy, but not enough to call them different games. The faster version is the original. It is suggested you run this on version 1.0 on the Xbox 360 console, as this will allow swordflying and give you better overall performance compared to the Original Xbox console (if you are running patched, simply clear your consoles cache and it should revert to 1.0). Halo 2 Vista (the PC version) is slower due to sword flying being patched, the addition of loading screens between levels, and a slightly modified physics engine.  &lt;br /&gt;
&lt;br /&gt;
It's also worth noting that there are some slight differences across languages. Since certain events in-game are scripted to happen at the end of character dialogue, these events vary in duration. The Japanese version is currently considered the fastest, though the timesave compared to English is only around five to ten seconds across the whole run, which has the potential to get lower as skips are found.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=200 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Looking for [[Halo_2_MCC|Halo 2 MCC]]?&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[The Armory]]&lt;br /&gt;
*[[Cairo Station]]&lt;br /&gt;
*[[Outskirts]]&lt;br /&gt;
*[[Metropolis]]&lt;br /&gt;
*[[The Arbiter]]&lt;br /&gt;
*[[Oracle]]&lt;br /&gt;
*[[Delta Halo]]&lt;br /&gt;
*[[Regret]]&lt;br /&gt;
*[[Sacred Icon]]&lt;br /&gt;
*[[Quarantine Zone]]&lt;br /&gt;
*[[Gravemind]]&lt;br /&gt;
*[[Uprising]]&lt;br /&gt;
*[[High Charity]]&lt;br /&gt;
*[[The Great Journey]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sword Flying===&lt;br /&gt;
{{#Widget:YouTube|id=GNLvuECAfbY|right|caption=Two handed sword flying demo, by scurty.}}&lt;br /&gt;
{{#Widget:YouTube|id=tj3Ls7-P2UM|right|caption=One handed sword flying demo, by MisterMonopoli.}}&lt;br /&gt;
Sword flying lets you lunge towards enemies across long distances. Unlike the normal limit on the sword's lunge distance, sword flying allows you to cover vast distances at high speed.&lt;br /&gt;
&lt;br /&gt;
via scurty:&lt;br /&gt;
: First off, you need to make sure you have two things: The Xbox Live update NOT installed and a sword with another weapon of your choice.&lt;br /&gt;
: Sword flying is a simple three button combination that is quick to master because it has a rhythm to it. '''The button combination goes in this order: (Y) (X) (Right Trigger)''' The first two are hit in rapid succession (usually by the sliding of your thumb) while the third button is hit slower than the first two are spaced apart. Watch the video to hear how it sounds.&lt;br /&gt;
: '''Your reticule must be red''' for this to work on your gun when you switch to your sword (by pressing Y). You also don't have to be zoomed if if you don't want to, although in most cases you will be zoomed in.&lt;br /&gt;
Most people find it easier to sword fly with an Xbox 360 controller than with an Xbox controller. To sword fly with one hand, slide your thumb from Y to X, then press R. Alternatively, you can sword fly while clawing by rolling your index finger from Y to X, then pressing R with your middle finger. This allows you to aim while preparing to sword fly. It is highly recommended that you learn to sword fly one-handed. This will allow you to continue moving while preparing to do your sword fly.&lt;br /&gt;
'''If an enemy is standing still, you will be able to swordfly over its head and past it.''' If it is moving, the swordfly will stop when it is above the enemy's original position.&lt;br /&gt;
&lt;br /&gt;
The Rocket Launcher is one of the most useful weapons to sword fly with, because it has a large reticule and 2x scope, and turns red at fairly long distances without much aiming.&lt;br /&gt;
&lt;br /&gt;
===Sword Canceling===&lt;br /&gt;
&lt;br /&gt;
Sword canceling is a movement technique. In its simplest form, sword canceling is the ability to &amp;quot;cancel&amp;quot; the effects of a sword lunge. If you press R to lunge, you can press X (Reload) to cancel the impact of the lunge any time before it hits.&lt;br /&gt;
&lt;br /&gt;
This can be utilized to travel long distances in tight quarters. To swordcancel past an enemy, press R+X+A simultaneously (Fire+Reload+Jump). R+X will perform the sword cancel, and jumping will make you rise in height as you lunge, thus letting you fly through the air.&lt;br /&gt;
&lt;br /&gt;
To swordcancel over an enemy's head, press A, then R+X+A simultaneously. The first jump gives you height to get over the enemy.&lt;br /&gt;
&lt;br /&gt;
===Ghost Wheelie/Quickturn===&lt;br /&gt;
While boosting in a Ghost, hold A to lean back and raise the nose of the Ghost. This lets you turn more sharply while maintaining your boost. It also makes you prone to flipping, so be careful.&lt;br /&gt;
&lt;br /&gt;
Holding A can also be useful for getting enough air on certain jumps.&lt;br /&gt;
&lt;br /&gt;
===Superbouncing===&lt;br /&gt;
Superbouncing is a variation of a pressure launch. If the player model intersects with the geometry, the game will apply a large amount of force to try and push the player out. By going into auto-crouch, you can glitch the player model. Then when you jump on a polygon seam, you will intersect, and the game will push you out. Superbounces differ between PAL and NTSC, because different framerates means different intervals for collision detection.&lt;br /&gt;
&lt;br /&gt;
The only place superbouncing is useful is as a method to board the Scarab early in [[Metropolis]].&lt;br /&gt;
&lt;br /&gt;
===Melee Boost===&lt;br /&gt;
&lt;br /&gt;
Melee Boosting is similar to sword cancelling, however you can do it without a sword. The goal is to melee at an enemy, cancel the melee damage just like you would during a sword cancel and then keep your momentum and fly past the enemy. If you combine the melee and cancel with a jump timed well, you can get varying results.&lt;br /&gt;
&lt;br /&gt;
Button Combo: B-X, X-B, Y-B, B-Y&lt;br /&gt;
&lt;br /&gt;
Keep your crosshair over the enemy so you fly past him (crouching helps a lot). It can be timed perfectly but it may be easier to spam the required buttons.&lt;br /&gt;
&lt;br /&gt;
==Combat Techniques==&lt;br /&gt;
&lt;br /&gt;
===Double Shot===&lt;br /&gt;
&lt;br /&gt;
By pressing Fire twice and then Reload (RRX), you can fire two Battle Rifle bursts in quick succession. The timing of X is around when the last bullet of the first burst is fired. After the doubleshot, the BR will reload itself, unless you perform another doubleshot.&lt;br /&gt;
&lt;br /&gt;
You can chain together doubleshots by tapping YY to switch away and back to the BR. With the right timing, you can double shot until the clip is empty - RRX YY RRX YY etc.&lt;br /&gt;
&lt;br /&gt;
===Double Grenade===&lt;br /&gt;
Fire a plasma pistol overcharge. When the overheat bar is at halfway, quickly tap L twice. You should throw two grenades in quick succession. This is useful for some launches, such as the [[Delta Halo]] Ghost launch.&lt;br /&gt;
&lt;br /&gt;
You can also double nade with a beam rifle overheat, but the timing is different.&lt;br /&gt;
&lt;br /&gt;
===Double Melee===&lt;br /&gt;
In addition to the BLB method from Halo CE, you can also do BXB or BYB to melee twice in quick succession. It's not as useful for speedrunning due to the low melee damage of Halo 2 1.0.&lt;br /&gt;
&lt;br /&gt;
===Quick Reload===&lt;br /&gt;
After a certain point in the reload animation (usually after the clip is in the weapon), the weapon counts as reloaded. At this point, you can cancel the rest of the animation by pressing YY to quickly switch away and back to your main weapon. If you are only carrying one weapon, you can melee and hit X to cancel the melee. When using a scoped weapon, it can be faster to zoom out by pressing YY. You can press YY after a sword lunge as well.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
In Halo 2, some enemy types were added.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Ultra Elites are known for their raw firepower and strong shielding. They will usually pull out a sword when you close the distance, this is a good opportunity for a backsmack or grenade stick. However, be very careful of dual-wielding Ultras. They are some of the most dangerous enemies in the game.&lt;br /&gt;
&lt;br /&gt;
Jetpack Elites are usually dual-wielding Plasma Rifles. Generally, you want to home in on them with a plasma pistol overcharge or snipe them with a ranged weapon.  Their shields are weaker than normal Elites, a sword lunge will do them in if you can close the distance.&lt;br /&gt;
&lt;br /&gt;
Stealth Elites have the weakest shields of any Elite but this is compensated for by their fast shield recharge rate, which makes them extremely durable. Like all cloaked enemies, they do not turn the reticule red. In all instances upon spawning, they will be briefly uncloaked so you can get a sword fly off of them. You can force them to uncloak by shooting them. A sniper weapon has enough stunning power to keep them immobilized. Melee attacks are also a good way of de-camoing enemies, as well as stunning them. A sword lunge will either kill them or remove their shield completely. Getting them caught in a grenade explosion can expose them.&lt;br /&gt;
&lt;br /&gt;
Zealots are rare in Halo 2, and only appear in a few locations, such as Hangar B in [[Cairo Station]], the tunnels on [[Metropolis]], and the last enemy on [[Gravemind]]. They always spawn with swords but their shield isn't different from a blue Elite.&lt;br /&gt;
&lt;br /&gt;
===Flood===&lt;br /&gt;
