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		<id>https://wiki.haloruns.com/index.php?title=The_Ark&amp;diff=21507</id>
		<title>The Ark</title>
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				<updated>2016-07-03T20:00:14Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: removing unncessary info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Ark&lt;br /&gt;
| image = [[File:TheArk.jpg|300px]]&lt;br /&gt;
| caption = &lt;br /&gt;
| game = Halo 3&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
| previous = [[Floodgate]]&lt;br /&gt;
| next = [[The Covenant]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Ark''' is the sixth playable level in [[Halo_3|Halo 3]]. See [http://halo.wikia.com/wiki/The_Ark_(level) The Ark (Halo Nation)] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
At the very start of the level, hold your action/reload button to get out of the Pelican as soon as possible. There are some jumps that can be done on the cliff to the left to cut corners as you approach the first encounter. When you reach the first enemies, jump onto the wall from the rock to the far right. Immediately snipe the 2 Brutes in the center of the area and keep walking to the cave. Grab the Deployable Cover or Flare if either was dropped.&lt;br /&gt;
&lt;br /&gt;
In the second area, if you have a DC or Flare, jump onto the Covenant crate at the cave's exit, grenade jump, then equipment jump on top of the cliff to the left. If you did not get either equipment, continue forward, hugging the left cliff, until you reach the support beam. Jump onto it, then turn left and jump onto the cliff. You need forward momentum for the jump, so take a step or two before jumping. When doing this jump, you need to walk along the edge of the cliff for a bit to avoid hitting a very long string of loadzones that causes a lot of lag. Continue to the hallway, ignoring the Grunts and the Brute.&lt;br /&gt;
&lt;br /&gt;
In the Mongoose area, snipe the Brute that is straight ahead near the Mongooses. Jump down to the right of the crashed Pelican and swap your BR for the Rockets on the ground. Make sure you picked up the rocket crate that is right next to it (you should have 4 rockets). Take a Mongoose and drive up the hill. Stay to the right as you approach the jump to avoid getting hit by the incoming Prowlers. Do not hit the tree as you jump. Continue driving through the middle of the area between the 2 rocks and take the nearest Ghost before the Grunt reaches it. If you mess up, you can keep going and take the 2nd Ghost farther back. Boost through the mission until you reach the AA Wraith area.&lt;br /&gt;
&lt;br /&gt;
When you reach the cave just before the AA Wraith area, get out of the Ghost, pull out your Sniper, and zoom towards the rock structure between you and the AA Wraiths. You can barely see the legs of a Brute there. Move your reticule onto the Brute's leg, switch to your Rockets without moving, and fire. This will clear all the enemies there. From now on, keep the Rockets with you, as they are needed at the end. Now you can get back into the Ghost and boost to the Wraith. Destroy it via boarding, then reenter the Ghost. Shoot the Grunt in the tower near the AA Wraiths with your Ghost, then kill the drivers of the 2 other Ghosts. Finally, destroy the AA Wraiths by shooting the circular vent in the back with the Ghost. At this point, the Forward Unto Dawn is on its way. While you're waiting, swap you Sniper for the Fuel Rod Gun in the ammo crate. Get your Ghost again, and wait in the rock structure. Make sure you don't get pushed backward as FUD arrives. You will be forcibly ejected from the Ghost; get back in. Now, wait just to the right of the rock structure until the cue for the next chapter appears (&amp;quot;Forward Unto Dawn&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Boost to the cave from which you entered, avoiding the Ghosts and the Prowler that come out. Continue past everything until you reach the large area with the bridge. Here, you need to hug the left side of the area and head towards the nearest Wraith. Take it and use it to destroy the other one nearby. Keep moving to the bridge, and kill every enemy on it with your Wraith. Once you reach the closed door at the end, get out and take the nearest Chopper parked on the bridge. Wait in front of the door until it opens (this can take quite a while). You can barely drive the Chopper through the door. Drive to the end of the hallway and turn your camera into the back right corner for a few seconds. This spawns 343 GS to open the door for you (the game will not spawn him if you are looking at the door). Keep driving your Chopper through, get out, push the button, and meander through the next 2 rooms to the next area outside.&lt;br /&gt;
&lt;br /&gt;
As you exit the structure, '''immediately''' drive as fast as you can straight to the flat area to the back of the level. It is important that you don't flip along the way. Drive into the little building in the middle of the flat area. Slow down as you take the jump to avoid letting the Chopper go too far and dismount it. Grab a Grav Lift to your right and drive to the back right of the area. Throw down your Grav Lift (see vid for specific location) and jump into it the moment the Scarab hits the ground. You need to wait a few seconds before destroying the core with your FRG. All of this needs to be done before the Scarab spawns and jumps down. In the case that you flipped or something on your way to the Scarab, you can opt to skip getting the Grav Lift to save enough time to FRG jump onto the Scarab instead. If you still do not have enough time, you can grab a Grav Lift, drive on top of the building, place it on top, and drive your Chopper over it to jump onto the Scarab.&lt;br /&gt;
&lt;br /&gt;
Once the Scarab is destroyed, get back your Chopper and drive up the ramp to the right side of the flat area. The Chopper is no longer needed. You need to kill at least 2 Carbine-wielding Jackals and reach the top of the ramp to trigger the Pelican to come. While you're waiting for it, go back down the ramp a little and see if you can obtain a Deployable Cover from one of the 3 Brutes there. It is not absolutely necessary, but it saves a fair bit of time later. When the Pelican arrives, wait for Arby and Marines to get out and throw a plasma grenade at them. You want to kill both Marines in order to skip some dialogue while waiting for Guilty Spark to open the door inside the structure.&lt;br /&gt;
&lt;br /&gt;
Run through the first room without waking the sleeping Grunts. You can do a small slide jump in the next hallway, but make sure to jump a little down the ramp to avoid hitting the ceiling. Stay to your right in the next room, then drop down through the beams and descend the staircase. Go to the door to the back left of the Brute room. If you did not obtain a DC before, now is a good chance to get it. Keep going and activate the cartographer.&lt;br /&gt;
&lt;br /&gt;
Turn left after the cutscene and run back to the door you came from. Walk straight ahead to the door near the Jackals and avoid the Brutes in the staircase there. In the next room, you need to quickly kill the Chieftain by firing three fuel rods before he activates his Invincibility. Drop down to the door. Turn around and block it with your DC after walking through. This blocks all the Stalker Brutes and allows you to skip killing them (the door locks later). Sometimes, one does not despawn and makes the level impossible to complete, but that is very, very rare. Kill the 2 Jackals with your FRG and descend to the last area. Now, pull out the Rockets you've been carrying this whole time. Fire the first rocket between the 2 rightmost Brutes. Fire the second between the next 2. Switch to your FRG and kill the last 2. Quickly turn around and try to throw a grenade at the 2 Jackals that spawn in the back. If you miss, you have to get to them and kill them yourself. Once all the enemies are dead, you'll hear Johnson say he'll be there &amp;quot;damn quick.&amp;quot; Walk to the back of the area and wait near the edge for the Pelican. Do not stand right on top of the edge; stay a few steps back. Otherwise, you miss the trigger to end the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
For the first 20-30 seconds of the level, you will be, just like on Easy, sitting in the Pelican with nothing to do.  Once Johnson says &amp;quot;Stand to, Marines,&amp;quot; hold Action/Reload to exit the Pelican 2-3 seconds earlier than usual.&lt;br /&gt;
&lt;br /&gt;
Moving ahead, move towards the left rather than the normal path to the right.  Jump over the first rocky ledge and jump onto the rock ahead.  From there, couch-jump to the ledge above and jump across the gap to the next rock.  Afterwards, move forward a few paces and try to do a slide jump towards the right.  There will be a rock that you can use to get onto the ring for the first fight.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
In this area, there are 3 Brutes, one of which is a Captain with a Brute Shot, and several Grunts and Jackals.  Your primary target is the Captain.  There are two routes to dealing with this area.&lt;br /&gt;
&lt;br /&gt;
The safe strategy is to snipe the Captain with your Sniper Rifle 2-3 times and reload.  Move towards the right and there will be two Grunt Heavies.  Take them out with your Battle Rifle and move along.  If you require ammo, there is a Weapon Pod with a Sniper Rifle.  Ahead, there are two more Jackals before entering the Cave.  Take them out with the Battle Rifle and move into the Cave, where there are two Jackal Marksmen; take them out as well.  This route takes about 5 seconds longer than the risky strategy for this area.&lt;br /&gt;
&lt;br /&gt;
The risky strategy instead would involve moving forward instead.  Once you jump onto the ring, shoot the Brute Captain.  He will usually flinch backwards, and the Brute next to him will line up with you, setting up a 2-for-1.  Try to line up both the Captain and the Brute next to him, and you should be able to take them out with one clip of the Sniper Rifle.  If they drop grenades and equipment, it is recommended to pick them up if possible, especially if there is a Deployable cover, and there is time to reload your Sniper Rifle if these two Brutes have been killed properly.  Moving ahead, there are two Jackals; take them out with the Battle Rifle.  If you managed to reload your Sniper Rifle in time, you can pick up some ammo in the nearby Weapon Pod.  Going into the cave, take out the two Jackal Marksmen and move to the AA Gun section.&lt;br /&gt;
&lt;br /&gt;
===AA Gun Section===&lt;br /&gt;
Your next destination upon entering this section is a door above you on the left.  Though there are quite a number of enemies here, it is possible to skip them all with tactical jumps.&lt;br /&gt;
&lt;br /&gt;
The safest way to deal with these enemies is to skirt around the perimeter, maximizing distance between you and the enemies.  While this is arguably the easiest way, it takes a considerable amount of time to take this route.&lt;br /&gt;
&lt;br /&gt;
The next easiest way is to move towards the left, where there is an antenna-like structure.  Crouch-Jump to this structure and jump forward to the rock ahead.  Keep moving ahead towards the leg of the AA Gun, and do a slide-jump from the base of the leg to the slope.  Then move up the slope to your next destination.  This will take about 10 more seconds to do than doing the Antenna Jump.&lt;br /&gt;
&lt;br /&gt;
One of the quickest ways is to do the Antenna Jump.  Again, on the left, there is the Antenna-like structure.  Jump on the right part of the antenna.  Look to the left, at the cliff, move forward slightly, and jump.  This jump is quick, but it will require extensive practice.  Upon getting up to the cliff, it is strongly advised to take out the Jackal in the AA Gun.&lt;br /&gt;
&lt;br /&gt;
At the top of the cliff, there will be a Brute Captain, with a Brute Shot, and 7 Grunts.  The safest and most consistent way to take them out is to take out the Grunts with the Battle Rifle while keeping one Grunt between you and the Brute Captain as you approach the Captain.  Approach the Captain and melee him to stagger him for 2-3 seconds.  During this time, you can either run past him or run around him to back-smack him.&lt;br /&gt;
&lt;br /&gt;
After dealing with the group, move along towards the Crashed Pelican area.&lt;br /&gt;
&lt;br /&gt;
===Crashed Pelican Area===&lt;br /&gt;
The Crashed Pelican area is quite a simple area, though getting out will require luck.  Your objective here is to pick up the Rocket Launcher under the crashed Pelican and to get to a Ghost in the next area as fast as possible.  Coming into this area, there are plenty of Plasma Grenades on the ground; pick them up if you do not have any.&lt;br /&gt;
&lt;br /&gt;
There are quite a few enemies in this area, but the only concerns here are a Brute on the far side and some Grunts under the downed Pelican.  The typical way of approaching this section is to take out the Brute on the far side.  The Brute can be killed with a long-ranged Plasma Grenade, 2-3 Sniper shots, or 1 Sniper shot with 2-3 Battle Rifle shots.  After killing this Brute, move to the downed Pelican, where there are a few Grunts; take them out with the Battle Rifle.  Then, swap the Battle Rifle for the Rocket Launcher, and make sure to pick up the nearby Rocket Launcher ammo.  Make your way towards the Mongoose and drive onto the next section.  Initially, take a hard left and then drive to the next area to minimize time spent driving uphill.  Pray to RNGesus that the 2 Prowlers along the way do not start shooting you as you jump the cliff.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if the player has a Deployable Cover, it is possible to launch from this section to a Ghost in the next section.  As usual, pick up grenades going into this area.  However, it will not be necessary to take out the Brute on the far side.  Make your way to the downed Pelican, dispatch any Grunts, and take the Rocket Launcher.  Turn right and move up the hill.  Aim in the direction of where a Ghost is in the next section.  At the top of the hill, launch from there to the next section.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Section===&lt;br /&gt;
If you exited the last section on a Mongoose, there will be a Chopper in the area.  Try to make it to the downed Longsword as fast as possible since the Chopper can shoot the Mongoose and cause it to spin out or to flip.  As you approach the crashed Longsword, there is debris near the left wing through which the Mongoose can drive.  Drive through this debris, but slow down before going through as there is a panel on the ground that can mess up everything if the Mongoose is going at full speed.  Ahead, there is a Grunt about to board a Ghost.  Make your way to this Ghost and hijack the Ghost.  Then drive on to the cliff area.&lt;br /&gt;
&lt;br /&gt;
If you did a DC Launch from the last area, you will typically land near the Ghost parked by 2 Choppers.  If the enemies in this area are not active upon landing, revert to the last checkpoint or the game will softlock later on.  If the Brutes are approaching their Choppers, then board the nearby Ghost and drive to the left side of the downed Longsword.  Unlike the Mongoose approach, drive over the debris rather than under it.  The Grunt in the next area will have likely boarded his Ghost so try to move past him as soon as possible.  If your shields are down, shoot a couple shots towards the Grunts near the downed Phantom to get one Grunt off his Turret; this will reduce incoming fire and increase chances of survival.&lt;br /&gt;
&lt;br /&gt;
Regardless of how you acquired a Ghost in this section, you will be approaching a cliff.  Instead of driving off this cliff, drive up the slope to the right of the cliff.  Hold Jump to make it easier to climb the slope as you boost onto it.  After boosting up the slope, there will be a steep slope towards the left; descend slowly down this slope and use your boost upward to maintain stability.  Once about halfway from the top of the slope to the ground below, there will be another sloped area.  Boost along this area towards another hill ahead and climb the hill, but avoid driving too far to the left as you are climbing or a set of enemies will spawn.&lt;br /&gt;
&lt;br /&gt;
After boosting off this hill, make your way to the AA Wraith Section.&lt;br /&gt;
&lt;br /&gt;
===AA Wraith Section===&lt;br /&gt;
Ahead, there is a cave leading to an area with 3 Wraiths (2 Anti-Air Wraiths and 1 Standard Wraith).  There are multiple ways to tackle this section.&lt;br /&gt;
&lt;br /&gt;
The safe method is to swap out your Ghost for a Chopper before heading into the cave leading to the AA Wraith Section.  Then boost into the Cave, but stay in the cave.  Get off and take out your Sniper Rifle.  In the distance, there is a cove.  Zoom into the cove and target the thigh of a Brute.  Next, take out your Rocket Launcher and shoot; the Rocket will hit the Brute and kill all all enemies in the cove.  Get back on your Chopper and target the Wraith towards the right side.  The cave will protect you from any mortars that the Wraith sends.  Kill the Wraith and the nearby Shade Turret.  Once those two targets are down, get off your Chopper and take out the nearby Grunt who is on a Plasma Turret and the 4 Brutes on the left side.  Get back on on your Chopper and make your way towards the AA Wraiths.  Along the way, there will be 2 Ghosts; dispatch them and move on.  Once you see the 2 AA Wraiths, take out the nearby Sniper Tower and Grunt or their Turrets will kill you.  Once these two threats are gone, target the cores of each AA Wraith and take them out.  The trigger for the Forward Unto Dawn landing should occur once both Wraiths are destroyed.&lt;br /&gt;
&lt;br /&gt;
The risky method of this section is to keep your Ghost and boost into the cave.  Like the safe method, target the distant Brute in the cove and fire a Rocket to dispatch a group of enemies there and reload your Rockets.  Then, target the group of enemies on the right side.  Kill the Grunt on the Turret and the Brute on the Wraith Turret.  Next, focus on the 4 Brutes on the left side.  Kill 2 of those Brutes and weaken the other 2 if you wish, but do not take out a third Brute or 2 Ghosts will spawn early and make killing the Wraith very difficult.  Get back on your Ghosts and head towards the Wraith and Shade Turret.  Ram into the Shade Turret to kill it and board the Wraith.  Kill the Wraith and then stick your Ghost to prevent the remaining Brutes form boarding it.  Make your way to the AA Wraiths and snipe the Grunt in the Sniper Tower; if you have bullets left in your clip, shoot the remaining 2 Brutes if possible,  but do not take too long.  Afterwards, there will be a Grunt on a Plasma Turret to your left; throw a grenade to kill him.  Take out your Rocket Launcher as 2 Ghosts approach you and take them out.  If you killed only the drivers, you can use the Ghost to kill the AA Wraiths; else, board the Wraiths.&lt;br /&gt;
&lt;br /&gt;
Once everything is dead, pick up a Fuel Rod Cannon and ammo at the cove and scour the area for grenades.  At this point, you should at least have a Fuel Rod Cannon with 22-24 shots in the reserve.&lt;br /&gt;
&lt;br /&gt;
===Forward Unto Dawn===&lt;br /&gt;
At this point, the Forward Unto Dawn will land, dropping off 3 Scorpion Tanks and a Warthog.  A Pelican will also arrive to drop off 4 Marines.  If you need extra ammo for your Rocket Launcher, trade with one of the Marines who gets off and kill him/her.  Alternatively, you can also trade with or kill a Marine to get a Battle Rifle.  &lt;br /&gt;
&lt;br /&gt;
Afterwards, board the closest Scorpion Tank and make your way back to the cave, where you entered this section.  As you approach the cave, 4 Ghosts will come out of the cave.  Attempt to blast each of them with one direct hit.  Then, a Prowler will emerge with 2 Brutes riding; 2 direct hits will destroy it.  Then, 2 more Ghosts and 2 Hunters will come through the cave.  Kill all of them with 1 direct hit each.&lt;br /&gt;
&lt;br /&gt;
After getting through the cave, there will be quite a few enemies, including the set of enemies that were skipped on the way to the AA Wraith section.  There is a Phantom deploying a Sniper Nest; destroy the turret and the Sniper Nest as soon as they are visible.  Then, there will be 3-4 Jackals on the left side.  They are top priority due to their ability to disable the tank.  Shoot 1-2 shots at the group of Jackals to kill them and move along.  As a safety tactic, kill the Brute Captains, who wield a Brute Shot and a Fuel Rod Cannon, so your allies behind you will join you in the next section.&lt;br /&gt;
&lt;br /&gt;
Moving along, drive the Scorpion Tank down the valley.  Around the corner, 2 Ghosts will confront you so take them both down.  Up ahead, there is a Wraith.  Though it takes 4 shots to completely destroy the Wraith, it is faster to take down the driver with 3 shots and let your gunner finish it off.  At the top of the hill ahead, there is a camp with a Sniper Nest with 2 Turrets and a group of Grunts and Jackals near the bottom-right base of the tower.  Additionally, 4 Ghosts will start to approach.  Prioritize the Ghosts if they are closing in, but try to send a shot into the group of Grunts as soon as possible as there are Grunts with Fuel Rod Cannons in that group.  The Sniper Nest is the last priority as the turrets will not shoot until you are relatively close to it.&lt;br /&gt;
&lt;br /&gt;
After everything is dead, move onto the Ark Door section.&lt;br /&gt;
&lt;br /&gt;
===Ark Door===&lt;br /&gt;
This area has several vehicle enemies, including 3 Wraiths, 2 Ghosts, 2 Choppers, and several Shade Turrets.  The terrain of this area features 2 cliffs on the left side; one upper-level and one mid-level.  The upper level is safer but a bit slower while the middle level is more direct but slightly riskier.  &lt;br /&gt;
&lt;br /&gt;
As you enter this area, there are 2 Wraiths being dropped off in the distance.  Target the one on the left first and hit it with 4 direct shots.  There is a tree that can block your shots; this can be remedied by aiming slightly below and the lowest branch.  After killing that Wraith, focus on the other Wraith and shoot 4 direct shots at it.  Shoot 3-4 shots at any nearby enemies and then look to the right and above the wall.  A Phantom will spawn in the sky with a third Wraith; kill this Phantom with 5 direct shots (though it's possible but more difficult with 3 shots).  If done correctly, the Phantom will explode and the Brutes in the Wraith will die.  Make your way to the platform and kill anything in the way.  Once on the platform, make your way to the door and kill the Shade Turret there.  At this point, get out of the Tank and switch to a Chopper while Guilty Spark unlocks the Ark Door.  If Guilty Spark is still saying &amp;quot;Reclaimer, come to the upper doorway; the others can take the lower route,&amp;quot; then shoot him to skip a bit of dialogue and save about 6 seconds.&lt;br /&gt;
&lt;br /&gt;
Once Guilty Spark unlocks the door, drive your Chopper through the door and boost down the ramp.  Once down the ramp, there is a locked door to your left.  Turn your camera away from this door for a few seconds and Guilty Spark will spawn there to open the door.  After Spark opens the door, drive to the middle of the next room, but do not drive onto the circular platform.  Get off and activate the panel to unlock the door on the far side.  Get back on the Chopper and drive through the next 2 rooms.  In each of these rooms, there are two nodes; driving between the closest node and the wall is the fastest way of navigating these rooms while driving between the nodes is usually easier.&lt;br /&gt;
&lt;br /&gt;
As you navigate the second room, get ready to boost into the Scarab Section.&lt;br /&gt;
&lt;br /&gt;
===Scarab Section===&lt;br /&gt;
This is one of the more brutal parts of the mission.  Dying or making mistakes here can cost potentially entire minutes.  Your first objective in this section is to destroy the Scarab which appears on the very far side of this whole area.  Afterwards, you will need to head up a spire to the chapter &amp;quot;Real Men Don't Read Maps.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Immediately as you exit the previous section, turn about 30 degrees right and boost to the right of a tree.  Then turn slightly to the left and go down the cliff.  Once you reach the bottom of the cliff, boost off the ledge and stay near the right towards the rock wall.  Drive along the shadow and turn left to boost off the next ledge.  Go under the rock arch and head to the structure with a flat roof.  Inside, drive slowly up the ramp and pick up the Grav Lift to the right if you choose.  Regardless of whether you chose to pick up a Grav Lift or not, get out of the structure and head to the right, where the Scarab will spawn.&lt;br /&gt;
&lt;br /&gt;
If you have a Grav Lift, boost into the shadows and park your Chopper there.  Find a little wedge in the shadow and plant your Grav Lift close to the peak of the wedge (about 1 meter/3 feet to the left or 2 meters/6 feet to the right).  The Scarab should be coming down in a few seconds, and the core will appear on your motion track.  Once the red dot moves past you on the motion tracker, move forward and jump as the Grav Lift boosts you up to the Scarab Core.  The core will be invulnerable for about 3-4 seconds; wait for that to pass and then destroy the core with 2 Fuel Rod Shots and get back to your Chopper.&lt;br /&gt;
&lt;br /&gt;
If you do not have a Grav Lift, a Fuel Rod Jump is possible to board the Scarab at the boarding deck.  Like before, park your Chopper in the shadows.  However, position yourself at the edge of the shadow and look for the Scarab Core on your motion tracker.  Once the red dot passes you, run forward and do a Fuel Rod Jump to get into the boarding deck of the Scarab.&lt;br /&gt;
&lt;br /&gt;
If neither one of these options is appealing, drive the Chopper to the roof of the structure instead of going to where the Scarab will spawn.  Place your Grav Lift there and wait for the Scarab to come.  Line up your Chopper with the Grav Lift and Scarab.  Then, boost onto the Grav Lift, and you should land on top of the Scarab.  Get off the Chopper, find the Scarab Core, and destroy it.  Jump off the Scarab and find the nearest Chopper without dying.&lt;br /&gt;
&lt;br /&gt;
After destroying the Scarab, you will need to get to the top of the Spire.  The safer and most common way of doing so is to drive back up the area.  Turn your Chopper so you are going uphill.  Drive to the right of the flat-roof structure and past 3 outcrops.  Then, turn left and you should see a grey and beige rooftop.  There is a rocky ledge from which you can boost onto the roof.  Once you're on the roof, keep driving along the grey portion of the roof and boost towards the end.  Once you are close to the end of the rooftop, drop through the gap on your left, but get off your Chopper halfway through the drop or the Fall Timer will kill you.  Find your way to the door to the building and kill the nearby Jackal Sniper with your Fuel Rod Cannon.&lt;br /&gt;
&lt;br /&gt;
The riskier way to get to the top of the Spire is to charge up the ramp with your Chopper.  After getting off the Scarab, boost towards the ramp leading to the top of the spire.  The Choppers in the area may prove to be a threat, but if you can make it up to the ramp in time, you should survive.  Go up the first part of the ramp, but conserve your boost as you're going up to boost once you reach the top of this ramp. Line up your reticule between the Covenant Crate and the wall at the top of the second part of the ramp.  Then boost up this ramp; boosting prevents the nearby Fuel Rod Brute Captain from killing you.  At this point, get off your Chopper and kill some of the 4 Jackal Marksmen at the very top of the area.  Keep moving to the top and kill the Jackal Sniper to the left once you reach the top.  &lt;br /&gt;
&lt;br /&gt;
If time permits after doing the risky method, pick up the Beam Rifle and kill enemies that you passed on the way up.  There will be 1 Brute just below you with Camo.  Kill him for Incendiary Grenades and possibly a Cloaking or a Radar Jammer.  On the level below, your Chopper should be parked there, and there will be 3 Brutes and the Fuel Rod Captain.  Your goal here is to kill them and hopefully pick up a Bubble Shield.  The Fuel Rod Captain will have most likely boarded the Chopper, but sniping him should be very easy.  However, at the very bottom of the spire, there will be enemies firing Fuel Rods at you so be careful.  Use whatever equipment you have to help you kill the Captain and the 2 nearby Brutes for a Bubble Shield.  Then, after getting a Bubble Shield, if you have obtained one, go back up the ramp, where a Pelican drops off 2 Marines.&lt;br /&gt;
&lt;br /&gt;
Before entering &amp;quot;Real Men Don't Read Maps,&amp;quot; a Pelican will drop off the Arbiter and 2 Marines.  Kill the Male Marine to skip about 15 seconds of dialogue during &amp;quot;Real Men Don't Read Maps.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Real Men Don't Read Maps===&lt;br /&gt;
Once you enter the Spire, you will be waiting for about 15 seconds as 343 Guilty Spark unlocks a door.  There are 2 Plasma Grenades on the ground; pick them up if you need them.  Once Guilty Spark opens the door, proceed to the far right corner of the room, where there is the Pissing Brute Easter Egg.  Backsmack him so he does not alert anyone in the room and for a Bubble Shield if you have not gotten one already.  Go through the nearby door and attempt a slide-jump down the ramp.  Go through the door at the bottom of the ramp and head down the hall.&lt;br /&gt;
&lt;br /&gt;
After the end of the hall, you will be in a room where there is a door ahead of you, another door down below you, and a ramp to your left.  If you have a Bubble Shield, drop down and head through the door below and proceed through the next room without getting spotted.  If you do not have a Bubble Shield, you may want to stick to the upper level and assassinate the Brute for another chance at getting a Bubble Shield.  Sometimes, regardless of your path, you will get spotted by the Brute.  Should this happen, you may wish to kill most of the enemies in the room before going into Hell Room.  Else, you will not get a checkpoint prior to going into Hell Room, and all the enemies in Hell Room will be alerted.  If you managed to not get spotted, you will receive a checkpoint just before going into Hell Room, and the enemies in there will not be alerted.&lt;br /&gt;
&lt;br /&gt;
===Hell Room===&lt;br /&gt;
This room is quite dangerous.  There are about 5 Brutes in here, and 4 of them wield Brute Shots.  Your objective here is to get past everything and go through the door on the far side of the room.  You will likely die multiple times in this section, though running through and dying multiple times is still much faster than taking out every enemy in the room.&lt;br /&gt;
&lt;br /&gt;
Before you enter this room, a Brute will spawn at the entrance to Hell Room.  Unless the enemies in the previous room are still alive and alerted, this Brute will not be alerted yet, even if you are in front of him.  As you enter the door, the Brute will try to melee you.  Side-step to the left and bypass him.  You may wish to turn around and stick him with a grenade, but this is just a matter of preference.&lt;br /&gt;
&lt;br /&gt;
From here, there are multiple tactics as to getting to the far side of the room.  If the Brutes have just become alerted, move forward past 2 small pillars and past another large pillar in the middle of the room.  After passing that large pillar, turn left into an alcove and make your way towards the door.  However, 2 Brutes with Brute Shots are in your way.  In order to get past them, either throw down your Bubble Shield (though this makes getting past Hell's Hall harder) or approach both Brutes as you go to the door in order to make the Brutes melee instead of shooting you.&lt;br /&gt;
&lt;br /&gt;
If the Brutes are already alerted before you entered the room, then you may wish to go towards the left immediately rather than going straight forward.  As you go forward, there are 2 Brutes wielding Brute Shots in your way.  Spam Fuel Rod Cannon shots, grenades, and Rockets (if you have Rockets) towards them.  If you have your Bubble Shield, you may want to deploy it, but doing so will make getting past Hell's Hall much more difficult.&lt;br /&gt;
&lt;br /&gt;
After getting through Hell Room, make your way to the Cartographer controls and activate the panel.&lt;br /&gt;
&lt;br /&gt;
===Hell's Hall===&lt;br /&gt;
After activating the Cartographer, you will be making your way back into Hell Room, though Hell Room will not be as difficult as it was on the way to the Cartographer.  However, in the hall before getting back into Hell Room, a Brute with a Brute Shot may appear.  Pay attention to your motion tracker, and if he is going into the hall, blast him with 2-3 Fuel Rods.&lt;br /&gt;
&lt;br /&gt;
Once you are in Hell Room, there will be 3 Grunts towards your left.  Though it is tempting to kill them, it is safer to run past them while holding the Fuel Rod Cannon out as having a heavy weapon out will cause Grunts to panic.  On the far end of the room, there will be 4 Jackals.  Take them out with your Fuel Rod Cannon and make your way into Hell's Hall.&lt;br /&gt;
&lt;br /&gt;
In Hell's Hall, there are 2 Brute Bodyguards with Maulers and a Turret Chieftain.  Getting through here depends on what resources you have (weapons, grenades, equipment).  &lt;br /&gt;
&lt;br /&gt;
If you have a Bubble Shield, you can simply drop it towards the top of the ramp and run down.  The Bubble Shield will protect you from the front Brute Bodyguard, and you will be able to close in on the second Brute Bodyguard to melee him.  Run past the Chieftain and make your way into the Camo Room.&lt;br /&gt;
&lt;br /&gt;
If you do not have a Bubble Shield, your strat will vary depending on what weapons you have.  If you have Rockets, you will want to blast the Bodyguards with a rocket and follow it up with several Fuel Rods and Grenades.  If possible, pick up a Regenerator from one of the Bodyguards and deploy it immediately to provide yourself some shield regeneration against the Chieftain.  If you have brought a Sniper weapon in this area, stun the 2 Bodyguards with a shot in each of them.  The stun will render them harmless for about 2 seconds so move quickly past them before they shoot you.  If you have neither a Rocket Launcher or a sniper weapon, run past all of them and hope that the Bodyguards try to melee you rather than shoot you.&lt;br /&gt;
&lt;br /&gt;
===Camo Room===&lt;br /&gt;
This room has 4 Brute Stalkers with Spikers.  While they have low shields, they are hard to spot, and they can dish out a lot of damage in a short amount of time.  This room has an upper level with 2 Brutes and a lower level with 2 more Brutes.  Additionally, there will be 2 Jackals that will come through a door on the lower level.  Your main weapon in this area will be your Fuel Rod Cannon.  It is strong enough to kill each Brute Stalker in 2 hits, and it can kill Jackals in 1 direct hit.&lt;br /&gt;
&lt;br /&gt;
Upon entering this room, have your Fuel Rod Cannon out and move towards the right.  There will be a Brute Stalker right in front of you.  Blast him with two Fuel Rods or hit him with a Plasma Grenade to kill him quickly.  Then, strafe left to drop down to the lower level.  There will be another Brute Stalker in the corner so kill him.  The Brute Stalker on the upper level will drop down.  Find him and kill him.  After that, there should be only 1 Brute Stalker left; use your radar and listen to your surroundings to kill him.&lt;br /&gt;
&lt;br /&gt;
After all the Brute Stalkers are dead, 2 Jackals will come through a door.  Use a Plasma Grenade or your Fuel Rod Cannon to kill them.  Then move towards the door from which they came.  Before entering the door, if you need Plasma Grenades, jump to pick up 2 Plasma Grenades through the floor of the upper level.  Then proceed to the final fight.&lt;br /&gt;
&lt;br /&gt;
===Final Fight===&lt;br /&gt;
In the last area of The Ark, there will be a Hammer Chieftain accompanied by 6 Jetpack Brutes.  However, each of the Jetpack Brutes will remain in place until the player starts fighting them.  This gives ample time to get into position or to pick up another weapon if needed.&lt;br /&gt;
&lt;br /&gt;
Upon entering this area, the player has quite a few options before the enemies become active.  If need be, there is a weapon crate on the left side of the area with Carbines.  This may be useful if the player is low on ammo or grenades.&lt;br /&gt;
&lt;br /&gt;
Upon starting the fight, you will want to have your Fuel Rod Cannon out.  Approach the nearest Jetpack Brute and stick him with a Plasma/Spike/Incendiary Grenade.  If you have a Cloaking, activate it to keep the Brutes inactive.  Move to the next Brute and repeat the same process; however, be careful about the Hammer Chieftain.  Do this until either you have no more sticking grenades or until all the Jetpack Brutes are dead.  If there are still Jetpack Brutes alive, blast them with your Fuel Rod Cannon. &lt;br /&gt;
&lt;br /&gt;
Once all the Jetpack Brutes are dead, deal with the Chieftain.  If he does not activate Invincibility, then he has a Flare; simply blast him with 4 Fuel Rods.  However, if he does activate Invincibility, either wait for it to expire or assassinate him.  Due to the terrain of this area, he may not do his signature lunge attack needed to assassinate him so keep moving around and wait for him to lunge at you.&lt;br /&gt;
&lt;br /&gt;
After killing the Chieftain, face the area from which you came.  Then, look towards the left, and 2 Jackal Marksmen will come out of a door.  Kill them with any means possible, and the level will end 20 seconds after you kill the last enemy in this area.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-6]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21505</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21505"/>
				<updated>2016-06-27T21:03:57Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
[[File:Sierra117RockJump (1).gif|250px|thumb|right|Proper route for skipping majority of the first fight.]]&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
At the end of Sierra 117, you will rescue Johnson from a prison.  Exiting the prison, there are two wooden crates to the right near the edge as you exit.  You will perform the Early Pelican trick near the far crate.&lt;br /&gt;
&lt;br /&gt;
