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		<updated>2026-06-04T02:31:03Z</updated>
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	<entry>
		<id>https://wiki.haloruns.com/index.php?title=ONI:_Sword_Base&amp;diff=22306</id>
		<title>ONI: Sword Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=ONI:_Sword_Base&amp;diff=22306"/>
				<updated>2020-01-02T21:23:00Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: Added Beach part&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = ONI: Sword Base&lt;br /&gt;
| image = [[File:Sword_Base.jpg|300px]]&lt;br /&gt;
| caption = Climbing the stairway to heaven&lt;br /&gt;
| game = [[Halo: Reach]]&lt;br /&gt;
| time = Easy: ~5:00; Legendary: ~6:30&lt;br /&gt;
| previous = [[Winter Contingency]]&lt;br /&gt;
| next = [[Nightfall]]&lt;br /&gt;
}} &lt;br /&gt;
ONI: Sword Base is the second playable level in [[Halo: Reach]]. See [http://www.halopedia.org/ONI:_Sword_Base Halopedia] for general information. There are different strats for Legendary and they will be covered in this page.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://haloruns.com/records?lb=502 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0502&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page. There are also multiple video tutorials for some specific tricks indicated on this page. Be sure to check #reach-links in the Haloruns discord&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
Your first task is to kill all of the enemies in the courtyard and grab the Target Locator. &lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
The fastest way is to run past all of the enemies and fire a well-placed Target Locator shot in their midst. Make sure to kill the four grunts that are under the bridge and the four Skirmishes that are closer to the Target Locator, you should then aim the target locator to a barricade and wait for it to shoot. If everyone dies the door will open and you can proceed with the level.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
Start By killing going to the left, once in the ramp, throw a grenade to the grunts under the bridge and antoher one to the jackals. Grab a Plasma Pistol and srpint towards the Sniper, start killing everything while taking cover from the Phantom that will drop some elites, use your plasma pistol to quickly eliminate them and once the rest of the enemies start to retreat get closer and continue killing them, once everyone is dead take the Target Locator and the door will start to open.&lt;br /&gt;
&lt;br /&gt;
You can try a variation of the easy strat by running to ther right as soon as possible and swap your Assault Rifle for a Shotgun with one Marine, then sprint up the ramp and kill the elite either by backsmacking him(a blue one will take a shotgun shot and a melee while a red will take two shotgun shots and a melee), then walk over the right side and throw a grenade to distract and if possible kill some grunts. While the grenade is travelling Sprint towards the Target Locator and throw another grenade to protect your back, try to headshot all of the Skirmishes on your way to the Target Locator and do the same thing as the easy strat.&lt;br /&gt;
&lt;br /&gt;
==Beach Part==&lt;br /&gt;
Once the door is open, you need to go around the beach and hit 3 buttons in two possible orders, from left to right or from right to left. For the speedrun purpose, we will take the rigth side of the beach first and this makes a ghost and some grunts spawn, if you are in co-op and they don't spawn is because there is someone on the left side triggering the spawn before you can trigger it in your side.&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
You should have a plasma pistol at this point, so you can EMP the warthog that is supposed to blow up. You need to hit the EMP into the warthog before it gets closer to the wraiths, remove the marine from the driver seat and drive the warthog to the right side where the ghost is located. In case that the warthog explodes you need to retry the EMP because the car is now inside the blowing up area/timer.&lt;br /&gt;
&lt;br /&gt;
Leave the warthog, take the ghost and start driving to the first button.&lt;br /&gt;
This first button is located in the corner of the rooftop, instead of going upstairs, you are gonna jump from outside the building and hit the button, you will know that the button is activated because the turret will start to move and shoot enemies. A quick tip is to hold the activate button before jumping to make sure that you press it as soon as possible.&lt;br /&gt;
&lt;br /&gt;
For the second and third button you should just drive the ghost and activate them, the greanade jump for the third one you just jump near the corner of the wooden rail and then go back to the bases door.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
For this part once the door opens head up to the rockets (as a backup strat for full game runs) do not take the warthog EMP because you are most likely to die there, walk towards the ghost and hijack it.&lt;br /&gt;
&lt;br /&gt;
For the first button throw a target locator strike to the building to make sure you survive the first button, you can skip this shoot, but surviving this without it is very hard and RNG based, once the target locator finishes do the same thing you would do in easy difficulty.&lt;br /&gt;
&lt;br /&gt;
For the second and third button just follow the same thing as you would do on easy difficulty, instead of the grenade jump you can jump from one rail of push a box as shown in [https://youtu.be/lgzjmoQKgyk this video] make sure to grab the rockets in that building too.&lt;br /&gt;
&lt;br /&gt;
==Hunters==&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-02]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22305</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22305"/>
				<updated>2020-01-02T19:41:16Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: AVG time reduced&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~6:00; Legendary: ~6:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page. There are also multiple video tutorials for some specific tricks indicated on this page. Be sure to check #reach-links in the Haloruns discord&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Route that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an indepth [https://www.youtube.com/watch?v=7vQnUqWtWos Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
:[https://www.youtube.com/watch?v=mbNkr3qUxKo Here] is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will remain still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chaingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the [[#Starting_Routes|Barrier Jumps]] at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
:Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
:Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on [https://www.youtube.com/watch?v=sbeuC9ORlRc This Video]&lt;br /&gt;
&lt;br /&gt;
==Out Of Bounds==&lt;br /&gt;
For the OOB part there are 3 ways to do it, two of them are done with the same drop ship and are explained [https://www.youtube.com/watch?v=XFtSessjtqI Here].&lt;br /&gt;
&lt;br /&gt;
====Normal OOB====&lt;br /&gt;
For this one use your falcon to fly via the right side of the biggest hill so you can activate the dropship landing in the correct area, approach the marines and make sure to trigger the blue markers over their heads (YOU MUST DO IT), after the ship drops some grunts it will allways fly in same path, if you want you can destroy it's turret, follow the ship and try to get stuck on it after it flys over (sometimes through) the hills. After a while it will push you through the elastic barrier, you will know you are done because you will take some damage (you sometimes don't take any damage). This is the most consistent way to go Out of Bounds&lt;br /&gt;
&lt;br /&gt;
====Early OOB====&lt;br /&gt;
Basically the same as the [[#Normal OOB|Normal OOB]] but for this one YOU MUST NOT trigger the blue markers on the marines, you need to get close enought for the ship to drop the enemies but without activating the markers, once you see the ship is going down fly over the three near the left side of the ship, when the drop ship starts to go up try to get stuck on it's fly path. This is very tricky to do because it will take a different path every single time. This is RNG based even with the few manipulation done&lt;br /&gt;
&lt;br /&gt;
====Earliest OOB====&lt;br /&gt;
[https://youtu.be/sbeuC9ORlRc?t=478 Here is] a quick explanation of this trick.&lt;br /&gt;
&lt;br /&gt;
This is the hardest one to do and it is done with the very first dropship seen in the game, first you need to get the [[#Earliest Falcon|Earliest Falcon]] but you need to have in mind that if you grab the plasma pistol from the group of grunts located in the far left side near the gate you WOON'T be able to do it.&lt;br /&gt;
&lt;br /&gt;
Wait with your falcon hovering over the big three that is near the right side of the hut that is located in the left part of the river. You will see the dropship comming, when it starts to go down quickly move fordward to the second river and lock your altitude as high as possible and pray for the dropship to take you out of bounds, this is completly RNG so sometimes you will need to stop before or exactly above the river (watch the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Top 3 Individual Level] so you can see what I mean).&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
[https://www.youtube.com/watch?v=LY5EddUTQFs Here] is a quick tutorial on how to do all this strat.&lt;br /&gt;
&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill '''every''' enemy with your Falcon. After you make sure '''every''' enemy is dead (use your radar to double check) get out of your Falcon and then re-enter your Falcon, for safety land on top of the relay outpost but you can do this in mid air. This is a vital trigger that you must hit or else the level will not continue, after this you will get a checkpoint and if you did it right you will listen a Kat's dialog, if you do, it is safe to proceed with the deload, if you don't go back and make sure '''every''' enemy is dead.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to deload the outpost by loading previous area of the level, avoid going too far and too high or else you could get teleported into solid space and die, wait outside the now deloaded relay outpost. Around the time the second spirit spawns you should load the relay outpost again, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. On your way inside the building pick up 2 frag nades, one is located upstairs in the yard and the other one is with a marine's dead body by the middle truck, get inside the building and position yourself between the DMR ammo frame and the left pillar (you will see a 3rd frag nade, you will use it soon). You should notice that the door you need to go through is deloaded but it's hit box is still there, this is normal. Wait for the enemies being dropped off to die and the sky to change color, when that happens throw the 3 nades making them bouncing with the floor, if you do it right the hitbox of the door will be gone and you can continue with the level as usual, if not you will have to wait between 5 to 15 secs for the hitbox to dissappear.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
===Easy===&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random. Ignore the rest of the enemies and head up to the very last room, throw some nades to kill the grunst and run to the switch, the Zealot will be there messing around with the swith kill him with a [[Halo:_Reach#Noob_Combo|noob combo]] a ninja or however you want to and finish the level. If you can't hit the switch bad luck friend, an enemy from the previous hall followed you and he needs to die.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
After the cutscene you want to kill everyone, grab a DMR and walk a bit to trigger the Zealot movement, don't go too far or he will go to the next room, shoot at the red tanks to make them explode and while they are in fire shoot to the Zealot, you will want to walk backwards while shooting at the tanks. If the Zealot agros you hide behind the DMRs and let him engage Jorge, kill him and then proceed with the level while killing enemies. After the hall do the same as on easy, throw some nades to the grunts and [[Halo:_Reach#Noob_Combo|noob combo]] the final Zealot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22304</id>
		<title>Halo: Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22304"/>
				<updated>2020-01-02T19:39:37Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Basic Techniques */  added Sprint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo: Reach is the first game in the series to add sprint. As a speedrun, it has many tricks, but it is less popular than the main trilogy.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=500 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Basic Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sprint===&lt;br /&gt;
Even though Sprint is an armor ability it is put here because you need to have in mind that sprint cycles are a thing in this game, sprinting earlier or saving a few frames with a different sprint cycle can be slower over time, most of the sprint used in some levels is delayed or preserved for some sections to be able to survive or to get slidejumps that may seem slower at the beginning but overall it ends up saving time.&lt;br /&gt;
===Sprint and jumping===&lt;br /&gt;
Unlike other games with sprint such as Call of Duty, in Reach your sprint meter continues to be used up if you jump while sprinting. This means that bunny-hopping is not useful as a sprint preservation technique. However, since jumping preserves some of your momentum, you can gain a little extra distance out of your sprint by jumping at near the end of a sprint. Testing shows this can save over a second for every 4 full sprints. http://pastebin.com/V5VruCH6&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
Well known trick that consists in using an EMP for taking out the shields of any Elite and then switching to a Magnum or DMR to kill it with a headshot.&lt;br /&gt;
&lt;br /&gt;
===Cutscene Skips===&lt;br /&gt;
Most of the cutscenes can be skiped by holding (Y) and (A)or whatever your skip button is at the same time before they even start, that can save up to 2 secs per level in a Full Game Run.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
This consists on keeping your vertical momentum (from jumping from a cliff or a normal jump) to gain more speed by jumping as soon as  you land on a slope.&lt;br /&gt;
&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
As in some other shooters you can use a grenade explosion to gain extra height on a jump, something very useful when we talk about speedruns, can be used for skipping some triggers and also reaching some objectives. You can do this with almost any explosion in the game (Concussion Rifle, Vehicle Explosion, etc) you can try doing it with a Rocket or a Plasma nade but you will mostly die.&lt;br /&gt;