Infection Forms in Halo 2 do a lot of damage, especially against unshielded players. Don't try to melee them with anything but the sword, as your melee range is nerfed from Halo: Combat Evolved. They can glitch out and refuse to pop when they hit you. This wouldn't be a problem except for the fact that they do damage ''per frame'' - aka one-shot you. It's advisable to keep distance.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are also very damaging, although their movement has been nerfed from Halo: Combat Evolved. Also, they deploy fewer Infection Forms than before. A fast killing method is to make it fall down and stick it with a plasma grenade, but there's a small window of time for the stick.&lt;br /&gt;
&lt;br /&gt;
Combat Form whips have weird properties, sometimes they can gain the ability to assassinate you. Again, keep distance. You should destroy dead Combat Forms so they won't be re-animated by Infection Forms.&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
'''Heretic Grunts''' almost always have Needlers. Their projectiles can easily hit you, even when you're behind cover, due to the large hitboxes.&lt;br /&gt;
&lt;br /&gt;
'''Fuel Rod Grunts''' can hit you through thin walls, again due to the hitboxes. Fortunately, there is no longer a kill switch on their weapons.&lt;br /&gt;
&lt;br /&gt;
'''Jackal Snipers''' are very strong on Legendary. They can easily snipe you out of your seat when driving a Ghost or Hog. They do not miss very often.&lt;br /&gt;
&lt;br /&gt;
Most '''Brutes''' can tear through shields in an instant with their weapons. Best to keep your distance. Having a sword or brute shot can make a huge difference in close encounters. Stick them when you can, especially when they berserk. Dual-wielding Needlers is also efficient though rarely used.&lt;br /&gt;
&lt;br /&gt;
On Legendary, any encounter with a shotgun wielding enemy will prove fatal, they have extraordinary range with their shots.&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_2&amp;diff=22078</id>
		<title>Halo 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_2&amp;diff=22078"/>
				<updated>2018-06-03T00:59:14Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* Melee Boost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 2 is one of the more technical speedruns in the series. With the discovery of glitches such as sword flying and sword canceling, movement in Halo 2 is much faster compared to other Halo titles. However, glitches can also work against you, as there are several run-killing glitches that can occur.&lt;br /&gt;
&lt;br /&gt;
Legendary is an absolutely brutal category. It is highly recommended that you be familiar with both the speedrunning tricks and the main route, as well as having a general knowledge of the game, before attempting to run it.&lt;br /&gt;
&lt;br /&gt;
Halo 2 has multiple versions, which include original, vista, and MCC. Given the amount of changes made in MCC and how different it is from the two, it is considered a different game by the community and thus has its own separate leaderboard. &lt;br /&gt;
&lt;br /&gt;
The differences between original and Vista are noteworthy, but not enough to call them different games. The faster version is the original. It is suggested you run this on version 1.0 on the Xbox 360 console, as this will allow swordflying and give you better overall performance compared to the Original Xbox console (if you are running patched, simply clear your consoles cache and it should revert to 1.0). Halo 2 Vista (the PC version) is slower due to sword flying being patched, the addition of loading screens between levels, and a slightly modified physics engine.  &lt;br /&gt;
&lt;br /&gt;
It's also worth noting that there are some slight differences across languages. Since certain events in-game are scripted to happen at the end of character dialogue, these events vary in duration. The Japanese version is currently considered the fastest, though the timesave compared to English is only around five to ten seconds across the whole run, which has the potential to get lower as skips are found.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=200 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Looking for [[Halo_2_MCC|Halo 2 MCC]]?&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[The Armory]]&lt;br /&gt;
*[[Cairo Station]]&lt;br /&gt;
*[[Outskirts]]&lt;br /&gt;
*[[Metropolis]]&lt;br /&gt;
*[[The Arbiter]]&lt;br /&gt;
*[[Oracle]]&lt;br /&gt;
*[[Delta Halo]]&lt;br /&gt;
*[[Regret]]&lt;br /&gt;
*[[Sacred Icon]]&lt;br /&gt;
*[[Quarantine Zone]]&lt;br /&gt;
*[[Gravemind]]&lt;br /&gt;
*[[Uprising]]&lt;br /&gt;
*[[High Charity]]&lt;br /&gt;
*[[The Great Journey]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sword Flying===&lt;br /&gt;
{{#Widget:YouTube|id=GNLvuECAfbY|right|caption=Two handed sword flying demo, by scurty.}}&lt;br /&gt;
{{#Widget:YouTube|id=tj3Ls7-P2UM|right|caption=One handed sword flying demo, by MisterMonopoli.}}&lt;br /&gt;
Sword flying lets you lunge towards enemies across long distances. Unlike the normal limit on the sword's lunge distance, sword flying allows you to cover vast distances at high speed.&lt;br /&gt;
&lt;br /&gt;
via scurty:&lt;br /&gt;
: First off, you need to make sure you have two things: The Xbox Live update NOT installed and a sword with another weapon of your choice.&lt;br /&gt;
: Sword flying is a simple three button combination that is quick to master because it has a rhythm to it. '''The button combination goes in this order: (Y) (X) (Right Trigger)''' The first two are hit in rapid succession (usually by the sliding of your thumb) while the third button is hit slower than the first two are spaced apart. Watch the video to hear how it sounds.&lt;br /&gt;
: '''Your reticule must be red''' for this to work on your gun when you switch to your sword (by pressing Y). You also don't have to be zoomed if if you don't want to, although in most cases you will be zoomed in.&lt;br /&gt;
Most people find it easier to sword fly with an Xbox 360 controller than with an Xbox controller. To sword fly with one hand, slide your thumb from Y to X, then press R. Alternatively, you can sword fly while clawing by rolling your index finger from Y to X, then pressing R with your middle finger. This allows you to aim while preparing to sword fly. It is highly recommended that you learn to sword fly one-handed. This will allow you to continue moving while preparing to do your sword fly.&lt;br /&gt;
'''If an enemy is standing still, you will be able to swordfly over its head and past it.''' If it is moving, the swordfly will stop when it is above the enemy's original position.&lt;br /&gt;
&lt;br /&gt;
The Rocket Launcher is one of the most useful weapons to sword fly with, because it has a large reticule and 2x scope, and turns red at fairly long distances without much aiming.&lt;br /&gt;
&lt;br /&gt;
===Sword Canceling===&lt;br /&gt;
&lt;br /&gt;
Sword canceling is a movement technique. In its simplest form, sword canceling is the ability to &amp;quot;cancel&amp;quot; the effects of a sword lunge. If you press R to lunge, you can press X (Reload) to cancel the impact of the lunge any time before it hits.&lt;br /&gt;
&lt;br /&gt;
This can be utilized to travel long distances in tight quarters. To swordcancel past an enemy, press R+X+A simultaneously (Fire+Reload+Jump). R+X will perform the sword cancel, and jumping will make you rise in height as you lunge, thus letting you fly through the air.&lt;br /&gt;
&lt;br /&gt;
To swordcancel over an enemy's head, press A, then R+X+A simultaneously. The first jump gives you height to get over the enemy.&lt;br /&gt;
&lt;br /&gt;
===Ghost Wheelie/Quickturn===&lt;br /&gt;
While boosting in a Ghost, hold A to lean back and raise the nose of the Ghost. This lets you turn more sharply while maintaining your boost. It also makes you prone to flipping, so be careful.&lt;br /&gt;
&lt;br /&gt;
Holding A can also be useful for getting enough air on certain jumps.&lt;br /&gt;
&lt;br /&gt;
===Superbouncing===&lt;br /&gt;
Superbouncing is a variation of a pressure launch. If the player model intersects with the geometry, the game will apply a large amount of force to try and push the player out. By going into auto-crouch, you can glitch the player model. Then when you jump on a polygon seam, you will intersect, and the game will push you out. Superbounces differ between PAL and NTSC, because different framerates means different intervals for collision detection.&lt;br /&gt;
&lt;br /&gt;
The only place superbouncing is useful is as a method to board the Scarab early in [[Metropolis]].&lt;br /&gt;
&lt;br /&gt;
===Melee Boost===&lt;br /&gt;
&lt;br /&gt;
Melee Boosting is similar to sword cancelling, however you can do it without a sword. The goal is to melee at an enemy, cancel the melee damage just like you would during a sword cancel and then keep your momentum and fly past the enemy. If you combine the melee and cancel with a jump timed well, you can get varying results.&lt;br /&gt;
&lt;br /&gt;
Button Combo: B-X, X-B, Y-B, B-Y&lt;br /&gt;
&lt;br /&gt;
Keep your crosshair over the enemy so you fly past him (crouching helps a lot). It can be timed perfectly but it may be easier to spam the required buttons.&lt;br /&gt;
&lt;br /&gt;
==Combat Techniques==&lt;br /&gt;
&lt;br /&gt;
===Double Shot===&lt;br /&gt;
&lt;br /&gt;
By pressing Fire twice and then Reload (RRX), you can fire two Battle Rifle bursts in quick succession. The timing of X is around when the last bullet of the first burst is fired. After the doubleshot, the BR will reload itself, unless you perform another doubleshot.&lt;br /&gt;
&lt;br /&gt;
You can chain together doubleshots by tapping YY to switch away and back to the BR. With the right timing, you can double shot until the clip is empty - RRX YY RRX YY etc.&lt;br /&gt;
&lt;br /&gt;
===Double Grenade===&lt;br /&gt;
Fire a plasma pistol overcharge. When the overheat bar is at halfway, quickly tap L twice. You should throw two grenades in quick succession. This is useful for some launches, such as the [[Delta Halo]] Ghost launch.&lt;br /&gt;
&lt;br /&gt;
You can also double nade with a beam rifle overheat, but the timing is different.&lt;br /&gt;