[[File:EarlyPelicanWithFlare.gif|200px|thumb|left|Early Pelican done with a Flare.]]&lt;br /&gt;
&lt;br /&gt;
For the Frag + Flare method, stand on the edge of the platform face the are where the Pelican will come in.  Listen for Foehammer to say &amp;quot;I see 'em; standby.&amp;quot;  Once you hear that, crouch, look directly down, and throw the grenade.  Run forward and jump just before the the grenade explodes for a Grenade Jump, but continue looking down.  At the apex of your jump, use the Flare and spam the Jump button to perform an Equipment Jump towards the Pelican.  As you are moving towards the Pelican, look at the it and hold Action/Reload to board it.&lt;br /&gt;
&lt;br /&gt;
[[File:EarlyPelicanHammer.gif|200px|thumb|right|Early Pelican done with the Hammer.  Notice how the hammer swing coincides with the grenade explosion]]&lt;br /&gt;
&lt;br /&gt;
The Frag + Gravity Hammer will require more practice as the technique to successfully use this method require more precision.  Use the same positioning as before, but face the crate this time.  Try to line yourself up with the right half of the crate to avoid missing the Pelican, and look down after lining up properly.  As with before, listen to the dialogue to know when to execute the trick.  After Foehammer says &amp;quot;I see 'em; standby,&amp;quot; plant the Frag Grenade on the floor.  Run backwards and jump the moment you notice a dip in your elevation.  Time your hammer swing so that your Gravity Hammer activates simultaneously with the Frag Grenade explosion.  The combined boost will be just enough to boost you to the Pelican.  Make sure you turn around mid-air to receive the prompt to enter the Pelican.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21504</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21504"/>
				<updated>2016-06-27T21:02:52Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
[[File:Sierra117RockJump (1).gif|250px|thumb|right|Proper route for skipping majority of the first fight.]]&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
At the end of Sierra 117, you will rescue Johnson from a prison.  Exiting the prison, there are two wooden crates to the right near the edge as you exit.  You will perform the Early Pelican trick near the far crate.&lt;br /&gt;
&lt;br /&gt;
[[File:EarlyPelicanWithFlare.gif|200px|thumb|left|Early Pelican done with a Flare.]]&lt;br /&gt;
&lt;br /&gt;
For the Frag + Flare method, stand on the edge of the platform face the are where the Pelican will come in.  Listen for Foehammer to say &amp;quot;I see 'em; standby.&amp;quot;  Once you hear that, crouch, look directly down, and throw the grenade.  Run forward and jump just before the the grenade explodes for a Grenade Jump, but continue looking down.  At the apex of your jump, use the Flare and spam the Jump button to perform an Equipment Jump towards the Pelican.  As you are moving towards the Pelican, look at the it and hold Action/Reload to board it.&lt;br /&gt;
&lt;br /&gt;
[[File:EarlyPelicanWithFlare.gif|200px|thumb|right|Early Pelican done with the Hammer.  Notice how the hammer swing coincides with the grenade explosion]]&lt;br /&gt;
&lt;br /&gt;
The Frag + Gravity Hammer will require more practice as the technique to successfully use this method require more precision.  Use the same positioning as before, but face the crate this time.  Try to line yourself up with the right half of the crate to avoid missing the Pelican, and look down after lining up properly.  As with before, listen to the dialogue to know when to execute the trick.  After Foehammer says &amp;quot;I see 'em; standby,&amp;quot; plant the Frag Grenade on the floor.  Run backwards and jump the moment you notice a dip in your elevation.  Time your hammer swing so that your Gravity Hammer activates simultaneously with the Frag Grenade explosion.  The combined boost will be just enough to boost you to the Pelican.  Make sure you turn around mid-air to receive the prompt to enter the Pelican.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=File:EarlyPelicanHammer.gif&amp;diff=21503</id>
		<title>File:EarlyPelicanHammer.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=File:EarlyPelicanHammer.gif&amp;diff=21503"/>
				<updated>2016-06-27T20:59:40Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21502</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21502"/>
				<updated>2016-06-27T03:04:57Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
[[File:Sierra117RockJump (1).gif|250px|thumb|right|Proper route for skipping majority of the first fight.]]&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
At the end of Sierra 117, you will rescue Johnson from a prison.  Exiting the prison, there are two wooden crates to the right near the edge as you exit.  You will perform the Early Pelican trick near the far crate.&lt;br /&gt;
&lt;br /&gt;
[[File:EarlyPelicanWithFlare.gif|200px|thumb|left|Early Pelican done with a Flare.]]&lt;br /&gt;
&lt;br /&gt;
For the Frag + Flare method, stand on the edge of the platform face the are where the Pelican will come in.  Listen for Foehammer to say &amp;quot;I see 'em; standby.&amp;quot;  Once you hear that, crouch, look directly down, and throw the grenade.  Run forward and jump just before the the grenade explodes for a Grenade Jump, but continue looking down.  At the apex of your jump, use the Flare and spam the Jump button to perform an Equipment Jump towards the Pelican.  As you are moving towards the Pelican, look at the it and hold Action/Reload to board it.&lt;br /&gt;
&lt;br /&gt;
The Frag + Gravity Hammer will require more practice as the technique to successfully use this method require more precision.  Use the same positioning as before, but face the crate this time.  Try to line yourself up with the right half of the crate to avoid missing the Pelican, and look down after lining up properly.  As with before, listen to the dialogue to know when to execute the trick.  After Foehammer says &amp;quot;I see 'em; standby,&amp;quot; plant the Frag Grenade on the floor.  Run backwards and jump the moment you notice a dip in your elevation.  Time your hammer swing so that your Gravity Hammer activates simultaneously with the Frag Grenade explosion.  The combined boost will be just enough to boost you to the Pelican.  Make sure you turn around mid-air to receive the prompt to enter the Pelican.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=File:EarlyPelicanWithFlare.gif&amp;diff=21501</id>
		<title>File:EarlyPelicanWithFlare.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=File:EarlyPelicanWithFlare.gif&amp;diff=21501"/>
				<updated>2016-06-27T03:03:02Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Storm&amp;diff=21500</id>
		<title>The Storm</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Storm&amp;diff=21500"/>
				<updated>2016-06-27T02:57:55Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Storm&lt;br /&gt;
| image = [[File:TheStorm.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's something in the crater, something beneath the storm&amp;quot;&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
| previous = [[Tsavo Highway]]&lt;br /&gt;
| next = [[Floodgate]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Storm''' is the fourth playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:The Storm (level)|The Storm (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
- Kill the AA wraith and 2 of the Ghosts for the door to open in the 1st open area&lt;br /&gt;
&lt;br /&gt;
- 2nd area, Kill everything as well?&lt;br /&gt;
&lt;br /&gt;
- Plasma pistol snipe to kill the cannon&lt;br /&gt;
&lt;br /&gt;
- Drive Mongoose into building&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Ghost Town===&lt;br /&gt;
&lt;br /&gt;
===First Lakebed===&lt;br /&gt;
&lt;br /&gt;
===Second Lakebed===&lt;br /&gt;
&lt;br /&gt;
===Scarab Board===&lt;br /&gt;
&lt;br /&gt;
===Factory===&lt;br /&gt;
&lt;br /&gt;
===Destroying the AA Gun===&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-4]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21499</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21499"/>
				<updated>2016-06-27T02:57:06Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
[[File:Sierra117RockJump (1).gif|250px|thumb|right|Proper route for skipping majority of the first fight.]]&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
At the end of Sierra 117, you will rescue Johnson from a prison.  Exiting the prison, there are two wooden crates to the right near the edge as you exit.  You will perform the Early Pelican trick near the far crate.&lt;br /&gt;
&lt;br /&gt;
For the Frag + Flare method, stand on the edge of the platform face the are where the Pelican will come in.  Listen for Foehammer to say &amp;quot;I see 'em; standby.&amp;quot;  Once you hear that, crouch, look directly down, and throw the grenade.  Run forward and jump just before the the grenade explodes for a Grenade Jump, but continue looking down.  At the apex of your jump, use the Flare and spam the Jump button to perform an Equipment Jump towards the Pelican.  As you are moving towards the Pelican, look at the it and hold Action/Reload to board it.&lt;br /&gt;
&lt;br /&gt;
The Frag + Gravity Hammer will require more practice as the technique to successfully use this method require more precision.  Use the same positioning as before, but face the crate this time.  Try to line yourself up with the right half of the crate to avoid missing the Pelican, and look down after lining up properly.  As with before, listen to the dialogue to know when to execute the trick.  After Foehammer says &amp;quot;I see 'em; standby,&amp;quot; plant the Frag Grenade on the floor.  Run backwards and jump the moment you notice a dip in your elevation.  Time your hammer swing so that your Gravity Hammer activates simultaneously with the Frag Grenade explosion.  The combined boost will be just enough to boost you to the Pelican.  Make sure you turn around mid-air to receive the prompt to enter the Pelican.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21498</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21498"/>
				<updated>2016-06-27T02:45:46Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
[[File:Sierra117RockJump (1).gif|250px|thumb|right|Proper route for skipping majority of the first fight.]]&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
At the end of Sierra 117, you will rescue Johnson from a prison.  Exiting the prison, there are two wooden crates to the right near the edge as you exit.  You will perform the Early Pelican trick near the far crate.&lt;br /&gt;
&lt;br /&gt;
For the Frag + Flare method, stand on the edge of the platform face the are where the Pelican will come in.  Listen for Foehammer to say &amp;quot;I see 'em; standby.&amp;quot;  Once you hear that, crouch, look directly down, and throw the grenade.  Run forward and jump just before the the grenade explodes for a Grenade Jump, but continue looking down.  At the apex of your jump, use the Flare and spam the Jump button to perform an Equipment Jump towards the Pelican.  As you are moving towards the Pelican, look at the it and hold Action/Reload to board it.&lt;br /&gt;
&lt;br /&gt;
The Frag + Gravity Hammer will require more practice as the technique to successfully use this method require more precision.  Use the same positioning as before, but face the crate this time.  Try to line yourself up with the right half of the crate to avoid missing the Pelican, and look down after lining up properly.  As with before, listen to the dialogue to know when to execute the trick.  After Foehammer says &amp;quot;I see 'em; standby,&amp;quot; plant the Frag Grenade on the floor.  Run backwards and jump the moment you notice a dip in your elevation.  Time your hammer swing so that your Gravity Hammer activates simultaneously with the Frag Grenade explosion.  The combined boost will be just enough to boost you to the Pelican.  Make sure you turn around mid-air to receive the prompt to enter the Pelican.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=21497</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=21497"/>
				<updated>2016-06-23T04:00:30Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 3's a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&amp;amp;list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty.&lt;br /&gt;
&lt;br /&gt;
All joking aside, Halo 3 is the third installment of the Halo franchise.  The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST.  Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games.&lt;br /&gt;
&lt;br /&gt;
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times.  Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Sierra 117]]&lt;br /&gt;
*[[Crow's Nest]]&lt;br /&gt;
*[[Tsavo Highway]]&lt;br /&gt;
*[[The Storm]]&lt;br /&gt;
*[[Floodgate]]&lt;br /&gt;
*[[The Ark]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[Cortana]]&lt;br /&gt;
*[[Halo (Halo 3)]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
With the Newtonian physics engine in Halo 3, extra horizontal speed can be obtained by jumping upon landing on a sloped surface.  By jumping immediately after landing on a sloped surface, the physics engine will convert the player's downward velocity into horizontal velocity.&lt;br /&gt;
&lt;br /&gt;
===Ghost Jump===&lt;br /&gt;
&lt;br /&gt;
===Hammer Launching===&lt;br /&gt;
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer.  Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time.  Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles.  To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer.  Different objects require different positions in relation to the object.&lt;br /&gt;
&lt;br /&gt;
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
===Butterflying===&lt;br /&gt;
Butterflying is an exploitation of the melee and reload mechanics.  When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy.  At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload.  Manual reloads can happen if the player has a partially filled clip with ammo reserves left.&lt;br /&gt;
&lt;br /&gt;
[[File:Butterfly.gif|thumbnail|left|A player Butterflying to &amp;quot;ride&amp;quot; a Drone.]]&lt;br /&gt;
&lt;br /&gt;
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round.  Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly.  The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.&lt;br /&gt;
&lt;br /&gt;
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around.  However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level.  Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover (DC) Launching===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hqzDk5dUHMQ|250|right|DC Launching tutorial.}}&lt;br /&gt;
Deployable Cover Launching, or DC Launching for short, is a glitch where the player forces himself into the geometry of a Deployable Cover.  Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects, and this sometimes results in objects launching away from each other at very high speeds.  Having said this, the DC Launch exploits this mechanic; when a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds.  Doing this allows players to cover large distances in little time.  However, because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing.  To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.&lt;br /&gt;
&lt;br /&gt;
On MCC, it is possible to clip through walls with the DC Launch.  To do so, perform the DC Launch very close to a wall.  Once the launch is performed, the player will launch past the wall, essentially going through it.&lt;br /&gt;
&lt;br /&gt;
Here are different methods of doing the DC Launch:&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=PgVhMRvxJnw|250|right|An example of Equipment Jumping at 3:35.}}&lt;br /&gt;
Equipment Jumping allows you to get a &amp;quot;double jump&amp;quot; and gain extra height/distance.&lt;br /&gt;
&lt;br /&gt;
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.&lt;br /&gt;
&lt;br /&gt;
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The descriptions for these enemies are written for Legendary runners.  Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.&lt;br /&gt;
&lt;br /&gt;
===Brutes===&lt;br /&gt;
Brutes are the one of the main enemies encountered in Halo 3.  They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields.  However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.&lt;br /&gt;
&lt;br /&gt;
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield.  Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover.  Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second.  &lt;br /&gt;
&lt;br /&gt;
There are many ranks of Brutes, but most of them are similar.  Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively.  Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches.  The other two ranks of Brute Infantry usually drop Bubble Shields when killed.&lt;br /&gt;
&lt;br /&gt;
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively.  They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields.  Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields.  The Noob Combo or Sniper weapons are recommended for dispatching Captains.  There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains.  However, they have weaker shields and Pale Blue armor.&lt;br /&gt;
&lt;br /&gt;
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively.  Chieftains will always have a Gravity Hammer and either a Flare or Invincibility.  They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots.  War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain.  They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities.  Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields.  In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles.  They have weak shields and have a visible ripple while moving.  Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.&lt;br /&gt;
&lt;br /&gt;
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]&lt;br /&gt;
&lt;br /&gt;
===Grunts===&lt;br /&gt;
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player.  While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels.  Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.&lt;br /&gt;
&lt;br /&gt;
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless.  However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands.  Should they do this, it is strongly recommended to take them out quickly before they get too close.  &lt;br /&gt;
&lt;br /&gt;
While they are adept at a support role, Grunts are still weak compared to other enemies.  Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them.  Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage.  When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.&lt;br /&gt;
&lt;br /&gt;
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy.  They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them.  Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor.  Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors.  Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.&lt;br /&gt;
&lt;br /&gt;
===Jackals===&lt;br /&gt;
Jackals are one of the most annoying enemies to deal with in Halo 3.  They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.&lt;br /&gt;
&lt;br /&gt;
Jackals come in 3 ranks: Minor, Major, and Marksmen.  Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand.  While the shield is very robust, there is a gap on in the shield that reveals their left hand.  Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot.  Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.&lt;br /&gt;
&lt;br /&gt;
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol.  Often, they are positioned in high areas where they can gun down the player, and they are very dangerous.  Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits.  However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.&lt;br /&gt;
&lt;br /&gt;
===Hunters===&lt;br /&gt;
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun.  There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant.  The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank.  The pair of Hunters on The Covenant are almost always ignored.&lt;br /&gt;
&lt;br /&gt;
However, despite their rarity, they are very dangerous.  Hunters are beefy walking tanks with dangerous attacks.  They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks.  The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit.  In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones.  However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons..  However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.&lt;br /&gt;
&lt;br /&gt;
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons.  On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe.  On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.&lt;br /&gt;
&lt;br /&gt;
===Flood Combat Forms===&lt;br /&gt;
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear.  They come in 3 variants: Human, Brute, and Elite.  Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.&lt;br /&gt;
&lt;br /&gt;
Human and Brute variants are very similar; they have no shields and are quite fragile.  One melee or headshot will kill them easily.  Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust.  It takes a significant amount of ammunition in order to break their shields.  Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot.  However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.&lt;br /&gt;
&lt;br /&gt;
===Flood Carrier Forms===&lt;br /&gt;
Flood Carrier forms are slow and pose no threat from ranged.  Their only attack is to walk up to the player, drop dead, and explode.  Doing so will release a swarm of Infection Forms.  If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are very weak.  They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively.  However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.&lt;br /&gt;
&lt;br /&gt;
There are several ways to kill a Carrier Form without having it spawn more Infection Forms.  Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns.  Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect.  The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Stalker)===&lt;br /&gt;
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form.  Sometimes, they will run towards the player and then mutate into a Flood Tank Form.  They often do not participate in combat, but they do have melee attacks.  Their melee attack is strong enough to deplete the player's shields, but they rarely attack.  Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Ranged)===&lt;br /&gt;
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana.  They often stick themselves onto walls, out of melee range while sending barrages of Carbine-like projectiles.  Unfortunately, they are very resilient to mid-range weapons like the Battle Rifle and Carbine, making them very hard to kill, especially when they cover their weak spot.  Like Carbine-wielding Jackals, they are capable of killing the player with a headshot if the player's shields are depleted.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks.  If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades.  If grenades are not available, the Needler is the next best alternative as a single Supercombine will kill them regardless of their pose.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Tank)===&lt;br /&gt;
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks.  They are beefy, and they have powerful melee attacks.  Caution should be advised when engaging in melee combat as they can kill the player with one single swipe.  Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.&lt;br /&gt;
&lt;br /&gt;
Dealing with them is not too difficult.  Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them.  Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe.  Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons.  The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit.  However, all other weapons tend to not fare well.&lt;br /&gt;
&lt;br /&gt;
==Weapons and Equipment==&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21496</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21496"/>
				<updated>2016-06-23T03:36:08Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
[[File:Sierra117RockJump (1).gif|250px|thumb|right|Proper route for skipping majority of the first fight.]]&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21495</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21495"/>
				<updated>2016-06-23T03:35:01Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
[[File:Sierra117RockJump(1).gif|250px|thumb|right|Proper route for skipping majority of the first fight.]]&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=File:Sierra117RockJump_(1).gif&amp;diff=21494</id>
		<title>File:Sierra117RockJump (1).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=File:Sierra117RockJump_(1).gif&amp;diff=21494"/>
				<updated>2016-06-23T03:30:26Z</updated>
		
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		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21493</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21493"/>
				<updated>2016-06-20T01:05:43Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
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&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
[[File:Sierra117RockJump.gif|250px|thumb|right|Proper route for skipping majority of the first fight.]]&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21492</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21492"/>
				<updated>2016-06-20T01:05:16Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. [[File:Sierra117RockJump.gif|250px|thumb|right|Proper route for skipping majority of the first fight.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21491</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21491"/>
				<updated>2016-06-20T01:05:01Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
[[File:Sierra117RockJump.gif|250px|thumb|right|Proper route for skipping majority of the first fight.]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21490</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21490"/>
				<updated>2016-06-20T01:04:18Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
[[File:Sierra117RockJump.gif|250px|Proper route for skipping majority of the first fight.]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21489</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21489"/>
				<updated>2016-06-20T01:03:46Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
[[File:Sierra117RockJump.gif|Proper route for skipping majority of the first fight.]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=File:Sierra117RockJump.gif&amp;diff=21488</id>
		<title>File:Sierra117RockJump.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=File:Sierra117RockJump.gif&amp;diff=21488"/>
				<updated>2016-06-20T00:49:23Z</updated>
		
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		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21487</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21487"/>
				<updated>2016-06-20T00:20:37Z</updated>
		
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&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21486</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21486"/>
				<updated>2016-06-20T00:18:31Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
[[Sierra117RockJump.gif]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21485</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21485"/>
				<updated>2016-06-20T00:17:59Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
[[Sierra117RockJump.gif|200px|thumb|right|Proper route to skip loading for first fight.]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21484</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21484"/>
				<updated>2016-06-20T00:17:39Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
[[File:Sierra117RockJump.gif|200px|thumb|right|Proper route to skip loading for first fight.]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21483</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21483"/>
				<updated>2016-06-20T00:17:08Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
[[File:Sierra117RockJump.gif|right|Proper route to skip loading for first fight.]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Tricks&amp;diff=21482</id>
		<title>Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Tricks&amp;diff=21482"/>
				<updated>2016-06-20T00:14:03Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are new to Halo speedrunning, these are some tricks, techniques and game mechanics that are widely applicable to the Halo series.&lt;br /&gt;
&lt;br /&gt;
= Basic Tricks =&lt;br /&gt;
&lt;br /&gt;
==Combat Techniques==&lt;br /&gt;
===Playing Claw===&lt;br /&gt;
[[File:How2Claw.png|thumbnail|right|How to claw.]]&lt;br /&gt;
Playing Claw allows you aim and press buttons at the same time. Use your index finger for the face buttons and middle finger for right trigger.  For certain control schemes, this allows the player to keep their thumb on the joystick while doing other things, such as jumping, sprinting, or using equipment.  Note that this is not an in-game trick.&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
The Noob Combo is the utilization of a weapon combination to take down enemies very quickly.  This combination requires a Plasma Pistol and any weapon capable of killing unshielded enemies with a single headshot, such as the Pistol, Battle Rifle, DMR, Carbine, Needle Rifle or Light Rifle.&lt;br /&gt;
&lt;br /&gt;
Upon approaching a shielded enemy, such as Elites and Brutes, charge the Plasma Pistol and shoot at your target.  If the shot hits, the enemy's shields will be depleted.  Switch to the headshot weapon and shoot the enemy in the head.  This will result in a quick kill.&lt;br /&gt;
&lt;br /&gt;
Some enemies may require more effort to kill with the Noob Combo.  Brute Chieftains in Halo 3 cannot die to a headshot unless their helmets are removed; therefore, it will take multiple shots from a Battle Rifle or Carbine to kill an unshielded Chieftain.  In Halo 4 Legendary, higher ranks of Elites sometimes require a second charged shot from your Plasma Pistol, making it more difficult to kill them.&lt;br /&gt;
&lt;br /&gt;
===Distraction Grenades===&lt;br /&gt;
[[File:Distraction.gif|thumbnail|left|All the enemies stare at the grenade while the player slips by.]]&lt;br /&gt;
Grenades can be used to manipulate enemies and to force them to do certain things.  Because Grenades are recognized as a high-level threat from the artificial intelligence, enemies will attempt to dodge them frequently.  This can be used to clear a path through the enemies or to force them into a certain position, such as near locked doors on [[The Truth and Reconciliation]].  If enemies have not spotted the player when he throws a grenade, the enemies will tend to go to the site of the explosion.  This can be used to distract enemies as well.&lt;br /&gt;
&lt;br /&gt;
In Halo: Combat Evolved, if enemies see the grenade before spotting the player, they will simply look at the grenade and remain stationary.  This tactic can be used to distract enemies or to get a stealthy kill on them.&lt;br /&gt;
&lt;br /&gt;
===Ally Damage Sponges===&lt;br /&gt;
When riding vehicles, having allies riding as passengers will provide defensive bonuses for the player.  Instead of the player taking 100% of incoming damage, the damage will be distributed among the player and passengers.  This tactic can allow players to survive heavy damage from enemies, especially on [[Outskirts]] and [[Tsavo Highway]] on Legendary Difficulty.&lt;br /&gt;
&lt;br /&gt;
Certain NPC (Johnson in Halo 2 and 3, Arbiter in Halo 3, Buck in ODST, and Noble Team in Reach) are either able to revive after dying or are unkillable. You can take advantage of this trait by letting them engage and distract enemies.&lt;br /&gt;
&lt;br /&gt;
===Melee Stun===&lt;br /&gt;
When hitting an enemy with a melee, the enemy will often stagger, rendering the enemy harmless for a few seconds.  While the enemy is staggered, the player can run past it or sometimes run behind it to assassinate it.&lt;br /&gt;
&lt;br /&gt;
Most enemies stagger from a melee, but some enemies can resist staggering, particularly Brutes in Halo 2 and Knights in Halo 4.&lt;br /&gt;
&lt;br /&gt;
This tactic is not effective in Halo 3: ODST, particularly on Brutes, since the character does not apply a sufficient force to stun them.&lt;br /&gt;
&lt;br /&gt;
===Plasma Pistol Stun===&lt;br /&gt;
The Plasma Pistol can stagger enemies for 1-2 seconds with a charged shot.  In Halo: Combat Evolved, Halo: Reach, and Halo 4, a charged Plasma Pistol shot can stun most enemies.  In Halo 2, Halo 3, and Halo 3: ODST, however, the charged shot will only stun shielded enemies as a charged shot deals no damage to unshielded enemies.&lt;br /&gt;
&lt;br /&gt;
===Early Reload===&lt;br /&gt;
Upon emptying a clip of any weapon, the player can start reloading a few frames early by hitting Action/Reload as soon as the last shot of the clip is fired.&lt;br /&gt;
&lt;br /&gt;
===Reload Cancel===&lt;br /&gt;
Reloading can be done slightly quicker to save time in combat.  To do this, melee or press Y twice after the character puts the new clip in the weapon during the reload animation in Halo: Combat Evolved or Halo 2.  In Halo 3 and onwards, press Y twice after the clip completely refills on the HUD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
Grenade jumping is a jumping technique used to gain extra height from a jump.  In order to do this, throw a grenade at the ground near your feet.  Then, jump slightly before the grenade explodes.  The resulting explosion will propel your character, giving extra height to reach areas inaccessible from normal jumps.  &lt;br /&gt;
&lt;br /&gt;
Frag grenades are generally preferred in most of the games as they have a greater explosion radius and deal less damage to the player.  However, plasma grenades are sometimes preferred in Halo: Combat Evolved as they deal less damage in that game.  In Halo 3 and onward, Plasma Grenades deal a very high amount of damage and can kill the player even from full shields and health.  Spike grenades and Firebomb grenades do not work for grenade jumping as their explosions do not provide sufficient force to propel the player. Grenade jumping with a Plasma grenade in Halo 4 is extremely difficult as the explosion has a small radius but usually kills the player, even from full shields.  Pulse grenades do not work for grenade jumps due to the lack of a propelling force from the explosion.&lt;br /&gt;
&lt;br /&gt;
There are certain weapons that can be used as a substitute for grenades as their projectiles explode.  The Brute Shot in Halo 2 and Halo 3 provide slightly less of a propelling force than a Frag grenade, but it deals less damage to the player.  In Halo: Reach and Halo 4, the Concussion Rifle can be used as it provides a greater propelling force than grenades and deals much less damage to the player.  The Fuel Rod Cannon can also be used; it provides similar propelling force as a grenade and deals slightly less damage to the player than a Frag grenade.  Using a Rocket Launcher to jump is very dangerous as the splash damage often kills the player.&lt;br /&gt;
&lt;br /&gt;
===Crouch Jumping===&lt;br /&gt;
By crouching at the top of a jump, you can pull your feet up, increasing the distance between the ground and your character.  This allows your character to reach ledges that would be inaccessible to normal jumps.&lt;br /&gt;
&lt;br /&gt;
In Halo 5: Guardians, crouch-jumping not only saves time as opposed to clambering, but higher ledges can be clambered when combined with crouch-jumps.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
Slide jumping is a movement technique that can be utilized to move quickly.  This trick is fairly simple; while falling onto sloped terrain or slanted objects, jump as soon as your character makes contact with the terrain or object.  Your character will bounce off the terrain/object and convert your character's downward velocity into forward velocity.&lt;br /&gt;
&lt;br /&gt;
===Ghost Jump===&lt;br /&gt;
A Ghost Jump uses the same conditions as a Slide Jump (a sloped surface), but instead of jumping off the surface, the player jumps up the surface.  Ghost Jumps allow players to jump up slopes on which they cannot stand.  To do the Ghost Jump, run at a sloped surface, jump at it, and crouch before hitting the surface.  Upon hitting the surface, release crouch and spam jump simultaneously.  If done correctly, the player will glitch his legs into the surface, and the game will allow the player to jump up the surface.&lt;br /&gt;
&lt;br /&gt;
===Enemy Boosts===&lt;br /&gt;
Enemy melee attacks apply a force to anything they hit.  The player can utilize this to get a propelling force from the enemy.  In order to do this, purposely get hit by an enemy's melee to get pushed away from the enemy.&lt;br /&gt;
&lt;br /&gt;
On Legendary, enemies deal a significant amount of damage; it is very risky to use this as a time-saving tactic.&lt;br /&gt;
&lt;br /&gt;
===Reducing Fall Damage / Resetting Fall Timer===&lt;br /&gt;
In Halo, there are two ways to die by falling. The first is to take too much damage from impact with the ground. The second is to be killed by a fall timer - if you fall for too long, you'll die.&lt;br /&gt;
&lt;br /&gt;
Crouching at exactly the right moment can reduce fall damage. However, crouching at the wrong moment can increase it. In Halo CE you can crouch before a landing and reduce the damage. Reach, and 4, you you can hit a slope while crouched to reduce fall damage.&lt;br /&gt;
&lt;br /&gt;
In Halo 2, you can reset the fall timer by corner riding or sword flying . In Halo 3, you can sometimes save yourself with a hammer swing, equipment jump, or by exiting a vehicle right before you land. Besides equipment jump, the same applies to ODST.&lt;br /&gt;
&lt;br /&gt;
==Game-specific Tricks==&lt;br /&gt;
&lt;br /&gt;
===Backpack Reloading (Halo: Combat Evolved)===&lt;br /&gt;
Backpack reloading allows the player to reload one weapon while using his other weapon.  This trick allows for optimized damage output in combat as the player can constantly keep shooting.  To do this trick, tap Action/Reload twice and switch to your other weapon.  Your weapon will automatically reload as you use your other weapon.&lt;br /&gt;
&lt;br /&gt;
===Trading Weapons With Arbiter or Johnson (Halo 3)===&lt;br /&gt;
The Arbiter and Sgt. Johnson are main characters of Halo 3; therefore, the game will not allow the player to trade weapons with them by conventional means.  In order to trade weapons with either one of them, the player must &amp;quot;kill&amp;quot; them and swap weapons near their bodies.  If there aren't any enemies around, they will get back up and pick up the dropped weapon.&lt;br /&gt;