&lt;br /&gt;
===Box Launching===&lt;br /&gt;
Similar to Halo 3, using an ammo crate (UNSC), a Gravity Hammer and a Grenade for launching, is a common trick used for jumptages and barely used in this game's speedrun. There are very few places where you can boxlaunch and save some seconds (this trick is more common in ILs).&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
&lt;br /&gt;
*[[Winter Contingency]]&lt;br /&gt;
*[[ONI: Sword Base]]&lt;br /&gt;
*[[Nightfall]]&lt;br /&gt;
*[[Tip of the Spear]]&lt;br /&gt;
*[[Long Night of Solace]]&lt;br /&gt;
*[[Exodus]]&lt;br /&gt;
*[[New Alexandria]]&lt;br /&gt;
*[[The Package]]&lt;br /&gt;
*[[The Pillar of Autumn (Halo: Reach)]]&lt;br /&gt;
*[[Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The enemies in Reach underwent a major change from the main trilogy. Elite ranks were reorganized. In addition, AI of other enemies behaves somewhat differently.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
The basic way to deal with elites is using a noob combo.&lt;br /&gt;
&lt;br /&gt;
*'''Minor''' Elites are blue color, they have weak shields (a melee is enought to take them out on legendary difficulty) and not much health.&lt;br /&gt;
&lt;br /&gt;
*'''Major''' Elites are a red-orange color, not to be confused with the gold armor of Generals. Have more shields and health than minors, when unshielded, they can withstand a melee on easy difficulty.&lt;br /&gt;
&lt;br /&gt;
*'''Spec Ops''' Elites are black color they are the weakest elites in the game, less shields and health than the minors and always have active camo on.&lt;br /&gt;
&lt;br /&gt;
*'''Ranger''' Elites in Reach are white color with jetpacks. They have weak shields and have been seen using plasma repeaters, needle rifles, concussion rifles, and focus rifles.&lt;br /&gt;
&lt;br /&gt;
*'''Ultra''' Elites are white color. They will occasionally use Armor Lock to tank explosions, such as grenades or needler supercombines. Unlike in Halo 2, they possess no sword pull ability, their shields can tank a plasma grenade on legendary difficulty.&lt;br /&gt;
&lt;br /&gt;
*'''Zealot''' Elites are maroon/purple color, have more health and shields. They appear on the levels [[Winter Contingency]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach)]].&lt;br /&gt;
&lt;br /&gt;
*'''General''' Elites are gold color and have the strongest shields of all the Elites (besides BOB), even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher).&lt;br /&gt;
&lt;br /&gt;
*'''Field Marshal''' Elites are basically Generals but with a shield than can handle an emp, one of them is encountered at the end of The Pillar of Autumn. He's noticeably faster and more responsive, and carries two weapons, fuel rod gun and energy swordd.&lt;br /&gt;
&lt;br /&gt;
*'''BOB''' Elites are golden rangers and can take a full EMP without losing their shields. They can be seen in every level carrying concussion rifles or fuel rods.&lt;br /&gt;
&lt;br /&gt;
===Brutes===&lt;br /&gt;
To easily deal with brutes use a needler or a needle rifle, they tend to continuously armorlock up to 3 times in a row without cooldown.&lt;br /&gt;
&lt;br /&gt;
*'''Infantry''' Brutes don't have shields and a supercombine or 3 headshtos kills them really fast.&lt;br /&gt;
&lt;br /&gt;
*'''Captain''' Brutes don't have shields, they take 5 headshots or one supercombine.&lt;br /&gt;
&lt;br /&gt;
*'''Chieftain''' Brutes have shields and hevy weapons you will need to take them down and then get the supercombine.&lt;br /&gt;
&lt;br /&gt;
===Grunts===&lt;br /&gt;
Easy to kill, say no more.&lt;br /&gt;
&lt;br /&gt;
*'''Infantry''' Grunts die with just a headshot on any difficulty.&lt;br /&gt;
&lt;br /&gt;
*'''Specialist''' Grunts can carry heavy weapons such as FRG they also die with one headshot.&lt;br /&gt;
&lt;br /&gt;
*'''Ultra''' Grunts are a bit stronger, they have a mask that protects them from headshots so you will need to remove the mask first.&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
There are other enemies in the game but there aren't a thread because you barely fight against them.&lt;br /&gt;
&lt;br /&gt;
*'''Hunters''' - Either use heavy weapons and explosives or shoot them at the back.&lt;br /&gt;
*'''Buggers''' - Hard to land but a headshot kills them.&lt;br /&gt;
*'''Skirmishes''' - Just a headshot is need it to kill them.&lt;br /&gt;
*'''Jackals''' - Doesn't matter the color of the shield, just shoot them in the arm/foot and then a headshot.&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22303</id>
		<title>Halo: Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22303"/>
				<updated>2020-01-02T19:30:31Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Basic Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo: Reach is the first game in the series to add sprint. As a speedrun, it has many tricks, but it is less popular than the main trilogy.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=500 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Basic Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sprint and jumping===&lt;br /&gt;
Unlike other games with sprint such as Call of Duty, in Reach your sprint meter continues to be used up if you jump while sprinting. This means that bunny-hopping is not useful as a sprint preservation technique. However, since jumping preserves some of your momentum, you can gain a little extra distance out of your sprint by jumping at near the end of a sprint. Testing shows this can save over a second for every 4 full sprints. http://pastebin.com/V5VruCH6&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
Well known trick that consists in using an EMP for taking out the shields of any Elite and then switching to a Magnum or DMR to kill it with a headshot.&lt;br /&gt;
&lt;br /&gt;
===Cutscene Skips===&lt;br /&gt;
Most of the cutscenes can be skiped by holding (Y) and (A)or whatever your skip button is at the same time before they even start, that can save up to 2 secs per level in a Full Game Run.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
This consists on keeping your vertical momentum (from jumping from a cliff or a normal jump) to gain more speed by jumping as soon as  you land on a slope.&lt;br /&gt;
&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
As in some other shooters you can use a grenade explosion to gain extra height on a jump, something very useful when we talk about speedruns, can be used for skipping some triggers and also reaching some objectives. You can do this with almost any explosion in the game (Concussion Rifle, Vehicle Explosion, etc) you can try doing it with a Rocket or a Plasma nade but you will mostly die.&lt;br /&gt;
&lt;br /&gt;
===Box Launching===&lt;br /&gt;
Similar to Halo 3, using an ammo crate (UNSC), a Gravity Hammer and a Grenade for launching, is a common trick used for jumptages and barely used in this game's speedrun. There are very few places where you can boxlaunch and save some seconds (this trick is more common in ILs).&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
&lt;br /&gt;
*[[Winter Contingency]]&lt;br /&gt;
*[[ONI: Sword Base]]&lt;br /&gt;
*[[Nightfall]]&lt;br /&gt;
*[[Tip of the Spear]]&lt;br /&gt;
*[[Long Night of Solace]]&lt;br /&gt;
*[[Exodus]]&lt;br /&gt;
*[[New Alexandria]]&lt;br /&gt;
*[[The Package]]&lt;br /&gt;
*[[The Pillar of Autumn (Halo: Reach)]]&lt;br /&gt;
*[[Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The enemies in Reach underwent a major change from the main trilogy. Elite ranks were reorganized. In addition, AI of other enemies behaves somewhat differently.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
The basic way to deal with elites is using a noob combo.&lt;br /&gt;
&lt;br /&gt;
*'''Minor''' Elites are blue color, they have weak shields (a melee is enought to take them out on legendary difficulty) and not much health.&lt;br /&gt;
&lt;br /&gt;
*'''Major''' Elites are a red-orange color, not to be confused with the gold armor of Generals. Have more shields and health than minors, when unshielded, they can withstand a melee on easy difficulty.&lt;br /&gt;
&lt;br /&gt;
*'''Spec Ops''' Elites are black color they are the weakest elites in the game, less shields and health than the minors and always have active camo on.&lt;br /&gt;
&lt;br /&gt;
*'''Ranger''' Elites in Reach are white color with jetpacks. They have weak shields and have been seen using plasma repeaters, needle rifles, concussion rifles, and focus rifles.&lt;br /&gt;
&lt;br /&gt;
*'''Ultra''' Elites are white color. They will occasionally use Armor Lock to tank explosions, such as grenades or needler supercombines. Unlike in Halo 2, they possess no sword pull ability, their shields can tank a plasma grenade on legendary difficulty.&lt;br /&gt;
&lt;br /&gt;
*'''Zealot''' Elites are maroon/purple color, have more health and shields. They appear on the levels [[Winter Contingency]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach)]].&lt;br /&gt;
&lt;br /&gt;
*'''General''' Elites are gold color and have the strongest shields of all the Elites (besides BOB), even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher).&lt;br /&gt;
&lt;br /&gt;
*'''Field Marshal''' Elites are basically Generals but with a shield than can handle an emp, one of them is encountered at the end of The Pillar of Autumn. He's noticeably faster and more responsive, and carries two weapons, fuel rod gun and energy swordd.&lt;br /&gt;
&lt;br /&gt;
*'''BOB''' Elites are golden rangers and can take a full EMP without losing their shields. They can be seen in every level carrying concussion rifles or fuel rods.&lt;br /&gt;
&lt;br /&gt;
===Brutes===&lt;br /&gt;
To easily deal with brutes use a needler or a needle rifle, they tend to continuously armorlock up to 3 times in a row without cooldown.&lt;br /&gt;
&lt;br /&gt;
*'''Infantry''' Brutes don't have shields and a supercombine or 3 headshtos kills them really fast.&lt;br /&gt;
&lt;br /&gt;
*'''Captain''' Brutes don't have shields, they take 5 headshots or one supercombine.&lt;br /&gt;
&lt;br /&gt;
*'''Chieftain''' Brutes have shields and hevy weapons you will need to take them down and then get the supercombine.&lt;br /&gt;
&lt;br /&gt;
===Grunts===&lt;br /&gt;
Easy to kill, say no more.&lt;br /&gt;
&lt;br /&gt;
*'''Infantry''' Grunts die with just a headshot on any difficulty.&lt;br /&gt;
&lt;br /&gt;
*'''Specialist''' Grunts can carry heavy weapons such as FRG they also die with one headshot.&lt;br /&gt;
&lt;br /&gt;
*'''Ultra''' Grunts are a bit stronger, they have a mask that protects them from headshots so you will need to remove the mask first.&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
There are other enemies in the game but there aren't a thread because you barely fight against them.&lt;br /&gt;
&lt;br /&gt;
*'''Hunters''' - Either use heavy weapons and explosives or shoot them at the back.&lt;br /&gt;
*'''Buggers''' - Hard to land but a headshot kills them.&lt;br /&gt;
*'''Skirmishes''' - Just a headshot is need it to kill them.&lt;br /&gt;
*'''Jackals''' - Doesn't matter the color of the shield, just shoot them in the arm/foot and then a headshot.&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=ONI:_Sword_Base&amp;diff=22302</id>
		<title>ONI: Sword Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=ONI:_Sword_Base&amp;diff=22302"/>
				<updated>2019-11-13T09:55:23Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: Will update, added stuff not finished yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = ONI: Sword Base&lt;br /&gt;
| image = [[File:Sword_Base.jpg|300px]]&lt;br /&gt;
| caption = Climbing the stairway to heaven&lt;br /&gt;
| game = [[Halo: Reach]]&lt;br /&gt;
| time = Easy: ~5:00; Legendary: ~6:30&lt;br /&gt;
| previous = [[Winter Contingency]]&lt;br /&gt;
| next = [[Nightfall]]&lt;br /&gt;
}} &lt;br /&gt;
ONI: Sword Base is the second playable level in [[Halo: Reach]]. See [http://www.halopedia.org/ONI:_Sword_Base Halopedia] for general information. There are different strats for Legendary and they will be covered in this page.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://haloruns.com/records?lb=502 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0502&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page. There are also multiple video tutorials for some specific tricks indicated on this page. Be sure to check #reach-links in the Haloruns discord&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
Your first task is to kill all of the enemies in the courtyard and grab the Target Locator. &lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
The fastest way is to run past all of the enemies and fire a well-placed Target Locator shot in their midst. Make sure to kill the four grunts that are under the bridge and the four Skirmishes that are closer to the Target Locator, you should then aim the target locator to a barricade and wait for it to shoot. If everyone dies the door will open and you can proceed with the level.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
Start By killing going to the left, once in the ramp, throw a grenade to the grunts under the bridge and antoher one to the jackals. Grab a Plasma Pistol and srpint towards the Sniper, start killing everything while taking cover from the Phantom that will drop some elites. Use your Plasma Pistol to quickly eliminate them and once the rest of the enemies start to retreat get closer and continue killing them, once everyone is dead take the Target Locator and the door will start to open.&lt;br /&gt;
&lt;br /&gt;
You can try a variation of the easy strat by running to ther right as soon as possible and swap your Assault Rifle for a Shotgun with one Marine, then sprint up the ramp and kill the elite either by backsmacking him(a blue one will take a shotgun shot and a melee while a red will take two shotgun shots and a melee), then walk over the right side and throw a grenade to distract and if possible kill some grunts. While the grenade is travelling Sprint towards the Target Locator and throw another grenade to protect your back, try to headshot all of the Skirmishes on your way to the Target Locator and do the same thing as the easy strat.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
Easy strategies can be used through Heroic, or even Legendary if you are segmenting.&lt;br /&gt;
&lt;br /&gt;
Your first task is to kill all of the enemies in the courtyard and grab the Target Locator. The fastest way is to run past all of the enemies and fire a well-placed Target Locator shot in their midst. This can be viewed here: [Will be added later].&lt;br /&gt;
&lt;br /&gt;
Once the gate opens to the rest of the mission, you have two options. You can head to Farragut Outpost, or you can head to the AA Gun. It is significantly faster to do the AA Gun objective first. To do this, you will grab the rockets located on the rocks in front of the Wraiths, then head to your right. You will see a Ghost there. To complete the mission quickly, hijack the Ghost. Boost to the building next to the AA Gun. You can activate the button from below by jumping while aiming up and holding X. This can be viewed here: [Will be added later].&lt;br /&gt;