&lt;br /&gt;
===Double Melee===&lt;br /&gt;
In addition to the BLB method from Halo CE, you can also do BXB or BYB to melee twice in quick succession. It's not as useful for speedrunning due to the low melee damage of Halo 2 1.0.&lt;br /&gt;
&lt;br /&gt;
===Quick Reload===&lt;br /&gt;
After a certain point in the reload animation (usually after the clip is in the weapon), the weapon counts as reloaded. At this point, you can cancel the rest of the animation by pressing YY to quickly switch away and back to your main weapon. If you are only carrying one weapon, you can melee and hit X to cancel the melee. When using a scoped weapon, it can be faster to zoom out by pressing YY. You can press YY after a sword lunge as well.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
In Halo 2, some enemy types were added.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Ultra Elites are known for their raw firepower and strong shielding. They will usually pull out a sword when you close the distance, this is a good opportunity for a backsmack or grenade stick. However, be very careful of dual-wielding Ultras. They are some of the most dangerous enemies in the game.&lt;br /&gt;
&lt;br /&gt;
Jetpack Elites are usually dual-wielding Plasma Rifles. Generally, you want to home in on them with a plasma pistol overcharge or snipe them with a ranged weapon.  Their shields are weaker than normal Elites, a sword lunge will do them in if you can close the distance.&lt;br /&gt;
&lt;br /&gt;
Stealth Elites have the weakest shields of any Elite but this is compensated for by their fast shield recharge rate, which makes them extremely durable. Like all cloaked enemies, they do not turn the reticule red. In all instances upon spawning, they will be briefly uncloaked so you can get a sword fly off of them. You can force them to uncloak by shooting them. A sniper weapon has enough stunning power to keep them immobilized. Melee attacks are also a good way of de-camoing enemies, as well as stunning them. A sword lunge will either kill them or remove their shield completely. Getting them caught in a grenade explosion can expose them.&lt;br /&gt;
&lt;br /&gt;
Zealots are rare in Halo 2, and only appear in a few locations, such as Hangar B in [[Cairo Station]], the tunnels on [[Metropolis]], and the last enemy on [[Gravemind]]. They always spawn with swords but their shield isn't different from a blue Elite.&lt;br /&gt;
&lt;br /&gt;
===Flood===&lt;br /&gt;
Infection Forms in Halo 2 do a lot of damage, especially against unshielded players. Don't try to melee them with anything but the sword, as your melee range is nerfed from Halo: Combat Evolved. They can glitch out and refuse to pop when they hit you. This wouldn't be a problem except for the fact that they do damage ''per frame'' - aka one-shot you. It's advisable to keep distance.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are also very damaging, although their movement has been nerfed from Halo: Combat Evolved. Also, they deploy fewer Infection Forms than before. A fast killing method is to make it fall down and stick it with a plasma grenade, but there's a small window of time for the stick.&lt;br /&gt;
&lt;br /&gt;
Combat Form whips have weird properties, sometimes they can gain the ability to assassinate you. Again, keep distance. You should destroy dead Combat Forms so they won't be re-animated by Infection Forms.&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
Heretic Grunts almost always have Needlers. Their projectiles can easily hit you, even when you're behind cover, due to the large hitboxes.&lt;br /&gt;
&lt;br /&gt;
Fuel Rod Grunts can hit you through thin walls, again due to the hitboxes. Fortunately, there is no longer a kill switch on their weapons.&lt;br /&gt;
&lt;br /&gt;
Jackal Snipers are MLG on Legendary. They can easily snipe you out of your seat when driving a Ghost or Hog.&lt;br /&gt;
&lt;br /&gt;
Most Brutes can tear through shields in an instant with their weapons. Best to keep your distance. Having a sword or brute shot can make a huge difference in close encounters. Stick them when you can, especially when they berserk. Dual-wielding Needlers is also efficient though rarely used.&lt;br /&gt;
&lt;br /&gt;
On Legendary, any encounter with a shotgun wielding enemy will prove fatal, they have extraordinary range with their shots.&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_2&amp;diff=22077</id>
		<title>Halo 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_2&amp;diff=22077"/>
				<updated>2018-06-03T00:58:52Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* Melee Boost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 2 is one of the more technical speedruns in the series. With the discovery of glitches such as sword flying and sword canceling, movement in Halo 2 is much faster compared to other Halo titles. However, glitches can also work against you, as there are several run-killing glitches that can occur.&lt;br /&gt;
&lt;br /&gt;
Legendary is an absolutely brutal category. It is highly recommended that you be familiar with both the speedrunning tricks and the main route, as well as having a general knowledge of the game, before attempting to run it.&lt;br /&gt;
&lt;br /&gt;
Halo 2 has multiple versions, which include original, vista, and MCC. Given the amount of changes made in MCC and how different it is from the two, it is considered a different game by the community and thus has its own separate leaderboard. &lt;br /&gt;
&lt;br /&gt;
The differences between original and Vista are noteworthy, but not enough to call them different games. The faster version is the original. It is suggested you run this on version 1.0 on the Xbox 360 console, as this will allow swordflying and give you better overall performance compared to the Original Xbox console (if you are running patched, simply clear your consoles cache and it should revert to 1.0). Halo 2 Vista (the PC version) is slower due to sword flying being patched, the addition of loading screens between levels, and a slightly modified physics engine.  &lt;br /&gt;
&lt;br /&gt;
It's also worth noting that there are some slight differences across languages. Since certain events in-game are scripted to happen at the end of character dialogue, these events vary in duration. The Japanese version is currently considered the fastest, though the timesave compared to English is only around five to ten seconds across the whole run, which has the potential to get lower as skips are found.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=200 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Looking for [[Halo_2_MCC|Halo 2 MCC]]?&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[The Armory]]&lt;br /&gt;
*[[Cairo Station]]&lt;br /&gt;
*[[Outskirts]]&lt;br /&gt;
*[[Metropolis]]&lt;br /&gt;
*[[The Arbiter]]&lt;br /&gt;
*[[Oracle]]&lt;br /&gt;
*[[Delta Halo]]&lt;br /&gt;
*[[Regret]]&lt;br /&gt;
*[[Sacred Icon]]&lt;br /&gt;
*[[Quarantine Zone]]&lt;br /&gt;
*[[Gravemind]]&lt;br /&gt;
*[[Uprising]]&lt;br /&gt;
*[[High Charity]]&lt;br /&gt;
*[[The Great Journey]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sword Flying===&lt;br /&gt;
{{#Widget:YouTube|id=GNLvuECAfbY|right|caption=Two handed sword flying demo, by scurty.}}&lt;br /&gt;
{{#Widget:YouTube|id=tj3Ls7-P2UM|right|caption=One handed sword flying demo, by MisterMonopoli.}}&lt;br /&gt;
Sword flying lets you lunge towards enemies across long distances. Unlike the normal limit on the sword's lunge distance, sword flying allows you to cover vast distances at high speed.&lt;br /&gt;
&lt;br /&gt;
via scurty:&lt;br /&gt;
: First off, you need to make sure you have two things: The Xbox Live update NOT installed and a sword with another weapon of your choice.&lt;br /&gt;
: Sword flying is a simple three button combination that is quick to master because it has a rhythm to it. '''The button combination goes in this order: (Y) (X) (Right Trigger)''' The first two are hit in rapid succession (usually by the sliding of your thumb) while the third button is hit slower than the first two are spaced apart. Watch the video to hear how it sounds.&lt;br /&gt;
: '''Your reticule must be red''' for this to work on your gun when you switch to your sword (by pressing Y). You also don't have to be zoomed if if you don't want to, although in most cases you will be zoomed in.&lt;br /&gt;
Most people find it easier to sword fly with an Xbox 360 controller than with an Xbox controller. To sword fly with one hand, slide your thumb from Y to X, then press R. Alternatively, you can sword fly while clawing by rolling your index finger from Y to X, then pressing R with your middle finger. This allows you to aim while preparing to sword fly. It is highly recommended that you learn to sword fly one-handed. This will allow you to continue moving while preparing to do your sword fly.&lt;br /&gt;
'''If an enemy is standing still, you will be able to swordfly over its head and past it.''' If it is moving, the swordfly will stop when it is above the enemy's original position.&lt;br /&gt;
&lt;br /&gt;
The Rocket Launcher is one of the most useful weapons to sword fly with, because it has a large reticule and 2x scope, and turns red at fairly long distances without much aiming.&lt;br /&gt;
&lt;br /&gt;
===Sword Canceling===&lt;br /&gt;
&lt;br /&gt;
Sword canceling is a movement technique. In its simplest form, sword canceling is the ability to &amp;quot;cancel&amp;quot; the effects of a sword lunge. If you press R to lunge, you can press X (Reload) to cancel the impact of the lunge any time before it hits.&lt;br /&gt;
&lt;br /&gt;
This can be utilized to travel long distances in tight quarters. To swordcancel past an enemy, press R+X+A simultaneously (Fire+Reload+Jump). R+X will perform the sword cancel, and jumping will make you rise in height as you lunge, thus letting you fly through the air.&lt;br /&gt;