&lt;br /&gt;
===Hammer Boost (Halo 3 and Halo 3: ODST)===&lt;br /&gt;
The Gravity Hammer applies a propelling force that pushes the player backwards when used.  While moving, the player can look backwards, jump, and start swinging the Hammer to launch himself faster towards his destination.&lt;br /&gt;
&lt;br /&gt;
===Muscle Running (Halo 4)===&lt;br /&gt;
Muscle Running effectively grants the player infinite sprint.  While sprinting, jump and melee.  Before you hit the ground, tap sprint, and you will continue sprinting.&lt;br /&gt;
&lt;br /&gt;
Muscle Running utilizes the mechanics of how sprint recharges in Halo 4.  When the player stops sprinting, his sprint will start recharging the instant that he stops sprinting, meaning the player can immediately sprint after stopping.  However, if the player jumps, he will maintain his forward velocity, though he is still sprinting while mid-air.  Therefore, in order to end the sprint before hitting the ground, a melee is used to end the sprint mid-air so the player's sprint starts recharging before he hits the ground.  Once the player hits the ground, he can start sprinting again.&lt;br /&gt;
&lt;br /&gt;
===Extending Hang Time (Halo 5: Guardians)===&lt;br /&gt;
In Halo 5, there are two mechanics that allow a player to remain in the air longer: charging a Ground Pound and using Smart-Link.  By stalling in mid-air using these two mechanics, a player can stay in the air longer and reach ledges that would be unreachable through conventional means.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Tricks==&lt;br /&gt;
===Weapon Juggling===&lt;br /&gt;
Weapon Juggling is a simple trick that allows players to transport weapons.  When swapping weapons, the player will drop his current weapon and throw it with a small forward velocity.  By repeatedly swapping weapons, the player can effectivey carry three weapons at a time.  &lt;br /&gt;
&lt;br /&gt;
This trick is simple to do; repeatedly swap weapons with Action/Reload while moving forward.  The player will repeatedly throw weapons forward while Weapon Juggling.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint Delay===&lt;br /&gt;
[[File:CP Delay.gif|thumbnail|left|This player delays the checkpoint from the top of the ramp to the end of the hallway.]]&lt;br /&gt;
&lt;br /&gt;
Checkpoints can be delayed to save time should the player die or revert to last save.  For example, if a player normally receives a checkpoint at the beginning of a hallway, and the player dies, he will need to go through the whole entire hall again.  However, if he delays the checkpoint to the end of the hall, he will not have to walk through the whole hall should he die or revert, saving valuable seconds.&lt;br /&gt;
&lt;br /&gt;
In order to delay a checkpoint, the player can melee, jump, have no shields, receive fire, or be near a grenade.  The game will not give the player a checkpoint while he is doing one of these actions as these actions are commonly associated with combat, and the game algorithms will delay the checkpoint to prevent the player from being stuck in a trap where they die instantly after reverting over and over.&lt;br /&gt;
&lt;br /&gt;
Note that in Halo: Combat Evolved, checkpoints work differently than in other games.  Checkpoints can be delayed by jumping, throwing a grenade, and shooting with the Banshee or Ghost.  A checkpoint can still happen if the player has no shields, and this can be extremely dangerous if enemies are around when the checkpoint occurs.&lt;br /&gt;
&lt;br /&gt;
= Advanced Tricks =&lt;br /&gt;
&lt;br /&gt;
The following are tricks that are more difficult to do.&lt;br /&gt;
&lt;br /&gt;
===Flood Bump(Halo: Combat Evolved)===&lt;br /&gt;
The Flood Bump is a glitch that involves intersecting the player with a Flood Combat Form.  When this happens, the game engine will not allow the player to be inside an object and will teleport the player out of the object.  This technique has been used to glitch through doors on The Library or to the Keyes cutscene on Keyes.&lt;br /&gt;
&lt;br /&gt;
Flood Combat Forms sometimes get back up once they die; these Flood Combat Forms are called &amp;quot;Revivers.&amp;quot;  When they die, they have no collision with player movement so the player can stand on top of the corpse.  However, when the Combat Form revives, it will regain its unit collision.  If the player is standing on top of the corpse as the Combat Form resurrects itself, the player will end up glitched inside the Combat Form.  Afterwards, the game engine will teleport the player out of the Combat Form.&lt;br /&gt;
&lt;br /&gt;
===Superbounces (Halo 2)===&lt;br /&gt;
Superbounces are a glitch that involves intersecting the player's hitbox with another object's hitbox.  Because the collision system will not allow two objects to be within one another, the game will try to separate the two entities.  If the player intersects himself with terrain, the game will detect an error with the collision and try to eject the player from the terrain, and this can result in the player being launched a far distance from the terrain.&lt;br /&gt;
&lt;br /&gt;
===Swordflying (Halo 2)===&lt;br /&gt;
[[File:Sword Fly.gif|thumbnail|right|This player uses a Brute to Swordfly a considerable distance.  Notice he switches to the Energy Sword for a few frames as he flies.]]&lt;br /&gt;
Swordflying is an advanced movement technique that allows players to Sword-lunge an enemy from long distances.  This is a frame-specific trick, meaning all required actions must be done within one frame.  The reason why Swordflying works is because the player will lunge with the Energy Sword while the target reticule is red.  While switching weapons when the target reticule is red, the player can press Action to &amp;quot;cancel&amp;quot; the switch and lunge as he pulls out the Energy Sword, allowing the player to lunge from range.&lt;br /&gt;
&lt;br /&gt;
To Swordfly, aim at an enemy with a ranged weapon, such as the Rocket Launcher or Beam Rifle.  Have the target reticule turn red and press the button combo Y-X-R (Switch Weapon - Action/Reload - Fire Right Weapon) in one frame.  If done correctly, the player will lunge at the enemy from long range.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover Launch (Halo 3)===&lt;br /&gt;
A Deployable Cover launch works similarly to a Superbounce in the sense that the player glitches himself in an object and launches himself very far afterwards.  This glitch can send players across long distances, but it is dangerous as the landing can kill the player.&lt;br /&gt;
&lt;br /&gt;
This trick requires a Deployable Cover.  To do this glitch, look down, jump, deploy the Deployable Cover after the apex of the jump, and crouch when you land.  This should result in the player crouching in the deployed cover.  After this, move forward very slowly, remain in the middle of the Deployable Cover, and the game engine will launch the player forward at a very high speed.&lt;br /&gt;
&lt;br /&gt;
A detailed video tutorial can be found [https://www.youtube.com/watch?v=GRbdBCNFO_Q here].&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping (Halo 3)===&lt;br /&gt;
&lt;br /&gt;
Certain equipment have a hitbox that allows players to utilize for a second jump in midair.  This trick is actually fairly simple to do.  While in midair, look down, deploy the equipment, and jump.  You will perform an extra jump immediately after the equipment has been used.&lt;br /&gt;
&lt;br /&gt;
The following equipment can be used for Equipment Jumping:&lt;br /&gt;
*Auto-Turret&lt;br /&gt;
*Deployable Cover&lt;br /&gt;
*Flare (Chief only)&lt;br /&gt;
*Power Drain (Elites only)&lt;br /&gt;
*Radar Jammer&lt;br /&gt;
*Trip Mine&lt;br /&gt;
&lt;br /&gt;
===Hammer Launching (Halo 3, Halo Reach, Halo 4)===&lt;br /&gt;
[[File:HammerLaunch.gif|thumbnail|right|Example of a Hammer Launch.]]&lt;br /&gt;
The Gravity Hammer can cause various objects to spin rapidly when the player hits the object with the hammer.  If the player is in contact with this object, the spin of this object will push the player with a large amount of force.  Players can use this to launch across large distances in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
For most objects, the player can walk up towards the object, jump, and press RT to swing the Gravity Hammer.  Different objects will require the player to aim differently or to move differently with the object.  For example, players will need to aim just above a small cubical box to launch whereas a Covenant Weapons Crate requires the player to aim at the box, jump, and swing.&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Tricks&amp;diff=21481</id>
		<title>Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Tricks&amp;diff=21481"/>
				<updated>2016-06-20T00:09:54Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are new to Halo speedrunning, these are some tricks, techniques and game mechanics that are widely applicable to the Halo series.&lt;br /&gt;
&lt;br /&gt;
= Basic Tricks =&lt;br /&gt;
&lt;br /&gt;
==Combat Techniques==&lt;br /&gt;
===Playing Claw===&lt;br /&gt;
[[File:How2Claw.png|thumbnail|right|How to claw.]]&lt;br /&gt;
Playing Claw allows you aim and press buttons at the same time. Use your index finger for the face buttons and middle finger for right trigger.  For certain control schemes, this allows the player to keep their thumb on the joystick while doing other things, such as jumping, sprinting, or using equipment.  Note that this is not an in-game trick.&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
The Noob Combo is the utilization of a weapon combination to take down enemies very quickly.  This combination requires a Plasma Pistol and any weapon capable of killing unshielded enemies with a single headshot, such as the Pistol, Battle Rifle, DMR, Carbine, Needle Rifle or Light Rifle.&lt;br /&gt;
&lt;br /&gt;
Upon approaching a shielded enemy, such as Elites and Brutes, charge the Plasma Pistol and shoot at your target.  If the shot hits, the enemy's shields will be depleted.  Switch to the headshot weapon and shoot the enemy in the head.  This will result in a quick kill.&lt;br /&gt;
&lt;br /&gt;
Some enemies may require more effort to kill with the Noob Combo.  Brute Chieftains in Halo 3 cannot die to a headshot unless their helmets are removed; therefore, it will take multiple shots from a Battle Rifle or Carbine to kill an unshielded Chieftain.  In Halo 4 Legendary, higher ranks of Elites sometimes require a second charged shot from your Plasma Pistol, making it more difficult to kill them.&lt;br /&gt;
&lt;br /&gt;
===Distraction Grenades===&lt;br /&gt;
[[File:Distraction.gif|thumbnail|left|All the enemies stare at the grenade while the player slips by.]]&lt;br /&gt;
Grenades can be used to manipulate enemies and to force them to do certain things.  Because Grenades are recognized as a high-level threat from the artificial intelligence, enemies will attempt to dodge them frequently.  This can be used to clear a path through the enemies or to force them into a certain position, such as near locked doors on [[The Truth and Reconciliation]].  If enemies have not spotted the player when he throws a grenade, the enemies will tend to go to the site of the explosion.  This can be used to distract enemies as well.&lt;br /&gt;
&lt;br /&gt;
In Halo: Combat Evolved, if enemies see the grenade before spotting the player, they will simply look at the grenade and remain stationary.  This tactic can be used to distract enemies or to get a stealthy kill on them.&lt;br /&gt;
&lt;br /&gt;
===Ally Damage Sponges===&lt;br /&gt;
When riding vehicles, having allies riding as passengers will provide defensive bonuses for the player.  Instead of the player taking 100% of incoming damage, the damage will be distributed among the player and passengers.  This tactic can allow players to survive heavy damage from enemies, especially on [[Outskirts]] and [[Tsavo Highway]] on Legendary Difficulty.&lt;br /&gt;
&lt;br /&gt;
Certain NPC (Johnson in Halo 2 and 3, Arbiter in Halo 3, Buck in ODST, and Noble Team in Reach) are either able to revive after dying or are unkillable. You can take advantage of this trait by letting them engage and distract enemies.&lt;br /&gt;
&lt;br /&gt;
===Melee Stun===&lt;br /&gt;
When hitting an enemy with a melee, the enemy will often stagger, rendering the enemy harmless for a few seconds.  While the enemy is staggered, the player can run past it or sometimes run behind it to assassinate it.&lt;br /&gt;
&lt;br /&gt;
Most enemies stagger from a melee, but some enemies can resist staggering, particularly Brutes in Halo 2 and Knights in Halo 4.&lt;br /&gt;
&lt;br /&gt;
This tactic is not effective in Halo 3: ODST, particularly on Brutes, since the character does not apply a sufficient force to stun them.&lt;br /&gt;
&lt;br /&gt;
===Plasma Pistol Stun===&lt;br /&gt;
The Plasma Pistol can stagger enemies for 1-2 seconds with a charged shot.  In Halo: Combat Evolved, Halo: Reach, and Halo 4, a charged Plasma Pistol shot can stun most enemies.  In Halo 2, Halo 3, and Halo 3: ODST, however, the charged shot will only stun shielded enemies as a charged shot deals no damage to unshielded enemies.&lt;br /&gt;
&lt;br /&gt;
===Early Reload===&lt;br /&gt;
Upon emptying a clip of any weapon, the player can start reloading a few frames early by hitting Action/Reload as soon as the last shot of the clip is fired.&lt;br /&gt;
&lt;br /&gt;
===Reload Cancel===&lt;br /&gt;
Reloading can be done slightly quicker to save time in combat.  To do this, melee or press Y twice after the character puts the new clip in the weapon during the reload animation in Halo: Combat Evolved or Halo 2.  In Halo 3 and onwards, press Y twice after the clip completely refills on the HUD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
Grenade jumping is a jumping technique used to gain extra height from a jump.  In order to do this, throw a grenade at the ground near your feet.  Then, jump slightly before the grenade explodes.  The resulting explosion will propel your character, giving extra height to reach areas inaccessible from normal jumps.  &lt;br /&gt;
&lt;br /&gt;
Frag grenades are generally preferred in most of the games as they have a greater explosion radius and deal less damage to the player.  However, plasma grenades are sometimes preferred in Halo: Combat Evolved as they deal less damage in that game.  In Halo 3 and onward, Plasma Grenades deal a very high amount of damage and can kill the player even from full shields and health.  Spike grenades and Firebomb grenades do not work for grenade jumping as their explosions do not provide sufficient force to propel the player. Grenade jumping with a Plasma grenade in Halo 4 is extremely difficult as the explosion has a small radius but usually kills the player, even from full shields.  Pulse grenades do not work for grenade jumps due to the lack of a propelling force from the explosion.&lt;br /&gt;
&lt;br /&gt;
There are certain weapons that can be used as a substitute for grenades as their projectiles explode.  The Brute Shot in Halo 2 and Halo 3 provide slightly less of a propelling force than a Frag grenade, but it deals less damage to the player.  In Halo: Reach and Halo 4, the Concussion Rifle can be used as it provides a greater propelling force than grenades and deals much less damage to the player.  The Fuel Rod Cannon can also be used; it provides similar propelling force as a grenade and deals slightly less damage to the player than a Frag grenade.  Using a Rocket Launcher to jump is very dangerous as the splash damage often kills the player.&lt;br /&gt;
&lt;br /&gt;
===Crouch Jumping===&lt;br /&gt;
By crouching at the top of a jump, you can pull your feet up, increasing the distance between the ground and your character.  This allows your character to reach ledges that would be inaccessible to normal jumps.&lt;br /&gt;
&lt;br /&gt;
In Halo 5: Guardians, crouch-jumping not only saves time as opposed to clambering, but higher ledges can be clambered when combined with crouch-jumps.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
Slide jumping is a movement technique that can be utilized to move quickly.  This trick is fairly simple; while falling onto sloped terrain or slanted objects, jump as soon as your character makes contact with the terrain or object.  Your character will bounce off the terrain/object and convert your character's downward velocity into forward velocity.&lt;br /&gt;
&lt;br /&gt;
===Enemy Boosts===&lt;br /&gt;
Enemy melee attacks apply a force to anything they hit.  The player can utilize this to get a propelling force from the enemy.  In order to do this, purposely get hit by an enemy's melee to get pushed away from the enemy.&lt;br /&gt;
&lt;br /&gt;
On Legendary, enemies deal a significant amount of damage; it is very risky to use this as a time-saving tactic.&lt;br /&gt;
&lt;br /&gt;
===Reducing Fall Damage / Resetting Fall Timer===&lt;br /&gt;
In Halo, there are two ways to die by falling. The first is to take too much damage from impact with the ground. The second is to be killed by a fall timer - if you fall for too long, you'll die.&lt;br /&gt;
&lt;br /&gt;
Crouching at exactly the right moment can reduce fall damage. However, crouching at the wrong moment can increase it. In Halo CE you can crouch before a landing and reduce the damage. Reach, and 4, you you can hit a slope while crouched to reduce fall damage.&lt;br /&gt;
&lt;br /&gt;
In Halo 2, you can reset the fall timer by corner riding or sword flying . In Halo 3, you can sometimes save yourself with a hammer swing, equipment jump, or by exiting a vehicle right before you land. Besides equipment jump, the same applies to ODST.&lt;br /&gt;
&lt;br /&gt;
==Game-specific Tricks==&lt;br /&gt;
&lt;br /&gt;
===Backpack Reloading (Halo: Combat Evolved)===&lt;br /&gt;
Backpack reloading allows the player to reload one weapon while using his other weapon.  This trick allows for optimized damage output in combat as the player can constantly keep shooting.  To do this trick, tap Action/Reload twice and switch to your other weapon.  Your weapon will automatically reload as you use your other weapon.&lt;br /&gt;
&lt;br /&gt;
===Trading Weapons With Arbiter or Johnson (Halo 3)===&lt;br /&gt;
The Arbiter and Sgt. Johnson are main characters of Halo 3; therefore, the game will not allow the player to trade weapons with them by conventional means.  In order to trade weapons with either one of them, the player must &amp;quot;kill&amp;quot; them and swap weapons near their bodies.  If there aren't any enemies around, they will get back up and pick up the dropped weapon.&lt;br /&gt;
&lt;br /&gt;
===Hammer Boost (Halo 3 and Halo 3: ODST)===&lt;br /&gt;
The Gravity Hammer applies a propelling force that pushes the player backwards when used.  While moving, the player can look backwards, jump, and start swinging the Hammer to launch himself faster towards his destination.&lt;br /&gt;
&lt;br /&gt;
===Muscle Running (Halo 4)===&lt;br /&gt;
Muscle Running effectively grants the player infinite sprint.  While sprinting, jump and melee.  Before you hit the ground, tap sprint, and you will continue sprinting.&lt;br /&gt;
&lt;br /&gt;
Muscle Running utilizes the mechanics of how sprint recharges in Halo 4.  When the player stops sprinting, his sprint will start recharging the instant that he stops sprinting, meaning the player can immediately sprint after stopping.  However, if the player jumps, he will maintain his forward velocity, though he is still sprinting while mid-air.  Therefore, in order to end the sprint before hitting the ground, a melee is used to end the sprint mid-air so the player's sprint starts recharging before he hits the ground.  Once the player hits the ground, he can start sprinting again.&lt;br /&gt;
&lt;br /&gt;
===Extending Hang Time (Halo 5: Guardians)===&lt;br /&gt;
In Halo 5, there are two mechanics that allow a player to remain in the air longer: charging a Ground Pound and using Smart-Link.  By stalling in mid-air using these two mechanics, a player can stay in the air longer and reach ledges that would be unreachable through conventional means.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Tricks==&lt;br /&gt;
===Weapon Juggling===&lt;br /&gt;
Weapon Juggling is a simple trick that allows players to transport weapons.  When swapping weapons, the player will drop his current weapon and throw it with a small forward velocity.  By repeatedly swapping weapons, the player can effectivey carry three weapons at a time.  &lt;br /&gt;
&lt;br /&gt;
This trick is simple to do; repeatedly swap weapons with Action/Reload while moving forward.  The player will repeatedly throw weapons forward while Weapon Juggling.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint Delay===&lt;br /&gt;
[[File:CP Delay.gif|thumbnail|left|This player delays the checkpoint from the top of the ramp to the end of the hallway.]]&lt;br /&gt;
&lt;br /&gt;
Checkpoints can be delayed to save time should the player die or revert to last save.  For example, if a player normally receives a checkpoint at the beginning of a hallway, and the player dies, he will need to go through the whole entire hall again.  However, if he delays the checkpoint to the end of the hall, he will not have to walk through the whole hall should he die or revert, saving valuable seconds.&lt;br /&gt;
&lt;br /&gt;
In order to delay a checkpoint, the player can melee, jump, have no shields, receive fire, or be near a grenade.  The game will not give the player a checkpoint while he is doing one of these actions as these actions are commonly associated with combat, and the game algorithms will delay the checkpoint to prevent the player from being stuck in a trap where they die instantly after reverting over and over.&lt;br /&gt;
&lt;br /&gt;
Note that in Halo: Combat Evolved, checkpoints work differently than in other games.  Checkpoints can be delayed by jumping, throwing a grenade, and shooting with the Banshee or Ghost.  A checkpoint can still happen if the player has no shields, and this can be extremely dangerous if enemies are around when the checkpoint occurs.&lt;br /&gt;
&lt;br /&gt;
= Advanced Tricks =&lt;br /&gt;
&lt;br /&gt;
The following are tricks that are more difficult to do.&lt;br /&gt;
&lt;br /&gt;
===Flood Bump(Halo: Combat Evolved)===&lt;br /&gt;
The Flood Bump is a glitch that involves intersecting the player with a Flood Combat Form.  When this happens, the game engine will not allow the player to be inside an object and will teleport the player out of the object.  This technique has been used to glitch through doors on The Library or to the Keyes cutscene on Keyes.&lt;br /&gt;
&lt;br /&gt;
Flood Combat Forms sometimes get back up once they die; these Flood Combat Forms are called &amp;quot;Revivers.&amp;quot;  When they die, they have no collision with player movement so the player can stand on top of the corpse.  However, when the Combat Form revives, it will regain its unit collision.  If the player is standing on top of the corpse as the Combat Form resurrects itself, the player will end up glitched inside the Combat Form.  Afterwards, the game engine will teleport the player out of the Combat Form.&lt;br /&gt;
&lt;br /&gt;
===Superbounces (Halo 2)===&lt;br /&gt;
Superbounces are a glitch that involves intersecting the player's hitbox with another object's hitbox.  Because the collision system will not allow two objects to be within one another, the game will try to separate the two entities.  If the player intersects himself with terrain, the game will detect an error with the collision and try to eject the player from the terrain, and this can result in the player being launched a far distance from the terrain.&lt;br /&gt;
&lt;br /&gt;
===Swordflying (Halo 2)===&lt;br /&gt;
[[File:Sword Fly.gif|thumbnail|right|This player uses a Brute to Swordfly a considerable distance.  Notice he switches to the Energy Sword for a few frames as he flies.]]&lt;br /&gt;
Swordflying is an advanced movement technique that allows players to Sword-lunge an enemy from long distances.  This is a frame-specific trick, meaning all required actions must be done within one frame.  The reason why Swordflying works is because the player will lunge with the Energy Sword while the target reticule is red.  While switching weapons when the target reticule is red, the player can press Action to &amp;quot;cancel&amp;quot; the switch and lunge as he pulls out the Energy Sword, allowing the player to lunge from range.&lt;br /&gt;
&lt;br /&gt;
To Swordfly, aim at an enemy with a ranged weapon, such as the Rocket Launcher or Beam Rifle.  Have the target reticule turn red and press the button combo Y-X-R (Switch Weapon - Action/Reload - Fire Right Weapon) in one frame.  If done correctly, the player will lunge at the enemy from long range.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover Launch (Halo 3)===&lt;br /&gt;
A Deployable Cover launch works similarly to a Superbounce in the sense that the player glitches himself in an object and launches himself very far afterwards.  This glitch can send players across long distances, but it is dangerous as the landing can kill the player.&lt;br /&gt;
&lt;br /&gt;
This trick requires a Deployable Cover.  To do this glitch, look down, jump, deploy the Deployable Cover after the apex of the jump, and crouch when you land.  This should result in the player crouching in the deployed cover.  After this, move forward very slowly, remain in the middle of the Deployable Cover, and the game engine will launch the player forward at a very high speed.&lt;br /&gt;
&lt;br /&gt;
A detailed video tutorial can be found [https://www.youtube.com/watch?v=GRbdBCNFO_Q here].&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping (Halo 3)===&lt;br /&gt;
&lt;br /&gt;
Certain equipment have a hitbox that allows players to utilize for a second jump in midair.  This trick is actually fairly simple to do.  While in midair, look down, deploy the equipment, and jump.  You will perform an extra jump immediately after the equipment has been used.&lt;br /&gt;
&lt;br /&gt;
The following equipment can be used for Equipment Jumping:&lt;br /&gt;
*Auto-Turret&lt;br /&gt;
*Deployable Cover&lt;br /&gt;
*Flare (Chief only)&lt;br /&gt;
*Power Drain (Elites only)&lt;br /&gt;
*Radar Jammer&lt;br /&gt;
*Trip Mine&lt;br /&gt;
&lt;br /&gt;
===Hammer Launching (Halo 3, Halo Reach, Halo 4)===&lt;br /&gt;
[[File:HammerLaunch.gif|thumbnail|right|Example of a Hammer Launch.]]&lt;br /&gt;
The Gravity Hammer can cause various objects to spin rapidly when the player hits the object with the hammer.  If the player is in contact with this object, the spin of this object will push the player with a large amount of force.  Players can use this to launch across large distances in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
For most objects, the player can walk up towards the object, jump, and press RT to swing the Gravity Hammer.  Different objects will require the player to aim differently or to move differently with the object.  For example, players will need to aim just above a small cubical box to launch whereas a Covenant Weapons Crate requires the player to aim at the box, jump, and swing.&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Tricks&amp;diff=21480</id>
		<title>Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Tricks&amp;diff=21480"/>
				<updated>2016-06-20T00:08:58Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are new to Halo speedrunning, these are some tricks, techniques and game mechanics that are widely applicable to the Halo series.&lt;br /&gt;
&lt;br /&gt;
= Basic Tricks =&lt;br /&gt;
&lt;br /&gt;
==Combat Techniques==&lt;br /&gt;
===Playing Claw===&lt;br /&gt;
[[File:How2Claw.png|thumbnail|right|How to claw.]]&lt;br /&gt;
Playing Claw allows you aim and press buttons at the same time. Use your index finger for the face buttons and middle finger for right trigger.  For certain control schemes, this allows the player to keep their thumb on the joystick while doing other things, such as jumping, sprinting, or using equipment.  Note that this is not an in-game trick.&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
The Noob Combo is the utilization of a weapon combination to take down enemies very quickly.  This combination requires a Plasma Pistol and any weapon capable of killing unshielded enemies with a single headshot, such as the Pistol, Battle Rifle, DMR, Carbine, Needle Rifle or Light Rifle.&lt;br /&gt;
&lt;br /&gt;
Upon approaching a shielded enemy, such as Elites and Brutes, charge the Plasma Pistol and shoot at your target.  If the shot hits, the enemy's shields will be depleted.  Switch to the headshot weapon and shoot the enemy in the head.  This will result in a quick kill.&lt;br /&gt;
&lt;br /&gt;
Some enemies may require more effort to kill with the Noob Combo.  Brute Chieftains in Halo 3 cannot die to a headshot unless their helmets are removed; therefore, it will take multiple shots from a Battle Rifle or Carbine to kill an unshielded Chieftain.  In Halo 4 Legendary, higher ranks of Elites sometimes require a second charged shot from your Plasma Pistol, making it more difficult to kill them.&lt;br /&gt;
&lt;br /&gt;
===Distraction Grenades===&lt;br /&gt;
[[File:Distraction.gif|thumbnail|left|All the enemies stare at the grenade while the player slips by.]]&lt;br /&gt;
Grenades can be used to manipulate enemies and to force them to do certain things.  Because Grenades are recognized as a high-level threat from the artificial intelligence, enemies will attempt to dodge them frequently.  This can be used to clear a path through the enemies or to force them into a certain position, such as near locked doors on [[The Truth and Reconciliation]].  If enemies have not spotted the player when he throws a grenade, the enemies will tend to go to the site of the explosion.  This can be used to distract enemies as well.&lt;br /&gt;
&lt;br /&gt;
In Halo: Combat Evolved, if enemies see the grenade before spotting the player, they will simply look at the grenade and remain stationary.  This tactic can be used to distract enemies or to get a stealthy kill on them.&lt;br /&gt;
&lt;br /&gt;
===Ally Damage Sponges===&lt;br /&gt;
When riding vehicles, having allies riding as passengers will provide defensive bonuses for the player.  Instead of the player taking 100% of incoming damage, the damage will be distributed among the player and passengers.  This tactic can allow players to survive heavy damage from enemies, especially on [[Outskirts]] and [[Tsavo Highway]] on Legendary Difficulty.&lt;br /&gt;
&lt;br /&gt;
Certain NPC (Johnson in Halo 2 and 3, Arbiter in Halo 3, Buck in ODST, and Noble Team in Reach) are either able to revive after dying or are unkillable. You can take advantage of this trait by letting them engage and distract enemies.&lt;br /&gt;
&lt;br /&gt;
===Melee Stun===&lt;br /&gt;
When hitting an enemy with a melee, the enemy will often stagger, rendering the enemy harmless for a few seconds.  While the enemy is staggered, the player can run past it or sometimes run behind it to assassinate it.&lt;br /&gt;
&lt;br /&gt;
Most enemies stagger from a melee, but some enemies can resist staggering, particularly Brutes in Halo 2 and Knights in Halo 4.&lt;br /&gt;
&lt;br /&gt;
This tactic is not effective in Halo 3: ODST, particularly on Brutes, since the character does not apply a sufficient force to stun them.&lt;br /&gt;
&lt;br /&gt;
===Plasma Pistol Stun===&lt;br /&gt;
The Plasma Pistol can stagger enemies for 1-2 seconds with a charged shot.  In Halo: Combat Evolved, Halo: Reach, and Halo 4, a charged Plasma Pistol shot can stun most enemies.  In Halo 2, Halo 3, and Halo 3: ODST, however, the charged shot will only stun shielded enemies as a charged shot deals no damage to unshielded enemies.&lt;br /&gt;
&lt;br /&gt;
===Early Reload===&lt;br /&gt;
Upon emptying a clip of any weapon, the player can start reloading a few frames early by hitting Action/Reload as soon as the last shot of the clip is fired.&lt;br /&gt;
&lt;br /&gt;
===Reload Cancel===&lt;br /&gt;
Reloading can be done slightly quicker to save time in combat.  To do this, melee or press Y twice after the character puts the new clip in the weapon during the reload animation in Halo: Combat Evolved or Halo 2.  In Halo 3 and onwards, press Y twice after the clip completely refills on the HUD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
Grenade jumping is a jumping technique used to gain extra height from a jump.  In order to do this, throw a grenade at the ground near your feet.  Then, jump slightly before the grenade explodes.  The resulting explosion will propel your character, giving extra height to reach areas inaccessible from normal jumps.  &lt;br /&gt;
&lt;br /&gt;
Frag grenades are generally preferred in most of the games as they have a greater explosion radius and deal less damage to the player.  However, plasma grenades are sometimes preferred in Halo: Combat Evolved as they deal less damage in that game.  In Halo 3 and onward, Plasma Grenades deal a very high amount of damage and can kill the player even from full shields and health.  Spike grenades and Firebomb grenades do not work for grenade jumping as their explosions do not provide sufficient force to propel the player. Grenade jumping with a Plasma grenade in Halo 4 is extremely difficult as the explosion has a small radius but usually kills the player, even from full shields.  Pulse grenades do not work for grenade jumps due to the lack of a propelling force from the explosion.&lt;br /&gt;
&lt;br /&gt;
There are certain weapons that can be used as a substitute for grenades as their projectiles explode.  The Brute Shot in Halo 2 and Halo 3 provide slightly less of a propelling force than a Frag grenade, but it deals less damage to the player.  In Halo: Reach and Halo 4, the Concussion Rifle can be used as it provides a greater propelling force than grenades and deals much less damage to the player.  The Fuel Rod Cannon can also be used; it provides similar propelling force as a grenade and deals slightly less damage to the player than a Frag grenade.  Using a Rocket Launcher to jump is very dangerous as the splash damage often kills the player.&lt;br /&gt;
&lt;br /&gt;
===Crouch Jumping===&lt;br /&gt;
By crouching at the top of a jump, you can pull your feet up, increasing the distance between the ground and your character.  This allows your character to reach ledges that would be inaccessible to normal jumps.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
Slide jumping is a movement technique that can be utilized to move quickly.  This trick is fairly simple; while falling onto sloped terrain or slanted objects, jump as soon as your character makes contact with the terrain or object.  Your character will bounce off the terrain/object and convert your character's downward velocity into forward velocity.&lt;br /&gt;
&lt;br /&gt;
===Enemy Boosts===&lt;br /&gt;
Enemy melee attacks apply a force to anything they hit.  The player can utilize this to get a propelling force from the enemy.  In order to do this, purposely get hit by an enemy's melee to get pushed away from the enemy.&lt;br /&gt;
&lt;br /&gt;
On Legendary, enemies deal a significant amount of damage; it is very risky to use this as a time-saving tactic.&lt;br /&gt;
&lt;br /&gt;
===Reducing Fall Damage / Resetting Fall Timer===&lt;br /&gt;
In Halo, there are two ways to die by falling. The first is to take too much damage from impact with the ground. The second is to be killed by a fall timer - if you fall for too long, you'll die.&lt;br /&gt;
&lt;br /&gt;
Crouching at exactly the right moment can reduce fall damage. However, crouching at the wrong moment can increase it. In Halo CE you can crouch before a landing and reduce the damage. Reach, and 4, you you can hit a slope while crouched to reduce fall damage.&lt;br /&gt;
&lt;br /&gt;
In Halo 2, you can reset the fall timer by corner riding or sword flying . In Halo 3, you can sometimes save yourself with a hammer swing, equipment jump, or by exiting a vehicle right before you land. Besides equipment jump, the same applies to ODST.&lt;br /&gt;
&lt;br /&gt;
==Game-specific Tricks==&lt;br /&gt;
&lt;br /&gt;
===Backpack Reloading (Halo: Combat Evolved)===&lt;br /&gt;
Backpack reloading allows the player to reload one weapon while using his other weapon.  This trick allows for optimized damage output in combat as the player can constantly keep shooting.  To do this trick, tap Action/Reload twice and switch to your other weapon.  Your weapon will automatically reload as you use your other weapon.&lt;br /&gt;
&lt;br /&gt;
===Trading Weapons With Arbiter or Johnson (Halo 3)===&lt;br /&gt;
The Arbiter and Sgt. Johnson are main characters of Halo 3; therefore, the game will not allow the player to trade weapons with them by conventional means.  In order to trade weapons with either one of them, the player must &amp;quot;kill&amp;quot; them and swap weapons near their bodies.  If there aren't any enemies around, they will get back up and pick up the dropped weapon.&lt;br /&gt;
&lt;br /&gt;
===Hammer Boost (Halo 3 and Halo 3: ODST)===&lt;br /&gt;
The Gravity Hammer applies a propelling force that pushes the player backwards when used.  While moving, the player can look backwards, jump, and start swinging the Hammer to launch himself faster towards his destination.&lt;br /&gt;
&lt;br /&gt;
===Muscle Running (Halo 4)===&lt;br /&gt;
Muscle Running effectively grants the player infinite sprint.  While sprinting, jump and melee.  Before you hit the ground, tap sprint, and you will continue sprinting.&lt;br /&gt;
&lt;br /&gt;
Muscle Running utilizes the mechanics of how sprint recharges in Halo 4.  When the player stops sprinting, his sprint will start recharging the instant that he stops sprinting, meaning the player can immediately sprint after stopping.  However, if the player jumps, he will maintain his forward velocity, though he is still sprinting while mid-air.  Therefore, in order to end the sprint before hitting the ground, a melee is used to end the sprint mid-air so the player's sprint starts recharging before he hits the ground.  Once the player hits the ground, he can start sprinting again.&lt;br /&gt;
&lt;br /&gt;
===Extending Hang Time (Halo 5: Guardians)===&lt;br /&gt;
In Halo 5, there are two mechanics that allow a player to remain in the air longer: charging a Ground Pound and using Smart-Link.  By stalling in mid-air using these two mechanics, a player can stay in the air longer and reach ledges that would be unreachable through conventional means.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Tricks==&lt;br /&gt;
===Weapon Juggling===&lt;br /&gt;