&lt;br /&gt;
This method is reliable for Easy-Heroic difficulties. After that, boost around the cliff. On Easy-Heroic difficulties, take this route past the Ghosts: [Will be added later].&lt;br /&gt;
&lt;br /&gt;
As shown here: [Will be added later]&lt;br /&gt;
&lt;br /&gt;
This is for Easy, Normal, and potentially SLASO difficulties. To view this part for Heroic or Legendary difficulties, look below.&lt;br /&gt;
&lt;br /&gt;
Activate the switch through the wall. Then get back on your Ghost and drive to the other button. A spring jump will enable you to activate the button. Drop down, and get in your Ghost. Drive back to the courtyard and... push the button. For all difficulties, shoot a Target Locator shot at the enemies like this: [Will be added later].&lt;br /&gt;
&lt;br /&gt;
Now you can either run past them or you can get in the Ghost, and get over the barrier as shown here: [Will be added later]&lt;br /&gt;
&lt;br /&gt;
Drive to the Hunters. This step can be used on any difficulty to preserve a Target Locator shot if desired.&lt;br /&gt;
&lt;br /&gt;
Once in the area with the Hunters, shoot two rockets at each of them on Easy or Normal difficulty. This will use up all of your rockets. If you are doing Heroic or Legendary, you will do a different step shown below at Farragut Outpost to grab the second rocket. If you are doing SLASO, a different method will be mentioned below.&lt;br /&gt;
&lt;br /&gt;
Get into the elevator and... push the button. Once inside the building, follow this video: [Will be added later]&lt;br /&gt;
&lt;br /&gt;
On Easy-Heroic difficulty or a Zero Shot run. Finally, kill the two Jackals up top. Rocket some Banshees and target the Phantom with the Target Locator. This will complete the mission. Strategies listed below for Heroic-SLASO build off of this basic route. I will only explain the deviations from this route.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
Write the second section of your page here.&lt;br /&gt;
&lt;br /&gt;
==SLASO==&lt;br /&gt;
[[Category:Levels|R-02]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22301</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22301"/>
				<updated>2019-11-13T09:17:24Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: Final Edita by Now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page. There are also multiple video tutorials for some specific tricks indicated on this page. Be sure to check #reach-links in the Haloruns discord&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Route that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an indepth [https://www.youtube.com/watch?v=7vQnUqWtWos Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
:[https://www.youtube.com/watch?v=mbNkr3qUxKo Here] is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will remain still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chaingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the [[#Starting_Routes|Barrier Jumps]] at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
:Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
:Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on [https://www.youtube.com/watch?v=sbeuC9ORlRc This Video]&lt;br /&gt;
&lt;br /&gt;
==Out Of Bounds==&lt;br /&gt;
For the OOB part there are 3 ways to do it, two of them are done with the same drop ship and are explained [https://www.youtube.com/watch?v=XFtSessjtqI Here].&lt;br /&gt;
&lt;br /&gt;
====Normal OOB====&lt;br /&gt;
For this one use your falcon to fly via the right side of the biggest hill so you can activate the dropship landing in the correct area, approach the marines and make sure to trigger the blue markers over their heads (YOU MUST DO IT), after the ship drops some grunts it will allways fly in same path, if you want you can destroy it's turret, follow the ship and try to get stuck on it after it flys over (sometimes through) the hills. After a while it will push you through the elastic barrier, you will know you are done because you will take some damage (you sometimes don't take any damage). This is the most consistent way to go Out of Bounds&lt;br /&gt;
&lt;br /&gt;
====Early OOB====&lt;br /&gt;
Basically the same as the [[#Normal OOB|Normal OOB]] but for this one YOU MUST NOT trigger the blue markers on the marines, you need to get close enought for the ship to drop the enemies but without activating the markers, once you see the ship is going down fly over the three near the left side of the ship, when the drop ship starts to go up try to get stuck on it's fly path. This is very tricky to do because it will take a different path every single time. This is RNG based even with the few manipulation done&lt;br /&gt;
&lt;br /&gt;
====Earliest OOB====&lt;br /&gt;
[https://youtu.be/sbeuC9ORlRc?t=478 Here is] a quick explanation of this trick.&lt;br /&gt;
&lt;br /&gt;
This is the hardest one to do and it is done with the very first dropship seen in the game, first you need to get the [[#Earliest Falcon|Earliest Falcon]] but you need to have in mind that if you grab the plasma pistol from the group of grunts located in the far left side near the gate you WOON'T be able to do it.&lt;br /&gt;
&lt;br /&gt;
Wait with your falcon hovering over the big three that is near the right side of the hut that is located in the left part of the river. You will see the dropship comming, when it starts to go down quickly move fordward to the second river and lock your altitude as high as possible and pray for the dropship to take you out of bounds, this is completly RNG so sometimes you will need to stop before or exactly above the river (watch the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Top 3 Individual Level] so you can see what I mean).&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
[https://www.youtube.com/watch?v=LY5EddUTQFs Here] is a quick tutorial on how to do all this strat.&lt;br /&gt;
&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill '''every''' enemy with your Falcon. After you make sure '''every''' enemy is dead (use your radar to double check) get out of your Falcon and then re-enter your Falcon, for safety land on top of the relay outpost but you can do this in mid air. This is a vital trigger that you must hit or else the level will not continue, after this you will get a checkpoint and if you did it right you will listen a Kat's dialog, if you do, it is safe to proceed with the deload, if you don't go back and make sure '''every''' enemy is dead.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to deload the outpost by loading previous area of the level, avoid going too far and too high or else you could get teleported into solid space and die, wait outside the now deloaded relay outpost. Around the time the second spirit spawns you should load the relay outpost again, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. On your way inside the building pick up 2 frag nades, one is located upstairs in the yard and the other one is with a marine's dead body by the middle truck, get inside the building and position yourself between the DMR ammo frame and the left pillar (you will see a 3rd frag nade, you will use it soon). You should notice that the door you need to go through is deloaded but it's hit box is still there, this is normal. Wait for the enemies being dropped off to die and the sky to change color, when that happens throw the 3 nades making them bouncing with the floor, if you do it right the hitbox of the door will be gone and you can continue with the level as usual, if not you will have to wait between 5 to 15 secs for the hitbox to dissappear.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
===Easy===&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random. Ignore the rest of the enemies and head up to the very last room, throw some nades to kill the grunst and run to the switch, the Zealot will be there messing around with the swith kill him with a [[Halo:_Reach#Noob_Combo|noob combo]] a ninja or however you want to and finish the level. If you can't hit the switch bad luck friend, an enemy from the previous hall followed you and he needs to die.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
After the cutscene you want to kill everyone, grab a DMR and walk a bit to trigger the Zealot movement, don't go too far or he will go to the next room, shoot at the red tanks to make them explode and while they are in fire shoot to the Zealot, you will want to walk backwards while shooting at the tanks. If the Zealot agros you hide behind the DMRs and let him engage Jorge, kill him and then proceed with the level while killing enemies. After the hall do the same as on easy, throw some nades to the grunts and [[Halo:_Reach#Noob_Combo|noob combo]] the final Zealot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22300</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22300"/>
				<updated>2019-11-13T09:08:56Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Normal Falcon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page. There are also multiple video tutorials for some specific tricks indicated on this page. Be sure to check #reach-links in the Haloruns discord&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Route that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an indepth [https://www.youtube.com/watch?v=7vQnUqWtWos Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
:[https://www.youtube.com/watch?v=mbNkr3qUxKo Here] is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will remain still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chaingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the [[#Starting_Routes|Barrier Jumps]] at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
:Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
:Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on [https://www.youtube.com/watch?v=sbeuC9ORlRc This Video]&lt;br /&gt;
&lt;br /&gt;
==Out Of Bounds==&lt;br /&gt;
For the OOB part there are 3 ways to do it, two of them are done with the same drop ship and are explained [https://www.youtube.com/watch?v=XFtSessjtqI Here].&lt;br /&gt;
&lt;br /&gt;
====Normal OOB====&lt;br /&gt;
For this one use your falcon to fly via the right side of the biggest hill so you can activate the dropship landing in the correct area, approach the marines and make sure to trigger the blue markers over their heads (YOU MUST DO IT), after the ship drops some grunts it will allways fly in same path, if you want you can destroy it's turret, follow the ship and try to get stuck on it after it flys over (sometimes through) the hills. After a while it will push you through the elastic barrier, you will know you are done because you will take some damage (you sometimes don't take any damage). This is the most consistent way to go Out of Bounds&lt;br /&gt;
&lt;br /&gt;
====Early OOB====&lt;br /&gt;
Basically the same as the [[#Normal OOB|Normal OOB]] but for this one YOU MUST NOT trigger the blue markers on the marines, you need to get close enought for the ship to drop the enemies but without activating the markers, once you see the ship is going down fly over the three near the left side of the ship, when the drop ship starts to go up try to get stuck on it's fly path. This is very tricky to do because it will take a different path every single time. This is RNG based even with the few manipulation done&lt;br /&gt;
&lt;br /&gt;
====Earliest OOB====&lt;br /&gt;
[https://youtu.be/sbeuC9ORlRc?t=478 Here is] a quick explanation of this trick.&lt;br /&gt;
&lt;br /&gt;
This is the hardest one to do and it is done with the very first dropship seen in the game, first you need to get the [[#Earliest Falcon|Earliest Falcon]] but you need to have in mind that if you grab the plasma pistol from the group of grunts located in the far left side near the gate you WOON'T be able to do it.&lt;br /&gt;
&lt;br /&gt;
Wait with your falcon hovering over the big three that is near the right side of the hut that is located in the left part of the river. You will see the dropship comming, when it starts to go down quickly move fordward to the second river and lock your altitude as high as possible and pray for the dropship to take you out of bounds, this is completly RNG so sometimes you will need to stop before or exactly above the river (watch the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Top 3 Individual Level] so you can see what I mean).&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
[https://www.youtube.com/watch?v=LY5EddUTQFs Here] is a quick tutorial on how to do all this strat.&lt;br /&gt;
&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill '''every''' enemy with your Falcon. After you make sure '''every''' enemy is dead (use your radar to double check) get out of your Falcon and then re-enter your Falcon, for safety land on top of the relay outpost but you can do this in mid air. This is a vital trigger that you must hit or else the level will not continue, after this you will get a checkpoint and if you did it right you will listen a Kat's dialog, if you do, it is safe to proceed with the deload, if you don't go back and make sure '''every''' enemy is dead.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to deload the outpost by loading previous area of the level, avoid going too far and too high or else you could get teleported into solid space and die, wait outside the now deloaded relay outpost. Around the time the second spirit spawns you should load the relay outpost again, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. On your way inside the building pick up 2 frag nades, one is located upstairs in the yard and the other one is with a marine's dead body by the middle truck, get inside the building and position yourself between the DMR ammo frame and the left pillar (you will see a 3rd frag nade, you will use it soon). You should notice that the door you need to go through is deloaded but it's hit box is still there, this is normal. Wait for the enemies being dropped off to die and the sky to change color, when that happens throw the 3 nades making them bouncing with the floor, if you do it right the hitbox of the door will be gone and you can continue with the level as usual, if not you will have to wait between 5 to 15 secs for the hitbox to dissappear.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
===Easy===&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random. Ignore the rest of the enemies and head up to the very last room, throw some nades to kill the grunst and run to the switch, the Zealot will be there messing around with the swith kill him with a [[Halo:_Reach#Noob_Combo|noob combo]] a ninja or however you want to and finish the level. If you can't hit the switch bad luck friend, an enemy from the previous hall followed you and he needs to die.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