&lt;br /&gt;
To swordcancel over an enemy's head, press A, then R+X+A simultaneously. The first jump gives you height to get over the enemy.&lt;br /&gt;
&lt;br /&gt;
===Ghost Wheelie/Quickturn===&lt;br /&gt;
While boosting in a Ghost, hold A to lean back and raise the nose of the Ghost. This lets you turn more sharply while maintaining your boost. It also makes you prone to flipping, so be careful.&lt;br /&gt;
&lt;br /&gt;
Holding A can also be useful for getting enough air on certain jumps.&lt;br /&gt;
&lt;br /&gt;
===Superbouncing===&lt;br /&gt;
Superbouncing is a variation of a pressure launch. If the player model intersects with the geometry, the game will apply a large amount of force to try and push the player out. By going into auto-crouch, you can glitch the player model. Then when you jump on a polygon seam, you will intersect, and the game will push you out. Superbounces differ between PAL and NTSC, because different framerates means different intervals for collision detection.&lt;br /&gt;
&lt;br /&gt;
The only place superbouncing is useful is as a method to board the Scarab early in [[Metropolis]].&lt;br /&gt;
&lt;br /&gt;
===Melee Boost===&lt;br /&gt;
&lt;br /&gt;
Melee Boosting is similar to sword cancelling, however you can do it without a sword. The goal is to melee at an enemy, cancel the melee damage just like you would during a sword cancel and then keep your momentum and fly past the enemy. If you combine the melee and cancel with a jump timed well, you can get varying results.&lt;br /&gt;
&lt;br /&gt;
Button Combo: B-X, X-B, Y-B, B-Y&lt;br /&gt;
Keep your crosshair over the enemy so you fly past him (crouching helps a lot). It can be timed perfectly but it may be easier to spam the required buttons.&lt;br /&gt;
&lt;br /&gt;
==Combat Techniques==&lt;br /&gt;
&lt;br /&gt;
===Double Shot===&lt;br /&gt;
&lt;br /&gt;
By pressing Fire twice and then Reload (RRX), you can fire two Battle Rifle bursts in quick succession. The timing of X is around when the last bullet of the first burst is fired. After the doubleshot, the BR will reload itself, unless you perform another doubleshot.&lt;br /&gt;
&lt;br /&gt;
You can chain together doubleshots by tapping YY to switch away and back to the BR. With the right timing, you can double shot until the clip is empty - RRX YY RRX YY etc.&lt;br /&gt;
&lt;br /&gt;
===Double Grenade===&lt;br /&gt;
Fire a plasma pistol overcharge. When the overheat bar is at halfway, quickly tap L twice. You should throw two grenades in quick succession. This is useful for some launches, such as the [[Delta Halo]] Ghost launch.&lt;br /&gt;
&lt;br /&gt;
You can also double nade with a beam rifle overheat, but the timing is different.&lt;br /&gt;
&lt;br /&gt;
===Double Melee===&lt;br /&gt;
In addition to the BLB method from Halo CE, you can also do BXB or BYB to melee twice in quick succession. It's not as useful for speedrunning due to the low melee damage of Halo 2 1.0.&lt;br /&gt;
&lt;br /&gt;
===Quick Reload===&lt;br /&gt;
After a certain point in the reload animation (usually after the clip is in the weapon), the weapon counts as reloaded. At this point, you can cancel the rest of the animation by pressing YY to quickly switch away and back to your main weapon. If you are only carrying one weapon, you can melee and hit X to cancel the melee. When using a scoped weapon, it can be faster to zoom out by pressing YY. You can press YY after a sword lunge as well.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
In Halo 2, some enemy types were added.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Ultra Elites are known for their raw firepower and strong shielding. They will usually pull out a sword when you close the distance, this is a good opportunity for a backsmack or grenade stick. However, be very careful of dual-wielding Ultras. They are some of the most dangerous enemies in the game.&lt;br /&gt;
&lt;br /&gt;
Jetpack Elites are usually dual-wielding Plasma Rifles. Generally, you want to home in on them with a plasma pistol overcharge or snipe them with a ranged weapon.  Their shields are weaker than normal Elites, a sword lunge will do them in if you can close the distance.&lt;br /&gt;
&lt;br /&gt;
Stealth Elites have the weakest shields of any Elite but this is compensated for by their fast shield recharge rate, which makes them extremely durable. Like all cloaked enemies, they do not turn the reticule red. In all instances upon spawning, they will be briefly uncloaked so you can get a sword fly off of them. You can force them to uncloak by shooting them. A sniper weapon has enough stunning power to keep them immobilized. Melee attacks are also a good way of de-camoing enemies, as well as stunning them. A sword lunge will either kill them or remove their shield completely. Getting them caught in a grenade explosion can expose them.&lt;br /&gt;
&lt;br /&gt;
Zealots are rare in Halo 2, and only appear in a few locations, such as Hangar B in [[Cairo Station]], the tunnels on [[Metropolis]], and the last enemy on [[Gravemind]]. They always spawn with swords but their shield isn't different from a blue Elite.&lt;br /&gt;
&lt;br /&gt;
===Flood===&lt;br /&gt;
Infection Forms in Halo 2 do a lot of damage, especially against unshielded players. Don't try to melee them with anything but the sword, as your melee range is nerfed from Halo: Combat Evolved. They can glitch out and refuse to pop when they hit you. This wouldn't be a problem except for the fact that they do damage ''per frame'' - aka one-shot you. It's advisable to keep distance.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are also very damaging, although their movement has been nerfed from Halo: Combat Evolved. Also, they deploy fewer Infection Forms than before. A fast killing method is to make it fall down and stick it with a plasma grenade, but there's a small window of time for the stick.&lt;br /&gt;
&lt;br /&gt;
Combat Form whips have weird properties, sometimes they can gain the ability to assassinate you. Again, keep distance. You should destroy dead Combat Forms so they won't be re-animated by Infection Forms.&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
Heretic Grunts almost always have Needlers. Their projectiles can easily hit you, even when you're behind cover, due to the large hitboxes.&lt;br /&gt;
&lt;br /&gt;
Fuel Rod Grunts can hit you through thin walls, again due to the hitboxes. Fortunately, there is no longer a kill switch on their weapons.&lt;br /&gt;
&lt;br /&gt;
Jackal Snipers are MLG on Legendary. They can easily snipe you out of your seat when driving a Ghost or Hog.&lt;br /&gt;
&lt;br /&gt;
Most Brutes can tear through shields in an instant with their weapons. Best to keep your distance. Having a sword or brute shot can make a huge difference in close encounters. Stick them when you can, especially when they berserk. Dual-wielding Needlers is also efficient though rarely used.&lt;br /&gt;
&lt;br /&gt;
On Legendary, any encounter with a shotgun wielding enemy will prove fatal, they have extraordinary range with their shots.&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_2&amp;diff=22076</id>
		<title>Halo 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_2&amp;diff=22076"/>
				<updated>2018-06-03T00:53:32Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* Movement Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 2 is one of the more technical speedruns in the series. With the discovery of glitches such as sword flying and sword canceling, movement in Halo 2 is much faster compared to other Halo titles. However, glitches can also work against you, as there are several run-killing glitches that can occur.&lt;br /&gt;
&lt;br /&gt;
Legendary is an absolutely brutal category. It is highly recommended that you be familiar with both the speedrunning tricks and the main route, as well as having a general knowledge of the game, before attempting to run it.&lt;br /&gt;
&lt;br /&gt;
Halo 2 has multiple versions, which include original, vista, and MCC. Given the amount of changes made in MCC and how different it is from the two, it is considered a different game by the community and thus has its own separate leaderboard. &lt;br /&gt;
&lt;br /&gt;
The differences between original and Vista are noteworthy, but not enough to call them different games. The faster version is the original. It is suggested you run this on version 1.0 on the Xbox 360 console, as this will allow swordflying and give you better overall performance compared to the Original Xbox console (if you are running patched, simply clear your consoles cache and it should revert to 1.0). Halo 2 Vista (the PC version) is slower due to sword flying being patched, the addition of loading screens between levels, and a slightly modified physics engine.  &lt;br /&gt;
&lt;br /&gt;
It's also worth noting that there are some slight differences across languages. Since certain events in-game are scripted to happen at the end of character dialogue, these events vary in duration. The Japanese version is currently considered the fastest, though the timesave compared to English is only around five to ten seconds across the whole run, which has the potential to get lower as skips are found.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=200 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Looking for [[Halo_2_MCC|Halo 2 MCC]]?&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[The Armory]]&lt;br /&gt;
*[[Cairo Station]]&lt;br /&gt;
*[[Outskirts]]&lt;br /&gt;
*[[Metropolis]]&lt;br /&gt;
*[[The Arbiter]]&lt;br /&gt;
*[[Oracle]]&lt;br /&gt;
*[[Delta Halo]]&lt;br /&gt;
*[[Regret]]&lt;br /&gt;
*[[Sacred Icon]]&lt;br /&gt;
*[[Quarantine Zone]]&lt;br /&gt;
*[[Gravemind]]&lt;br /&gt;
*[[Uprising]]&lt;br /&gt;
*[[High Charity]]&lt;br /&gt;
*[[The Great Journey]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sword Flying===&lt;br /&gt;