Weapon Juggling is a simple trick that allows players to transport weapons.  When swapping weapons, the player will drop his current weapon and throw it with a small forward velocity.  By repeatedly swapping weapons, the player can effectivey carry three weapons at a time.  &lt;br /&gt;
&lt;br /&gt;
This trick is simple to do; repeatedly swap weapons with Action/Reload while moving forward.  The player will repeatedly throw weapons forward while Weapon Juggling.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint Delay===&lt;br /&gt;
[[File:CP Delay.gif|thumbnail|left|This player delays the checkpoint from the top of the ramp to the end of the hallway.]]&lt;br /&gt;
&lt;br /&gt;
Checkpoints can be delayed to save time should the player die or revert to last save.  For example, if a player normally receives a checkpoint at the beginning of a hallway, and the player dies, he will need to go through the whole entire hall again.  However, if he delays the checkpoint to the end of the hall, he will not have to walk through the whole hall should he die or revert, saving valuable seconds.&lt;br /&gt;
&lt;br /&gt;
In order to delay a checkpoint, the player can melee, jump, have no shields, receive fire, or be near a grenade.  The game will not give the player a checkpoint while he is doing one of these actions as these actions are commonly associated with combat, and the game algorithms will delay the checkpoint to prevent the player from being stuck in a trap where they die instantly after reverting over and over.&lt;br /&gt;
&lt;br /&gt;
Note that in Halo: Combat Evolved, checkpoints work differently than in other games.  Checkpoints can be delayed by jumping, throwing a grenade, and shooting with the Banshee or Ghost.  A checkpoint can still happen if the player has no shields, and this can be extremely dangerous if enemies are around when the checkpoint occurs.&lt;br /&gt;
&lt;br /&gt;
= Advanced Tricks =&lt;br /&gt;
&lt;br /&gt;
The following are tricks that are more difficult to do.&lt;br /&gt;
&lt;br /&gt;
===Flood Bump(Halo: Combat Evolved)===&lt;br /&gt;
The Flood Bump is a glitch that involves intersecting the player with a Flood Combat Form.  When this happens, the game engine will not allow the player to be inside an object and will teleport the player out of the object.  This technique has been used to glitch through doors on The Library or to the Keyes cutscene on Keyes.&lt;br /&gt;
&lt;br /&gt;
Flood Combat Forms sometimes get back up once they die; these Flood Combat Forms are called &amp;quot;Revivers.&amp;quot;  When they die, they have no collision with player movement so the player can stand on top of the corpse.  However, when the Combat Form revives, it will regain its unit collision.  If the player is standing on top of the corpse as the Combat Form resurrects itself, the player will end up glitched inside the Combat Form.  Afterwards, the game engine will teleport the player out of the Combat Form.&lt;br /&gt;
&lt;br /&gt;
===Superbounces (Halo 2)===&lt;br /&gt;
Superbounces are a glitch that involves intersecting the player's hitbox with another object's hitbox.  Because the collision system will not allow two objects to be within one another, the game will try to separate the two entities.  If the player intersects himself with terrain, the game will detect an error with the collision and try to eject the player from the terrain, and this can result in the player being launched a far distance from the terrain.&lt;br /&gt;
&lt;br /&gt;
===Swordflying (Halo 2)===&lt;br /&gt;
[[File:Sword Fly.gif|thumbnail|right|This player uses a Brute to Swordfly a considerable distance.  Notice he switches to the Energy Sword for a few frames as he flies.]]&lt;br /&gt;
Swordflying is an advanced movement technique that allows players to Sword-lunge an enemy from long distances.  This is a frame-specific trick, meaning all required actions must be done within one frame.  The reason why Swordflying works is because the player will lunge with the Energy Sword while the target reticule is red.  While switching weapons when the target reticule is red, the player can press Action to &amp;quot;cancel&amp;quot; the switch and lunge as he pulls out the Energy Sword, allowing the player to lunge from range.&lt;br /&gt;
&lt;br /&gt;
To Swordfly, aim at an enemy with a ranged weapon, such as the Rocket Launcher or Beam Rifle.  Have the target reticule turn red and press the button combo Y-X-R (Switch Weapon - Action/Reload - Fire Right Weapon) in one frame.  If done correctly, the player will lunge at the enemy from long range.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover Launch (Halo 3)===&lt;br /&gt;
A Deployable Cover launch works similarly to a Superbounce in the sense that the player glitches himself in an object and launches himself very far afterwards.  This glitch can send players across long distances, but it is dangerous as the landing can kill the player.&lt;br /&gt;
&lt;br /&gt;
This trick requires a Deployable Cover.  To do this glitch, look down, jump, deploy the Deployable Cover after the apex of the jump, and crouch when you land.  This should result in the player crouching in the deployed cover.  After this, move forward very slowly, remain in the middle of the Deployable Cover, and the game engine will launch the player forward at a very high speed.&lt;br /&gt;
&lt;br /&gt;
A detailed video tutorial can be found [https://www.youtube.com/watch?v=GRbdBCNFO_Q here].&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping (Halo 3)===&lt;br /&gt;
&lt;br /&gt;
Certain equipment have a hitbox that allows players to utilize for a second jump in midair.  This trick is actually fairly simple to do.  While in midair, look down, deploy the equipment, and jump.  You will perform an extra jump immediately after the equipment has been used.&lt;br /&gt;
&lt;br /&gt;
The following equipment can be used for Equipment Jumping:&lt;br /&gt;
*Auto-Turret&lt;br /&gt;
*Deployable Cover&lt;br /&gt;
*Flare (Chief only)&lt;br /&gt;
*Power Drain (Elites only)&lt;br /&gt;
*Radar Jammer&lt;br /&gt;
*Trip Mine&lt;br /&gt;
&lt;br /&gt;
===Hammer Launching (Halo 3, Halo Reach, Halo 4)===&lt;br /&gt;
[[File:HammerLaunch.gif|thumbnail|right|Example of a Hammer Launch.]]&lt;br /&gt;
The Gravity Hammer can cause various objects to spin rapidly when the player hits the object with the hammer.  If the player is in contact with this object, the spin of this object will push the player with a large amount of force.  Players can use this to launch across large distances in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
For most objects, the player can walk up towards the object, jump, and press RT to swing the Gravity Hammer.  Different objects will require the player to aim differently or to move differently with the object.  For example, players will need to aim just above a small cubical box to launch whereas a Covenant Weapons Crate requires the player to aim at the box, jump, and swing.&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Tricks&amp;diff=21479</id>
		<title>Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Tricks&amp;diff=21479"/>
				<updated>2016-06-20T00:08:15Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are new to Halo speedrunning, these are some tricks, techniques and game mechanics that are widely applicable to the Halo series.&lt;br /&gt;
&lt;br /&gt;
= Basic Tricks =&lt;br /&gt;
&lt;br /&gt;
==Combat Techniques==&lt;br /&gt;
===Playing Claw===&lt;br /&gt;
[[File:How2Claw.png|thumbnail|right|How to claw.]]&lt;br /&gt;
Playing Claw allows you aim and press buttons at the same time. Use your index finger for the face buttons and middle finger for right trigger.  For certain control schemes, this allows the player to keep their thumb on the joystick while doing other things, such as jumping, sprinting, or using equipment.  Note that this is not an in-game trick.&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
The Noob Combo is the utilization of a weapon combination to take down enemies very quickly.  This combination requires a Plasma Pistol and any weapon capable of killing unshielded enemies with a single headshot, such as the Pistol, Battle Rifle, DMR, Carbine, Needle Rifle or Light Rifle.&lt;br /&gt;
&lt;br /&gt;
Upon approaching a shielded enemy, such as Elites and Brutes, charge the Plasma Pistol and shoot at your target.  If the shot hits, the enemy's shields will be depleted.  Switch to the headshot weapon and shoot the enemy in the head.  This will result in a quick kill.&lt;br /&gt;
&lt;br /&gt;
Some enemies may require more effort to kill with the Noob Combo.  Brute Chieftains in Halo 3 cannot die to a headshot unless their helmets are removed; therefore, it will take multiple shots from a Battle Rifle or Carbine to kill an unshielded Chieftain.  In Halo 4 Legendary, higher ranks of Elites sometimes require a second charged shot from your Plasma Pistol, making it more difficult to kill them.&lt;br /&gt;
&lt;br /&gt;
===Distraction Grenades===&lt;br /&gt;
[[File:Distraction.gif|thumbnail|left|All the enemies stare at the grenade while the player slips by.]]&lt;br /&gt;
Grenades can be used to manipulate enemies and to force them to do certain things.  Because Grenades are recognized as a high-level threat from the artificial intelligence, enemies will attempt to dodge them frequently.  This can be used to clear a path through the enemies or to force them into a certain position, such as near locked doors on [[The Truth and Reconciliation]].  If enemies have not spotted the player when he throws a grenade, the enemies will tend to go to the site of the explosion.  This can be used to distract enemies as well.&lt;br /&gt;
&lt;br /&gt;
In Halo: Combat Evolved, if enemies see the grenade before spotting the player, they will simply look at the grenade and remain stationary.  This tactic can be used to distract enemies or to get a stealthy kill on them.&lt;br /&gt;
&lt;br /&gt;
===Ally Damage Sponges===&lt;br /&gt;
When riding vehicles, having allies riding as passengers will provide defensive bonuses for the player.  Instead of the player taking 100% of incoming damage, the damage will be distributed among the player and passengers.  This tactic can allow players to survive heavy damage from enemies, especially on [[Outskirts]] and [[Tsavo Highway]] on Legendary Difficulty.&lt;br /&gt;
&lt;br /&gt;
Certain NPC (Johnson in Halo 2 and 3, Arbiter in Halo 3, Buck in ODST, and Noble Team in Reach) are either able to revive after dying or are unkillable. You can take advantage of this trait by letting them engage and distract enemies.&lt;br /&gt;
&lt;br /&gt;
===Melee Stun===&lt;br /&gt;
When hitting an enemy with a melee, the enemy will often stagger, rendering the enemy harmless for a few seconds.  While the enemy is staggered, the player can run past it or sometimes run behind it to assassinate it.&lt;br /&gt;
&lt;br /&gt;
Most enemies stagger from a melee, but some enemies can resist staggering, particularly Brutes in Halo 2 and Knights in Halo 4.&lt;br /&gt;
&lt;br /&gt;
This tactic is not effective in Halo 3: ODST, particularly on Brutes, since the character does not apply a sufficient force to stun them.&lt;br /&gt;
&lt;br /&gt;
===Plasma Pistol Stun===&lt;br /&gt;
The Plasma Pistol can stagger enemies for 1-2 seconds with a charged shot.  In Halo: Combat Evolved, Halo: Reach, and Halo 4, a charged Plasma Pistol shot can stun most enemies.  In Halo 2, Halo 3, and Halo 3: ODST, however, the charged shot will only stun shielded enemies as a charged shot deals no damage to unshielded enemies.&lt;br /&gt;
&lt;br /&gt;
===Early Reload===&lt;br /&gt;
Upon emptying a clip of any weapon, the player can start reloading a few frames early by hitting Action/Reload as soon as the last shot of the clip is fired.&lt;br /&gt;
&lt;br /&gt;
===Reload Cancel===&lt;br /&gt;
Reloading can be done slightly quicker to save time in combat.  To do this, melee or press Y twice after the character puts the new clip in the weapon during the reload animation in Halo: Combat Evolved or Halo 2.  In Halo 3 and onwards, press Y twice after the clip completely refills on the HUD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
Grenade jumping is a jumping technique used to gain extra height from a jump.  In order to do this, throw a grenade at the ground near your feet.  Then, jump slightly before the grenade explodes.  The resulting explosion will propel your character, giving extra height to reach areas inaccessible from normal jumps.  &lt;br /&gt;
&lt;br /&gt;
Frag grenades are generally preferred in most of the games as they have a greater explosion radius and deal less damage to the player.  However, plasma grenades are sometimes preferred in Halo: Combat Evolved as they deal less damage in that game.  In Halo 3 and onward, Plasma Grenades deal a very high amount of damage and can kill the player even from full shields and health.  Spike grenades and Firebomb grenades do not work for grenade jumping as their explosions do not provide sufficient force to propel the player. Grenade jumping with a Plasma grenade in Halo 4 is extremely difficult as the explosion has a small radius but usually kills the player, even from full shields.  Pulse grenades do not work for grenade jumps due to the lack of a propelling force from the explosion.&lt;br /&gt;
&lt;br /&gt;
There are certain weapons that can be used as a substitute for grenades as their projectiles explode.  The Brute Shot in Halo 2 and Halo 3 provide slightly less of a propelling force than a Frag grenade, but it deals less damage to the player.  In Halo: Reach and Halo 4, the Concussion Rifle can be used as it provides a greater propelling force than grenades and deals much less damage to the player.  The Fuel Rod Cannon can also be used; it provides similar propelling force as a grenade and deals slightly less damage to the player than a Frag grenade.  Using a Rocket Launcher to jump is very dangerous as the splash damage often kills the player.&lt;br /&gt;
&lt;br /&gt;
===Crouch Jumping===&lt;br /&gt;
By crouching at the top of a jump, you can pull your feet up, increasing the distance between the ground and your character.  This allows your character to reach ledges that would be inaccessible to normal jumps.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
Slide jumping is a movement technique that can be utilized to move quickly.  This trick is fairly simple; while falling onto sloped terrain or slanted objects, jump as soon as your character makes contact with the terrain or object.  Your character will bounce off the terrain/object and convert your character's downward velocity into forward velocity.&lt;br /&gt;
&lt;br /&gt;
===Enemy Boosts===&lt;br /&gt;
Enemy melee attacks apply a force to anything they hit.  The player can utilize this to get a propelling force from the enemy.  In order to do this, purposely get hit by an enemy's melee to get pushed away from the enemy.&lt;br /&gt;
&lt;br /&gt;
On Legendary, enemies deal a significant amount of damage; it is very risky to use this as a time-saving tactic.&lt;br /&gt;
&lt;br /&gt;
===Reducing Fall Damage / Resetting Fall Timer===&lt;br /&gt;
In Halo, there are two ways to die by falling. The first is to take too much damage from impact with the ground. The second is to be killed by a fall timer - if you fall for too long, you'll die.&lt;br /&gt;
&lt;br /&gt;
Crouching at exactly the right moment can reduce fall damage. However, crouching at the wrong moment can increase it. In Halo CE you can crouch before a landing and reduce the damage. Reach, and 4, you you can hit a slope while crouched to reduce fall damage.&lt;br /&gt;
&lt;br /&gt;
In Halo 2, you can reset the fall timer by corner riding or sword flying . In Halo 3, you can sometimes save yourself with a hammer swing, equipment jump, or by exiting a vehicle right before you land. Besides equipment jump, the same applies to ODST.&lt;br /&gt;
&lt;br /&gt;
==Game-specific Tricks==&lt;br /&gt;
&lt;br /&gt;
===Backpack Reloading (Halo: Combat Evolved)===&lt;br /&gt;
Backpack reloading allows the player to reload one weapon while using his other weapon.  This trick allows for optimized damage output in combat as the player can constantly keep shooting.  To do this trick, tap Action/Reload twice and switch to your other weapon.  Your weapon will automatically reload as you use your other weapon.&lt;br /&gt;
&lt;br /&gt;
===Trading Weapons With Arbiter or Johnson (Halo 3)===&lt;br /&gt;
The Arbiter and Sgt. Johnson are main characters of Halo 3; therefore, the game will not allow the player to trade weapons with them by conventional means.  In order to trade weapons with either one of them, the player must &amp;quot;kill&amp;quot; them and swap weapons near their bodies.  If there aren't any enemies around, they will get back up and pick up the dropped weapon.&lt;br /&gt;
&lt;br /&gt;
===Hammer Boost (Halo 3 and Halo 3: ODST)===&lt;br /&gt;
The Gravity Hammer applies a propelling force that pushes the player backwards when used.  While moving, the player can look backwards, jump, and start swinging the Hammer to launch himself faster towards his destination.&lt;br /&gt;
&lt;br /&gt;
===Muscle Running (Halo 4)===&lt;br /&gt;
Muscle Running essentially grants the player infinite sprint.  While sprinting, jump and melee.  Before you hit the ground, tap sprint, and you will continue sprinting.&lt;br /&gt;
&lt;br /&gt;
Muscle Running utilizes the mechanics of how sprint recharges in Halo 4.  When the player stops sprinting, his sprint will start recharging the instant that he stops sprinting, meaning the player can immediately sprint after stopping.  However, if the player jumps, he will maintain his forward velocity, though he is still sprinting while mid-air.  Therefore, in order to end the sprint before hitting the ground, a melee is used to end the sprint mid-air so the player's sprint starts recharging before he hits the ground.  Once the player hits the ground, he can start sprinting again.&lt;br /&gt;
&lt;br /&gt;
===Extending Hang Time (Halo 5: Guardians)===&lt;br /&gt;
In Halo 5, there are two mechanics that allow a player to remain in the air longer: charging a Ground Pound and using Smart-Link.  By stalling in mid-air using these two mechanics, a player can stay in the air longer and reach ledges that would be unreachable through conventional means.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Tricks==&lt;br /&gt;
===Weapon Juggling===&lt;br /&gt;
Weapon Juggling is a simple trick that allows players to transport weapons.  When swapping weapons, the player will drop his current weapon and throw it with a small forward velocity.  By repeatedly swapping weapons, the player can effectivey carry three weapons at a time.  &lt;br /&gt;
&lt;br /&gt;
This trick is simple to do; repeatedly swap weapons with Action/Reload while moving forward.  The player will repeatedly throw weapons forward while Weapon Juggling.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint Delay===&lt;br /&gt;
[[File:CP Delay.gif|thumbnail|left|This player delays the checkpoint from the top of the ramp to the end of the hallway.]]&lt;br /&gt;
&lt;br /&gt;
Checkpoints can be delayed to save time should the player die or revert to last save.  For example, if a player normally receives a checkpoint at the beginning of a hallway, and the player dies, he will need to go through the whole entire hall again.  However, if he delays the checkpoint to the end of the hall, he will not have to walk through the whole hall should he die or revert, saving valuable seconds.&lt;br /&gt;
&lt;br /&gt;
In order to delay a checkpoint, the player can melee, jump, have no shields, receive fire, or be near a grenade.  The game will not give the player a checkpoint while he is doing one of these actions as these actions are commonly associated with combat, and the game algorithms will delay the checkpoint to prevent the player from being stuck in a trap where they die instantly after reverting over and over.&lt;br /&gt;
&lt;br /&gt;
Note that in Halo: Combat Evolved, checkpoints work differently than in other games.  Checkpoints can be delayed by jumping, throwing a grenade, and shooting with the Banshee or Ghost.  A checkpoint can still happen if the player has no shields, and this can be extremely dangerous if enemies are around when the checkpoint occurs.&lt;br /&gt;
&lt;br /&gt;
= Advanced Tricks =&lt;br /&gt;
&lt;br /&gt;
The following are tricks that are more difficult to do.&lt;br /&gt;
&lt;br /&gt;
===Flood Bump(Halo: Combat Evolved)===&lt;br /&gt;
The Flood Bump is a glitch that involves intersecting the player with a Flood Combat Form.  When this happens, the game engine will not allow the player to be inside an object and will teleport the player out of the object.  This technique has been used to glitch through doors on The Library or to the Keyes cutscene on Keyes.&lt;br /&gt;
&lt;br /&gt;
Flood Combat Forms sometimes get back up once they die; these Flood Combat Forms are called &amp;quot;Revivers.&amp;quot;  When they die, they have no collision with player movement so the player can stand on top of the corpse.  However, when the Combat Form revives, it will regain its unit collision.  If the player is standing on top of the corpse as the Combat Form resurrects itself, the player will end up glitched inside the Combat Form.  Afterwards, the game engine will teleport the player out of the Combat Form.&lt;br /&gt;
&lt;br /&gt;
===Superbounces (Halo 2)===&lt;br /&gt;
Superbounces are a glitch that involves intersecting the player's hitbox with another object's hitbox.  Because the collision system will not allow two objects to be within one another, the game will try to separate the two entities.  If the player intersects himself with terrain, the game will detect an error with the collision and try to eject the player from the terrain, and this can result in the player being launched a far distance from the terrain.&lt;br /&gt;
&lt;br /&gt;
===Swordflying (Halo 2)===&lt;br /&gt;
[[File:Sword Fly.gif|thumbnail|right|This player uses a Brute to Swordfly a considerable distance.  Notice he switches to the Energy Sword for a few frames as he flies.]]&lt;br /&gt;
Swordflying is an advanced movement technique that allows players to Sword-lunge an enemy from long distances.  This is a frame-specific trick, meaning all required actions must be done within one frame.  The reason why Swordflying works is because the player will lunge with the Energy Sword while the target reticule is red.  While switching weapons when the target reticule is red, the player can press Action to &amp;quot;cancel&amp;quot; the switch and lunge as he pulls out the Energy Sword, allowing the player to lunge from range.&lt;br /&gt;
&lt;br /&gt;
To Swordfly, aim at an enemy with a ranged weapon, such as the Rocket Launcher or Beam Rifle.  Have the target reticule turn red and press the button combo Y-X-R (Switch Weapon - Action/Reload - Fire Right Weapon) in one frame.  If done correctly, the player will lunge at the enemy from long range.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover Launch (Halo 3)===&lt;br /&gt;
A Deployable Cover launch works similarly to a Superbounce in the sense that the player glitches himself in an object and launches himself very far afterwards.  This glitch can send players across long distances, but it is dangerous as the landing can kill the player.&lt;br /&gt;
&lt;br /&gt;
This trick requires a Deployable Cover.  To do this glitch, look down, jump, deploy the Deployable Cover after the apex of the jump, and crouch when you land.  This should result in the player crouching in the deployed cover.  After this, move forward very slowly, remain in the middle of the Deployable Cover, and the game engine will launch the player forward at a very high speed.&lt;br /&gt;
&lt;br /&gt;
A detailed video tutorial can be found [https://www.youtube.com/watch?v=GRbdBCNFO_Q here].&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping (Halo 3)===&lt;br /&gt;
&lt;br /&gt;
Certain equipment have a hitbox that allows players to utilize for a second jump in midair.  This trick is actually fairly simple to do.  While in midair, look down, deploy the equipment, and jump.  You will perform an extra jump immediately after the equipment has been used.&lt;br /&gt;
&lt;br /&gt;
The following equipment can be used for Equipment Jumping:&lt;br /&gt;
*Auto-Turret&lt;br /&gt;
*Deployable Cover&lt;br /&gt;
*Flare (Chief only)&lt;br /&gt;
*Power Drain (Elites only)&lt;br /&gt;
*Radar Jammer&lt;br /&gt;
*Trip Mine&lt;br /&gt;
&lt;br /&gt;
===Hammer Launching (Halo 3, Halo Reach, Halo 4)===&lt;br /&gt;
[[File:HammerLaunch.gif|thumbnail|right|Example of a Hammer Launch.]]&lt;br /&gt;
The Gravity Hammer can cause various objects to spin rapidly when the player hits the object with the hammer.  If the player is in contact with this object, the spin of this object will push the player with a large amount of force.  Players can use this to launch across large distances in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
For most objects, the player can walk up towards the object, jump, and press RT to swing the Gravity Hammer.  Different objects will require the player to aim differently or to move differently with the object.  For example, players will need to aim just above a small cubical box to launch whereas a Covenant Weapons Crate requires the player to aim at the box, jump, and swing.&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Tricks&amp;diff=21478</id>
		<title>Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Tricks&amp;diff=21478"/>
				<updated>2016-06-20T00:06:22Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: /* Game-specific Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are new to Halo speedrunning, these are some tricks, techniques and game mechanics that are widely applicable to the Halo series.&lt;br /&gt;
&lt;br /&gt;
= Basic Tricks =&lt;br /&gt;
&lt;br /&gt;
==Combat Techniques==&lt;br /&gt;
===Playing Claw===&lt;br /&gt;
[[File:How2Claw.png|thumbnail|right|How to claw.]]&lt;br /&gt;
Playing Claw allows you aim and press buttons at the same time. Use your index finger for the face buttons and middle finger for right trigger.  For certain control schemes, this allows the player to keep their thumb on the joystick while doing other things, such as jumping, sprinting, or using equipment.  Note that this is not an in-game trick.&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
The Noob Combo is the utilization of a weapon combination to take down enemies very quickly.  This combination requires a Plasma Pistol and any weapon capable of killing unshielded enemies with a single headshot, such as the Pistol, Battle Rifle, DMR, Carbine, Needle Rifle or Light Rifle.&lt;br /&gt;
&lt;br /&gt;
Upon approaching a shielded enemy, such as Elites and Brutes, charge the Plasma Pistol and shoot at your target.  If the shot hits, the enemy's shields will be depleted.  Switch to the headshot weapon and shoot the enemy in the head.  This will result in a quick kill.&lt;br /&gt;
&lt;br /&gt;
Some enemies may require more effort to kill with the Noob Combo.  Brute Chieftains in Halo 3 cannot die to a headshot unless their helmets are removed; therefore, it will take multiple shots from a Battle Rifle or Carbine to kill an unshielded Chieftain.  In Halo 4 Legendary, higher ranks of Elites sometimes require a second charged shot from your Plasma Pistol, making it more difficult to kill them.&lt;br /&gt;
&lt;br /&gt;
===Distraction Grenades===&lt;br /&gt;
[[File:Distraction.gif|thumbnail|left|All the enemies stare at the grenade while the player slips by.]]&lt;br /&gt;
Grenades can be used to manipulate enemies and to force them to do certain things.  Because Grenades are recognized as a high-level threat from the artificial intelligence, enemies will attempt to dodge them frequently.  This can be used to clear a path through the enemies or to force them into a certain position, such as near locked doors on [[The Truth and Reconciliation]].  If enemies have not spotted the player when he throws a grenade, the enemies will tend to go to the site of the explosion.  This can be used to distract enemies as well.&lt;br /&gt;
&lt;br /&gt;
In Halo: Combat Evolved, if enemies see the grenade before spotting the player, they will simply look at the grenade and remain stationary.  This tactic can be used to distract enemies or to get a stealthy kill on them.&lt;br /&gt;
&lt;br /&gt;
===Ally Damage Sponges===&lt;br /&gt;
When riding vehicles, having allies riding as passengers will provide defensive bonuses for the player.  Instead of the player taking 100% of incoming damage, the damage will be distributed among the player and passengers.  This tactic can allow players to survive heavy damage from enemies, especially on [[Outskirts]] and [[Tsavo Highway]] on Legendary Difficulty.&lt;br /&gt;
&lt;br /&gt;
Certain NPC (Johnson in Halo 2 and 3, Arbiter in Halo 3, Buck in ODST, and Noble Team in Reach) are either able to revive after dying or are unkillable. You can take advantage of this trait by letting them engage and distract enemies.&lt;br /&gt;
&lt;br /&gt;
===Melee Stun===&lt;br /&gt;
When hitting an enemy with a melee, the enemy will often stagger, rendering the enemy harmless for a few seconds.  While the enemy is staggered, the player can run past it or sometimes run behind it to assassinate it.&lt;br /&gt;
&lt;br /&gt;
Most enemies stagger from a melee, but some enemies can resist staggering, particularly Brutes in Halo 2 and Knights in Halo 4.&lt;br /&gt;
&lt;br /&gt;
This tactic is not effective in Halo 3: ODST, particularly on Brutes, since the character does not apply a sufficient force to stun them.&lt;br /&gt;
&lt;br /&gt;
===Plasma Pistol Stun===&lt;br /&gt;
The Plasma Pistol can stagger enemies for 1-2 seconds with a charged shot.  In Halo: Combat Evolved, Halo: Reach, and Halo 4, a charged Plasma Pistol shot can stun most enemies.  In Halo 2, Halo 3, and Halo 3: ODST, however, the charged shot will only stun shielded enemies as a charged shot deals no damage to unshielded enemies.&lt;br /&gt;
&lt;br /&gt;
===Early Reload===&lt;br /&gt;
Upon emptying a clip of any weapon, the player can start reloading a few frames early by hitting Action/Reload as soon as the last shot of the clip is fired.&lt;br /&gt;
&lt;br /&gt;
===Reload Cancel===&lt;br /&gt;
Reloading can be done slightly quicker to save time in combat.  To do this, melee or press Y twice after the character puts the new clip in the weapon during the reload animation in Halo: Combat Evolved or Halo 2.  In Halo 3 and onwards, press Y twice after the clip completely refills on the HUD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
Grenade jumping is a jumping technique used to gain extra height from a jump.  In order to do this, throw a grenade at the ground near your feet.  Then, jump slightly before the grenade explodes.  The resulting explosion will propel your character, giving extra height to reach areas inaccessible from normal jumps.  &lt;br /&gt;
&lt;br /&gt;
Frag grenades are generally preferred in most of the games as they have a greater explosion radius and deal less damage to the player.  However, plasma grenades are sometimes preferred in Halo: Combat Evolved as they deal less damage in that game.  In Halo 3 and onward, Plasma Grenades deal a very high amount of damage and can kill the player even from full shields and health.  Spike grenades and Firebomb grenades do not work for grenade jumping as their explosions do not provide sufficient force to propel the player. Grenade jumping with a Plasma grenade in Halo 4 is extremely difficult as the explosion has a small radius but usually kills the player, even from full shields.  Pulse grenades do not work for grenade jumps due to the lack of a propelling force from the explosion.&lt;br /&gt;
&lt;br /&gt;
There are certain weapons that can be used as a substitute for grenades as their projectiles explode.  The Brute Shot in Halo 2 and Halo 3 provide slightly less of a propelling force than a Frag grenade, but it deals less damage to the player.  In Halo: Reach and Halo 4, the Concussion Rifle can be used as it provides a greater propelling force than grenades and deals much less damage to the player.  The Fuel Rod Cannon can also be used; it provides similar propelling force as a grenade and deals slightly less damage to the player than a Frag grenade.  Using a Rocket Launcher to jump is very dangerous as the splash damage often kills the player.&lt;br /&gt;
&lt;br /&gt;
===Crouch Jumping===&lt;br /&gt;
By crouching at the top of a jump, you can pull your feet up, increasing the distance between the ground and your character.  This allows your character to reach ledges that would be inaccessible to normal jumps.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
Slide jumping is a movement technique that can be utilized to move quickly.  This trick is fairly simple; while falling onto sloped terrain or slanted objects, jump as soon as your character makes contact with the terrain or object.  Your character will bounce off the terrain/object and convert your character's downward velocity into forward velocity.&lt;br /&gt;
&lt;br /&gt;
===Enemy Boosts===&lt;br /&gt;
Enemy melee attacks apply a force to anything they hit.  The player can utilize this to get a propelling force from the enemy.  In order to do this, purposely get hit by an enemy's melee to get pushed away from the enemy.&lt;br /&gt;
&lt;br /&gt;
On Legendary, enemies deal a significant amount of damage; it is very risky to use this as a time-saving tactic.&lt;br /&gt;
&lt;br /&gt;
===Reducing Fall Damage / Resetting Fall Timer===&lt;br /&gt;
In Halo, there are two ways to die by falling. The first is to take too much damage from impact with the ground. The second is to be killed by a fall timer - if you fall for too long, you'll die.&lt;br /&gt;
&lt;br /&gt;
Crouching at exactly the right moment can reduce fall damage. However, crouching at the wrong moment can increase it. In Halo CE you can crouch before a landing and reduce the damage. Reach, and 4, you you can hit a slope while crouched to reduce fall damage.&lt;br /&gt;
&lt;br /&gt;
In Halo 2, you can reset the fall timer by corner riding or sword flying . In Halo 3, you can sometimes save yourself with a hammer swing, equipment jump, or by exiting a vehicle right before you land. Besides equipment jump, the same applies to ODST.&lt;br /&gt;
&lt;br /&gt;
==Game-specific Tricks==&lt;br /&gt;
&lt;br /&gt;
===Backpack Reloading (Halo: Combat Evolved)===&lt;br /&gt;
Backpack reloading allows the player to reload one weapon while using his other weapon.  This trick allows for optimized damage output in combat as the player can constantly keep shooting.  To do this trick, tap Action/Reload twice and switch to your other weapon.  Your weapon will automatically reload as you use your other weapon.&lt;br /&gt;
&lt;br /&gt;
===Trading Weapons With Arbiter or Johnson (Halo 3)===&lt;br /&gt;
The Arbiter and Sgt. Johnson are main characters of Halo 3; therefore, the game will not allow the player to trade weapons with them by conventional means.  In order to trade weapons with either one of them, the player must &amp;quot;kill&amp;quot; them and swap weapons near their bodies.  If there aren't any enemies around, they will get back up and pick up the dropped weapon.&lt;br /&gt;
&lt;br /&gt;
===Hammer Boost (Halo 3 and Halo 3: ODST)===&lt;br /&gt;
The Gravity Hammer applies a propelling force that pushes the player backwards when used.  While moving, the player can look backwards, jump, and start swinging the Hammer to launch himself faster towards his destination.&lt;br /&gt;
&lt;br /&gt;
===Muscle Running (Halo 4)===&lt;br /&gt;
Muscle Running essentially grants the player infinite sprint.  While sprinting, jump and melee.  Before you hit the ground, tap sprint, and you will continue sprinting.&lt;br /&gt;
&lt;br /&gt;
Muscle Running utilizes the mechanics of how sprint recharges in Halo 4.  When the player stops sprinting, his sprint will start recharging the instant that he stops sprinting, meaning the player can immediately sprint after stopping.  However, if the player jumps, he will maintain his forward velocity, though he is still sprinting while mid-air.  Therefore, in order to end the sprint before hitting the ground, a melee is used to end the sprint mid-air so the player's sprint starts recharging before he hits the ground.  Once the player hits the ground, he can start sprinting again.&lt;br /&gt;
&lt;br /&gt;
===Extending Hang Time (Halo 5: Guardians)===&lt;br /&gt;
In Halo 5, there are two mechanics that allow a player to remain in the air longer: charging a Ground Pound and using Smart-Link.  By stalling in mid-air using these two mechanics, a player can stay in the air longer and reach ledges that would be unreachable through conventional means.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Tricks==&lt;br /&gt;
===Weapon Juggling===&lt;br /&gt;
Weapon Juggling is a simple trick that allows players to transport weapons.  When swapping weapons, the player will drop his current weapon and throw it with a small forward velocity.  By repeatedly swapping weapons, the player can effectivey carry three weapons at a time.  &lt;br /&gt;
&lt;br /&gt;
This trick is simple to do; repeatedly swap weapons with Action/Reload while moving forward.  The player will repeatedly throw weapons forward while Weapon Juggling.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint Delay===&lt;br /&gt;
[[File:CP Delay.gif|thumbnail|left|This player delays the checkpoint from the top of the ramp to the end of the hallway.]]&lt;br /&gt;
&lt;br /&gt;
Checkpoints can be delayed to save time should the player die or revert to last save.  For example, if a player normally receives a checkpoint at the beginning of a hallway, and the player dies, he will need to go through the whole entire hall again.  However, if he delays the checkpoint to the end of the hall, he will not have to walk through the whole hall should he die or revert, saving valuable seconds.&lt;br /&gt;
&lt;br /&gt;
In order to delay a checkpoint, the player can melee, jump, have no shields, receive fire, or be near a grenade.  The game will not give the player a checkpoint while he is doing one of these actions as these actions are commonly associated with combat, and the game algorithms will delay the checkpoint to prevent the player from being stuck in a trap where they die instantly after reverting over and over.&lt;br /&gt;
&lt;br /&gt;
Note that in Halo: Combat Evolved, checkpoints work differently than in other games.  Checkpoints can be delayed by jumping, throwing a grenade, and shooting with the Banshee or Ghost.  A checkpoint can still happen if the player has no shields, and this can be extremely dangerous if enemies are around when the checkpoint occurs.&lt;br /&gt;
&lt;br /&gt;
= Advanced Tricks =&lt;br /&gt;
&lt;br /&gt;
The following are tricks that are more difficult to do.&lt;br /&gt;