After the cutscene you want to kill everyone, grab a DMR and walk a bit to trigger the Zealot movement, don't go too far or he will go to the next room, shoot at the red tanks to make them explode and while they are in fire shoot to the Zealot, you will want to walk backwards while shooting at the tanks. If the Zealot agros you hide behind the DMRs and let him engage Jorge, kill him and then proceed with the level while killing enemies. After the hall do the same as on easy, throw some nades to the grunts and [[Halo:_Reach#Noob_Combo|noob combo]] the final Zealot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22299</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22299"/>
				<updated>2019-11-13T09:08:09Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Normal Falcon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page. There are also multiple video tutorials for some specific tricks indicated on this page. Be sure to check #reach-links in the Haloruns discord&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Route that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an indepth [https://www.youtube.com/watch?v=7vQnUqWtWos Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
:[https://www.youtube.com/watch?v=mbNkr3qUxKo Here] is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will remain still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the [[#Starting_Routes|Barrier Jumps]] at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
:Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
:Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on [https://www.youtube.com/watch?v=sbeuC9ORlRc This Video]&lt;br /&gt;
&lt;br /&gt;
==Out Of Bounds==&lt;br /&gt;
For the OOB part there are 3 ways to do it, two of them are done with the same drop ship and are explained [https://www.youtube.com/watch?v=XFtSessjtqI Here].&lt;br /&gt;
&lt;br /&gt;
====Normal OOB====&lt;br /&gt;
For this one use your falcon to fly via the right side of the biggest hill so you can activate the dropship landing in the correct area, approach the marines and make sure to trigger the blue markers over their heads (YOU MUST DO IT), after the ship drops some grunts it will allways fly in same path, if you want you can destroy it's turret, follow the ship and try to get stuck on it after it flys over (sometimes through) the hills. After a while it will push you through the elastic barrier, you will know you are done because you will take some damage (you sometimes don't take any damage). This is the most consistent way to go Out of Bounds&lt;br /&gt;
&lt;br /&gt;
====Early OOB====&lt;br /&gt;
Basically the same as the [[#Normal OOB|Normal OOB]] but for this one YOU MUST NOT trigger the blue markers on the marines, you need to get close enought for the ship to drop the enemies but without activating the markers, once you see the ship is going down fly over the three near the left side of the ship, when the drop ship starts to go up try to get stuck on it's fly path. This is very tricky to do because it will take a different path every single time. This is RNG based even with the few manipulation done&lt;br /&gt;
&lt;br /&gt;
====Earliest OOB====&lt;br /&gt;
[https://youtu.be/sbeuC9ORlRc?t=478 Here is] a quick explanation of this trick.&lt;br /&gt;
&lt;br /&gt;
This is the hardest one to do and it is done with the very first dropship seen in the game, first you need to get the [[#Earliest Falcon|Earliest Falcon]] but you need to have in mind that if you grab the plasma pistol from the group of grunts located in the far left side near the gate you WOON'T be able to do it.&lt;br /&gt;
&lt;br /&gt;
Wait with your falcon hovering over the big three that is near the right side of the hut that is located in the left part of the river. You will see the dropship comming, when it starts to go down quickly move fordward to the second river and lock your altitude as high as possible and pray for the dropship to take you out of bounds, this is completly RNG so sometimes you will need to stop before or exactly above the river (watch the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Top 3 Individual Level] so you can see what I mean).&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
[https://www.youtube.com/watch?v=LY5EddUTQFs Here] is a quick tutorial on how to do all this strat.&lt;br /&gt;
&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill '''every''' enemy with your Falcon. After you make sure '''every''' enemy is dead (use your radar to double check) get out of your Falcon and then re-enter your Falcon, for safety land on top of the relay outpost but you can do this in mid air. This is a vital trigger that you must hit or else the level will not continue, after this you will get a checkpoint and if you did it right you will listen a Kat's dialog, if you do, it is safe to proceed with the deload, if you don't go back and make sure '''every''' enemy is dead.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to deload the outpost by loading previous area of the level, avoid going too far and too high or else you could get teleported into solid space and die, wait outside the now deloaded relay outpost. Around the time the second spirit spawns you should load the relay outpost again, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. On your way inside the building pick up 2 frag nades, one is located upstairs in the yard and the other one is with a marine's dead body by the middle truck, get inside the building and position yourself between the DMR ammo frame and the left pillar (you will see a 3rd frag nade, you will use it soon). You should notice that the door you need to go through is deloaded but it's hit box is still there, this is normal. Wait for the enemies being dropped off to die and the sky to change color, when that happens throw the 3 nades making them bouncing with the floor, if you do it right the hitbox of the door will be gone and you can continue with the level as usual, if not you will have to wait between 5 to 15 secs for the hitbox to dissappear.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
===Easy===&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random. Ignore the rest of the enemies and head up to the very last room, throw some nades to kill the grunst and run to the switch, the Zealot will be there messing around with the swith kill him with a [[Halo:_Reach#Noob_Combo|noob combo]] a ninja or however you want to and finish the level. If you can't hit the switch bad luck friend, an enemy from the previous hall followed you and he needs to die.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
After the cutscene you want to kill everyone, grab a DMR and walk a bit to trigger the Zealot movement, don't go too far or he will go to the next room, shoot at the red tanks to make them explode and while they are in fire shoot to the Zealot, you will want to walk backwards while shooting at the tanks. If the Zealot agros you hide behind the DMRs and let him engage Jorge, kill him and then proceed with the level while killing enemies. After the hall do the same as on easy, throw some nades to the grunts and [[Halo:_Reach#Noob_Combo|noob combo]] the final Zealot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22298</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22298"/>
				<updated>2019-11-13T09:05:00Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Mission Start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page. There are also multiple video tutorials for some specific tricks indicated on this page. Be sure to check #reach-links in the Haloruns discord&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Route that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an indepth [https://www.youtube.com/watch?v=7vQnUqWtWos Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
:[https://www.youtube.com/watch?v=mbNkr3qUxKo Here] is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the [[#Starting_Routes|Barrier Jumps]] at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
:Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
:Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on [https://www.youtube.com/watch?v=sbeuC9ORlRc This Video]&lt;br /&gt;
&lt;br /&gt;
==Out Of Bounds==&lt;br /&gt;
For the OOB part there are 3 ways to do it, two of them are done with the same drop ship and are explained [https://www.youtube.com/watch?v=XFtSessjtqI Here].&lt;br /&gt;
&lt;br /&gt;
====Normal OOB====&lt;br /&gt;
For this one use your falcon to fly via the right side of the biggest hill so you can activate the dropship landing in the correct area, approach the marines and make sure to trigger the blue markers over their heads (YOU MUST DO IT), after the ship drops some grunts it will allways fly in same path, if you want you can destroy it's turret, follow the ship and try to get stuck on it after it flys over (sometimes through) the hills. After a while it will push you through the elastic barrier, you will know you are done because you will take some damage (you sometimes don't take any damage). This is the most consistent way to go Out of Bounds&lt;br /&gt;
&lt;br /&gt;
====Early OOB====&lt;br /&gt;
Basically the same as the [[#Normal OOB|Normal OOB]] but for this one YOU MUST NOT trigger the blue markers on the marines, you need to get close enought for the ship to drop the enemies but without activating the markers, once you see the ship is going down fly over the three near the left side of the ship, when the drop ship starts to go up try to get stuck on it's fly path. This is very tricky to do because it will take a different path every single time. This is RNG based even with the few manipulation done&lt;br /&gt;
&lt;br /&gt;
====Earliest OOB====&lt;br /&gt;
[https://youtu.be/sbeuC9ORlRc?t=478 Here is] a quick explanation of this trick.&lt;br /&gt;
&lt;br /&gt;
This is the hardest one to do and it is done with the very first dropship seen in the game, first you need to get the [[#Earliest Falcon|Earliest Falcon]] but you need to have in mind that if you grab the plasma pistol from the group of grunts located in the far left side near the gate you WOON'T be able to do it.&lt;br /&gt;
&lt;br /&gt;
Wait with your falcon hovering over the big three that is near the right side of the hut that is located in the left part of the river. You will see the dropship comming, when it starts to go down quickly move fordward to the second river and lock your altitude as high as possible and pray for the dropship to take you out of bounds, this is completly RNG so sometimes you will need to stop before or exactly above the river (watch the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Top 3 Individual Level] so you can see what I mean).&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
[https://www.youtube.com/watch?v=LY5EddUTQFs Here] is a quick tutorial on how to do all this strat.&lt;br /&gt;
&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill '''every''' enemy with your Falcon. After you make sure '''every''' enemy is dead (use your radar to double check) get out of your Falcon and then re-enter your Falcon, for safety land on top of the relay outpost but you can do this in mid air. This is a vital trigger that you must hit or else the level will not continue, after this you will get a checkpoint and if you did it right you will listen a Kat's dialog, if you do, it is safe to proceed with the deload, if you don't go back and make sure '''every''' enemy is dead.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to deload the outpost by loading previous area of the level, avoid going too far and too high or else you could get teleported into solid space and die, wait outside the now deloaded relay outpost. Around the time the second spirit spawns you should load the relay outpost again, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. On your way inside the building pick up 2 frag nades, one is located upstairs in the yard and the other one is with a marine's dead body by the middle truck, get inside the building and position yourself between the DMR ammo frame and the left pillar (you will see a 3rd frag nade, you will use it soon). You should notice that the door you need to go through is deloaded but it's hit box is still there, this is normal. Wait for the enemies being dropped off to die and the sky to change color, when that happens throw the 3 nades making them bouncing with the floor, if you do it right the hitbox of the door will be gone and you can continue with the level as usual, if not you will have to wait between 5 to 15 secs for the hitbox to dissappear.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
===Easy===&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random. Ignore the rest of the enemies and head up to the very last room, throw some nades to kill the grunst and run to the switch, the Zealot will be there messing around with the swith kill him with a [[Halo:_Reach#Noob_Combo|noob combo]] a ninja or however you want to and finish the level. If you can't hit the switch bad luck friend, an enemy from the previous hall followed you and he needs to die.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
After the cutscene you want to kill everyone, grab a DMR and walk a bit to trigger the Zealot movement, don't go too far or he will go to the next room, shoot at the red tanks to make them explode and while they are in fire shoot to the Zealot, you will want to walk backwards while shooting at the tanks. If the Zealot agros you hide behind the DMRs and let him engage Jorge, kill him and then proceed with the level while killing enemies. After the hall do the same as on easy, throw some nades to the grunts and [[Halo:_Reach#Noob_Combo|noob combo]] the final Zealot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22297</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22297"/>
				<updated>2019-11-13T09:04:06Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Video Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page. There are also multiple video tutorials for some specific tricks indicated on this page. Be sure to check #reach-links in the Haloruns discord&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Rout that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an indepth [https://www.youtube.com/watch?v=7vQnUqWtWos Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
:[https://www.youtube.com/watch?v=mbNkr3qUxKo Here] is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the [[#Starting_Routes|Barrier Jumps]] at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
:Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
:Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on [https://www.youtube.com/watch?v=sbeuC9ORlRc This Video]&lt;br /&gt;
&lt;br /&gt;
==Out Of Bounds==&lt;br /&gt;
For the OOB part there are 3 ways to do it, two of them are done with the same drop ship and are explained [https://www.youtube.com/watch?v=XFtSessjtqI Here].&lt;br /&gt;
&lt;br /&gt;
====Normal OOB====&lt;br /&gt;