{{#Widget:YouTube|id=GNLvuECAfbY|right|caption=Two handed sword flying demo, by scurty.}}&lt;br /&gt;
{{#Widget:YouTube|id=tj3Ls7-P2UM|right|caption=One handed sword flying demo, by MisterMonopoli.}}&lt;br /&gt;
Sword flying lets you lunge towards enemies across long distances. Unlike the normal limit on the sword's lunge distance, sword flying allows you to cover vast distances at high speed.&lt;br /&gt;
&lt;br /&gt;
via scurty:&lt;br /&gt;
: First off, you need to make sure you have two things: The Xbox Live update NOT installed and a sword with another weapon of your choice.&lt;br /&gt;
: Sword flying is a simple three button combination that is quick to master because it has a rhythm to it. '''The button combination goes in this order: (Y) (X) (Right Trigger)''' The first two are hit in rapid succession (usually by the sliding of your thumb) while the third button is hit slower than the first two are spaced apart. Watch the video to hear how it sounds.&lt;br /&gt;
: '''Your reticule must be red''' for this to work on your gun when you switch to your sword (by pressing Y). You also don't have to be zoomed if if you don't want to, although in most cases you will be zoomed in.&lt;br /&gt;
Most people find it easier to sword fly with an Xbox 360 controller than with an Xbox controller. To sword fly with one hand, slide your thumb from Y to X, then press R. Alternatively, you can sword fly while clawing by rolling your index finger from Y to X, then pressing R with your middle finger. This allows you to aim while preparing to sword fly. It is highly recommended that you learn to sword fly one-handed. This will allow you to continue moving while preparing to do your sword fly.&lt;br /&gt;
'''If an enemy is standing still, you will be able to swordfly over its head and past it.''' If it is moving, the swordfly will stop when it is above the enemy's original position.&lt;br /&gt;
&lt;br /&gt;
The Rocket Launcher is one of the most useful weapons to sword fly with, because it has a large reticule and 2x scope, and turns red at fairly long distances without much aiming.&lt;br /&gt;
&lt;br /&gt;
===Sword Canceling===&lt;br /&gt;
&lt;br /&gt;
Sword canceling is a movement technique. In its simplest form, sword canceling is the ability to &amp;quot;cancel&amp;quot; the effects of a sword lunge. If you press R to lunge, you can press X (Reload) to cancel the impact of the lunge any time before it hits.&lt;br /&gt;
&lt;br /&gt;
This can be utilized to travel long distances in tight quarters. To swordcancel past an enemy, press R+X+A simultaneously (Fire+Reload+Jump). R+X will perform the sword cancel, and jumping will make you rise in height as you lunge, thus letting you fly through the air.&lt;br /&gt;
&lt;br /&gt;
To swordcancel over an enemy's head, press A, then R+X+A simultaneously. The first jump gives you height to get over the enemy.&lt;br /&gt;
&lt;br /&gt;
===Ghost Wheelie/Quickturn===&lt;br /&gt;
While boosting in a Ghost, hold A to lean back and raise the nose of the Ghost. This lets you turn more sharply while maintaining your boost. It also makes you prone to flipping, so be careful.&lt;br /&gt;
&lt;br /&gt;
Holding A can also be useful for getting enough air on certain jumps.&lt;br /&gt;
&lt;br /&gt;
===Superbouncing===&lt;br /&gt;
Superbouncing is a variation of a pressure launch. If the player model intersects with the geometry, the game will apply a large amount of force to try and push the player out. By going into auto-crouch, you can glitch the player model. Then when you jump on a polygon seam, you will intersect, and the game will push you out. Superbounces differ between PAL and NTSC, because different framerates means different intervals for collision detection.&lt;br /&gt;
&lt;br /&gt;
The only place superbouncing is useful is as a method to board the Scarab early in [[Metropolis]].&lt;br /&gt;
&lt;br /&gt;
===Melee Boost===&lt;br /&gt;
http://www.twitch.tv/ranabundana/c/4491742&lt;br /&gt;
&lt;br /&gt;
Button Combo: B-X, X-B, Y-B, B-Y&lt;br /&gt;
Keep your crosshair over the enemy so you fly past him (crouching helps a lot). It can be timed perfectly but it may be easier to spam the required buttons.&lt;br /&gt;
&lt;br /&gt;
==Combat Techniques==&lt;br /&gt;
&lt;br /&gt;
===Double Shot===&lt;br /&gt;
&lt;br /&gt;
By pressing Fire twice and then Reload (RRX), you can fire two Battle Rifle bursts in quick succession. The timing of X is around when the last bullet of the first burst is fired. After the doubleshot, the BR will reload itself, unless you perform another doubleshot.&lt;br /&gt;
&lt;br /&gt;
You can chain together doubleshots by tapping YY to switch away and back to the BR. With the right timing, you can double shot until the clip is empty - RRX YY RRX YY etc.&lt;br /&gt;
&lt;br /&gt;
===Double Grenade===&lt;br /&gt;
Fire a plasma pistol overcharge. When the overheat bar is at halfway, quickly tap L twice. You should throw two grenades in quick succession. This is useful for some launches, such as the [[Delta Halo]] Ghost launch.&lt;br /&gt;
&lt;br /&gt;
You can also double nade with a beam rifle overheat, but the timing is different.&lt;br /&gt;
&lt;br /&gt;
===Double Melee===&lt;br /&gt;
In addition to the BLB method from Halo CE, you can also do BXB or BYB to melee twice in quick succession. It's not as useful for speedrunning due to the low melee damage of Halo 2 1.0.&lt;br /&gt;
&lt;br /&gt;
===Quick Reload===&lt;br /&gt;
After a certain point in the reload animation (usually after the clip is in the weapon), the weapon counts as reloaded. At this point, you can cancel the rest of the animation by pressing YY to quickly switch away and back to your main weapon. If you are only carrying one weapon, you can melee and hit X to cancel the melee. When using a scoped weapon, it can be faster to zoom out by pressing YY. You can press YY after a sword lunge as well.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
In Halo 2, some enemy types were added.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Ultra Elites are known for their raw firepower and strong shielding. They will usually pull out a sword when you close the distance, this is a good opportunity for a backsmack or grenade stick. However, be very careful of dual-wielding Ultras. They are some of the most dangerous enemies in the game.&lt;br /&gt;
&lt;br /&gt;
Jetpack Elites are usually dual-wielding Plasma Rifles. Generally, you want to home in on them with a plasma pistol overcharge or snipe them with a ranged weapon.  Their shields are weaker than normal Elites, a sword lunge will do them in if you can close the distance.&lt;br /&gt;
&lt;br /&gt;
Stealth Elites have the weakest shields of any Elite but this is compensated for by their fast shield recharge rate, which makes them extremely durable. Like all cloaked enemies, they do not turn the reticule red. In all instances upon spawning, they will be briefly uncloaked so you can get a sword fly off of them. You can force them to uncloak by shooting them. A sniper weapon has enough stunning power to keep them immobilized. Melee attacks are also a good way of de-camoing enemies, as well as stunning them. A sword lunge will either kill them or remove their shield completely. Getting them caught in a grenade explosion can expose them.&lt;br /&gt;
&lt;br /&gt;
Zealots are rare in Halo 2, and only appear in a few locations, such as Hangar B in [[Cairo Station]], the tunnels on [[Metropolis]], and the last enemy on [[Gravemind]]. They always spawn with swords but their shield isn't different from a blue Elite.&lt;br /&gt;
&lt;br /&gt;
===Flood===&lt;br /&gt;
Infection Forms in Halo 2 do a lot of damage, especially against unshielded players. Don't try to melee them with anything but the sword, as your melee range is nerfed from Halo: Combat Evolved. They can glitch out and refuse to pop when they hit you. This wouldn't be a problem except for the fact that they do damage ''per frame'' - aka one-shot you. It's advisable to keep distance.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are also very damaging, although their movement has been nerfed from Halo: Combat Evolved. Also, they deploy fewer Infection Forms than before. A fast killing method is to make it fall down and stick it with a plasma grenade, but there's a small window of time for the stick.&lt;br /&gt;
&lt;br /&gt;
Combat Form whips have weird properties, sometimes they can gain the ability to assassinate you. Again, keep distance. You should destroy dead Combat Forms so they won't be re-animated by Infection Forms.&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
Heretic Grunts almost always have Needlers. Their projectiles can easily hit you, even when you're behind cover, due to the large hitboxes.&lt;br /&gt;
&lt;br /&gt;
Fuel Rod Grunts can hit you through thin walls, again due to the hitboxes. Fortunately, there is no longer a kill switch on their weapons.&lt;br /&gt;
&lt;br /&gt;
Jackal Snipers are MLG on Legendary. They can easily snipe you out of your seat when driving a Ghost or Hog.&lt;br /&gt;
&lt;br /&gt;
Most Brutes can tear through shields in an instant with their weapons. Best to keep your distance. Having a sword or brute shot can make a huge difference in close encounters. Stick them when you can, especially when they berserk. Dual-wielding Needlers is also efficient though rarely used.&lt;br /&gt;
&lt;br /&gt;
On Legendary, any encounter with a shotgun wielding enemy will prove fatal, they have extraordinary range with their shots.&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_2&amp;diff=22075</id>
		<title>Halo 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_2&amp;diff=22075"/>