&lt;br /&gt;
===Flood Bump(Halo: Combat Evolved)===&lt;br /&gt;
The Flood Bump is a glitch that involves intersecting the player with a Flood Combat Form.  When this happens, the game engine will not allow the player to be inside an object and will teleport the player out of the object.  This technique has been used to glitch through doors on The Library or to the Keyes cutscene on Keyes.&lt;br /&gt;
&lt;br /&gt;
Flood Combat Forms sometimes get back up once they die; these Flood Combat Forms are called &amp;quot;Revivers.&amp;quot;  When they die, they have no collision with player movement so the player can stand on top of the corpse.  However, when the Combat Form revives, it will regain its unit collision.  If the player is standing on top of the corpse as the Combat Form resurrects itself, the player will end up glitched inside the Combat Form.  Afterwards, the game engine will teleport the player out of the Combat Form.&lt;br /&gt;
&lt;br /&gt;
===Superbounces (Halo 2)===&lt;br /&gt;
Superbounces are a glitch that involves intersecting the player's hitbox with another object's hitbox.  Because the collision system will not allow two objects to be within one another, the game will try to separate the two entities.  If the player intersects himself with terrain, the game will detect an error with the collision and try to eject the player from the terrain, and this can result in the player being launched a far distance from the terrain.&lt;br /&gt;
&lt;br /&gt;
===Swordflying (Halo 2)===&lt;br /&gt;
[[File:Sword Fly.gif|thumbnail|right|This player uses a Brute to Swordfly a considerable distance.  Notice he switches to the Energy Sword for a few frames as he flies.]]&lt;br /&gt;
Swordflying is an advanced movement technique that allows players to Sword-lunge an enemy from long distances.  This is a frame-specific trick, meaning all required actions must be done within one frame.  The reason why Swordflying works is because the player will lunge with the Energy Sword while the target reticule is red.  While switching weapons when the target reticule is red, the player can press Action to &amp;quot;cancel&amp;quot; the switch and lunge as he pulls out the Energy Sword, allowing the player to lunge from range.&lt;br /&gt;
&lt;br /&gt;
To Swordfly, aim at an enemy with a ranged weapon, such as the Rocket Launcher or Beam Rifle.  Have the target reticule turn red and press the button combo Y-X-R (Switch Weapon - Action/Reload - Fire Right Weapon) in one frame.  If done correctly, the player will lunge at the enemy from long range.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover Launch (Halo 3)===&lt;br /&gt;
A Deployable Cover launch works similarly to a Superbounce in the sense that the player glitches himself in an object and launches himself very far afterwards.  This glitch can send players across long distances, but it is dangerous as the landing can kill the player.&lt;br /&gt;
&lt;br /&gt;
This trick requires a Deployable Cover.  To do this glitch, look down, jump, deploy the Deployable Cover after the apex of the jump, and crouch when you land.  This should result in the player crouching in the deployed cover.  After this, move forward very slowly, remain in the middle of the Deployable Cover, and the game engine will launch the player forward at a very high speed.&lt;br /&gt;
&lt;br /&gt;
A detailed video tutorial can be found [https://www.youtube.com/watch?v=GRbdBCNFO_Q here].&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping (Halo 3)===&lt;br /&gt;
&lt;br /&gt;
Certain equipment have a hitbox that allows players to utilize for a second jump in midair.  This trick is actually fairly simple to do.  While in midair, look down, deploy the equipment, and jump.  You will perform an extra jump immediately after the equipment has been used.&lt;br /&gt;
&lt;br /&gt;
The following equipment can be used for Equipment Jumping:&lt;br /&gt;
*Auto-Turret&lt;br /&gt;
*Deployable Cover&lt;br /&gt;
*Flare (Chief only)&lt;br /&gt;
*Power Drain (Elites only)&lt;br /&gt;
*Radar Jammer&lt;br /&gt;
*Trip Mine&lt;br /&gt;
&lt;br /&gt;
===Hammer Launching (Halo 3, Halo Reach, Halo 4)===&lt;br /&gt;
[[File:HammerLaunch.gif|thumbnail|right|Example of a Hammer Launch.]]&lt;br /&gt;
The Gravity Hammer can cause various objects to spin rapidly when the player hits the object with the hammer.  If the player is in contact with this object, the spin of this object will push the player with a large amount of force.  Players can use this to launch across large distances in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
For most objects, the player can walk up towards the object, jump, and press RT to swing the Gravity Hammer.  Different objects will require the player to aim differently or to move differently with the object.  For example, players will need to aim just above a small cubical box to launch whereas a Covenant Weapons Crate requires the player to aim at the box.&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21477</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21477"/>
				<updated>2016-06-19T20:52:07Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: /* Legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
&lt;br /&gt;
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement.  If a Marine gets in your way, you can kill him with a headshot with your Pistol.  If you do this, you may receive Frag Grenades, which will help later.&lt;br /&gt;
&lt;br /&gt;
===First Fight===&lt;br /&gt;
&lt;br /&gt;
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right.  Jump on top of the rock and look for a point where the rock walls make a corner.  Ghost-jump into the corner and spam-jump to get on top of the rock wall.  However, do not immediately jump down as you will hit the loading trigger for enemies.  Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down.  This will properly skip the majority of enemies in this area, but there are still some Grunts in the area.  Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades.  Make your way out of the area now.  [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot  by Grunts.  As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade.  A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret.  If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along.  As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave.  Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
===Jackal Carbine Area===&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21476</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21476"/>
				<updated>2016-06-19T04:08:03Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chapter 1'''&lt;br /&gt;
&lt;br /&gt;
As you approach the first fight, you can skip it entirely. You can do a jump up on a rock just before the first area to skip a load which triggers the enemies and the Phantoms to drop in. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. This jump is not necessary, it's good for full game. You can alternatively just run past. Hug the left hand side of the area, make sure you don't get shot in the back by Grunts. Make sure to grab a Plasma Pistol in this area, even if you do the skip. You can sit under the Phantom and get your shields back if you take damage. As you're approaching the exit of the area, watch the Brute Shot Brute coming from the right hand side. Plasma Pistol and headshot him with the Pistol so he doesn't kill you. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare.  If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Storm&amp;diff=21468</id>
		<title>The Storm</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Storm&amp;diff=21468"/>
				<updated>2016-05-16T07:18:41Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Storm&lt;br /&gt;
| image = [[File:TheStorm.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's something in the crater, something beneath the storm&amp;quot;&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
| previous = [[Tsavo Highway]]&lt;br /&gt;
| next = [[Floodgate]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Storm''' is the fourth playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:The Storm (level)|The Storm (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
- Kill the AA wraith and 2 of the Ghosts for the door to open in the 1st open area&lt;br /&gt;
&lt;br /&gt;
- 2nd area, Kill everything as well?&lt;br /&gt;
&lt;br /&gt;
- Plasma pistol snipe to kill the cannon&lt;br /&gt;
&lt;br /&gt;
- Drive Mongoose into building&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Segmented==&lt;br /&gt;
&lt;br /&gt;
===Ghost Town===&lt;br /&gt;
&lt;br /&gt;
===First Lakebed===&lt;br /&gt;
&lt;br /&gt;
===Second Lakebed===&lt;br /&gt;
&lt;br /&gt;
===Scarab Board===&lt;br /&gt;
&lt;br /&gt;
===Factory===&lt;br /&gt;
&lt;br /&gt;
===Destroying the AA Gun===&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-4]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Crow%27s_Nest&amp;diff=21467</id>
		<title>Crow's Nest</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Crow%27s_Nest&amp;diff=21467"/>
				<updated>2016-05-16T06:35:46Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: Adding subsections for organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Crow's Nest&lt;br /&gt;
| image = [[File:CrowsNest.jpg|300px]]&lt;br /&gt;
| caption = we can't. hold. out. for. ever&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
| previous = [[Sierra 117]]&lt;br /&gt;
| next = [[Tsavo Highway]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Crow's Nest''' is the second playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Crow's Nest (level)|Crow's Nest (level)]] for more general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
[[File:Crow's Nest Easy in 7 56 by HLGNagato|thumb|right|300px|Current record is 7:56 by HLGNagato]]The first part of the level is mostly walking up to the hangar&lt;br /&gt;
&lt;br /&gt;
'''The Hangar:''' When you make it there you want to slide jump down the stairs, because there's a really subtle trigger that spawns the 1st set of phantoms. There's a full BR in the basement of the hangar, if you happen to run out of ammo while dealing with the phantoms.&lt;br /&gt;
&lt;br /&gt;
'''FIGHTING STRATS GO HERE'''&lt;br /&gt;
&lt;br /&gt;
While you're walking out of the hangar you can do a launch off of one of the cones in the hallway '''(NEEDS A PICTURE OF THE CONE)'''&lt;br /&gt;
&lt;br /&gt;
'''Drone Fight: '''If you have any sticky nades when you make it to the drone fight you can use them to kill the drones that pick up the marine, because they can sometimes not get killed by any marines. To kill the drones coming out of the pipe you just aim slighty under the pipe with the turret at the left side of the room.&lt;br /&gt;
&lt;br /&gt;
After you kill all the drones you want to get a plasma pistol(or have acquired one beforehand) so you can weaken the brute chieftain in the next section, and after doing so you can just br him to death for his gravity hammer, just make sure you don't have any equipment, because he will drop a flare, and you can maybe accidentally pick it up instead of the hammer.&lt;br /&gt;
&lt;br /&gt;
[[File:Grate Launch|thumb|right|300px|Chasm Launch]]&lt;br /&gt;
&lt;br /&gt;
'''The 2 Hammer launches: '''After dropping down the shaft you want to crouch on the edge of the grate on the ground not facing wall and after the cortana moment is over you want to drop a nade so it lands against the wall so it's set up for a launch. You can do a hammer launch on your jump up, but there's a way smaller chance to die by hitting a wall by just doing it on your way down.&lt;br /&gt;
&lt;br /&gt;
When you get to the area with the big chasm, you want hit the door so that the pelican will load on the landing pad. After hitting the door you want to a hammer launch off the grate on the wall so you skip the entire brute section. Then you go hit the elevator button, and then jump on top of the light on the wall and then into the elevator, so you don't have to wait for the door to open(the elevator won't crush you).&lt;br /&gt;
&lt;br /&gt;
'''Landing pad fight: '''For the landing pad fight you want to kill 2 brutes and then jump on top of the pelican so you can get up to the top where 5 brutes will spawn. After you kill 5 brutes the door on the right side of the area will open with 4 additional brutes for you to kill. When all the brutes are dead you want to drop down to the fusion coil that is close to the door and set it up for a launch off of it. An easy way to set it up is to throw a spike grenade on the wall behind it.&lt;br /&gt;
&lt;br /&gt;
'''Escape: '''When you get past the cortana moment, you want to do a hammer launch off of the weapons case. Then after getting to the bomb room, you can do another launch off of a weapon case, which in an ideal scenario will get you right next to the bomb. When you get to the section where you did a DC lanch before you want to do a butterfly &amp;quot;jump&amp;quot; so you can ride one of the drones and finally, when you get to the hangar you want to launch off of the last weapon case and then enter the elevator to end the level.&lt;br /&gt;
&lt;br /&gt;
==Legendary== &lt;br /&gt;
===Know Your Role...===&lt;br /&gt;
&lt;br /&gt;
===Hallway Fights===&lt;br /&gt;
&lt;br /&gt;
===Hangar Fight===&lt;br /&gt;
&lt;br /&gt;
===Drone Fight===&lt;br /&gt;
&lt;br /&gt;
===Chieftain Fight===&lt;br /&gt;
&lt;br /&gt;
===Hammer Tricks===&lt;br /&gt;
&lt;br /&gt;
===Landing Pad Fight===&lt;br /&gt;
&lt;br /&gt;
===To the Bomb Room===&lt;br /&gt;
&lt;br /&gt;
===Bomb Room Fight===&lt;br /&gt;
&lt;br /&gt;
===Escape===&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-2]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Floodgate&amp;diff=21466</id>
		<title>Floodgate</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Floodgate&amp;diff=21466"/>
				<updated>2016-05-16T06:10:08Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Floodgate&lt;br /&gt;
| image = [[File:Floodgate.jpg|300px]]&lt;br /&gt;
| caption = &lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
| previous = [[The Storm]]&lt;br /&gt;
| next = [[The Ark]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Floodgate''' is the fifth playable level in [[w:c:halo:Halo 3|Halo 3]]. See [http://halo.wikia.com/wiki/Floodgate Floodgate (Halo Nation)] for general information.  Due to the lack of danger from enemies, there will be only one tutorial for this level, though difficulty-specific tactics and notable details will still be included.&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
===It Followed Me Home===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factory===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shadow of Intent===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tunnel===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flood, It Has Evolved===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Infinite Devil Machine===&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-5]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21465</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21465"/>
				<updated>2016-05-16T05:53:18Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.&lt;br /&gt;
&lt;br /&gt;
===Pipe Area===  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
===Entering Cortana Skip===&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
===Charlie Foxtrot===&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
===Jackal Sniper Forest===&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chapter 1'''&lt;br /&gt;
&lt;br /&gt;
As you approach the first fight, you can skip it entirely. You can do a jump up on a rock just before the first area to skip a load which triggers the enemies and the Phantoms to drop in. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. This jump is not necessary, it's good for full game. You can alternatively just run past. Hug the left hand side of the area, make sure you don't get shot in the back by Grunts. Make sure to grab a Plasma Pistol in this area, even if you do the skip. You can sit under the Phantom and get your shields back if you take damage. As you're approaching the exit of the area, watch the Brute Shot Brute coming from the right hand side. Plasma Pistol and headshot him with the Pistol so he doesn't kill you. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21464</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21464"/>
				<updated>2016-05-16T05:48:34Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
===Walk It Off===&lt;br /&gt;
&lt;br /&gt;
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things.  Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.  &lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
===Quid Quo Pro===&lt;br /&gt;
&lt;br /&gt;
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam.  Once the cutscene ends, jump down and make your way towards the lower level of the building to your right.  As you approach the building, there is a cylindrical object towards your left.  You can jump onto this.  On the wall of the building is a ledge upon which you can stand and walk.  Jump onto this and move towards the bridge.  Assuming your movement has been decent, there are enemies dropping out of a Phantom.  Dispatch these enemies quickly and move towards the prison.  To your left is another ledge, similar to the one on the other building.  You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior.  Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.&lt;br /&gt;
&lt;br /&gt;
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment.  The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick.  Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level.  Exit the prison and make your way back to the bridge.  Use your Hammer and Battle Rifle to clear out as many enemies as possible.  Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades.  Make your way across the Bridge and kill the last group of enemies.&lt;br /&gt;
&lt;br /&gt;
At this point, the Pelican should be spawning soon.  You will need to cross back to the Prison if you wish to do Early Pelican.  To do so, there is a broken bridge.  If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade.  This will allow you to make it back to the prison and to be in position to do the Early Pelican.&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level, but this forsakes the opportunity of saving potentially 20 seconds.  To learn how to perform the Early Pelican trick, see the &amp;quot;Early Pelican&amp;quot; section further down the page for more detail.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chapter 1'''&lt;br /&gt;
&lt;br /&gt;
As you approach the first fight, you can skip it entirely. You can do a jump up on a rock just before the first area to skip a load which triggers the enemies and the Phantoms to drop in. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. This jump is not necessary, it's good for full game. You can alternatively just run past. Hug the left hand side of the area, make sure you don't get shot in the back by Grunts. Make sure to grab a Plasma Pistol in this area, even if you do the skip. You can sit under the Phantom and get your shields back if you take damage. As you're approaching the exit of the area, watch the Brute Shot Brute coming from the right hand side. Plasma Pistol and headshot him with the Pistol so he doesn't kill you. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21463</id>
		<title>Sierra 117</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sierra_117&amp;diff=21463"/>
				<updated>2016-05-16T04:44:36Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sierra 117&lt;br /&gt;
| image = [[File:Sierra117.jpg|300px]]&lt;br /&gt;
| caption = For a brick, he fell pretty good&lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: ~x:xx&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Crow's Nest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
'''Chapter 1'''&lt;br /&gt;
&lt;br /&gt;
The first half of Sierra 117 is mainly focused on movement. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [https://www.youtube.com/watch?v=7JYWH8A7D30]&lt;br /&gt;
&lt;br /&gt;
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107]   &lt;br /&gt;
&lt;br /&gt;
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play &amp;quot;the floor is lava&amp;quot;, you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]&lt;br /&gt;
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]&lt;br /&gt;
&lt;br /&gt;
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. &lt;br /&gt;
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]&lt;br /&gt;
&lt;br /&gt;
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Once you reach the final area, you'll want to make your way straight to the prison. You'll want to kill enemies on the way there, because this is part of the trigger for the Pelican to arrive. Release Johnson, kill the hammer chieftain, take his hammer and use it to kill as many people as you can while heading back to the area you first dropped down from. There's a low chance the Chieftain will drop a Flare, this usually helps to make Early Pelican a lot easier. It doesn't always drop, so you shouldn't rely on it, he usually drops an invincibility. The end of the level trigger is once you're inside the Pelican. You can do a trick known as &amp;quot;Early Pelican&amp;quot; which involves either a hammer + grenade jump, or a grenade + flare jump. &lt;br /&gt;
&lt;br /&gt;
Line your left foot up with the crack on the ground, wait for the audio cue &amp;quot;Everyone down&amp;quot; Jump and nade the ground after that. Wait a split second after you land, then start walking backwards of the edge and Hammer jump into the pelican, remembering to hold crouch and turn towards the pelican while in mid air. [http://www.twitch.tv/shifty_time/c/4034323]&lt;br /&gt;
&lt;br /&gt;
Stand on the crack in the railing (the dark spot). Angle yourself so that you are perpendicular to the edge of the railing directly in front of you. Wait until the pilot says &amp;quot;Going loud,&amp;quot; then crouch, throw a Frag onto the dark spot, back up, jump, and swing the Hammer immediately. In the air, turn left toward the Pelican and hold crouch. [http://www.twitch.tv/auraxade/c/4140253]&lt;br /&gt;
&lt;br /&gt;
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level. Early Pelican saves about 20 seconds.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chapter 1'''&lt;br /&gt;
&lt;br /&gt;
As you approach the first fight, you can skip it entirely. You can do a jump up on a rock just before the first area to skip a load which triggers the enemies and the Phantoms to drop in. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. This jump is not necessary, it's good for full game. You can alternatively just run past. Hug the left hand side of the area, make sure you don't get shot in the back by Grunts. Make sure to grab a Plasma Pistol in this area, even if you do the skip. You can sit under the Phantom and get your shields back if you take damage. As you're approaching the exit of the area, watch the Brute Shot Brute coming from the right hand side. Plasma Pistol and headshot him with the Pistol so he doesn't kill you. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]&lt;br /&gt;
&lt;br /&gt;
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]&lt;br /&gt;
&lt;br /&gt;
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.&lt;br /&gt;
&lt;br /&gt;
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]&lt;br /&gt;
&lt;br /&gt;
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.&lt;br /&gt;
&lt;br /&gt;
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. &lt;br /&gt;
&lt;br /&gt;
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. &lt;br /&gt;
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. &lt;br /&gt;
&lt;br /&gt;
Gap jumps:  [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]&lt;br /&gt;
&lt;br /&gt;
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]&lt;br /&gt;
&lt;br /&gt;
'''Chapter 2'''&lt;br /&gt;
&lt;br /&gt;
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]&lt;br /&gt;
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.&lt;br /&gt;
&lt;br /&gt;
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]&lt;br /&gt;
&lt;br /&gt;
==Important Tricks==&lt;br /&gt;
&lt;br /&gt;
===Chasm Jump===&lt;br /&gt;
&lt;br /&gt;
===Early Pelican===&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-1]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=21459</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=21459"/>
				<updated>2016-04-20T17:49:40Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 3's a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&amp;amp;list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty.&lt;br /&gt;
&lt;br /&gt;
All joking aside, Halo 3 is the third installment of the Halo franchise.  The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST.  Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games.&lt;br /&gt;
&lt;br /&gt;
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times.  Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Sierra 117]]&lt;br /&gt;
*[[Crow's Nest]]&lt;br /&gt;
*[[Tsavo Highway]]&lt;br /&gt;
*[[The Storm]]&lt;br /&gt;
*[[Floodgate]]&lt;br /&gt;
*[[The Ark]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[Cortana]]&lt;br /&gt;
*[[Halo (Halo 3)]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
With the Newtonian physics engine in Halo 3, extra horizontal speed can be obtained by jumping upon landing on a sloped surface.  By jumping immediately after landing on a sloped surface, the physics engine will convert the player's downward velocity into horizontal velocity.&lt;br /&gt;
&lt;br /&gt;
===Ghost Jump===&lt;br /&gt;
&lt;br /&gt;
===Hammer Launching===&lt;br /&gt;
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer.  Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time.  Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles.  To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer.  Different objects require different positions in relation to the object.&lt;br /&gt;
&lt;br /&gt;
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
===Butterflying===&lt;br /&gt;
Butterflying is an exploitation of the melee and reload mechanics.  When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy.  At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload.  Manual reloads can happen if the player has a partially filled clip with ammo reserves left.&lt;br /&gt;
&lt;br /&gt;
[[File:Butterfly.gif|thumbnail|left|A player Butterflying to &amp;quot;ride&amp;quot; a Drone.]]&lt;br /&gt;
&lt;br /&gt;
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round.  Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly.  The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.&lt;br /&gt;
&lt;br /&gt;
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around.  However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level.  Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover (DC) Launching===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hqzDk5dUHMQ|250|right|DC Launching tutorial.}}&lt;br /&gt;
Deployable Cover Launching, or DC Launching for short, is a glitch where the player forces himself into the geometry of a Deployable Cover.  Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects, and this sometimes results in objects launching away from each other at very high speeds.  Having said this, the DC Launch exploits this mechanic; when a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds.  Doing this allows players to cover large distances in little time.  However, because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing.  To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.&lt;br /&gt;
&lt;br /&gt;
On MCC, it is possible to clip through walls with the DC Launch.  To do so, perform the DC Launch very close to a wall.  Once the launch is performed, the player will launch past the wall, essentially going through it.&lt;br /&gt;
&lt;br /&gt;
Here are different methods of doing the DC Launch:&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=PgVhMRvxJnw|250|right|An example of Equipment Jumping at 3:35.}}&lt;br /&gt;
Equipment Jumping allows you to get a &amp;quot;double jump&amp;quot; and gain extra height/distance.&lt;br /&gt;
&lt;br /&gt;
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.&lt;br /&gt;
&lt;br /&gt;
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The descriptions for these enemies are written for Legendary runners.  Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.&lt;br /&gt;
&lt;br /&gt;
===Brutes===&lt;br /&gt;
Brutes are the one of the main enemies encountered in Halo 3.  They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields.  However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.&lt;br /&gt;
&lt;br /&gt;
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield.  Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover.  Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second.  &lt;br /&gt;
&lt;br /&gt;
There are many ranks of Brutes, but most of them are similar.  Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively.  Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches.  The other two ranks of Brute Infantry usually drop Bubble Shields when killed.&lt;br /&gt;
&lt;br /&gt;
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively.  They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields.  Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields.  The Noob Combo or Sniper weapons are recommended for dispatching Captains.  There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains.  However, they have weaker shields and Pale Blue armor.&lt;br /&gt;
&lt;br /&gt;
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively.  Chieftains will always have a Gravity Hammer and either a Flare or Invincibility.  They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots.  War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain.  They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities.  Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields.  In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles.  They have weak shields and have a visible ripple while moving.  Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.&lt;br /&gt;
&lt;br /&gt;
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]&lt;br /&gt;
&lt;br /&gt;
===Grunts===&lt;br /&gt;
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player.  While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels.  Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.&lt;br /&gt;
&lt;br /&gt;
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless.  However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands.  Should they do this, it is strongly recommended to take them out quickly before they get too close.  &lt;br /&gt;
&lt;br /&gt;
While they are adept at a support role, Grunts are still weak compared to other enemies.  Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them.  Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage.  When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.&lt;br /&gt;
&lt;br /&gt;
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy.  They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them.  Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor.  Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors.  Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.&lt;br /&gt;
&lt;br /&gt;
===Jackals===&lt;br /&gt;
Jackals are one of the most annoying enemies to deal with in Halo 3.  They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.&lt;br /&gt;
&lt;br /&gt;
Jackals come in 3 ranks: Minor, Major, and Marksmen.  Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand.  While the shield is very robust, there is a gap on in the shield that reveals their left hand.  Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot.  Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.&lt;br /&gt;
&lt;br /&gt;
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol.  Often, they are positioned in high areas where they can gun down the player, and they are very dangerous.  Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits.  However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.&lt;br /&gt;
&lt;br /&gt;
===Hunters===&lt;br /&gt;
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun.  There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant.  The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank.  The pair of Hunters on The Covenant are almost always ignored.&lt;br /&gt;
&lt;br /&gt;
However, despite their rarity, they are very dangerous.  Hunters are beefy walking tanks with dangerous attacks.  They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks.  The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit.  In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones.  However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons..  However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.&lt;br /&gt;
&lt;br /&gt;
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons.  On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe.  On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.&lt;br /&gt;
&lt;br /&gt;
===Flood Combat Forms===&lt;br /&gt;
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear.  They come in 3 variants: Human, Brute, and Elite.  Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.&lt;br /&gt;
&lt;br /&gt;
Human and Brute variants are very similar; they have no shields and are quite fragile.  One melee or headshot will kill them easily.  Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust.  It takes a significant amount of ammunition in order to break their shields.  Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot.  However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.&lt;br /&gt;
&lt;br /&gt;
===Flood Carrier Forms===&lt;br /&gt;
Flood Carrier forms are slow and pose no threat from ranged.  Their only attack is to walk up to the player, drop dead, and explode.  Doing so will release a swarm of Infection Forms.  If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are very weak.  They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively.  However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.&lt;br /&gt;
&lt;br /&gt;
There are several ways to kill a Carrier Form without having it spawn more Infection Forms.  Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns.  Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect.  The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Stalker)===&lt;br /&gt;
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form.  Sometimes, they will run towards the player and then mutate into a Flood Tank Form.  They often do not participate in combat, but they do have melee attacks.  Their melee attack is strong enough to deplete the player's shields, but they rarely attack.  Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Ranged)===&lt;br /&gt;
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana.  They often stick themselves onto walls, shooting the player with Carbine-like projectiles.  They are resiliant to ranged weapons and often stay out of melee range.  Like Carbine-wielding Jackals, they are capable of killing the player with a headshot.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks.  If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades.  If grenades are not available, the Needler is the next best alternative.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Tank)===&lt;br /&gt;
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks.  They are beefy, and they have powerful melee attacks.  Caution should be advised when engaging in melee combat as they can kill the player with one single swipe.  Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.&lt;br /&gt;
&lt;br /&gt;
Dealing with them is not too difficult.  Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them.  Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe.  Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons.  The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit.  However, all other weapons tend to not fare well.&lt;br /&gt;
&lt;br /&gt;
==Weapons and Equipment==&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=21458</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=21458"/>
				<updated>2016-04-20T16:11:41Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 3's a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&amp;amp;list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty.&lt;br /&gt;
&lt;br /&gt;
All joking aside, Halo 3 is the third installment of the Halo franchise.  The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST.  Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games.&lt;br /&gt;
&lt;br /&gt;
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times.  Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Sierra 117]]&lt;br /&gt;
*[[Crow's Nest]]&lt;br /&gt;
*[[Tsavo Highway]]&lt;br /&gt;
*[[The Storm]]&lt;br /&gt;
*[[Floodgate]]&lt;br /&gt;
*[[The Ark]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[Cortana]]&lt;br /&gt;
*[[Halo (Halo 3)]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
&lt;br /&gt;
===Ghost Jump===&lt;br /&gt;
&lt;br /&gt;
===Hammer Launching===&lt;br /&gt;
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer.  Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time.  Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles.  To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer.  Different objects require different positions in relation to the object.&lt;br /&gt;
&lt;br /&gt;
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
===Butterflying===&lt;br /&gt;
Butterflying is an exploitation of the melee and reload mechanics.  When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy.  At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload.  Manual reloads can happen if the player has a partially filled clip with ammo reserves left.&lt;br /&gt;
&lt;br /&gt;
[[File:Butterfly.gif|thumbnail|left|A player Butterflying to &amp;quot;ride&amp;quot; a Drone.]]&lt;br /&gt;
&lt;br /&gt;
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round.  Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly.  The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.&lt;br /&gt;
&lt;br /&gt;
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around.  However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level.  Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover (DC) Launching===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hqzDk5dUHMQ|250|right|DC Launching tutorial.}}&lt;br /&gt;