For this one use your falcon to fly via the right side of the biggest hill so you can activate the dropship landing in the correct area, approach the marines and make sure to trigger the blue markers over their heads (YOU MUST DO IT), after the ship drops some grunts it will allways fly in same path, if you want you can destroy it's turret, follow the ship and try to get stuck on it after it flys over (sometimes through) the hills. After a while it will push you through the elastic barrier, you will know you are done because you will take some damage (you sometimes don't take any damage). This is the most consistent way to go Out of Bounds&lt;br /&gt;
&lt;br /&gt;
====Early OOB====&lt;br /&gt;
Basically the same as the [[#Normal OOB|Normal OOB]] but for this one YOU MUST NOT trigger the blue markers on the marines, you need to get close enought for the ship to drop the enemies but without activating the markers, once you see the ship is going down fly over the three near the left side of the ship, when the drop ship starts to go up try to get stuck on it's fly path. This is very tricky to do because it will take a different path every single time. This is RNG based even with the few manipulation done&lt;br /&gt;
&lt;br /&gt;
====Earliest OOB====&lt;br /&gt;
[https://youtu.be/sbeuC9ORlRc?t=478 Here is] a quick explanation of this trick.&lt;br /&gt;
&lt;br /&gt;
This is the hardest one to do and it is done with the very first dropship seen in the game, first you need to get the [[#Earliest Falcon|Earliest Falcon]] but you need to have in mind that if you grab the plasma pistol from the group of grunts located in the far left side near the gate you WOON'T be able to do it.&lt;br /&gt;
&lt;br /&gt;
Wait with your falcon hovering over the big three that is near the right side of the hut that is located in the left part of the river. You will see the dropship comming, when it starts to go down quickly move fordward to the second river and lock your altitude as high as possible and pray for the dropship to take you out of bounds, this is completly RNG so sometimes you will need to stop before or exactly above the river (watch the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Top 3 Individual Level] so you can see what I mean).&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
[https://www.youtube.com/watch?v=LY5EddUTQFs Here] is a quick tutorial on how to do all this strat.&lt;br /&gt;
&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill '''every''' enemy with your Falcon. After you make sure '''every''' enemy is dead (use your radar to double check) get out of your Falcon and then re-enter your Falcon, for safety land on top of the relay outpost but you can do this in mid air. This is a vital trigger that you must hit or else the level will not continue, after this you will get a checkpoint and if you did it right you will listen a Kat's dialog, if you do, it is safe to proceed with the deload, if you don't go back and make sure '''every''' enemy is dead.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to deload the outpost by loading previous area of the level, avoid going too far and too high or else you could get teleported into solid space and die, wait outside the now deloaded relay outpost. Around the time the second spirit spawns you should load the relay outpost again, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. On your way inside the building pick up 2 frag nades, one is located upstairs in the yard and the other one is with a marine's dead body by the middle truck, get inside the building and position yourself between the DMR ammo frame and the left pillar (you will see a 3rd frag nade, you will use it soon). You should notice that the door you need to go through is deloaded but it's hit box is still there, this is normal. Wait for the enemies being dropped off to die and the sky to change color, when that happens throw the 3 nades making them bouncing with the floor, if you do it right the hitbox of the door will be gone and you can continue with the level as usual, if not you will have to wait between 5 to 15 secs for the hitbox to dissappear.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
===Easy===&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random. Ignore the rest of the enemies and head up to the very last room, throw some nades to kill the grunst and run to the switch, the Zealot will be there messing around with the swith kill him with a [[Halo:_Reach#Noob_Combo|noob combo]] a ninja or however you want to and finish the level. If you can't hit the switch bad luck friend, an enemy from the previous hall followed you and he needs to die.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
After the cutscene you want to kill everyone, grab a DMR and walk a bit to trigger the Zealot movement, don't go too far or he will go to the next room, shoot at the red tanks to make them explode and while they are in fire shoot to the Zealot, you will want to walk backwards while shooting at the tanks. If the Zealot agros you hide behind the DMRs and let him engage Jorge, kill him and then proceed with the level while killing enemies. After the hall do the same as on easy, throw some nades to the grunts and [[Halo:_Reach#Noob_Combo|noob combo]] the final Zealot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22291</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22291"/>
				<updated>2019-05-05T23:05:56Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Final Area */  More explanation and added differences between easy and leg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page. There are also multiple video tutorials for some specific tricks indicated on this page&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Rout that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an indepth [https://www.youtube.com/watch?v=7vQnUqWtWos Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
:[https://www.youtube.com/watch?v=mbNkr3qUxKo Here] is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the [[#Starting_Routes|Barrier Jumps]] at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
:Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
:Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on [https://www.youtube.com/watch?v=sbeuC9ORlRc This Video]&lt;br /&gt;
&lt;br /&gt;
==Out Of Bounds==&lt;br /&gt;
For the OOB part there are 3 ways to do it, two of them are done with the same drop ship and are explained [https://www.youtube.com/watch?v=XFtSessjtqI Here].&lt;br /&gt;
&lt;br /&gt;
====Normal OOB====&lt;br /&gt;
For this one use your falcon to fly via the right side of the biggest hill so you can activate the dropship landing in the correct area, approach the marines and make sure to trigger the blue markers over their heads (YOU MUST DO IT), after the ship drops some grunts it will allways fly in same path, if you want you can destroy it's turret, follow the ship and try to get stuck on it after it flys over (sometimes through) the hills. After a while it will push you through the elastic barrier, you will know you are done because you will take some damage (you sometimes don't take any damage). This is the most consistent way to go Out of Bounds&lt;br /&gt;
&lt;br /&gt;
====Early OOB====&lt;br /&gt;
Basically the same as the [[#Normal OOB|Normal OOB]] but for this one YOU MUST NOT trigger the blue markers on the marines, you need to get close enought for the ship to drop the enemies but without activating the markers, once you see the ship is going down fly over the three near the left side of the ship, when the drop ship starts to go up try to get stuck on it's fly path. This is very tricky to do because it will take a different path every single time. This is RNG based even with the few manipulation done&lt;br /&gt;
&lt;br /&gt;
====Earliest OOB====&lt;br /&gt;
[https://youtu.be/sbeuC9ORlRc?t=478 Here is] a quick explanation of this trick.&lt;br /&gt;
&lt;br /&gt;
This is the hardest one to do and it is done with the very first dropship seen in the game, first you need to get the [[#Earliest Falcon|Earliest Falcon]] but you need to have in mind that if you grab the plasma pistol from the group of grunts located in the far left side near the gate you WOON'T be able to do it.&lt;br /&gt;
&lt;br /&gt;
Wait with your falcon hovering over the big three that is near the right side of the hut that is located in the left part of the river. You will see the dropship comming, when it starts to go down quickly move fordward to the second river and lock your altitude as high as possible and pray for the dropship to take you out of bounds, this is completly RNG so sometimes you will need to stop before or exactly above the river (watch the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Top 3 Individual Level] so you can see what I mean).&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
[https://www.youtube.com/watch?v=LY5EddUTQFs Here] is a quick tutorial on how to do all this strat.&lt;br /&gt;
&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill '''every''' enemy with your Falcon. After you make sure '''every''' enemy is dead (use your radar to double check) get out of your Falcon and then re-enter your Falcon, for safety land on top of the relay outpost but you can do this in mid air. This is a vital trigger that you must hit or else the level will not continue, after this you will get a checkpoint and if you did it right you will listen a Kat's dialog, if you do, it is safe to proceed with the deload, if you don't go back and make sure '''every''' enemy is dead.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to deload the outpost by loading previous area of the level, avoid going too far and too high or else you could get teleported into solid space and die, wait outside the now deloaded relay outpost. Around the time the second spirit spawns you should load the relay outpost again, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. On your way inside the building pick up 2 frag nades, one is located upstairs in the yard and the other one is with a marine's dead body by the middle truck, get inside the building and position yourself between the DMR ammo frame and the left pillar (you will see a 3rd frag nade, you will use it soon). You should notice that the door you need to go through is deloaded but it's hit box is still there, this is normal. Wait for the enemies being dropped off to die and the sky to change color, when that happens throw the 3 nades making them bouncing with the floor, if you do it right the hitbox of the door will be gone and you can continue with the level as usual, if not you will have to wait between 5 to 15 secs for the hitbox to dissappear.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
===Easy===&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random. Ignore the rest of the enemies and head up to the very last room, throw some nades to kill the grunst and run to the switch, the Zealot will be there messing around with the swith kill him with a [[Halo:_Reach#Noob_Combo|noob combo]] a ninja or however you want to and finish the level. If you can't hit the switch bad luck friend, an enemy from the previous hall followed you and he needs to die.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
After the cutscene you want to kill everyone, grab a DMR and walk a bit to trigger the Zealot movement, don't go too far or he will go to the next room, shoot at the red tanks to make them explode and while they are in fire shoot to the Zealot, you will want to walk backwards while shooting at the tanks. If the Zealot agros you hide behind the DMRs and let him engage Jorge, kill him and then proceed with the level while killing enemies. After the hall do the same as on easy, throw some nades to the grunts and [[Halo:_Reach#Noob_Combo|noob combo]] the final Zealot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22290</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22290"/>
				<updated>2019-05-05T22:48:45Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Relay Outpost */ added video and more explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page. There are also multiple video tutorials for some specific tricks indicated on this page&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Rout that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an indepth [https://www.youtube.com/watch?v=7vQnUqWtWos Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
:[https://www.youtube.com/watch?v=mbNkr3qUxKo Here] is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the [[#Starting_Routes|Barrier Jumps]] at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
:Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
:Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on [https://www.youtube.com/watch?v=sbeuC9ORlRc This Video]&lt;br /&gt;
&lt;br /&gt;
==Out Of Bounds==&lt;br /&gt;
For the OOB part there are 3 ways to do it, two of them are done with the same drop ship and are explained [https://www.youtube.com/watch?v=XFtSessjtqI Here].&lt;br /&gt;
&lt;br /&gt;
====Normal OOB====&lt;br /&gt;
For this one use your falcon to fly via the right side of the biggest hill so you can activate the dropship landing in the correct area, approach the marines and make sure to trigger the blue markers over their heads (YOU MUST DO IT), after the ship drops some grunts it will allways fly in same path, if you want you can destroy it's turret, follow the ship and try to get stuck on it after it flys over (sometimes through) the hills. After a while it will push you through the elastic barrier, you will know you are done because you will take some damage (you sometimes don't take any damage). This is the most consistent way to go Out of Bounds&lt;br /&gt;
&lt;br /&gt;
====Early OOB====&lt;br /&gt;
Basically the same as the [[#Normal OOB|Normal OOB]] but for this one YOU MUST NOT trigger the blue markers on the marines, you need to get close enought for the ship to drop the enemies but without activating the markers, once you see the ship is going down fly over the three near the left side of the ship, when the drop ship starts to go up try to get stuck on it's fly path. This is very tricky to do because it will take a different path every single time. This is RNG based even with the few manipulation done&lt;br /&gt;
&lt;br /&gt;
====Earliest OOB====&lt;br /&gt;
[https://youtu.be/sbeuC9ORlRc?t=478 Here is] a quick explanation of this trick.&lt;br /&gt;
&lt;br /&gt;
This is the hardest one to do and it is done with the very first dropship seen in the game, first you need to get the [[#Earliest Falcon|Earliest Falcon]] but you need to have in mind that if you grab the plasma pistol from the group of grunts located in the far left side near the gate you WOON'T be able to do it.&lt;br /&gt;
&lt;br /&gt;