				<updated>2018-06-03T00:49:36Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* Sword Flying */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 2 is one of the more technical speedruns in the series. With the discovery of glitches such as sword flying and sword canceling, movement in Halo 2 is much faster compared to other Halo titles. However, glitches can also work against you, as there are several run-killing glitches that can occur.&lt;br /&gt;
&lt;br /&gt;
Legendary is an absolutely brutal category. It is highly recommended that you be familiar with both the speedrunning tricks and the main route, as well as having a general knowledge of the game, before attempting to run it.&lt;br /&gt;
&lt;br /&gt;
Halo 2 has multiple versions, which include original, vista, and MCC. Given the amount of changes made in MCC and how different it is from the two, it is considered a different game by the community and thus has its own separate leaderboard. &lt;br /&gt;
&lt;br /&gt;
The differences between original and Vista are noteworthy, but not enough to call them different games. The faster version is the original. It is suggested you run this on version 1.0 on the Xbox 360 console, as this will allow swordflying and give you better overall performance compared to the Original Xbox console (if you are running patched, simply clear your consoles cache and it should revert to 1.0). Halo 2 Vista (the PC version) is slower due to sword flying being patched, the addition of loading screens between levels, and a slightly modified physics engine.  &lt;br /&gt;
&lt;br /&gt;
It's also worth noting that there are some slight differences across languages. Since certain events in-game are scripted to happen at the end of character dialogue, these events vary in duration. The Japanese version is currently considered the fastest, though the timesave compared to English is only around five to ten seconds across the whole run, which has the potential to get lower as skips are found.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=200 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Looking for [[Halo_2_MCC|Halo 2 MCC]]?&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[The Armory]]&lt;br /&gt;
*[[Cairo Station]]&lt;br /&gt;
*[[Outskirts]]&lt;br /&gt;
*[[Metropolis]]&lt;br /&gt;
*[[The Arbiter]]&lt;br /&gt;
*[[Oracle]]&lt;br /&gt;
*[[Delta Halo]]&lt;br /&gt;
*[[Regret]]&lt;br /&gt;
*[[Sacred Icon]]&lt;br /&gt;
*[[Quarantine Zone]]&lt;br /&gt;
*[[Gravemind]]&lt;br /&gt;
*[[Uprising]]&lt;br /&gt;
*[[High Charity]]&lt;br /&gt;
*[[The Great Journey]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sword Flying===&lt;br /&gt;
{{#Widget:YouTube|id=GNLvuECAfbY|right|caption=Two handed sword flying demo, by scurty.}}&lt;br /&gt;
Sword flying lets you lunge towards enemies across long distances. Unlike the normal limit on the sword's lunge distance, sword flying allows you to cover vast distances at high speed.&lt;br /&gt;
&lt;br /&gt;
via scurty:&lt;br /&gt;
: First off, you need to make sure you have two things: The Xbox Live update NOT installed and a sword with another weapon of your choice.&lt;br /&gt;
: Sword flying is a simple three button combination that is quick to master because it has a rhythm to it. '''The button combination goes in this order: (Y) (X) (Right Trigger)''' The first two are hit in rapid succession (usually by the sliding of your thumb) while the third button is hit slower than the first two are spaced apart. Watch the video to hear how it sounds.&lt;br /&gt;
: '''Your reticule must be red''' for this to work on your gun when you switch to your sword (by pressing Y). You also don't have to be zoomed if if you don't want to, although in most cases you will be zoomed in.&lt;br /&gt;
Most people find it easier to sword fly with an Xbox 360 controller than with an Xbox controller. To sword fly with one hand, slide your thumb from Y to X, then press R. Alternatively, you can sword fly while clawing by rolling your index finger from Y to X, then pressing R with your middle finger. This allows you to aim while preparing to sword fly. It is highly recommended that you learn to sword fly one-handed. This will allow you to continue moving while preparing to do your sword fly.&lt;br /&gt;
'''If an enemy is standing still, you will be able to swordfly over its head and past it.''' If it is moving, the swordfly will stop when it is above the enemy's original position.&lt;br /&gt;
&lt;br /&gt;
The Rocket Launcher is one of the most useful weapons to sword fly with, because it has a large reticule and 2x scope, and turns red at fairly long distances without much aiming.&lt;br /&gt;
&lt;br /&gt;
===Sword Canceling===&lt;br /&gt;
&lt;br /&gt;
Sword canceling is a movement technique. In its simplest form, sword canceling is the ability to &amp;quot;cancel&amp;quot; the effects of a sword lunge. If you press R to lunge, you can press X (Reload) to cancel the impact of the lunge any time before it hits.&lt;br /&gt;
&lt;br /&gt;
This can be utilized to travel long distances in tight quarters. To swordcancel past an enemy, press R+X+A simultaneously (Fire+Reload+Jump). R+X will perform the sword cancel, and jumping will make you rise in height as you lunge, thus letting you fly through the air.&lt;br /&gt;
&lt;br /&gt;
To swordcancel over an enemy's head, press A, then R+X+A simultaneously. The first jump gives you height to get over the enemy.&lt;br /&gt;
&lt;br /&gt;
===Ghost Wheelie/Quickturn===&lt;br /&gt;
While boosting in a Ghost, hold A to lean back and raise the nose of the Ghost. This lets you turn more sharply while maintaining your boost. It also makes you prone to flipping, so be careful.&lt;br /&gt;
&lt;br /&gt;
Holding A can also be useful for getting enough air on certain jumps.&lt;br /&gt;
&lt;br /&gt;
===Superbouncing===&lt;br /&gt;
Superbouncing is a variation of a pressure launch. If the player model intersects with the geometry, the game will apply a large amount of force to try and push the player out. By going into auto-crouch, you can glitch the player model. Then when you jump on a polygon seam, you will intersect, and the game will push you out. Superbounces differ between PAL and NTSC, because different framerates means different intervals for collision detection.&lt;br /&gt;
&lt;br /&gt;
The only place superbouncing is useful is as a method to board the Scarab early in [[Metropolis]].&lt;br /&gt;
&lt;br /&gt;
===Melee Boost===&lt;br /&gt;
http://www.twitch.tv/ranabundana/c/4491742&lt;br /&gt;
&lt;br /&gt;
Button Combo: B-X, X-B, Y-B, B-Y&lt;br /&gt;
Keep your crosshair over the enemy so you fly past him (crouching helps a lot). It can be timed perfectly but it may be easier to spam the required buttons.&lt;br /&gt;
&lt;br /&gt;
==Combat Techniques==&lt;br /&gt;
&lt;br /&gt;
===Double Shot===&lt;br /&gt;
&lt;br /&gt;
By pressing Fire twice and then Reload (RRX), you can fire two Battle Rifle bursts in quick succession. The timing of X is around when the last bullet of the first burst is fired. After the doubleshot, the BR will reload itself, unless you perform another doubleshot.&lt;br /&gt;
&lt;br /&gt;
You can chain together doubleshots by tapping YY to switch away and back to the BR. With the right timing, you can double shot until the clip is empty - RRX YY RRX YY etc.&lt;br /&gt;
&lt;br /&gt;
===Double Grenade===&lt;br /&gt;
Fire a plasma pistol overcharge. When the overheat bar is at halfway, quickly tap L twice. You should throw two grenades in quick succession. This is useful for some launches, such as the [[Delta Halo]] Ghost launch.&lt;br /&gt;
&lt;br /&gt;
You can also double nade with a beam rifle overheat, but the timing is different.&lt;br /&gt;
&lt;br /&gt;
===Double Melee===&lt;br /&gt;
In addition to the BLB method from Halo CE, you can also do BXB or BYB to melee twice in quick succession. It's not as useful for speedrunning due to the low melee damage of Halo 2 1.0.&lt;br /&gt;
&lt;br /&gt;
===Quick Reload===&lt;br /&gt;
After a certain point in the reload animation (usually after the clip is in the weapon), the weapon counts as reloaded. At this point, you can cancel the rest of the animation by pressing YY to quickly switch away and back to your main weapon. If you are only carrying one weapon, you can melee and hit X to cancel the melee. When using a scoped weapon, it can be faster to zoom out by pressing YY. You can press YY after a sword lunge as well.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
In Halo 2, some enemy types were added.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Ultra Elites are known for their raw firepower and strong shielding. They will usually pull out a sword when you close the distance, this is a good opportunity for a backsmack or grenade stick. However, be very careful of dual-wielding Ultras. They are some of the most dangerous enemies in the game.&lt;br /&gt;
&lt;br /&gt;
Jetpack Elites are usually dual-wielding Plasma Rifles. Generally, you want to home in on them with a plasma pistol overcharge or snipe them with a ranged weapon.  Their shields are weaker than normal Elites, a sword lunge will do them in if you can close the distance.&lt;br /&gt;
&lt;br /&gt;
Stealth Elites have the weakest shields of any Elite but this is compensated for by their fast shield recharge rate, which makes them extremely durable. Like all cloaked enemies, they do not turn the reticule red. In all instances upon spawning, they will be briefly uncloaked so you can get a sword fly off of them. You can force them to uncloak by shooting them. A sniper weapon has enough stunning power to keep them immobilized. Melee attacks are also a good way of de-camoing enemies, as well as stunning them. A sword lunge will either kill them or remove their shield completely. Getting them caught in a grenade explosion can expose them.&lt;br /&gt;
&lt;br /&gt;
Zealots are rare in Halo 2, and only appear in a few locations, such as Hangar B in [[Cairo Station]], the tunnels on [[Metropolis]], and the last enemy on [[Gravemind]]. They always spawn with swords but their shield isn't different from a blue Elite.&lt;br /&gt;