Deployable Cover Launching, or DC Launching for short, is a glitch where the player forces himself into the geometry of a Deployable Cover.  Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects, and this sometimes results in objects launching away from each other at very high speeds.  Having said this, the DC Launch exploits this mechanic; when a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds.  Doing this allows players to cover large distances in little time.  However, because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing.  To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.&lt;br /&gt;
&lt;br /&gt;
On MCC, it is possible to clip through walls with the DC Launch.  To do so, perform the DC Launch very close to a wall.  Once the launch is performed, the player will launch past the wall, essentially going through it.&lt;br /&gt;
&lt;br /&gt;
Here are different methods of doing the DC Launch:&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=PgVhMRvxJnw|250|right|An example of Equipment Jumping at 3:35.}}&lt;br /&gt;
Equipment Jumping allows you to get a &amp;quot;double jump&amp;quot; and gain extra height/distance.&lt;br /&gt;
&lt;br /&gt;
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.&lt;br /&gt;
&lt;br /&gt;
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The descriptions for these enemies are written for Legendary runners.  Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.&lt;br /&gt;
&lt;br /&gt;
===Brutes===&lt;br /&gt;
Brutes are the one of the main enemies encountered in Halo 3.  They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields.  However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.&lt;br /&gt;
&lt;br /&gt;
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield.  Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover.  Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second.  &lt;br /&gt;
&lt;br /&gt;
There are many ranks of Brutes, but most of them are similar.  Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively.  Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches.  The other two ranks of Brute Infantry usually drop Bubble Shields when killed.&lt;br /&gt;
&lt;br /&gt;
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively.  They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields.  Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields.  The Noob Combo or Sniper weapons are recommended for dispatching Captains.  There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains.  However, they have weaker shields and Pale Blue armor.&lt;br /&gt;
&lt;br /&gt;
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively.  Chieftains will always have a Gravity Hammer and either a Flare or Invincibility.  They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots.  War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain.  They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities.  Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields.  In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles.  They have weak shields and have a visible ripple while moving.  Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.&lt;br /&gt;
&lt;br /&gt;
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]&lt;br /&gt;
&lt;br /&gt;
===Grunts===&lt;br /&gt;
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player.  While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels.  Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.&lt;br /&gt;
&lt;br /&gt;
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless.  However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands.  Should they do this, it is strongly recommended to take them out quickly before they get too close.  &lt;br /&gt;
&lt;br /&gt;
While they are adept at a support role, Grunts are still weak compared to other enemies.  Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them.  Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage.  When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.&lt;br /&gt;
&lt;br /&gt;
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy.  They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them.  Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor.  Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors.  Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.&lt;br /&gt;
&lt;br /&gt;
===Jackals===&lt;br /&gt;
Jackals are one of the most annoying enemies to deal with in Halo 3.  They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.&lt;br /&gt;
&lt;br /&gt;
Jackals come in 3 ranks: Minor, Major, and Marksmen.  Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand.  While the shield is very robust, there is a gap on in the shield that reveals their left hand.  Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot.  Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.&lt;br /&gt;
&lt;br /&gt;
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol.  Often, they are positioned in high areas where they can gun down the player, and they are very dangerous.  Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits.  However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.&lt;br /&gt;
&lt;br /&gt;
===Hunters===&lt;br /&gt;
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun.  There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant.  The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank.  The pair of Hunters on The Covenant are almost always ignored.&lt;br /&gt;
&lt;br /&gt;
However, despite their rarity, they are very dangerous.  Hunters are beefy walking tanks with dangerous attacks.  They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks.  The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit.  In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones.  However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons..  However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.&lt;br /&gt;
&lt;br /&gt;
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons.  On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe.  On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.&lt;br /&gt;
&lt;br /&gt;
===Flood Combat Forms===&lt;br /&gt;
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear.  They come in 3 variants: Human, Brute, and Elite.  Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.&lt;br /&gt;
&lt;br /&gt;
Human and Brute variants are very similar; they have no shields and are quite fragile.  One melee or headshot will kill them easily.  Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust.  It takes a significant amount of ammunition in order to break their shields.  Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot.  However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.&lt;br /&gt;
&lt;br /&gt;
===Flood Carrier Forms===&lt;br /&gt;
Flood Carrier forms are slow and pose no threat from ranged.  Their only attack is to walk up to the player, drop dead, and explode.  Doing so will release a swarm of Infection Forms.  If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are very weak.  They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively.  However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.&lt;br /&gt;
&lt;br /&gt;
There are several ways to kill a Carrier Form without having it spawn more Infection Forms.  Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns.  Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect.  The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Stalker)===&lt;br /&gt;
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form.  Sometimes, they will run towards the player and then mutate into a Flood Tank Form.  They often do not participate in combat, but they do have melee attacks.  Their melee attack is strong enough to deplete the player's shields, but they rarely attack.  Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Ranged)===&lt;br /&gt;
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana.  They often stick themselves onto walls, shooting the player with Carbine-like projectiles.  They are resiliant to ranged weapons and often stay out of melee range.  Like Carbine-wielding Jackals, they are capable of killing the player with a headshot.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks.  If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades.  If grenades are not available, the Needler is the next best alternative.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Tank)===&lt;br /&gt;
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks.  They are beefy, and they have powerful melee attacks.  Caution should be advised when engaging in melee combat as they can kill the player with one single swipe.  Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.&lt;br /&gt;
&lt;br /&gt;
Dealing with them is not too difficult.  Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them.  Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe.  Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons.  The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit.  However, all other weapons tend to not fare well.&lt;br /&gt;
&lt;br /&gt;
==Weapons and Equipment==&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=21457</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=21457"/>
				<updated>2016-04-20T16:07:32Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 3's a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&amp;amp;list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty.&lt;br /&gt;
&lt;br /&gt;
All joking aside, Halo 3 is the third installment of the Halo franchise.  The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST.  Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games.&lt;br /&gt;
&lt;br /&gt;
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times.  Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Sierra 117]]&lt;br /&gt;
*[[Crow's Nest]]&lt;br /&gt;
*[[Tsavo Highway]]&lt;br /&gt;
*[[The Storm]]&lt;br /&gt;
*[[Floodgate]]&lt;br /&gt;
*[[The Ark]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[Cortana]]&lt;br /&gt;
*[[Halo (Halo 3)]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
===Hammer Launching===&lt;br /&gt;
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer.  Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time.  Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles.  To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer.  Different objects require different positions in relation to the object.&lt;br /&gt;
&lt;br /&gt;
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
===Butterflying===&lt;br /&gt;
Butterflying is an exploitation of the melee and reload mechanics.  When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy.  At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload.  Manual reloads can happen if the player has a partially filled clip with ammo reserves left.&lt;br /&gt;
&lt;br /&gt;
[[File:Butterfly.gif|thumbnail|left|A player Butterflying to &amp;quot;ride&amp;quot; a Drone.]]&lt;br /&gt;
&lt;br /&gt;
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round.  Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly.  The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.&lt;br /&gt;
&lt;br /&gt;
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around.  However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level.  Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover (DC) Launching===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hqzDk5dUHMQ|250|right|DC Launching tutorial.}}&lt;br /&gt;
Deployable Cover Launching, or DC Launching for short, is a glitch where the player forces himself into the geometry of a Deployable Cover.  Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects, and this sometimes results in objects launching away from each other at very high speeds.  Having said this, the DC Launch exploits this mechanic; when a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds.  Doing this allows players to cover large distances in little time.  However, because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing.  To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=PgVhMRvxJnw|250|right|An example of Equipment Jumping at 3:35.}}&lt;br /&gt;
Equipment Jumping allows you to get a &amp;quot;double jump&amp;quot; and gain extra height/distance.&lt;br /&gt;
&lt;br /&gt;
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.&lt;br /&gt;
&lt;br /&gt;
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The descriptions for these enemies are written for Legendary runners.  Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.&lt;br /&gt;
&lt;br /&gt;
===Brutes===&lt;br /&gt;
Brutes are the one of the main enemies encountered in Halo 3.  They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields.  However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.&lt;br /&gt;
&lt;br /&gt;
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield.  Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover.  Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second.  &lt;br /&gt;
&lt;br /&gt;
There are many ranks of Brutes, but most of them are similar.  Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively.  Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches.  The other two ranks of Brute Infantry usually drop Bubble Shields when killed.&lt;br /&gt;
&lt;br /&gt;
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively.  They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields.  Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields.  The Noob Combo or Sniper weapons are recommended for dispatching Captains.  There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains.  However, they have weaker shields and Pale Blue armor.&lt;br /&gt;
&lt;br /&gt;
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively.  Chieftains will always have a Gravity Hammer and either a Flare or Invincibility.  They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots.  War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain.  They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities.  Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields.  In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles.  They have weak shields and have a visible ripple while moving.  Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.&lt;br /&gt;
&lt;br /&gt;
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]&lt;br /&gt;
&lt;br /&gt;
===Grunts===&lt;br /&gt;
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player.  While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels.  Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.&lt;br /&gt;
&lt;br /&gt;
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless.  However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands.  Should they do this, it is strongly recommended to take them out quickly before they get too close.  &lt;br /&gt;
&lt;br /&gt;
While they are adept at a support role, Grunts are still weak compared to other enemies.  Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them.  Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage.  When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.&lt;br /&gt;
&lt;br /&gt;
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy.  They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them.  Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor.  Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors.  Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.&lt;br /&gt;
&lt;br /&gt;
===Jackals===&lt;br /&gt;
Jackals are one of the most annoying enemies to deal with in Halo 3.  They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.&lt;br /&gt;
&lt;br /&gt;
Jackals come in 3 ranks: Minor, Major, and Marksmen.  Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand.  While the shield is very robust, there is a gap on in the shield that reveals their left hand.  Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot.  Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.&lt;br /&gt;
&lt;br /&gt;
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol.  Often, they are positioned in high areas where they can gun down the player, and they are very dangerous.  Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits.  However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.&lt;br /&gt;
&lt;br /&gt;
===Hunters===&lt;br /&gt;
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun.  There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant.  The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank.  The pair of Hunters on The Covenant are almost always ignored.&lt;br /&gt;
&lt;br /&gt;
However, despite their rarity, they are very dangerous.  Hunters are beefy walking tanks with dangerous attacks.  They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks.  The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit.  In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones.  However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons..  However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.&lt;br /&gt;
&lt;br /&gt;
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons.  On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe.  On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.&lt;br /&gt;
&lt;br /&gt;
===Flood Combat Forms===&lt;br /&gt;
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear.  They come in 3 variants: Human, Brute, and Elite.  Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.&lt;br /&gt;
&lt;br /&gt;
Human and Brute variants are very similar; they have no shields and are quite fragile.  One melee or headshot will kill them easily.  Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust.  It takes a significant amount of ammunition in order to break their shields.  Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot.  However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.&lt;br /&gt;
&lt;br /&gt;
===Flood Carrier Forms===&lt;br /&gt;
Flood Carrier forms are slow and pose no threat from ranged.  Their only attack is to walk up to the player, drop dead, and explode.  Doing so will release a swarm of Infection Forms.  If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are very weak.  They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively.  However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.&lt;br /&gt;
&lt;br /&gt;
There are several ways to kill a Carrier Form without having it spawn more Infection Forms.  Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns.  Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect.  The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Stalker)===&lt;br /&gt;
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form.  Sometimes, they will run towards the player and then mutate into a Flood Tank Form.  They often do not participate in combat, but they do have melee attacks.  Their melee attack is strong enough to deplete the player's shields, but they rarely attack.  Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Ranged)===&lt;br /&gt;
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana.  They often stick themselves onto walls, shooting the player with Carbine-like projectiles.  They are resiliant to ranged weapons and often stay out of melee range.  Like Carbine-wielding Jackals, they are capable of killing the player with a headshot.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks.  If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades.  If grenades are not available, the Needler is the next best alternative.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Tank)===&lt;br /&gt;
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks.  They are beefy, and they have powerful melee attacks.  Caution should be advised when engaging in melee combat as they can kill the player with one single swipe.  Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.&lt;br /&gt;
&lt;br /&gt;
Dealing with them is not too difficult.  Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them.  Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe.  Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons.  The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit.  However, all other weapons tend to not fare well.&lt;br /&gt;
&lt;br /&gt;
==Weapons and Equipment==&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=20851</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=20851"/>
				<updated>2016-04-15T21:37:40Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 3's a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&amp;amp;list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty.&lt;br /&gt;
&lt;br /&gt;
All joking aside, Halo 3 is the third installment of the Halo franchise.  The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST.  Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games.&lt;br /&gt;
&lt;br /&gt;
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times.  Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Sierra 117]]&lt;br /&gt;
*[[Crow's Nest]]&lt;br /&gt;
*[[Tsavo Highway]]&lt;br /&gt;
*[[The Storm]]&lt;br /&gt;
*[[Floodgate]]&lt;br /&gt;
*[[The Ark]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[Cortana]]&lt;br /&gt;
*[[Halo (Halo 3)]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
===Hammer Launching===&lt;br /&gt;
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer.  Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time.  Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles.  To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer.  Different objects require different positions in relation to the object.&lt;br /&gt;
&lt;br /&gt;
You can achieve increased power and distance by deploying a Trip Mine or Power Drain near the box before swinging. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
===Butterflying===&lt;br /&gt;
Butterflying is an exploitation of the melee and reload mechanics.  When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy.  At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload.  Manual reloads can happen if the player has a partially filled clip with ammo reserves left.&lt;br /&gt;
&lt;br /&gt;
[[File:Butterfly.gif|thumbnail|left|A player Butterflying to &amp;quot;ride&amp;quot; a Drone.]]&lt;br /&gt;
&lt;br /&gt;
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round.  Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly.  The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.&lt;br /&gt;
&lt;br /&gt;
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around.  However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level.  Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover (DC) Launching===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hqzDk5dUHMQ|250|right|DC Launching tutorial.}}&lt;br /&gt;
Deployable Cover Launching, or DC Launching for short, is a glitch where the player forces himself into the geometry of a Deployable Cover.  Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects, and this sometimes results in objects launching away from each other at very high speeds.  Having said this, the DC Launch exploits this mechanic; when a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds.  Doing this allows players to cover large distances in little time.  However, because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing.  To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=PgVhMRvxJnw|250|right|An example of Equipment Jumping at 3:35.}}&lt;br /&gt;
Equipment Jumping allows you to get a &amp;quot;double jump&amp;quot; and gain extra height/distance.&lt;br /&gt;
&lt;br /&gt;
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.&lt;br /&gt;
&lt;br /&gt;
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The descriptions for these enemies are written for Legendary runners.  Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.&lt;br /&gt;
&lt;br /&gt;
===Brutes===&lt;br /&gt;
Brutes are the one of the main enemies encountered in Halo 3.  They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields.  However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.&lt;br /&gt;
&lt;br /&gt;
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield.  Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover.  Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second.  &lt;br /&gt;
&lt;br /&gt;
There are many ranks of Brutes, but most of them are similar.  Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively.  Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches.  The other two ranks of Brute Infantry usually drop Bubble Shields when killed.&lt;br /&gt;
&lt;br /&gt;
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively.  They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields.  Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields.  The Noob Combo or Sniper weapons are recommended for dispatching Captains.  There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains.  However, they have weaker shields and Pale Blue armor.&lt;br /&gt;
&lt;br /&gt;
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively.  Chieftains will always have a Gravity Hammer and either a Flare or Invincibility.  They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots.  War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain.  They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities.  Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields.  In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles.  They have weak shields and have a visible ripple while moving.  Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.&lt;br /&gt;
&lt;br /&gt;
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]&lt;br /&gt;
&lt;br /&gt;
===Grunts===&lt;br /&gt;
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player.  While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels.  Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.&lt;br /&gt;
&lt;br /&gt;
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless.  However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands.  Should they do this, it is strongly recommended to take them out quickly before they get too close.  &lt;br /&gt;
&lt;br /&gt;
While they are adept at a support role, Grunts are still weak compared to other enemies.  Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them.  Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage.  When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.&lt;br /&gt;
&lt;br /&gt;
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy.  They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them.  Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor.  Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors.  Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.&lt;br /&gt;
&lt;br /&gt;
===Jackals===&lt;br /&gt;
Jackals are one of the most annoying enemies to deal with in Halo 3.  They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.&lt;br /&gt;
&lt;br /&gt;
Jackals come in 3 ranks: Minor, Major, and Marksmen.  Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand.  While the shield is very robust, there is a gap on in the shield that reveals their left hand.  Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot.  Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.&lt;br /&gt;
&lt;br /&gt;
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol.  Often, they are positioned in high areas where they can gun down the player, and they are very dangerous.  Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits.  However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.&lt;br /&gt;
&lt;br /&gt;
===Hunters===&lt;br /&gt;
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun.  There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant.  The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank.  The pair of Hunters on The Covenant are almost always ignored.&lt;br /&gt;
&lt;br /&gt;
However, despite their rarity, they are very dangerous.  Hunters are beefy walking tanks with dangerous attacks.  They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks.  The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit.  In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones.  However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons..  However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.&lt;br /&gt;
&lt;br /&gt;
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons.  On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe.  On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.&lt;br /&gt;
&lt;br /&gt;
===Flood Combat Forms===&lt;br /&gt;
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear.  They come in 3 variants: Human, Brute, and Elite.  Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.&lt;br /&gt;
&lt;br /&gt;
Human and Brute variants are very similar; they have no shields and are quite fragile.  One melee or headshot will kill them easily.  Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust.  It takes a significant amount of ammunition in order to break their shields.  Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot.  However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.&lt;br /&gt;
&lt;br /&gt;
===Flood Carrier Forms===&lt;br /&gt;
Flood Carrier forms are slow and pose no threat from ranged.  Their only attack is to walk up to the player, drop dead, and explode.  Doing so will release a swarm of Infection Forms.  If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are very weak.  They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively.  However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.&lt;br /&gt;
&lt;br /&gt;
There are several ways to kill a Carrier Form without having it spawn more Infection Forms.  Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns.  Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect.  The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Stalker)===&lt;br /&gt;
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form.  Sometimes, they will run towards the player and then mutate into a Flood Tank Form.  They often do not participate in combat, but they do have melee attacks.  Their melee attack is strong enough to deplete the player's shields, but they rarely attack.  Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Ranged)===&lt;br /&gt;
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana.  They often stick themselves onto walls, shooting the player with Carbine-like projectiles.  They are resiliant to ranged weapons and often stay out of melee range.  Like Carbine-wielding Jackals, they are capable of killing the player with a headshot.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks.  If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades.  If grenades are not available, the Needler is the next best alternative.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Tank)===&lt;br /&gt;
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks.  They are beefy, and they have powerful melee attacks.  Caution should be advised when engaging in melee combat as they can kill the player with one single swipe.  Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.&lt;br /&gt;
&lt;br /&gt;
Dealing with them is not too difficult.  Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them.  Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe.  Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons.  The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit.  However, all other weapons tend to not fare well.&lt;br /&gt;
&lt;br /&gt;
==Weapons and Equipment==&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=File:Butterfly.gif&amp;diff=20850</id>
		<title>File:Butterfly.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=File:Butterfly.gif&amp;diff=20850"/>
				<updated>2016-04-15T21:35:34Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=20846</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=20846"/>
				<updated>2016-04-15T21:05:26Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 3's a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&amp;amp;list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty.&lt;br /&gt;
&lt;br /&gt;
All joking aside, Halo 3 is the third installment of the Halo franchise.  The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST.  Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games.&lt;br /&gt;
&lt;br /&gt;
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times.  Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Sierra 117]]&lt;br /&gt;
*[[Crow's Nest]]&lt;br /&gt;
*[[Tsavo Highway]]&lt;br /&gt;
*[[The Storm]]&lt;br /&gt;
*[[Floodgate]]&lt;br /&gt;
*[[The Ark]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[Cortana]]&lt;br /&gt;
*[[Halo (Halo 3)]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
===Hammer Launching===&lt;br /&gt;
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer.  Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time.  Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles.  To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer.  Different objects require different positions in relation to the object.&lt;br /&gt;
&lt;br /&gt;
You can achieve increased power and distance by deploying a Trip Mine or Power Drain near the box before swinging. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
===Butterflying===&lt;br /&gt;
Butterflying is an exploitation of the melee and reload mechanics.  When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy.  At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload.  Manual reloads can happen if the player has a partially filled clip with ammo reserves left.&lt;br /&gt;
&lt;br /&gt;
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round.  Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly.  The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.&lt;br /&gt;
&lt;br /&gt;
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around.  However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level.  Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover (DC) Launching===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hqzDk5dUHMQ|250|right|DC Launching tutorial.}}&lt;br /&gt;
Deployable Cover Launching, or DC Launching for short, is a glitch where the player forces himself into the geometry of a Deployable Cover.  Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects, and this sometimes results in objects launching away from each other at very high speeds.  Having said this, the DC Launch exploits this mechanic; when a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds.  Doing this allows players to cover large distances in little time.  However, because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing.  To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=PgVhMRvxJnw|250|right|An example of Equipment Jumping at 3:35.}}&lt;br /&gt;
Equipment Jumping allows you to get a &amp;quot;double jump&amp;quot; and gain extra height/distance.&lt;br /&gt;
&lt;br /&gt;
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.&lt;br /&gt;
&lt;br /&gt;
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The descriptions for these enemies are written for Legendary runners.  Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.&lt;br /&gt;
&lt;br /&gt;
===Brutes===&lt;br /&gt;
Brutes are the one of the main enemies encountered in Halo 3.  They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields.  However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.&lt;br /&gt;
&lt;br /&gt;
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield.  Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover.  Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second.  &lt;br /&gt;
&lt;br /&gt;
There are many ranks of Brutes, but most of them are similar.  Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively.  Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches.  The other two ranks of Brute Infantry usually drop Bubble Shields when killed.&lt;br /&gt;
&lt;br /&gt;
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively.  They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields.  Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields.  The Noob Combo or Sniper weapons are recommended for dispatching Captains.  There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains.  However, they have weaker shields and Pale Blue armor.&lt;br /&gt;
&lt;br /&gt;
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively.  Chieftains will always have a Gravity Hammer and either a Flare or Invincibility.  They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots.  War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain.  They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities.  Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields.  In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles.  They have weak shields and have a visible ripple while moving.  Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.&lt;br /&gt;
&lt;br /&gt;
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]&lt;br /&gt;
&lt;br /&gt;
===Grunts===&lt;br /&gt;
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player.  While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels.  Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.&lt;br /&gt;
&lt;br /&gt;
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless.  However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands.  Should they do this, it is strongly recommended to take them out quickly before they get too close.  &lt;br /&gt;
&lt;br /&gt;
While they are adept at a support role, Grunts are still weak compared to other enemies.  Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them.  Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage.  When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.&lt;br /&gt;
&lt;br /&gt;
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy.  They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them.  Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor.  Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors.  Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.&lt;br /&gt;
&lt;br /&gt;
===Jackals===&lt;br /&gt;
Jackals are one of the most annoying enemies to deal with in Halo 3.  They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.&lt;br /&gt;
&lt;br /&gt;
Jackals come in 3 ranks: Minor, Major, and Marksmen.  Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand.  While the shield is very robust, there is a gap on in the shield that reveals their left hand.  Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot.  Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.&lt;br /&gt;
&lt;br /&gt;
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol.  Often, they are positioned in high areas where they can gun down the player, and they are very dangerous.  Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits.  However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.&lt;br /&gt;
&lt;br /&gt;
===Hunters===&lt;br /&gt;