Wait with your falcon hovering over the big three that is near the right side of the hut that is located in the left part of the river. You will see the dropship comming, when it starts to go down quickly move fordward to the second river and lock your altitude as high as possible and pray for the dropship to take you out of bounds, this is completly RNG so sometimes you will need to stop before or exactly above the river (watch the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Top 3 Individual Level] so you can see what I mean).&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
[https://www.youtube.com/watch?v=LY5EddUTQFs Here] is a quick tutorial on how to do all this strat.&lt;br /&gt;
&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill '''every''' enemy with your Falcon. After you make sure '''every''' enemy is dead (use your radar to double check) get out of your Falcon and then re-enter your Falcon, for safety land on top of the relay outpost but you can do this in mid air. This is a vital trigger that you must hit or else the level will not continue, after this you will get a checkpoint and if you did it right you will listen a Kat's dialog, if you do, it is safe to proceed with the deload, if you don't go back and make sure '''every''' enemy is dead.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to deload the outpost by loading previous area of the level, avoid going too far and too high or else you could get teleported into solid space and die, wait outside the now deloaded relay outpost. Around the time the second spirit spawns you should load the relay outpost again, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. On your way inside the building pick up 2 frag nades, one is located upstairs in the yard and the other one is with a marine's dead body by the middle truck, get inside the building and position yourself between the DMR ammo frame and the left pillar (you will see a 3rd frag nade, you will use it soon). You should notice that the door you need to go through is deloaded but it's hit box is still there, this is normal. Wait for the enemies being dropped off to die and the sky to change color, when that happens throw the 3 nades making them bouncing with the floor, if you do it right the hitbox of the door will be gone and you can continue with the level as usual, if not you will have to wait between 5 to 15 secs for the hitbox to dissappear.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22289</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22289"/>
				<updated>2019-05-05T22:21:48Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Video Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page. There are also multiple video tutorials for some specific tricks indicated on this page&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Rout that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an indepth [https://www.youtube.com/watch?v=7vQnUqWtWos Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
:[https://www.youtube.com/watch?v=mbNkr3qUxKo Here] is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the [[#Starting_Routes|Barrier Jumps]] at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
:Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
:Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on [https://www.youtube.com/watch?v=sbeuC9ORlRc This Video]&lt;br /&gt;
&lt;br /&gt;
==Out Of Bounds==&lt;br /&gt;
For the OOB part there are 3 ways to do it, two of them are done with the same drop ship and are explained [https://www.youtube.com/watch?v=XFtSessjtqI Here].&lt;br /&gt;
&lt;br /&gt;
====Normal OOB====&lt;br /&gt;
For this one use your falcon to fly via the right side of the biggest hill so you can activate the dropship landing in the correct area, approach the marines and make sure to trigger the blue markers over their heads (YOU MUST DO IT), after the ship drops some grunts it will allways fly in same path, if you want you can destroy it's turret, follow the ship and try to get stuck on it after it flys over (sometimes through) the hills. After a while it will push you through the elastic barrier, you will know you are done because you will take some damage (you sometimes don't take any damage). This is the most consistent way to go Out of Bounds&lt;br /&gt;
&lt;br /&gt;
====Early OOB====&lt;br /&gt;
Basically the same as the [[#Normal OOB|Normal OOB]] but for this one YOU MUST NOT trigger the blue markers on the marines, you need to get close enought for the ship to drop the enemies but without activating the markers, once you see the ship is going down fly over the three near the left side of the ship, when the drop ship starts to go up try to get stuck on it's fly path. This is very tricky to do because it will take a different path every single time. This is RNG based even with the few manipulation done&lt;br /&gt;
&lt;br /&gt;
====Earliest OOB====&lt;br /&gt;
[https://youtu.be/sbeuC9ORlRc?t=478 Here is] a quick explanation of this trick.&lt;br /&gt;
&lt;br /&gt;
This is the hardest one to do and it is done with the very first dropship seen in the game, first you need to get the [[#Earliest Falcon|Earliest Falcon]] but you need to have in mind that if you grab the plasma pistol from the group of grunts located in the far left side near the gate you WOON'T be able to do it.&lt;br /&gt;
&lt;br /&gt;
Wait with your falcon hovering over the big three that is near the right side of the hut that is located in the left part of the river. You will see the dropship comming, when it starts to go down quickly move fordward to the second river and lock your altitude as high as possible and pray for the dropship to take you out of bounds, this is completly RNG so sometimes you will need to stop before or exactly above the river (watch the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Top 3 Individual Level] so you can see what I mean).&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22288</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22288"/>
				<updated>2019-05-05T20:57:02Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Earliest OOB */  added the video for this trick&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Rout that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an indepth [https://www.youtube.com/watch?v=7vQnUqWtWos Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
:[https://www.youtube.com/watch?v=mbNkr3qUxKo Here] is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the [[#Starting_Routes|Barrier Jumps]] at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
:Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
:Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on [https://www.youtube.com/watch?v=sbeuC9ORlRc This Video]&lt;br /&gt;
&lt;br /&gt;
==Out Of Bounds==&lt;br /&gt;
For the OOB part there are 3 ways to do it, two of them are done with the same drop ship and are explained [https://www.youtube.com/watch?v=XFtSessjtqI Here].&lt;br /&gt;
&lt;br /&gt;
====Normal OOB====&lt;br /&gt;
For this one use your falcon to fly via the right side of the biggest hill so you can activate the dropship landing in the correct area, approach the marines and make sure to trigger the blue markers over their heads (YOU MUST DO IT), after the ship drops some grunts it will allways fly in same path, if you want you can destroy it's turret, follow the ship and try to get stuck on it after it flys over (sometimes through) the hills. After a while it will push you through the elastic barrier, you will know you are done because you will take some damage (you sometimes don't take any damage). This is the most consistent way to go Out of Bounds&lt;br /&gt;
&lt;br /&gt;
====Early OOB====&lt;br /&gt;
Basically the same as the [[#Normal OOB|Normal OOB]] but for this one YOU MUST NOT trigger the blue markers on the marines, you need to get close enought for the ship to drop the enemies but without activating the markers, once you see the ship is going down fly over the three near the left side of the ship, when the drop ship starts to go up try to get stuck on it's fly path. This is very tricky to do because it will take a different path every single time. This is RNG based even with the few manipulation done&lt;br /&gt;
&lt;br /&gt;
====Earliest OOB====&lt;br /&gt;
[https://youtu.be/sbeuC9ORlRc?t=478 Here is] a quick explanation of this trick.&lt;br /&gt;
&lt;br /&gt;
This is the hardest one to do and it is done with the very first dropship seen in the game, first you need to get the [[#Earliest Falcon|Earliest Falcon]] but you need to have in mind that if you grab the plasma pistol from the group of grunts located in the far left side near the gate you WOON'T be able to do it.&lt;br /&gt;
&lt;br /&gt;
Wait with your falcon hovering over the big three that is near the right side of the hut that is located in the left part of the river. You will see the dropship comming, when it starts to go down quickly move fordward to the second river and lock your altitude as high as possible and pray for the dropship to take you out of bounds, this is completly RNG so sometimes you will need to stop before or exactly above the river (watch the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Top 3 Individual Level] so you can see what I mean).&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22287</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22287"/>
				<updated>2019-05-05T20:52:01Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: Added Out of Bounds Explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Rout that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an indepth [https://www.youtube.com/watch?v=7vQnUqWtWos Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
:[https://www.youtube.com/watch?v=mbNkr3qUxKo Here] is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the [[#Starting_Routes|Barrier Jumps]] at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
:Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
:Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on [https://www.youtube.com/watch?v=sbeuC9ORlRc This Video]&lt;br /&gt;
&lt;br /&gt;
==Out Of Bounds==&lt;br /&gt;
For the OOB part there are 3 ways to do it, two of them are done with the same drop ship and are explained [https://www.youtube.com/watch?v=XFtSessjtqI Here].&lt;br /&gt;
&lt;br /&gt;
====Normal OOB====&lt;br /&gt;
For this one use your falcon to fly via the right side of the biggest hill so you can activate the dropship landing in the correct area, approach the marines and make sure to trigger the blue markers over their heads (YOU MUST DO IT), after the ship drops some grunts it will allways fly in same path, if you want you can destroy it's turret, follow the ship and try to get stuck on it after it flys over (sometimes through) the hills. After a while it will push you through the elastic barrier, you will know you are done because you will take some damage (you sometimes don't take any damage). This is the most consistent way to go Out of Bounds&lt;br /&gt;
&lt;br /&gt;
====Early OOB====&lt;br /&gt;
Basically the same as the [[#Normal OOB|Normal OOB]] but for this one YOU MUST NOT trigger the blue markers on the marines, you need to get close enought for the ship to drop the enemies but without activating the markers, once you see the ship is going down fly over the three near the left side of the ship, when the drop ship starts to go up try to get stuck on it's fly path. This is very tricky to do because it will take a different path every single time. This is RNG based even with the few manipulation done&lt;br /&gt;
&lt;br /&gt;
====Earliest OOB====&lt;br /&gt;
This is the hardest one to do and it is done with the very first dropship seen in the game, first you need to get the [[#Earliest Falcon|Earliest Falcon]] but you need to have in mind that if you grab the plasma pistol from the group of grunts located in the far left side near the gate you WOON'T be able to do it.&lt;br /&gt;
&lt;br /&gt;
Wait with your falcon hovering over the big three that is near the right side of the hut that is located in the left part of the river. You will see the dropship comming, when it starts to go down quickly move fordward to the second river and lock your altitude as high as possible and pray for the dropship to take you out of bounds, this is completly RNG so sometimes you will need to stop before or exactly above the river (watch the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Top 3 Individual Level] so you can see what I mean).&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22286</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22286"/>
				<updated>2019-05-05T19:19:55Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: Add some video and minor format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Rout that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an indepth [https://www.youtube.com/watch?v=7vQnUqWtWos Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
:[https://www.youtube.com/watch?v=mbNkr3qUxKo Here] is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the [[#Starting_Routes|Barrier Jumps]] at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
:Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
:Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on [https://www.youtube.com/watch?v=sbeuC9ORlRc This Video]&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22285</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22285"/>
				<updated>2019-05-05T19:08:50Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Starting Routes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Rout that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an indepth [https://www.youtube.com/watch?v=7vQnUqWtWos Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
:[https://www.youtube.com/watch?v=mbNkr3qUxKo Here] is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the barrier jump at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on THIS VIDEO (note, add video)&lt;br /&gt;
&lt;br /&gt;
-TEXT THAT WILL BE REMOVED&lt;br /&gt;
* Now fly in the opposite direction that you came, but stay near the mountain. Keep flying on this course until you see a Spirit Dropship. Follow it down to where it lands. While you follow it, try to take out its bottom turret.&lt;br /&gt;
* Wait for it to rise up and fly away, then fly in the direction that the Dropship flies. You'll pass it pretty quickly, but keep flying in the same general direction.&lt;br /&gt;
* Stop when you are clear of the trees and the mountain. Wait for the Dropship to come flying out of the mountain, face it, then land in between its two prongs. Hold the left control stick forward and lock your altitude. Wait for your shields to go down and the Falcon to shake - this indicates you've broken the barrier and are now outside the map.&lt;br /&gt;
If you've played this level before, you'll know where to go next.  Just fly where the Falcon normally flies. You should find a deloaded area that will load when you get near it.-&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22284</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22284"/>
				<updated>2019-05-05T19:08:21Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Starting Routes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Rout that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an indepth [https://www.youtube.com/watch?v=7vQnUqWtWos Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