&lt;br /&gt;
===Flood===&lt;br /&gt;
Infection Forms in Halo 2 do a lot of damage, especially against unshielded players. Don't try to melee them with anything but the sword, as your melee range is nerfed from Halo: Combat Evolved. They can glitch out and refuse to pop when they hit you. This wouldn't be a problem except for the fact that they do damage ''per frame'' - aka one-shot you. It's advisable to keep distance.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are also very damaging, although their movement has been nerfed from Halo: Combat Evolved. Also, they deploy fewer Infection Forms than before. A fast killing method is to make it fall down and stick it with a plasma grenade, but there's a small window of time for the stick.&lt;br /&gt;
&lt;br /&gt;
Combat Form whips have weird properties, sometimes they can gain the ability to assassinate you. Again, keep distance. You should destroy dead Combat Forms so they won't be re-animated by Infection Forms.&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
Heretic Grunts almost always have Needlers. Their projectiles can easily hit you, even when you're behind cover, due to the large hitboxes.&lt;br /&gt;
&lt;br /&gt;
Fuel Rod Grunts can hit you through thin walls, again due to the hitboxes. Fortunately, there is no longer a kill switch on their weapons.&lt;br /&gt;
&lt;br /&gt;
Jackal Snipers are MLG on Legendary. They can easily snipe you out of your seat when driving a Ghost or Hog.&lt;br /&gt;
&lt;br /&gt;
Most Brutes can tear through shields in an instant with their weapons. Best to keep your distance. Having a sword or brute shot can make a huge difference in close encounters. Stick them when you can, especially when they berserk. Dual-wielding Needlers is also efficient though rarely used.&lt;br /&gt;
&lt;br /&gt;
On Legendary, any encounter with a shotgun wielding enemy will prove fatal, they have extraordinary range with their shots.&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=High_Charity&amp;diff=865</id>
		<title>High Charity</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=High_Charity&amp;diff=865"/>
				<updated>2014-08-12T08:24:34Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* Easy */&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 = There were those who said this level would never come&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&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 [[w:c:halo:High Charity (level)|High Charity (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
Kill the combat form that runs at you at the start of the level for his sword. &lt;br /&gt;
&lt;br /&gt;
==== Bug/Open Room ==== &lt;br /&gt;
&lt;br /&gt;
Sword fly to the brute at the first landing platform. Alternatively progress through the room normally.&lt;br /&gt;
&lt;br /&gt;
==== Halls ====&lt;br /&gt;
&lt;br /&gt;
Progress through the halls as fast as possible. In the second open room (the one with flood) kill the rocket flood and grab his rocket. &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 at the elevator and make sure to revert quickly to avoid softlocking the game.&lt;br /&gt;
&lt;br /&gt;
Kill the three brutes and the jackals at the door at the top of the elevator to progress.&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 elevator.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-13]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Quarantine_Zone&amp;diff=864</id>
		<title>Quarantine Zone</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Quarantine_Zone&amp;diff=864"/>
				<updated>2014-08-12T08:19:31Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* Easy */&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 = &lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = x:xx&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>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sacred_Icon&amp;diff=863</id>
		<title>Sacred Icon</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sacred_Icon&amp;diff=863"/>
				<updated>2014-08-12T08:14:36Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: &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 = The most pointless level&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = x:xx&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;
Progress through the level normally. Most of the level is walking. Make sure by the time you get to the ending fight, you have a carbine and a sword.&lt;br /&gt;
&lt;br /&gt;
==== The Fight ====&lt;br /&gt;
&lt;br /&gt;
Kill enemies as fast as possible and try and get your ally to talk to you as fast as possible as he is the key to spawn more waves. Level ends after the phantom shows up.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-09]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Delta_Halo&amp;diff=862</id>
		<title>Delta Halo</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Delta_Halo&amp;diff=862"/>
				<updated>2014-08-12T08:03:48Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: &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 = Enjoy the scenery&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&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>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=861</id>
		<title>The Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=861"/>
				<updated>2014-08-12T07:58:31Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* Glass Clip */&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 = Yer an alien, Harry&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&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;
==General==&lt;br /&gt;
* Kill your allies at the start to skip dialogue&lt;br /&gt;
* Sword cancels in the halls&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
==== Hangar ====&lt;br /&gt;
&lt;br /&gt;
Focus on killing the sentinels. When all sentinels die in the hangar, the fuel rod grunts will come out. Every enemy in the room has to die for the hallway door to open.&lt;br /&gt;
&lt;br /&gt;
==== Hallways ====&lt;br /&gt;
&lt;br /&gt;
Sword cancel through the hallways, you don't need to kill anything or stop at all.&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. If you take his banshee you can't finish the level.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
After clearing the hangar, wait in front of the locked red door. When it opens, the Elite will either be at the top or bottom of the ramp. If he's at the top, sword cancel off of him. If he's at the bottom, sword fly to him or stun/kill him with the beam rifle. Try to get a sword cancel off the sword Elite, but you can also jump over him/run past him. Cloak afterward and sword cancel/fly to the next room. Sometimes you can get a CP before going up, it can be useful. Jump the rafters, which can consistently get you past the conveyor room. In the next hall, there will be 2 patrolling Elites and 2 sleeping Grunts that you usually want to slip past. Further down, there will be a patrolling Elite. You can sword cancel off of him but most of the time, 2 Grunts spawn after you go past him. It might be better to just walk past him, cloak, and sword cancel off of one Grunt. In the final section of the halls, there will be 2 patrolling Grunts and 2 sleeping Grunts, sometimes an Elite can spawn. Try to get a sword cancel off of the left patrolling Grunt, it might help to throw a plasma at the sleeping Grunts. Sword or stick the Elite if he spawns. Once you hit the loading point, you're pretty much in the clear, but it can help to wait for a CP.&lt;br /&gt;
[[Category:Levels|2-05]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Oracle&amp;diff=860</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Oracle&amp;diff=860"/>
				<updated>2014-08-12T07:57:34Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* The Elevator Room */&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 = Elevator music&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&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. The first thing you should do is sword all of those bodies so they don't get revived. Next, pick up a new sword and pick up a sentinel beam (both found on the dead bodies of those flood I mentioned). I highly recommend dropping either your sword or your carbine near the exit door this way when the door opens you can trade one of them out with your sentinel beam without losing any time.&lt;br /&gt;
After you grab your sentinel beam I recommend jumping on the pillars, although that's not required. The room is about to flood (literally) with infection forms of flood. Kill them as quick as possible and the door will open.&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. You can kill the enemies because you have nothing better to do. Most of the time you can kill them before they even reach the elevator. Eventually, there will be a wave of sentinels that spawns. After you get rid of this wave, or you wait long enough, the elevator will start moving again. You are safe to drop down at this point, however you can't drop directly down and need to do two drops to make it to the end. I recommend watching the IL video to learn the drop.&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 is easily one of the worst in the game and one of the most likely spots to die on easy if you don't know what you're doing or get overwhelmed. When you enter the room you will be above the enemies. There will be carbine ammo and a sentinel beam right before you enter. I recommend picking up the sentinel beam. &lt;br /&gt;