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun.  There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant.  The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank.  The pair of Hunters on The Covenant are almost always ignored.&lt;br /&gt;
&lt;br /&gt;
However, despite their rarity, they are very dangerous.  Hunters are beefy walking tanks with dangerous attacks.  They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks.  The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit.  In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones.  However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons..  However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.&lt;br /&gt;
&lt;br /&gt;
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons.  On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe.  On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.&lt;br /&gt;
&lt;br /&gt;
===Flood Combat Forms===&lt;br /&gt;
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear.  They come in 3 variants: Human, Brute, and Elite.  Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.&lt;br /&gt;
&lt;br /&gt;
Human and Brute variants are very similar; they have no shields and are quite fragile.  One melee or headshot will kill them easily.  Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust.  It takes a significant amount of ammunition in order to break their shields.  Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot.  However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.&lt;br /&gt;
&lt;br /&gt;
===Flood Carrier Forms===&lt;br /&gt;
Flood Carrier forms are slow and pose no threat from ranged.  Their only attack is to walk up to the player, drop dead, and explode.  Doing so will release a swarm of Infection Forms.  If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are very weak.  They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively.  However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.&lt;br /&gt;
&lt;br /&gt;
There are several ways to kill a Carrier Form without having it spawn more Infection Forms.  Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns.  Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect.  The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Stalker)===&lt;br /&gt;
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form.  Sometimes, they will run towards the player and then mutate into a Flood Tank Form.  They often do not participate in combat, but they do have melee attacks.  Their melee attack is strong enough to deplete the player's shields, but they rarely attack.  Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Ranged)===&lt;br /&gt;
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana.  They often stick themselves onto walls, shooting the player with Carbine-like projectiles.  They are resiliant to ranged weapons and often stay out of melee range.  Like Carbine-wielding Jackals, they are capable of killing the player with a headshot.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks.  If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades.  If grenades are not available, the Needler is the next best alternative.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Tank)===&lt;br /&gt;
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks.  They are beefy, and they have powerful melee attacks.  Caution should be advised when engaging in melee combat as they can kill the player with one single swipe.  Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.&lt;br /&gt;
&lt;br /&gt;
Dealing with them is not too difficult.  Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them.  Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe.  Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons.  The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit.  However, all other weapons tend to not fare well.&lt;br /&gt;
&lt;br /&gt;
==Weapons and Equipment==&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Tricks&amp;diff=20845</id>
		<title>Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Tricks&amp;diff=20845"/>
				<updated>2016-04-15T20:57:53Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are new to Halo speedrunning, these are some tricks, techniques and game mechanics that are widely applicable to the Halo series.&lt;br /&gt;
&lt;br /&gt;
= Basic Tricks =&lt;br /&gt;
&lt;br /&gt;
==Combat Techniques==&lt;br /&gt;
===Playing Claw===&lt;br /&gt;
[[File:How2Claw.png|thumbnail|right|How to claw.]]&lt;br /&gt;
Playing Claw allows you aim and press buttons at the same time. Use your index finger for the face buttons and middle finger for right trigger.  For certain control schemes, this allows the player to keep their thumb on the joystick while doing other things, such as jumping, sprinting, or using equipment.  Note that this is not an in-game trick.&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
The Noob Combo is the utilization of a weapon combination to take down enemies very quickly.  This combination requires a Plasma Pistol and any weapon capable of killing unshielded enemies with a single headshot, such as the Pistol, Battle Rifle, DMR, Carbine, Needle Rifle or Light Rifle.&lt;br /&gt;
&lt;br /&gt;
Upon approaching a shielded enemy, such as Elites and Brutes, charge the Plasma Pistol and shoot at your target.  If the shot hits, the enemy's shields will be depleted.  Switch to the headshot weapon and shoot the enemy in the head.  This will result in a quick kill.&lt;br /&gt;
&lt;br /&gt;
Some enemies may require more effort to kill with the Noob Combo.  Brute Chieftains in Halo 3 cannot die to a headshot unless their helmets are removed; therefore, it will take multiple shots from a Battle Rifle or Carbine to kill an unshielded Chieftain.  In Halo 4 Legendary, higher ranks of Elites sometimes require a second charged shot from your Plasma Pistol, making it more difficult to kill them.&lt;br /&gt;
&lt;br /&gt;
===Distraction Grenades===&lt;br /&gt;
[[File:Distraction.gif|thumbnail|left|All the enemies stare at the grenade while the player slips by.]]&lt;br /&gt;
Grenades can be used to manipulate enemies and to force them to do certain things.  Because Grenades are recognized as a high-level threat from the artificial intelligence, enemies will attempt to dodge them frequently.  This can be used to clear a path through the enemies or to force them into a certain position, such as near locked doors on [[The Truth and Reconciliation]].  If enemies have not spotted the player when he throws a grenade, the enemies will tend to go to the site of the explosion.  This can be used to distract enemies as well.&lt;br /&gt;
&lt;br /&gt;
In Halo: Combat Evolved, if enemies see the grenade before spotting the player, they will simply look at the grenade and remain stationary.  This tactic can be used to distract enemies or to get a stealthy kill on them.&lt;br /&gt;
&lt;br /&gt;
===Ally Damage Sponges===&lt;br /&gt;
When riding vehicles, having allies riding as passengers will provide defensive bonuses for the player.  Instead of the player taking 100% of incoming damage, the damage will be distributed among the player and passengers.  This tactic can allow players to survive heavy damage from enemies, especially on [[Outskirts]] and [[Tsavo Highway]] on Legendary Difficulty.&lt;br /&gt;
&lt;br /&gt;
Certain NPC (Johnson in Halo 2 and 3, Arbiter in Halo 3, Buck in ODST, and Noble Team in Reach) are either able to revive after dying or are unkillable. You can take advantage of this trait by letting them engage and distract enemies.&lt;br /&gt;
&lt;br /&gt;
===Melee Stun===&lt;br /&gt;
When hitting an enemy with a melee, the enemy will often stagger, rendering the enemy harmless for a few seconds.  While the enemy is staggered, the player can run past it or sometimes run behind it to assassinate it.&lt;br /&gt;
&lt;br /&gt;
Most enemies stagger from a melee, but some enemies can resist staggering, particularly Brutes in Halo 2 and Knights in Halo 4.&lt;br /&gt;
&lt;br /&gt;
This tactic is not effective in Halo 3: ODST, particularly on Brutes, since the character does not apply a sufficient force to stun them.&lt;br /&gt;
&lt;br /&gt;
===Plasma Pistol Stun===&lt;br /&gt;
The Plasma Pistol can stagger enemies for 1-2 seconds with a charged shot.  In Halo: Combat Evolved, Halo: Reach, and Halo 4, a charged Plasma Pistol shot can stun most enemies.  In Halo 2, Halo 3, and Halo 3: ODST, however, the charged shot will only stun shielded enemies as a charged shot deals no damage to unshielded enemies.&lt;br /&gt;
&lt;br /&gt;
===Early Reload===&lt;br /&gt;
Upon emptying a clip of any weapon, the player can start reloading a few frames early by hitting Action/Reload as soon as the last shot of the clip is fired.&lt;br /&gt;
&lt;br /&gt;
===Reload Cancel===&lt;br /&gt;
Reloading can be done slightly quicker to save time in combat.  To do this, melee or press Y twice after the character puts the new clip in the weapon during the reload animation in Halo: Combat Evolved or Halo 2.  In Halo 3 and onwards, press Y twice after the clip completely refills on the HUD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
Grenade jumping is a jumping technique used to gain extra height from a jump.  In order to do this, throw a grenade at the ground near your feet.  Then, jump slightly before the grenade explodes.  The resulting explosion will propel your character, giving extra height to reach areas inaccessible from normal jumps.  &lt;br /&gt;
&lt;br /&gt;
Frag grenades are generally preferred in most of the games as they have a greater explosion radius and deal less damage to the player.  However, plasma grenades are sometimes preferred in Halo: Combat Evolved as they deal less damage in that game.  In Halo 3 and onward, Plasma Grenades deal a very high amount of damage and can kill the player even from full shields and health.  Spike grenades and Firebomb grenades do not work for grenade jumping as their explosions do not provide sufficient force to propel the player. Grenade jumping with a Plasma grenade in Halo 4 is extremely difficult as the explosion has a small radius but usually kills the player, even from full shields.  Pulse grenades do not work for grenade jumps due to the lack of a propelling force from the explosion.&lt;br /&gt;
&lt;br /&gt;
There are certain weapons that can be used as a substitute for grenades as their projectiles explode.  The Brute Shot in Halo 2 and Halo 3 provide slightly less of a propelling force than a Frag grenade, but it deals less damage to the player.  In Halo: Reach and Halo 4, the Concussion Rifle can be used as it provides a greater propelling force than grenades and deals much less damage to the player.  The Fuel Rod Cannon can also be used; it provides similar propelling force as a grenade and deals slightly less damage to the player than a Frag grenade.  Using a Rocket Launcher to jump is very dangerous as the splash damage often kills the player.&lt;br /&gt;
&lt;br /&gt;
===Crouch Jumping===&lt;br /&gt;
By crouching at the top of a jump, you can pull your feet up, increasing the distance between the ground and your character.  This allows your character to reach ledges that would be inaccessible to normal jumps.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
Slide jumping is a movement technique that can be utilized to move quickly.  This trick is fairly simple; while falling onto sloped terrain or slanted objects, jump as soon as your character makes contact with the terrain or object.  Your character will bounce off the terrain/object and convert your character's downward velocity into forward velocity.&lt;br /&gt;
&lt;br /&gt;
===Enemy Boosts===&lt;br /&gt;
Enemy melee attacks apply a force to anything they hit.  The player can utilize this to get a propelling force from the enemy.  In order to do this, purposely get hit by an enemy's melee to get pushed away from the enemy.&lt;br /&gt;
&lt;br /&gt;
On Legendary, enemies deal a significant amount of damage; it is very risky to use this as a time-saving tactic.&lt;br /&gt;
&lt;br /&gt;
===Reducing Fall Damage / Resetting Fall Timer===&lt;br /&gt;
In Halo, there are two ways to die by falling. The first is to take too much damage from impact with the ground. The second is to be killed by a fall timer - if you fall for too long, you'll die.&lt;br /&gt;
&lt;br /&gt;
Crouching at exactly the right moment can reduce fall damage. However, crouching at the wrong moment can increase it. In Halo CE you can crouch before a landing and reduce the damage. Reach, and 4, you you can hit a slope while crouched to reduce fall damage.&lt;br /&gt;
&lt;br /&gt;
In Halo 2, you can reset the fall timer by corner riding or sword flying . In Halo 3, you can sometimes save yourself with a hammer swing, equipment jump, or by exiting a vehicle right before you land. Besides equipment jump, the same applies to ODST.&lt;br /&gt;
&lt;br /&gt;
==Game-specific Tricks==&lt;br /&gt;
&lt;br /&gt;
===Backpack Reloading (Halo: Combat Evolved)===&lt;br /&gt;
Backpack reloading allows the player to reload one weapon while using his other weapon.  This trick allows for optimized damage output in combat as the player can constantly keep shooting.  To do this trick, tap Action/Reload twice and switch to your other weapon.  Your weapon will automatically reload as you use your other weapon.&lt;br /&gt;
&lt;br /&gt;
===Trading Weapons With Arbiter or Johnson (Halo 3)===&lt;br /&gt;
The Arbiter and Sgt. Johnson are main characters of Halo 3; therefore, the game will not allow the player to trade weapons with them by conventional means.  In order to trade weapons with either one of them, the player must &amp;quot;kill&amp;quot; them and swap weapons near their bodies.  If there aren't any enemies around, they will get back up and pick up the dropped weapon.&lt;br /&gt;
&lt;br /&gt;
===Hammer Boost (Halo 3 and Halo 3: ODST)===&lt;br /&gt;
The Gravity Hammer applies a propelling force that pushes the player backwards when used.  While moving, the player can look backwards, jump, and start swinging the Hammer to launch himself faster towards his destination.&lt;br /&gt;
&lt;br /&gt;
===Muscle Running (Halo 4)===&lt;br /&gt;
Muscle Running essentially grants the player infinite sprint.  While sprinting, jump and melee.  Before you hit the ground, tap sprint, and you will continue sprinting.&lt;br /&gt;
&lt;br /&gt;
Muscle Running utilizes the mechanics of how sprint recharges in Halo 4.  When the player stops sprinting, his sprint will start recharging the instant that he stops sprinting, meaning the player can immediately sprint after stopping.  However, if the player jumps, he will maintain his forward velocity, though he is still sprinting while mid-air.  Therefore, in order to end the sprint before hitting the ground, a melee is used to end the sprint mid-air so the player's sprint starts recharging before he hits the ground.  Once the player hits the ground, he can start sprinting again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Tricks==&lt;br /&gt;
===Weapon Juggling===&lt;br /&gt;
Weapon Juggling is a simple trick that allows players to transport weapons.  When swapping weapons, the player will drop his current weapon and throw it with a small forward velocity.  By repeatedly swapping weapons, the player can effectivey carry three weapons at a time.  &lt;br /&gt;
&lt;br /&gt;
This trick is simple to do; repeatedly swap weapons with Action/Reload while moving forward.  The player will repeatedly throw weapons forward while Weapon Juggling.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint Delay===&lt;br /&gt;
[[File:CP Delay.gif|thumbnail|left|This player delays the checkpoint from the top of the ramp to the end of the hallway.]]&lt;br /&gt;
&lt;br /&gt;
Checkpoints can be delayed to save time should the player die or revert to last save.  For example, if a player normally receives a checkpoint at the beginning of a hallway, and the player dies, he will need to go through the whole entire hall again.  However, if he delays the checkpoint to the end of the hall, he will not have to walk through the whole hall should he die or revert, saving valuable seconds.&lt;br /&gt;
&lt;br /&gt;
In order to delay a checkpoint, the player can melee, jump, have no shields, receive fire, or be near a grenade.  The game will not give the player a checkpoint while he is doing one of these actions as these actions are commonly associated with combat, and the game algorithms will delay the checkpoint to prevent the player from being stuck in a trap where they die instantly after reverting over and over.&lt;br /&gt;
&lt;br /&gt;
Note that in Halo: Combat Evolved, checkpoints work differently than in other games.  Checkpoints can be delayed by jumping, throwing a grenade, and shooting with the Banshee or Ghost.  A checkpoint can still happen if the player has no shields, and this can be extremely dangerous if enemies are around when the checkpoint occurs.&lt;br /&gt;
&lt;br /&gt;
= Advanced Tricks =&lt;br /&gt;
&lt;br /&gt;
The following are tricks that are more difficult to do.&lt;br /&gt;
&lt;br /&gt;
===Flood Bump(Halo: Combat Evolved)===&lt;br /&gt;
The Flood Bump is a glitch that involves intersecting the player with a Flood Combat Form.  When this happens, the game engine will not allow the player to be inside an object and will teleport the player out of the object.  This technique has been used to glitch through doors on The Library or to the Keyes cutscene on Keyes.&lt;br /&gt;
&lt;br /&gt;
Flood Combat Forms sometimes get back up once they die; these Flood Combat Forms are called &amp;quot;Revivers.&amp;quot;  When they die, they have no collision with player movement so the player can stand on top of the corpse.  However, when the Combat Form revives, it will regain its unit collision.  If the player is standing on top of the corpse as the Combat Form resurrects itself, the player will end up glitched inside the Combat Form.  Afterwards, the game engine will teleport the player out of the Combat Form.&lt;br /&gt;
&lt;br /&gt;
===Superbounces (Halo 2)===&lt;br /&gt;
Superbounces are a glitch that involves intersecting the player's hitbox with another object's hitbox.  Because the collision system will not allow two objects to be within one another, the game will try to separate the two entities.  If the player intersects himself with terrain, the game will detect an error with the collision and try to eject the player from the terrain, and this can result in the player being launched a far distance from the terrain.&lt;br /&gt;
&lt;br /&gt;
===Swordflying (Halo 2)===&lt;br /&gt;
[[File:Sword Fly.gif|thumbnail|right|This player uses a Brute to Swordfly a considerable distance.  Notice he switches to the Energy Sword for a few frames as he flies.]]&lt;br /&gt;
Swordflying is an advanced movement technique that allows players to Sword-lunge an enemy from long distances.  This is a frame-specific trick, meaning all required actions must be done within one frame.  The reason why Swordflying works is because the player will lunge with the Energy Sword while the target reticule is red.  While switching weapons when the target reticule is red, the player can press Action to &amp;quot;cancel&amp;quot; the switch and lunge as he pulls out the Energy Sword, allowing the player to lunge from range.&lt;br /&gt;
&lt;br /&gt;
To Swordfly, aim at an enemy with a ranged weapon, such as the Rocket Launcher or Beam Rifle.  Have the target reticule turn red and press the button combo Y-X-R (Switch Weapon - Action/Reload - Fire Right Weapon) in one frame.  If done correctly, the player will lunge at the enemy from long range.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover Launch (Halo 3)===&lt;br /&gt;
A Deployable Cover launch works similarly to a Superbounce in the sense that the player glitches himself in an object and launches himself very far afterwards.  This glitch can send players across long distances, but it is dangerous as the landing can kill the player.&lt;br /&gt;
&lt;br /&gt;
This trick requires a Deployable Cover.  To do this glitch, look down, jump, deploy the Deployable Cover after the apex of the jump, and crouch when you land.  This should result in the player crouching in the deployed cover.  After this, move forward very slowly, remain in the middle of the Deployable Cover, and the game engine will launch the player forward at a very high speed.&lt;br /&gt;
&lt;br /&gt;
A detailed video tutorial can be found [https://www.youtube.com/watch?v=GRbdBCNFO_Q here].&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping (Halo 3)===&lt;br /&gt;
&lt;br /&gt;
Certain equipment have a hitbox that allows players to utilize for a second jump in midair.  This trick is actually fairly simple to do.  While in midair, look down, deploy the equipment, and jump.  You will perform an extra jump immediately after the equipment has been used.&lt;br /&gt;
&lt;br /&gt;
The following equipment can be used for Equipment Jumping:&lt;br /&gt;
*Auto-Turret&lt;br /&gt;
*Deployable Cover&lt;br /&gt;
*Flare (Chief only)&lt;br /&gt;
*Power Drain (Elites only)&lt;br /&gt;
*Radar Jammer&lt;br /&gt;
*Trip Mine&lt;br /&gt;
&lt;br /&gt;
===Hammer Launching (Halo 3, Halo Reach, Halo 4)===&lt;br /&gt;
[[File:HammerLaunch.gif|thumbnail|right|Example of a Hammer Launch.]]&lt;br /&gt;
The Gravity Hammer can cause various objects to spin rapidly when the player hits the object with the hammer.  If the player is in contact with this object, the spin of this object will push the player with a large amount of force.  Players can use this to launch across large distances in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
For most objects, the player can walk up towards the object, jump, and press RT to swing the Gravity Hammer.  Different objects will require the player to aim differently or to move differently with the object.  For example, players will need to aim just above a small cubical box to launch whereas a Covenant Weapons Crate requires the player to aim at the box.&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=20843</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=20843"/>
				<updated>2016-04-15T20:42:23Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 3's a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&amp;amp;list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty.&lt;br /&gt;
&lt;br /&gt;
All joking aside, Halo 3 is the third installment of the Halo franchise.  The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST.  Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games.&lt;br /&gt;
&lt;br /&gt;
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times.  Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Sierra 117]]&lt;br /&gt;
*[[Crow's Nest]]&lt;br /&gt;
*[[Tsavo Highway]]&lt;br /&gt;
*[[The Storm]]&lt;br /&gt;
*[[Floodgate]]&lt;br /&gt;
*[[The Ark]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[Cortana]]&lt;br /&gt;
*[[Halo (Halo 3)]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
===Hammer Launching===&lt;br /&gt;
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer.  Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time.  Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles.  To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer.  Different objects require different positions in relation to the object.&lt;br /&gt;
&lt;br /&gt;
You can achieve increased power and distance by deploying a Trip Mine or Power Drain near the box before swinging. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
===Butterflying===&lt;br /&gt;
Butterflying is an exploitation of the melee and reload mechanics.  When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy.  At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload.  Manual reloads can happen if the player has a partially filled clip with ammo reserves left.&lt;br /&gt;
&lt;br /&gt;
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round.  Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly.  The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.&lt;br /&gt;
&lt;br /&gt;
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around.  However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level.  Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover (DC) Launching===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hqzDk5dUHMQ|250|right|DC Launching tutorial.}}&lt;br /&gt;
Deployable Cover Launching, or DC Launching for short, is a glitch where the player forces himself into the geometry of a Deployable Cover.  Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects, and this sometimes results in objects launching away from each other at very high speeds.  Having said this, the DC Launch exploits this mechanic; when a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds.  Doing this allows players to cover large distances in little time.  However, because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing.  To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=PgVhMRvxJnw|250|right|An example of Equipment Jumping at 3:35.}}&lt;br /&gt;
Equipment Jumping allows you to get a &amp;quot;double jump&amp;quot; and gain extra height/distance.&lt;br /&gt;
&lt;br /&gt;
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.&lt;br /&gt;
&lt;br /&gt;
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The descriptions for these enemies are written for Legendary runners.  Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.&lt;br /&gt;
&lt;br /&gt;
===Brutes===&lt;br /&gt;
Brutes are the one of the main enemies encountered in Halo 3.  They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields.  However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.&lt;br /&gt;
&lt;br /&gt;
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield.  Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover.  Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second.  &lt;br /&gt;
&lt;br /&gt;
There are many ranks of Brutes, but most of them are similar.  Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively.  Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches.  The other two ranks of Brute Infantry usually drop Bubble Shields when killed.&lt;br /&gt;
&lt;br /&gt;
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively.  They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields.  Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields.  The Noob Combo or Sniper weapons are recommended for dispatching Captains.  There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains.  However, they have weaker shields and Pale Blue armor.&lt;br /&gt;
&lt;br /&gt;
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively.  Chieftains will always have a Gravity Hammer and either a Flare or Invincibility.  They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots.  War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain.  They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities.  Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields.  In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles.  They have weak shields and have a visible ripple while moving.  Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.&lt;br /&gt;
&lt;br /&gt;
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]&lt;br /&gt;
&lt;br /&gt;
===Grunts===&lt;br /&gt;
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player.  While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels.  Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.&lt;br /&gt;
&lt;br /&gt;
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless.  However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands.  Should they do this, it is strongly recommended to take them out quickly before they get too close.  &lt;br /&gt;
&lt;br /&gt;
While they are adept at a support role, Grunts are still weak compared to other enemies.  Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them.  Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage.  When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.&lt;br /&gt;
&lt;br /&gt;
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy.  They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them.  Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor.  Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors.  Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.&lt;br /&gt;
&lt;br /&gt;
===Jackals===&lt;br /&gt;
Jackals are one of the most annoying enemies to deal with in Halo 3.  They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.&lt;br /&gt;
&lt;br /&gt;
Jackals come in 3 ranks: Minor, Major, and Marksmen.  Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand.  While the shield is very robust, there is a gap on in the shield that reveals their left hand.  Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot.  Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.&lt;br /&gt;
&lt;br /&gt;
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol.  Often, they are positioned in high areas where they can gun down the player, and they are very dangerous.  Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits.  However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.&lt;br /&gt;
&lt;br /&gt;
===Hunters===&lt;br /&gt;
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun.  There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant.  The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank.  The pair of Hunters on The Covenant are almost always ignored.&lt;br /&gt;
&lt;br /&gt;
However, despite their rarity, they are very dangerous.  Hunters are beefy walking tanks with dangerous attacks.  They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks.  The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit.  In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones.  However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons..  However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.&lt;br /&gt;
&lt;br /&gt;
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons.  On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe.  On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.&lt;br /&gt;
&lt;br /&gt;
===Flood Combat Forms===&lt;br /&gt;
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear.  They come in 3 variants: Human, Brute, and Elite.  Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.&lt;br /&gt;
&lt;br /&gt;
Human and Brute variants are very similar; they have no shields and are quite fragile.  One melee or headshot will kill them easily.  Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust.  It takes a significant amount of ammunition in order to break their shields.  Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot.  However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.&lt;br /&gt;
&lt;br /&gt;
===Flood Carrier Forms===&lt;br /&gt;
Flood Carrier forms are slow and pose no threat from ranged.  Their only attack is to walk up to the player, drop dead, and explode.  Doing so will release a swarm of Infection Forms.  If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are very weak.  They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively.  However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.&lt;br /&gt;
&lt;br /&gt;
There are several ways to kill a Carrier Form without having it spawn more Infection Forms.  Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns.  Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect.  The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Stalker)===&lt;br /&gt;
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form.  Sometimes, they will run towards the player and then mutate into a Flood Tank Form.  They often do not participate in combat, but they do have melee attacks.  Their melee attack is strong enough to deplete the player's shields, but they rarely attack.  Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Ranged)===&lt;br /&gt;
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana.  They often stick themselves onto walls, shooting the player with Carbine-like projectiles.  They are resiliant to ranged weapons and often stay out of melee range.  Like Carbine-wielding Jackals, they are capable of killing the player with a headshot.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks.  If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades.  If grenades are not available, the Needler is the next best alternative.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Tank)===&lt;br /&gt;
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks.  They are beefy, and they have powerful melee attacks.  Caution should be advised when engaging in melee combat as they can kill the player with one single swipe.  Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.&lt;br /&gt;
&lt;br /&gt;
Dealing with them is not too difficult.  Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them.  Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe.  Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons.  The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit.  However, all other weapons tend to not fare well.&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=20841</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=20841"/>
				<updated>2016-04-15T20:31:21Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 3's a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&amp;amp;list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty.&lt;br /&gt;
&lt;br /&gt;
All joking aside, Halo 3 is the third installment of the Halo franchise.  The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST.  Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games.&lt;br /&gt;
&lt;br /&gt;
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times.  Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Sierra 117]]&lt;br /&gt;
*[[Crow's Nest]]&lt;br /&gt;
*[[Tsavo Highway]]&lt;br /&gt;
*[[The Storm]]&lt;br /&gt;
*[[Floodgate]]&lt;br /&gt;
*[[The Ark]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[Cortana]]&lt;br /&gt;
*[[Halo (Halo 3)]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
===Hammer Launching===&lt;br /&gt;
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer.  Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time.  Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles.  To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer.  Different objects require different positions in relation to the object.&lt;br /&gt;
&lt;br /&gt;
You can achieve increased power and distance by deploying a Trip Mine or Power Drain near the box before swinging. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
===Butterflying===&lt;br /&gt;
Butterflying is an exploitation of the melee and reload mechanics.  When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy.  At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload.  Manual reloads can happen if the player has a partially filled clip with ammo reserves left.&lt;br /&gt;
&lt;br /&gt;
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round.  Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly.  The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.&lt;br /&gt;
&lt;br /&gt;
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around.  However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level.  Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover (DC) Launching===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hqzDk5dUHMQ|250|right|DC Launching tutorial.}}&lt;br /&gt;
DC Launching is a movement technique, and a variation of pressure launching. It works because the player model intersects with the geometry of the Deployable Cover. DC launches are best done with a close checkpoint.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=PgVhMRvxJnw|250|right|An example of Equipment Jumping at 3:35.}}&lt;br /&gt;
Equipment Jumping allows you to get a &amp;quot;double jump&amp;quot; and gain extra height/distance.&lt;br /&gt;
&lt;br /&gt;
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.&lt;br /&gt;
&lt;br /&gt;
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The descriptions for these enemies are written for Legendary runners.  Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.&lt;br /&gt;
&lt;br /&gt;
===Brutes===&lt;br /&gt;
Brutes are the one of the main enemies encountered in Halo 3.  They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields.  However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.&lt;br /&gt;
&lt;br /&gt;
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield.  Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover.  Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second.  &lt;br /&gt;
&lt;br /&gt;
There are many ranks of Brutes, but most of them are similar.  Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively.  Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches.  The other two ranks of Brute Infantry usually drop Bubble Shields when killed.&lt;br /&gt;
&lt;br /&gt;
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively.  They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields.  Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields.  The Noob Combo or Sniper weapons are recommended for dispatching Captains.  There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains.  However, they have weaker shields and Pale Blue armor.&lt;br /&gt;
&lt;br /&gt;
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively.  Chieftains will always have a Gravity Hammer and either a Flare or Invincibility.  They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots.  War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain.  They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities.  Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields.  In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles.  They have weak shields and have a visible ripple while moving.  Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.&lt;br /&gt;
&lt;br /&gt;
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]&lt;br /&gt;
&lt;br /&gt;
===Grunts===&lt;br /&gt;
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player.  While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels.  Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.&lt;br /&gt;
&lt;br /&gt;
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless.  However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands.  Should they do this, it is strongly recommended to take them out quickly before they get too close.  &lt;br /&gt;
&lt;br /&gt;
While they are adept at a support role, Grunts are still weak compared to other enemies.  Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them.  Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage.  When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.&lt;br /&gt;
&lt;br /&gt;