:[https://www.youtube.com/watch?v=mbNkr3qUxKo Here] is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the barrier jump at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on THIS VIDEO (note, add video)&lt;br /&gt;
&lt;br /&gt;
-TEXT THAT WILL BE REMOVED&lt;br /&gt;
* Now fly in the opposite direction that you came, but stay near the mountain. Keep flying on this course until you see a Spirit Dropship. Follow it down to where it lands. While you follow it, try to take out its bottom turret.&lt;br /&gt;
* Wait for it to rise up and fly away, then fly in the direction that the Dropship flies. You'll pass it pretty quickly, but keep flying in the same general direction.&lt;br /&gt;
* Stop when you are clear of the trees and the mountain. Wait for the Dropship to come flying out of the mountain, face it, then land in between its two prongs. Hold the left control stick forward and lock your altitude. Wait for your shields to go down and the Falcon to shake - this indicates you've broken the barrier and are now outside the map.&lt;br /&gt;
If you've played this level before, you'll know where to go next.  Just fly where the Falcon normally flies. You should find a deloaded area that will load when you get near it.-&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22283</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22283"/>
				<updated>2019-05-05T19:07:27Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: Added video examples and better format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Rout that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an indepth [https://www.youtube.com/watch?v=7vQnUqWtWos Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
:[https://www.youtube.com/watch?v=mbNkr3qUxKo Here] is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the barrier jump at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on THIS VIDEO (note, add video)&lt;br /&gt;
&lt;br /&gt;
-TEXT THAT WILL BE REMOVED&lt;br /&gt;
* Now fly in the opposite direction that you came, but stay near the mountain. Keep flying on this course until you see a Spirit Dropship. Follow it down to where it lands. While you follow it, try to take out its bottom turret.&lt;br /&gt;
* Wait for it to rise up and fly away, then fly in the direction that the Dropship flies. You'll pass it pretty quickly, but keep flying in the same general direction.&lt;br /&gt;
* Stop when you are clear of the trees and the mountain. Wait for the Dropship to come flying out of the mountain, face it, then land in between its two prongs. Hold the left control stick forward and lock your altitude. Wait for your shields to go down and the Falcon to shake - this indicates you've broken the barrier and are now outside the map.&lt;br /&gt;
If you've played this level before, you'll know where to go next.  Just fly where the Falcon normally flies. You should find a deloaded area that will load when you get near it.-&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22282</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22282"/>
				<updated>2019-05-02T10:47:06Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Starting Routes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Rout that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
&lt;br /&gt;
Here is a [https://www.youtube.com/watch?v=7vQnUqWtWos&amp;amp;feature=youtu.be Video Tutorial] on how to do the jumps&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the barrier jump at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on THIS VIDEO (note, add video)&lt;br /&gt;
&lt;br /&gt;
-TEXT THAT WILL BE REMOVED&lt;br /&gt;
* Now fly in the opposite direction that you came, but stay near the mountain. Keep flying on this course until you see a Spirit Dropship. Follow it down to where it lands. While you follow it, try to take out its bottom turret.&lt;br /&gt;
* Wait for it to rise up and fly away, then fly in the direction that the Dropship flies. You'll pass it pretty quickly, but keep flying in the same general direction.&lt;br /&gt;
* Stop when you are clear of the trees and the mountain. Wait for the Dropship to come flying out of the mountain, face it, then land in between its two prongs. Hold the left control stick forward and lock your altitude. Wait for your shields to go down and the Falcon to shake - this indicates you've broken the barrier and are now outside the map.&lt;br /&gt;
If you've played this level before, you'll know where to go next.  Just fly where the Falcon normally flies. You should find a deloaded area that will load when you get near it.-&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22281</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22281"/>
				<updated>2019-05-02T00:25:08Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Falcon Grab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Rout that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the barrier jump at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on THIS VIDEO (note, add video)&lt;br /&gt;
&lt;br /&gt;
-TEXT THAT WILL BE REMOVED&lt;br /&gt;
* Now fly in the opposite direction that you came, but stay near the mountain. Keep flying on this course until you see a Spirit Dropship. Follow it down to where it lands. While you follow it, try to take out its bottom turret.&lt;br /&gt;
* Wait for it to rise up and fly away, then fly in the direction that the Dropship flies. You'll pass it pretty quickly, but keep flying in the same general direction.&lt;br /&gt;
* Stop when you are clear of the trees and the mountain. Wait for the Dropship to come flying out of the mountain, face it, then land in between its two prongs. Hold the left control stick forward and lock your altitude. Wait for your shields to go down and the Falcon to shake - this indicates you've broken the barrier and are now outside the map.&lt;br /&gt;
If you've played this level before, you'll know where to go next.  Just fly where the Falcon normally flies. You should find a deloaded area that will load when you get near it.-&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22280</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22280"/>
				<updated>2019-05-02T00:23:38Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Mission Start */  added video for barrier jumps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Rout that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:WC Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the barrier jump at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on THIS VIDEO (note, add video)&lt;br /&gt;
&lt;br /&gt;
-TEXT THAT WILL BE REMOVED&lt;br /&gt;
* Now fly in the opposite direction that you came, but stay near the mountain. Keep flying on this course until you see a Spirit Dropship. Follow it down to where it lands. While you follow it, try to take out its bottom turret.&lt;br /&gt;
* Wait for it to rise up and fly away, then fly in the direction that the Dropship flies. You'll pass it pretty quickly, but keep flying in the same general direction.&lt;br /&gt;
* Stop when you are clear of the trees and the mountain. Wait for the Dropship to come flying out of the mountain, face it, then land in between its two prongs. Hold the left control stick forward and lock your altitude. Wait for your shields to go down and the Falcon to shake - this indicates you've broken the barrier and are now outside the map.&lt;br /&gt;
If you've played this level before, you'll know where to go next.  Just fly where the Falcon normally flies. You should find a deloaded area that will load when you get near it.-&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=File:WC_Barrier_Jumps.mp4&amp;diff=22279</id>
		<title>File:WC Barrier Jumps.mp4</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=File:WC_Barrier_Jumps.mp4&amp;diff=22279"/>
				<updated>2019-05-02T00:17:16Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: Barrier Skip used on the segmented project&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Barrier Skip used on the segmented project&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22278</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22278"/>
				<updated>2019-05-02T00:01:34Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Routes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting.&lt;br /&gt;
&lt;br /&gt;
===Routes===&lt;br /&gt;
-----&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jump, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and the do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the barrier jump at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on THIS VIDEO (note, add video)&lt;br /&gt;
&lt;br /&gt;
-TEXT THAT WILL BE REMOVED&lt;br /&gt;
* Now fly in the opposite direction that you came, but stay near the mountain. Keep flying on this course until you see a Spirit Dropship. Follow it down to where it lands. While you follow it, try to take out its bottom turret.&lt;br /&gt;
* Wait for it to rise up and fly away, then fly in the direction that the Dropship flies. You'll pass it pretty quickly, but keep flying in the same general direction.&lt;br /&gt;
* Stop when you are clear of the trees and the mountain. Wait for the Dropship to come flying out of the mountain, face it, then land in between its two prongs. Hold the left control stick forward and lock your altitude. Wait for your shields to go down and the Falcon to shake - this indicates you've broken the barrier and are now outside the map.&lt;br /&gt;
If you've played this level before, you'll know where to go next.  Just fly where the Falcon normally flies. You should find a deloaded area that will load when you get near it.-&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22277</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22277"/>
				<updated>2019-05-01T23:59:47Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Routes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting.&lt;br /&gt;
&lt;br /&gt;
===Routes===&lt;br /&gt;
&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jump, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and the do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the barrier jump at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on THIS VIDEO (note, add video)&lt;br /&gt;
&lt;br /&gt;
-TEXT THAT WILL BE REMOVED&lt;br /&gt;
* Now fly in the opposite direction that you came, but stay near the mountain. Keep flying on this course until you see a Spirit Dropship. Follow it down to where it lands. While you follow it, try to take out its bottom turret.&lt;br /&gt;
* Wait for it to rise up and fly away, then fly in the direction that the Dropship flies. You'll pass it pretty quickly, but keep flying in the same general direction.&lt;br /&gt;
* Stop when you are clear of the trees and the mountain. Wait for the Dropship to come flying out of the mountain, face it, then land in between its two prongs. Hold the left control stick forward and lock your altitude. Wait for your shields to go down and the Falcon to shake - this indicates you've broken the barrier and are now outside the map.&lt;br /&gt;
If you've played this level before, you'll know where to go next.  Just fly where the Falcon normally flies. You should find a deloaded area that will load when you get near it.-&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22276</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22276"/>
				<updated>2019-05-01T23:51:50Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: Now includes the 3 different ways to get the falcon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting.&lt;br /&gt;
&lt;br /&gt;
===Routes===&lt;br /&gt;
----&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jump, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and the do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.&lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
===Normal Falcon===&lt;br /&gt;
This is the first version of the trick from late 2014&lt;br /&gt;
&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
&lt;br /&gt;
===Early Falcon===&lt;br /&gt;
Strat from early 2015&lt;br /&gt;
&lt;br /&gt;
What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.&lt;br /&gt;
&lt;br /&gt;
===Earliest Falcon===&lt;br /&gt;
Was a coop only strat but in mid 2018 became doable in solo.&lt;br /&gt;
&lt;br /&gt;
For this one you MUST do the barrier jump at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.&lt;br /&gt;
&lt;br /&gt;
Then there are 2 ways to do the grab.&lt;br /&gt;
&lt;br /&gt;
====Hard====&lt;br /&gt;
Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.&lt;br /&gt;
&lt;br /&gt;
====Soft====&lt;br /&gt;
Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.&lt;br /&gt;
&lt;br /&gt;
Both of this strats are well explained on THIS VIDEO (note, add video)&lt;br /&gt;
&lt;br /&gt;
-TEXT THAT WILL BE REMOVED&lt;br /&gt;
* Now fly in the opposite direction that you came, but stay near the mountain. Keep flying on this course until you see a Spirit Dropship. Follow it down to where it lands. While you follow it, try to take out its bottom turret.&lt;br /&gt;
* Wait for it to rise up and fly away, then fly in the direction that the Dropship flies. You'll pass it pretty quickly, but keep flying in the same general direction.&lt;br /&gt;
* Stop when you are clear of the trees and the mountain. Wait for the Dropship to come flying out of the mountain, face it, then land in between its two prongs. Hold the left control stick forward and lock your altitude. Wait for your shields to go down and the Falcon to shake - this indicates you've broken the barrier and are now outside the map.&lt;br /&gt;
If you've played this level before, you'll know where to go next.  Just fly where the Falcon normally flies. You should find a deloaded area that will load when you get near it.-&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22275</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22275"/>
				<updated>2019-05-01T05:48:24Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: Changed caps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting.&lt;br /&gt;
&lt;br /&gt;
===Routes===&lt;br /&gt;
----&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jump, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and the do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Skip==&lt;br /&gt;
The Falcon Skip lets you hijack a falcon to go out-of-bounds to get to the Relay Outpost. It starts just before you reach the truck.&lt;br /&gt;
* As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
* When the Falcon is on your left and at its furthest point away from you, immediately run for the trucks and get in before proceeding with the level.&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level. Keep driving until you reach the first structure. There will be a hill on the left of you, which the Falcon will be hovering over. If the Falcon doesn't have Jun's waypoint on it, you've done the glitch correctly. Get out of your truck and run up the hill, and find a rock to jump off of to make it all the way to the top, as the hill becomes too steep to walk on at a certain point. Here, shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