The initial wave of enemies that are already in the room include a number of carrier forms of flood, 2 heretic grunts on turrets, and one heretic elite. Also, there are dead combat forms of flood on the ground. It's recommended to take care of the grunts and heretic elite first, optionally grenading the combat form so he doesn't come back later, then killing the carrier forms with the sentinel beam all as fast as possible. 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. The next wave will include three heretic elites, carrier forms and combat forms. It's recommended to kill the elites first, then get rid of the carriers and combat flood. After you kill all of them the final waves will start spawning. From here out the waves will be all combat flood. Use your carbine and sword to get rid of them as fast as possible. Eventually the door on the far side of the room will open and you will be able to proceed. Kill the enemies that come out of the door because if you don't they can delay the door locking.&lt;br /&gt;
&lt;br /&gt;
==== The Second Elevator Room ==== &lt;br /&gt;
&lt;br /&gt;
You continue to chase the Heretic Leader and eventually wind up in a room where he's behind a shielded door. 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, I recommend watching the IL video to see these shortcuts as they're hard to explain. Once you get to the elevator and go to the top, there will be three cables to cut. The order you cut the cables in doesn't matter. The first cable can be cut as soon as possible so you should try and get to it as fast as possible. The next two cables are on a timer and can only be cut after a certain amount of time, so you don't have to get to them as fast as possible, walking will be fine.&lt;br /&gt;
&lt;br /&gt;
==== The Escape ==== &lt;br /&gt;
&lt;br /&gt;
Go back down the elevator. Stay facing in the direction that the button was at the top of the elevator. Drop down to the bottom level after the elevator as soon as possible then continue through the door in front of you. Drop down the hole in front of you and you will be at a big circular room. In front of you may be sentinels or a combat flood. If you're feeling risky you can sword cancel off of them across the gap to the other end of the room. If not just walk around. Continue through the level normally. It should be noted that this part of the level is Arbiter done in the opposite direction. Eventually you'll find your way back to the hangar room and will fight the heretic leader. Make sure that before you enter the room you keep your carbine out because if you have your sword out the leader will run away from you. You can try and stick the leader as soon as the fight starts. Alternatively jump up onto the ship and sword him to death.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-06]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Oracle&amp;diff=859</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Oracle&amp;diff=859"/>
				<updated>2014-08-12T07:57:09Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: &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 = Elevator music&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&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. The first thing you should do is sword all of those bodies so they don't get revived. Next, pick up a new sword and pick up a sentinel beam (both found on the dead bodies of those flood I mentioned). I highly recommend dropping either your sword or your carbine near the exit door this way when the door opens you can trade one of them out with your sentinel beam without losing any time.&lt;br /&gt;
After you grab your sentinel beam I recommend jumping on the pillars, although that's not required. The room is about to flood (literally) with infection forms of flood. Kill them as quick as possible and the door will open.&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. You can kill the enemies because you have nothing better to do. Most of the time you can kill them before they even reach the elevator. Eventually, there will be a wave of sentinels that spawns. After you get rid of this wave, or you wait long enough, the elevator will start moving again. You are safe to drop down at this point, however you can't drop directly down and need to do two drops to make it to the end. I recommend watching the IL video to learn the drop.&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 is easily one of the worst in the game and one of the most likely spots to die on easy if you don't know what you're doing or get overwhelmed. When you enter the room you will be above the enemies. There will be carbine ammo and a sentinel beam right before you enter. I recommend picking up the sentinel beam. &lt;br /&gt;
The initial wave of enemies that are already in the room include a number of carrier forms of flood, 2 heretic grunts on turrets, and one heretic elite. Also, there are dead combat forms of flood on the ground. It's recommended to take care of the grunts and heretic elite first, optionally grenading the combat form so he doesn't come back later, then killing the carrier forms with the sentinel beam all as fast as possible. 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. The next wave will include three heretic elites, carrier forms and combat forms. It's recommended to kill the elites first, then get rid of the carriers and combat flood. After you kill all of them the final waves will start spawning. From here out the waves will be all combat flood. Use your carbine and sword to get rid of them as fast as possible. Eventually the door on the far side of the room will open and you will be able to proceed. Kill the enemies that come out of the door because if you don't they can delay the door locking.&lt;br /&gt;
&lt;br /&gt;
==== The Elevator Room ==== &lt;br /&gt;
&lt;br /&gt;
You continue to chase the Heretic Leader and eventually wind up in a room where he's behind a shielded door. 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, I recommend watching the IL video to see these shortcuts as they're hard to explain. Once you get to the elevator and go to the top, there will be three cables to cut. The order you cut the cables in doesn't matter. The first cable can be cut as soon as possible so you should try and get to it as fast as possible. The next two cables are on a timer and can only be cut after a certain amount of time, so you don't have to get to them as fast as possible, walking will be fine.&lt;br /&gt;
&lt;br /&gt;
==== The Escape ==== &lt;br /&gt;
&lt;br /&gt;
Go back down the elevator. Stay facing in the direction that the button was at the top of the elevator. Drop down to the bottom level after the elevator as soon as possible then continue through the door in front of you. Drop down the hole in front of you and you will be at a big circular room. In front of you may be sentinels or a combat flood. If you're feeling risky you can sword cancel off of them across the gap to the other end of the room. If not just walk around. Continue through the level normally. It should be noted that this part of the level is Arbiter done in the opposite direction. Eventually you'll find your way back to the hangar room and will fight the heretic leader. Make sure that before you enter the room you keep your carbine out because if you have your sword out the leader will run away from you. You can try and stick the leader as soon as the fight starts. Alternatively jump up onto the ship and sword him to death.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-06]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=858</id>
		<title>The Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=858"/>
				<updated>2014-08-12T07:34:16Z</updated>
		
		<summary type="html">&lt;p&gt;Hockeyfan: /* Easy */&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 = Yer an alien, Harry&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&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;
==General==&lt;br /&gt;
* Kill your allies at the start to skip dialogue&lt;br /&gt;
* Sword cancels in the halls&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
==== Hangar ====&lt;br /&gt;
&lt;br /&gt;
Focus on killing the sentinels. When all sentinels die in the hangar, the fuel rod grunts will come out. Every enemy in the room has to die for the hallway door to open.&lt;br /&gt;
&lt;br /&gt;
==== Hallways ====&lt;br /&gt;
&lt;br /&gt;
Sword cancel through the hallways, you don't need to kill anything or stop at all.&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, 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. If you take his banshee you can't finish the level.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
After clearing the hangar, wait in front of the locked red door. When it opens, the Elite will either be at the top or bottom of the ramp. If he's at the top, sword cancel off of him. If he's at the bottom, sword fly to him or stun/kill him with the beam rifle. Try to get a sword cancel off the sword Elite, but you can also jump over him/run past him. Cloak afterward and sword cancel/fly to the next room. Sometimes you can get a CP before going up, it can be useful. Jump the rafters, which can consistently get you past the conveyor room. In the next hall, there will be 2 patrolling Elites and 2 sleeping Grunts that you usually want to slip past. Further down, there will be a patrolling Elite. You can sword cancel off of him but most of the time, 2 Grunts spawn after you go past him. It might be better to just walk past him, cloak, and sword cancel off of one Grunt. In the final section of the halls, there will be 2 patrolling Grunts and 2 sleeping Grunts, sometimes an Elite can spawn. Try to get a sword cancel off of the left patrolling Grunt, it might help to throw a plasma at the sleeping Grunts. Sword or stick the Elite if he spawns. Once you hit the loading point, you're pretty much in the clear, but it can help to wait for a CP.&lt;br /&gt;
[[Category:Levels|2-05]]&lt;/div&gt;</summary>
		<author><name>Hockeyfan</name></author>	</entry>

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