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy.  They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them.  Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor.  Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors.  Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.&lt;br /&gt;
&lt;br /&gt;
===Jackals===&lt;br /&gt;
Jackals are one of the most annoying enemies to deal with in Halo 3.  They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.&lt;br /&gt;
&lt;br /&gt;
Jackals come in 3 ranks: Minor, Major, and Marksmen.  Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand.  While the shield is very robust, there is a gap on in the shield that reveals their left hand.  Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot.  Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.&lt;br /&gt;
&lt;br /&gt;
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol.  Often, they are positioned in high areas where they can gun down the player, and they are very dangerous.  Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits.  However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.&lt;br /&gt;
&lt;br /&gt;
===Hunters===&lt;br /&gt;
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun.  There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant.  The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank.  The pair of Hunters on The Covenant are almost always ignored.&lt;br /&gt;
&lt;br /&gt;
However, despite their rarity, they are very dangerous.  Hunters are beefy walking tanks with dangerous attacks.  They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks.  The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit.  In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones.  However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons..  However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.&lt;br /&gt;
&lt;br /&gt;
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons.  On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe.  On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.&lt;br /&gt;
&lt;br /&gt;
===Flood Combat Forms===&lt;br /&gt;
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear.  They come in 3 variants: Human, Brute, and Elite.  Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.&lt;br /&gt;
&lt;br /&gt;
Human and Brute variants are very similar; they have no shields and are quite fragile.  One melee or headshot will kill them easily.  Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust.  It takes a significant amount of ammunition in order to break their shields.  Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot.  However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.&lt;br /&gt;
&lt;br /&gt;
===Flood Carrier Forms===&lt;br /&gt;
Flood Carrier forms are slow and pose no threat from ranged.  Their only attack is to walk up to the player, drop dead, and explode.  Doing so will release a swarm of Infection Forms.  If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are very weak.  They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively.  However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.&lt;br /&gt;
&lt;br /&gt;
There are several ways to kill a Carrier Form without having it spawn more Infection Forms.  Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns.  Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect.  The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Stalker)===&lt;br /&gt;
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form.  Sometimes, they will run towards the player and then mutate into a Flood Tank Form.  They often do not participate in combat, but they do have melee attacks.  Their melee attack is strong enough to deplete the player's shields, but they rarely attack.  Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Ranged)===&lt;br /&gt;
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana.  They often stick themselves onto walls, shooting the player with Carbine-like projectiles.  They are resiliant to ranged weapons and often stay out of melee range.  Like Carbine-wielding Jackals, they are capable of killing the player with a headshot.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks.  If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades.  If grenades are not available, the Needler is the next best alternative.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Tank)===&lt;br /&gt;
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks.  They are beefy, and they have powerful melee attacks.  Caution should be advised when engaging in melee combat as they can kill the player with one single swipe.  Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.&lt;br /&gt;
&lt;br /&gt;
Dealing with them is not too difficult.  Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them.  Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe.  Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons.  The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit.  However, all other weapons tend to not fare well.&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=20839</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=20839"/>
				<updated>2016-04-15T20:16:26Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 3's a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&amp;amp;list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty.&lt;br /&gt;
&lt;br /&gt;
All joking aside, Halo 3 is the third installment of the Halo franchise.  The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST.  Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games.&lt;br /&gt;
&lt;br /&gt;
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times.  Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Sierra 117]]&lt;br /&gt;
*[[Crow's Nest]]&lt;br /&gt;
*[[Tsavo Highway]]&lt;br /&gt;
*[[The Storm]]&lt;br /&gt;
*[[Floodgate]]&lt;br /&gt;
*[[The Ark]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[Cortana]]&lt;br /&gt;
*[[Halo (Halo 3)]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
===Hammer Launching===&lt;br /&gt;
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer.  Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time.  Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles.  To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer.  Different objects require different positions in relation to the object.&lt;br /&gt;
&lt;br /&gt;
You can achieve increased power and distance by deploying a Trip Mine or Power Drain near the box before swinging. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
===Butterflying===&lt;br /&gt;
Butterflying is an exploitation of the melee and reload mechanics.  When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy.  At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload.  Manual reloads can happen if the player has a partially filled clip with ammo reserves left.&lt;br /&gt;
&lt;br /&gt;
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round.  Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly.&lt;br /&gt;
&lt;br /&gt;
The most noticeable use of butterflying is on [[Crow's Nest]], where Drones fly down a hallway near the end of the level.  The player can butterfly to move quickly to the next area as Drones fly horizontally faster than a player walks.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover (DC) Launching===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hqzDk5dUHMQ|250|right|DC Launching tutorial.}}&lt;br /&gt;
DC Launching is a movement technique, and a variation of pressure launching. It works because the player model intersects with the geometry of the Deployable Cover. DC launches are best done with a close checkpoint.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=PgVhMRvxJnw|250|right|An example of Equipment Jumping at 3:35.}}&lt;br /&gt;
Equipment Jumping allows you to get a &amp;quot;double jump&amp;quot; and gain extra height/distance.&lt;br /&gt;
&lt;br /&gt;
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.&lt;br /&gt;
&lt;br /&gt;
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The descriptions for these enemies are written for Legendary runners.  Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.&lt;br /&gt;
&lt;br /&gt;
===Brutes===&lt;br /&gt;
Brutes are the one of the main enemies encountered in Halo 3.  They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields.  However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.&lt;br /&gt;
&lt;br /&gt;
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield.  Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover.  Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second.  &lt;br /&gt;
&lt;br /&gt;
There are many ranks of Brutes, but most of them are similar.  Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively.  Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches.  The other two ranks of Brute Infantry usually drop Bubble Shields when killed.&lt;br /&gt;
&lt;br /&gt;
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively.  They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields.  Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields.  The Noob Combo or Sniper weapons are recommended for dispatching Captains.  There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains.  However, they have weaker shields and Pale Blue armor.&lt;br /&gt;
&lt;br /&gt;
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively.  Chieftains will always have a Gravity Hammer and either a Flare or Invincibility.  They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots.  War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain.  They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities.  Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields.  In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles.  They have weak shields and have a visible ripple while moving.  Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.&lt;br /&gt;
&lt;br /&gt;
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]&lt;br /&gt;
&lt;br /&gt;
===Grunts===&lt;br /&gt;
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player.  While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels.  Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.&lt;br /&gt;
&lt;br /&gt;
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless.  However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands.  Should they do this, it is strongly recommended to take them out quickly before they get too close.  &lt;br /&gt;
&lt;br /&gt;
While they are adept at a support role, Grunts are still weak compared to other enemies.  Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them.  Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage.  When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.&lt;br /&gt;
&lt;br /&gt;
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy.  They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them.  Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor.  Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors.  Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.&lt;br /&gt;
&lt;br /&gt;
===Jackals===&lt;br /&gt;
Jackals are one of the most annoying enemies to deal with in Halo 3.  They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.&lt;br /&gt;
&lt;br /&gt;
Jackals come in 3 ranks: Minor, Major, and Marksmen.  Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand.  While the shield is very robust, there is a gap on in the shield that reveals their left hand.  Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot.  Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.&lt;br /&gt;
&lt;br /&gt;
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol.  Often, they are positioned in high areas where they can gun down the player, and they are very dangerous.  Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits.  However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.&lt;br /&gt;
&lt;br /&gt;
===Hunters===&lt;br /&gt;
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun.  There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant.  The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank.  The pair of Hunters on The Covenant are almost always ignored.&lt;br /&gt;
&lt;br /&gt;
However, despite their rarity, they are very dangerous.  Hunters are beefy walking tanks with dangerous attacks.  They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks.  The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit.  In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones.  However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons..  However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.&lt;br /&gt;
&lt;br /&gt;
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons.  On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe.  On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.&lt;br /&gt;
&lt;br /&gt;
===Flood Combat Forms===&lt;br /&gt;
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear.  They come in 3 variants: Human, Brute, and Elite.  Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.&lt;br /&gt;
&lt;br /&gt;
Human and Brute variants are very similar; they have no shields and are quite fragile.  One melee or headshot will kill them easily.  Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust.  It takes a significant amount of ammunition in order to break their shields.  Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot.  However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.&lt;br /&gt;
&lt;br /&gt;
===Flood Carrier Forms===&lt;br /&gt;
Flood Carrier forms are slow and pose no threat from ranged.  Their only attack is to walk up to the player, drop dead, and explode.  Doing so will release a swarm of Infection Forms.  If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are very weak.  They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively.  However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.&lt;br /&gt;
&lt;br /&gt;
There are several ways to kill a Carrier Form without having it spawn more Infection Forms.  Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns.  Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect.  The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Stalker)===&lt;br /&gt;
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form.  Sometimes, they will run towards the player and then mutate into a Flood Tank Form.  They often do not participate in combat, but they do have melee attacks.  Their melee attack is strong enough to deplete the player's shields, but they rarely attack.  Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Ranged)===&lt;br /&gt;
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana.  They often stick themselves onto walls, shooting the player with Carbine-like projectiles.  They are resiliant to ranged weapons and often stay out of melee range.  Like Carbine-wielding Jackals, they are capable of killing the player with a headshot.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks.  If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades.  If grenades are not available, the Needler is the next best alternative.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Tank)===&lt;br /&gt;
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks.  They are beefy, and they have powerful melee attacks.  Caution should be advised when engaging in melee combat as they can kill the player with one single swipe.  Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.&lt;br /&gt;
&lt;br /&gt;
Dealing with them is not too difficult.  Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them.  Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe.  Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons.  The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit.  However, all other weapons tend to not fare well.&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=20838</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=20838"/>
				<updated>2016-04-15T20:08:54Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 3's a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&amp;amp;list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty.&lt;br /&gt;
&lt;br /&gt;
All joking aside, Halo 3 is the third installment of the Halo franchise.  The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST.  Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games.&lt;br /&gt;
&lt;br /&gt;
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times.  Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Sierra 117]]&lt;br /&gt;
*[[Crow's Nest]]&lt;br /&gt;
*[[Tsavo Highway]]&lt;br /&gt;
*[[The Storm]]&lt;br /&gt;
*[[Floodgate]]&lt;br /&gt;
*[[The Ark]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[Cortana]]&lt;br /&gt;
*[[Halo (Halo 3)]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
===Hammer Launching===&lt;br /&gt;
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer.  Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time.  Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles.  To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer.  Different objects require different positions in relation to the object.&lt;br /&gt;
&lt;br /&gt;
You can achieve increased power and distance by deploying a Trip Mine or Power Drain near the box before swinging. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
===Butterflying===&lt;br /&gt;
Butterflying is an exploitation of mechanics in Halo where a player negates a melee by manually reloading and vice versa while in melee range of an enemy.  The resulting effect is the player constantly lunging at an enemy.&lt;br /&gt;
&lt;br /&gt;
In order to do this, the player must have a partially filled clip; if not, the player can fire a round.  Then, approach an enemy and spam Melee and Action/Reload to do the Butterfly.&lt;br /&gt;
&lt;br /&gt;
The most noticeable use of butterflying is on [[Crow's Nest]], where Drones fly down a hallway near the end of the level.  The player can butterfly to move quickly to the next area as Drones fly horizontally faster than a player walks.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover (DC) Launching===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hqzDk5dUHMQ|250|right|DC Launching tutorial.}}&lt;br /&gt;
DC Launching is a movement technique, and a variation of pressure launching. It works because the player model intersects with the geometry of the Deployable Cover. DC launches are best done with a close checkpoint.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=PgVhMRvxJnw|250|right|An example of Equipment Jumping at 3:35.}}&lt;br /&gt;
Equipment Jumping allows you to get a &amp;quot;double jump&amp;quot; and gain extra height/distance.&lt;br /&gt;
&lt;br /&gt;
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.&lt;br /&gt;
&lt;br /&gt;
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The descriptions for these enemies are written for Legendary runners.  Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.&lt;br /&gt;
&lt;br /&gt;
===Brutes===&lt;br /&gt;
Brutes are the one of the main enemies encountered in Halo 3.  They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields.  However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.&lt;br /&gt;
&lt;br /&gt;
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield.  Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover.  Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second.  &lt;br /&gt;
&lt;br /&gt;
There are many ranks of Brutes, but most of them are similar.  Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively.  Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches.  The other two ranks of Brute Infantry usually drop Bubble Shields when killed.&lt;br /&gt;
&lt;br /&gt;
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively.  They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields.  Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields.  The Noob Combo or Sniper weapons are recommended for dispatching Captains.  There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains.  However, they have weaker shields and Pale Blue armor.&lt;br /&gt;
&lt;br /&gt;
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively.  Chieftains will always have a Gravity Hammer and either a Flare or Invincibility.  They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots.  War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain.  They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities.  Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields.  In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles.  They have weak shields and have a visible ripple while moving.  Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.&lt;br /&gt;
&lt;br /&gt;
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]&lt;br /&gt;
&lt;br /&gt;
===Grunts===&lt;br /&gt;
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player.  While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels.  Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.&lt;br /&gt;
&lt;br /&gt;
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless.  However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands.  Should they do this, it is strongly recommended to take them out quickly before they get too close.  &lt;br /&gt;
&lt;br /&gt;
While they are adept at a support role, Grunts are still weak compared to other enemies.  Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them.  Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage.  When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.&lt;br /&gt;
&lt;br /&gt;
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy.  They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them.  Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor.  Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors.  Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.&lt;br /&gt;
&lt;br /&gt;
===Jackals===&lt;br /&gt;
Jackals are one of the most annoying enemies to deal with in Halo 3.  They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.&lt;br /&gt;
&lt;br /&gt;
Jackals come in 3 ranks: Minor, Major, and Marksmen.  Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand.  While the shield is very robust, there is a gap on in the shield that reveals their left hand.  Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot.  Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.&lt;br /&gt;
&lt;br /&gt;
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol.  Often, they are positioned in high areas where they can gun down the player, and they are very dangerous.  Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits.  However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.&lt;br /&gt;
&lt;br /&gt;
===Hunters===&lt;br /&gt;
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun.  There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant.  The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank.  The pair of Hunters on The Covenant are almost always ignored.&lt;br /&gt;
&lt;br /&gt;
However, despite their rarity, they are very dangerous.  Hunters are beefy walking tanks with dangerous attacks.  They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks.  The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit.  In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones.  However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons..  However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.&lt;br /&gt;
&lt;br /&gt;
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons.  On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe.  On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.&lt;br /&gt;
&lt;br /&gt;
===Flood Combat Forms===&lt;br /&gt;
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear.  They come in 3 variants: Human, Brute, and Elite.  Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.&lt;br /&gt;
&lt;br /&gt;
Human and Brute variants are very similar; they have no shields and are quite fragile.  One melee or headshot will kill them easily.  Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust.  It takes a significant amount of ammunition in order to break their shields.  Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot.  However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.&lt;br /&gt;
&lt;br /&gt;
===Flood Carrier Forms===&lt;br /&gt;
Flood Carrier forms are slow and pose no threat from ranged.  Their only attack is to walk up to the player, drop dead, and explode.  Doing so will release a swarm of Infection Forms.  If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are very weak.  They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively.  However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.&lt;br /&gt;
&lt;br /&gt;
There are several ways to kill a Carrier Form without having it spawn more Infection Forms.  Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns.  Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect.  The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Stalker)===&lt;br /&gt;
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form.  Sometimes, they will run towards the player and then mutate into a Flood Tank Form.  They often do not participate in combat, but they do have melee attacks.  Their melee attack is strong enough to deplete the player's shields, but they rarely attack.  Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Ranged)===&lt;br /&gt;
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana.  They often stick themselves onto walls, shooting the player with Carbine-like projectiles.  They are resiliant to ranged weapons and often stay out of melee range.  Like Carbine-wielding Jackals, they are capable of killing the player with a headshot.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks.  If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades.  If grenades are not available, the Needler is the next best alternative.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Tank)===&lt;br /&gt;
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks.  They are beefy, and they have powerful melee attacks.  Caution should be advised when engaging in melee combat as they can kill the player with one single swipe.  Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.&lt;br /&gt;
&lt;br /&gt;
Dealing with them is not too difficult.  Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them.  Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe.  Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons.  The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit.  However, all other weapons tend to not fare well.&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=20835</id>
		<title>Halo 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_3&amp;diff=20835"/>
				<updated>2016-04-15T19:55:54Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 3's a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&amp;amp;list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty.&lt;br /&gt;
&lt;br /&gt;
All joking aside, Halo 3 is the third installment of the Halo franchise.  The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST.  Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games.&lt;br /&gt;
&lt;br /&gt;
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times.  Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Sierra 117]]&lt;br /&gt;
*[[Crow's Nest]]&lt;br /&gt;
*[[Tsavo Highway]]&lt;br /&gt;
*[[The Storm]]&lt;br /&gt;
*[[Floodgate]]&lt;br /&gt;
*[[The Ark]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[Cortana]]&lt;br /&gt;
*[[Halo (Halo 3)]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
===Hammer Launching===&lt;br /&gt;
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer.  Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time.  Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles.  To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer.  Different objects require different positions in relation to the object.&lt;br /&gt;
&lt;br /&gt;
You can achieve increased power and distance by deploying a Trip Mine or Power Drain near the box before swinging. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
===Butterflying===&lt;br /&gt;
Butterflying is an exploitation of mechanics in Halo where a player negates a melee by manually reloading and vice versa while in melee range of an enemy.  The resulting effect is the player constantly lunging at an enemy.&lt;br /&gt;
&lt;br /&gt;
In order to do this, the player must have a partially filled clip; if not, the player can fire a round.  Then, approach an enemy and spam Melee and Action/Reload to do the Butterfly.&lt;br /&gt;
&lt;br /&gt;
The most noticeable use of butterflying is on [[Crow's Nest]], where Drones fly down a hallway near the end of the level.  The player can butterfly to move quickly to the next area as Drones fly horizontally faster than a player walks.&lt;br /&gt;
&lt;br /&gt;
===Deployable Cover (DC) Launching===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hqzDk5dUHMQ|250|right|DC Launching tutorial.}}&lt;br /&gt;
DC Launching is a movement technique, and a variation of pressure launching. It works because the player model intersects with the geometry of the Deployable Cover. DC launches are best done with a close checkpoint.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice&lt;br /&gt;
&lt;br /&gt;
===Equipment Jumping===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=PgVhMRvxJnw|250|right|An example of Equipment Jumping at 3:35.}}&lt;br /&gt;
Equipment Jumping allows you to get a &amp;quot;double jump&amp;quot; and gain extra height/distance.&lt;br /&gt;
&lt;br /&gt;
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.&lt;br /&gt;
&lt;br /&gt;
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
===Brutes===&lt;br /&gt;
Brutes are the one of the main enemies encountered in Halo 3.  They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields.  However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.&lt;br /&gt;
&lt;br /&gt;
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield.  Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover.  Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second.  &lt;br /&gt;
&lt;br /&gt;
There are many ranks of Brutes, but most of them are similar.  Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively.  Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches.  The other two ranks of Brute Infantry usually drop Bubble Shields when killed.&lt;br /&gt;
&lt;br /&gt;
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively.  They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields.  Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields.  The Noob Combo or Sniper weapons are recommended for dispatching Captains.  There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains.  However, they have weaker shields and Pale Blue armor.&lt;br /&gt;
&lt;br /&gt;
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively.  Chieftains will always have a Gravity Hammer and either a Flare or Invincibility.  They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots.  War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain.  They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities.  Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields.  In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles.  They have weak shields and have a visible ripple while moving.  Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.&lt;br /&gt;
&lt;br /&gt;
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]&lt;br /&gt;
&lt;br /&gt;
===Grunts===&lt;br /&gt;
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player.  While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels.  Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.&lt;br /&gt;
&lt;br /&gt;
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless.  However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands.  Should they do this, it is strongly recommended to take them out quickly before they get too close.  &lt;br /&gt;
&lt;br /&gt;
While they are adept at a support role, Grunts are still weak compared to other enemies.  Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them.  Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage.  When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.&lt;br /&gt;
&lt;br /&gt;
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy.  They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them.  Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor.  Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors.  Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.&lt;br /&gt;
&lt;br /&gt;
===Jackals===&lt;br /&gt;
Jackals are one of the most annoying enemies to deal with in Halo 3.  They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.&lt;br /&gt;
&lt;br /&gt;
Jackals come in 3 ranks: Minor, Major, and Marksmen.  Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand.  While the shield is very robust, there is a gap on in the shield that reveals their left hand.  Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot.  Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.&lt;br /&gt;
&lt;br /&gt;
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol.  Often, they are positioned in high areas where they can gun down the player, and they are very dangerous.  Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits.  However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.&lt;br /&gt;
&lt;br /&gt;
===Hunters===&lt;br /&gt;
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun.  There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant.  The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank.  The pair of Hunters on The Covenant are almost always ignored.&lt;br /&gt;
&lt;br /&gt;
However, despite their rarity, they are very dangerous.  Hunters are beefy walking tanks with dangerous attacks.  They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks.  The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit.  In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones.  However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons..  However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.&lt;br /&gt;
&lt;br /&gt;
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons.  On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe.  On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.&lt;br /&gt;
&lt;br /&gt;
===Flood Combat Forms===&lt;br /&gt;
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear.  They come in 3 variants: Human, Brute, and Elite.  Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.&lt;br /&gt;
&lt;br /&gt;
Human and Brute variants are very similar; they have no shields and are quite fragile.  One melee or headshot will kill them easily.  Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust.  It takes a significant amount of ammunition in order to break their shields.  Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot.  However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.&lt;br /&gt;
&lt;br /&gt;
===Flood Carrier Forms===&lt;br /&gt;
Flood Carrier forms are slow and pose no threat from ranged.  Their only attack is to walk up to the player, drop dead, and explode.  Doing so will release a swarm of Infection Forms.  If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are very weak.  They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively.  However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.&lt;br /&gt;
&lt;br /&gt;
There are several ways to kill a Carrier Form without having it spawn more Infection Forms.  Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns.  Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect.  The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Stalker)===&lt;br /&gt;
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form.  Sometimes, they will run towards the player and then mutate into a Flood Tank Form.  They often do not participate in combat, but they do have melee attacks.  Their melee attack is strong enough to deplete the player's shields, but they rarely attack.  Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Ranged)===&lt;br /&gt;
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana.  They often stick themselves onto walls, shooting the player with Carbine-like projectiles.  They are resiliant to ranged weapons and often stay out of melee range.  Like Carbine-wielding Jackals, they are capable of killing the player with a headshot.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks.  If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades.  If grenades are not available, the Needler is the next best alternative.&lt;br /&gt;
&lt;br /&gt;
===Flood Pure Form (Tank)===&lt;br /&gt;
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks.  They are beefy, and they have powerful melee attacks.  Caution should be advised when engaging in melee combat as they can kill the player with one single swipe.  Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.&lt;br /&gt;
&lt;br /&gt;
Dealing with them is not too difficult.  Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them.  Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe.  Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons.  The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit.  However, all other weapons tend to not fare well.&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Floodgate&amp;diff=10528</id>
		<title>Floodgate</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Floodgate&amp;diff=10528"/>
				<updated>2015-10-10T17:44:47Z</updated>
		
		<summary type="html">&lt;p&gt;Nin10do0014: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Floodgate&lt;br /&gt;
| image = [[File:Floodgate.jpg|300px]]&lt;br /&gt;
| caption = &lt;br /&gt;
| game = [[Halo 3]]&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
| previous = [[The Storm]]&lt;br /&gt;
| next = [[The Ark]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Floodgate''' is the fifth playable level in [[w:c:halo:Halo 3|Halo 3]]. See [http://halo.wikia.com/wiki/Floodgate Floodgate (Halo Nation)] for general information.  Due to the lack of danger from enemies, there will be only one tutorial for this level, though Legendary-specific tactics and notes will still be included.&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
===It Followed Me Home===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factory===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shadow of Intent===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tunnel===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flood, It Has Evolved===&lt;br /&gt;
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&lt;br /&gt;
===Infinite Devil Machine===&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|3-5]]&lt;/div&gt;</summary>
		<author><name>Nin10do0014</name></author>	</entry>

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