* Now fly in the opposite direction that you came, but stay near the mountain. Keep flying on this course until you see a Spirit Dropship. Follow it down to where it lands. While you follow it, try to take out its bottom turret.&lt;br /&gt;
* Wait for it to rise up and fly away, then fly in the direction that the Dropship flies. You'll pass it pretty quickly, but keep flying in the same general direction.&lt;br /&gt;
* Stop when you are clear of the trees and the mountain. Wait for the Dropship to come flying out of the mountain, face it, then land in between its two prongs. Hold the left control stick forward and lock your altitude. Wait for your shields to go down and the Falcon to shake - this indicates you've broken the barrier and are now outside the map.&lt;br /&gt;
If you've played this level before, you'll know where to go next.  Just fly where the Falcon normally flies. You should find a deloaded area that will load when you get near it.&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22274</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22274"/>
				<updated>2019-05-01T05:47:51Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: will add trick tutorial later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&amp;amp;show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&amp;amp;show=0 Full Game] Records page.&lt;br /&gt;
&lt;br /&gt;
==MISSION START==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting.&lt;br /&gt;
&lt;br /&gt;
===Routes===&lt;br /&gt;
----&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jump, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and the do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Skip==&lt;br /&gt;
The Falcon Skip lets you hijack a falcon to go out-of-bounds to get to the Relay Outpost. It starts just before you reach the truck.&lt;br /&gt;
* As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
* When the Falcon is on your left and at its furthest point away from you, immediately run for the trucks and get in before proceeding with the level.&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level. Keep driving until you reach the first structure. There will be a hill on the left of you, which the Falcon will be hovering over. If the Falcon doesn't have Jun's waypoint on it, you've done the glitch correctly. Get out of your truck and run up the hill, and find a rock to jump off of to make it all the way to the top, as the hill becomes too steep to walk on at a certain point. Here, shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
* Now fly in the opposite direction that you came, but stay near the mountain. Keep flying on this course until you see a Spirit Dropship. Follow it down to where it lands. While you follow it, try to take out its bottom turret.&lt;br /&gt;
* Wait for it to rise up and fly away, then fly in the direction that the Dropship flies. You'll pass it pretty quickly, but keep flying in the same general direction.&lt;br /&gt;
* Stop when you are clear of the trees and the mountain. Wait for the Dropship to come flying out of the mountain, face it, then land in between its two prongs. Hold the left control stick forward and lock your altitude. Wait for your shields to go down and the Falcon to shake - this indicates you've broken the barrier and are now outside the map.&lt;br /&gt;
If you've played this level before, you'll know where to go next.  Just fly where the Falcon normally flies. You should find a deloaded area that will load when you get near it.&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22273</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22273"/>
				<updated>2019-04-28T23:23:04Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==TUTORIALS==&lt;br /&gt;
'''WILL INSERT VIDEO TUTORIALS HERE'''&lt;br /&gt;
&lt;br /&gt;
==MISSION START==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting.&lt;br /&gt;
&lt;br /&gt;
===Routes===&lt;br /&gt;
----&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jump, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and the do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Skip==&lt;br /&gt;
The Falcon Skip lets you hijack a falcon to go out-of-bounds to get to the Relay Outpost. It starts just before you reach the truck.&lt;br /&gt;
* As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
* When the Falcon is on your left and at its furthest point away from you, immediately run for the trucks and get in before proceeding with the level.&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level. Keep driving until you reach the first structure. There will be a hill on the left of you, which the Falcon will be hovering over. If the Falcon doesn't have Jun's waypoint on it, you've done the glitch correctly. Get out of your truck and run up the hill, and find a rock to jump off of to make it all the way to the top, as the hill becomes too steep to walk on at a certain point. Here, shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
* Now fly in the opposite direction that you came, but stay near the mountain. Keep flying on this course until you see a Spirit Dropship. Follow it down to where it lands. While you follow it, try to take out its bottom turret.&lt;br /&gt;
* Wait for it to rise up and fly away, then fly in the direction that the Dropship flies. You'll pass it pretty quickly, but keep flying in the same general direction.&lt;br /&gt;
* Stop when you are clear of the trees and the mountain. Wait for the Dropship to come flying out of the mountain, face it, then land in between its two prongs. Hold the left control stick forward and lock your altitude. Wait for your shields to go down and the Falcon to shake - this indicates you've broken the barrier and are now outside the map.&lt;br /&gt;
If you've played this level before, you'll know where to go next.  Just fly where the Falcon normally flies. You should find a deloaded area that will load when you get near it.&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22238</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22238"/>
				<updated>2018-12-15T22:18:33Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: Started with new strats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~7:00; Legendary: ~7:30&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==TUTORIALS==&lt;br /&gt;
'''WILL INSERT VIDEO TUTORIALS HERE'''&lt;br /&gt;
&lt;br /&gt;
==MISSION START==&lt;br /&gt;
After 47 seconds inside the falcon get out of the falcon and start sprinting.&lt;br /&gt;
&lt;br /&gt;
===Routes===&lt;br /&gt;
----&lt;br /&gt;
*'''Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jump, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and the do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
&lt;br /&gt;
*'''Classic Route'''&lt;br /&gt;
:Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.&lt;br /&gt;
----&lt;br /&gt;
==== ====&lt;br /&gt;
Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.&lt;br /&gt;
&lt;br /&gt;
==Falcon Skip==&lt;br /&gt;
The Falcon Skip lets you hijack a falcon to go out-of-bounds to get to the Relay Outpost. It starts just before you reach the truck.&lt;br /&gt;
* As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
* When the Falcon is on your left and at its furthest point away from you, immediately run for the trucks and get in before proceeding with the level.&lt;br /&gt;
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level. Keep driving until you reach the first structure. There will be a hill on the left of you, which the Falcon will be hovering over. If the Falcon doesn't have Jun's waypoint on it, you've done the glitch correctly. Get out of your truck and run up the hill, and find a rock to jump off of to make it all the way to the top, as the hill becomes too steep to walk on at a certain point. Here, shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
* Now fly in the opposite direction that you came, but stay near the mountain. Keep flying on this course until you see a Spirit Dropship. Follow it down to where it lands. While you follow it, try to take out its bottom turret.&lt;br /&gt;
* Wait for it to rise up and fly away, then fly in the direction that the Dropship flies. You'll pass it pretty quickly, but keep flying in the same general direction.&lt;br /&gt;
* Stop when you are clear of the trees and the mountain. Wait for the Dropship to come flying out of the mountain, face it, then land in between its two prongs. Hold the left control stick forward and lock your altitude. Wait for your shields to go down and the Falcon to shake - this indicates you've broken the barrier and are now outside the map.&lt;br /&gt;
If you've played this level before, you'll know where to go next.  Just fly where the Falcon normally flies. You should find a deloaded area that will load when you get near it.&lt;br /&gt;
&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy you can with your Falcon. After you make sure every enemy is dead (use your radar to double check) land on top of the relay outpost, get out of your Falcon and then re-enter your Falcon. This is a vital trigger that you must hit or else the level will not continue.&lt;br /&gt;
&lt;br /&gt;
For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to reload the previous area of the level (avoid going too far or else you could get teleported into solid space and die) and wait outside the now deloaded relay outpost. Around the time the second spirit stops shooting you is when you should reload the relay outpost, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. You should notice that the door you need to go through is deloaded, this is normal. Wait for the enemies being dropped off to die and then you should be able to continue with the mission as normal.&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.&lt;br /&gt;
&lt;br /&gt;
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22237</id>
		<title>Halo: Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22237"/>
				<updated>2018-12-15T20:07:01Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Enemies - added grunts, brutes, changed other enemies and elites for more specific information*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo: Reach is the first game in the series to add sprint. As a speedrun, it has many tricks, but it is less popular than the main trilogy.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=500 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Basic Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sprint and jumping===&lt;br /&gt;
Unlike other games with sprint such as Call of Duty, in Reach your sprint meter continues to be used up if you jump while sprinting. This means that bunny-hopping is not useful as a sprint preservation technique. However, since jumping preserves some of your momentum, you can gain a little extra distance out of your sprint by jumping at near the end of a sprint. Testing shows this can save over a second for every 4 full sprints. http://pastebin.com/V5VruCH6&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
Well known trick that consists in using an EMP for taking out the shields of any Elite and then switching to a Magnum or DMR to kill it with a headshot.&lt;br /&gt;
&lt;br /&gt;
===Cutscene Skips===&lt;br /&gt;
Most of the cutscenes can be skiped by holding (Y) and (A) at the same time before they even start, that can save up to 2 secs per level in a Full Game Run.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
This consists on keeping your vertical momentum (from jumping from a cliff or a normal jump) to gain more speed by jumping as soon as  you land on a slope.&lt;br /&gt;
&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
As in some other shooters you can use a grenade explosion to gain extra height on a jump, something very useful when we talk about speedruns, can be used for skipping some triggers and also reaching some objectives. You can do this with almost any explosion in the game (Concussion Rifle, Vehicle Explosion, etc) you can try doing it with a Rocket or a Plasma nade but you will mostly die.&lt;br /&gt;
&lt;br /&gt;
===Box Launching===&lt;br /&gt;
Similar to Halo 3, using an ammo crate (UNSC), a Gravity Hammer and a Grenade for launching, is a common trick used for jumptages and barely used in this game's speedrun. There are very few places where you can boxlaunch and save some seconds (this trick is more common in ILs).&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
&lt;br /&gt;
*[[Winter Contingency]]&lt;br /&gt;
*[[ONI: Sword Base]]&lt;br /&gt;
*[[Nightfall]]&lt;br /&gt;
*[[Tip of the Spear]]&lt;br /&gt;
*[[Long Night of Solace]]&lt;br /&gt;
*[[Exodus]]&lt;br /&gt;
*[[New Alexandria]]&lt;br /&gt;
*[[The Package]]&lt;br /&gt;
*[[The Pillar of Autumn (Halo: Reach)]]&lt;br /&gt;
*[[Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The enemies in Reach underwent a major change from the main trilogy. Elite ranks were reorganized. In addition, AI of other enemies behaves somewhat differently.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
The basic way to deal with elites is using a noob combo.&lt;br /&gt;
&lt;br /&gt;
*'''Minor''' Elites are blue color, they have weak shields (a melee is enought to take them out on legendary difficulty) and not much health.&lt;br /&gt;
&lt;br /&gt;
*'''Major''' Elites are a red-orange color, not to be confused with the gold armor of Generals. Have more shields and health than minors, when unshielded, they can withstand a melee on easy difficulty.&lt;br /&gt;
&lt;br /&gt;
*'''Spec Ops''' Elites are black color they are the weakest elites in the game, less shields and health than the minors and always have active camo on.&lt;br /&gt;
&lt;br /&gt;
*'''Ranger''' Elites in Reach are white color with jetpacks. They have weak shields and have been seen using plasma repeaters, needle rifles, concussion rifles, and focus rifles.&lt;br /&gt;
&lt;br /&gt;
*'''Ultra''' Elites are white color. They will occasionally use Armor Lock to tank explosions, such as grenades or needler supercombines. Unlike in Halo 2, they possess no sword pull ability, their shields can tank a plasma grenade on legendary difficulty.&lt;br /&gt;
&lt;br /&gt;
*'''Zealot''' Elites are maroon/purple color, have more health and shields. They appear on the levels [[Winter Contingency]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach)]].&lt;br /&gt;
&lt;br /&gt;
*'''General''' Elites are gold color and have the strongest shields of all the Elites (besides BOB), even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher).&lt;br /&gt;
&lt;br /&gt;
*'''Field Marshal''' Elites are basically Generals but with a shield than can handle an emp, one of them is encountered at the end of The Pillar of Autumn. He's noticeably faster and more responsive, and carries two weapons, fuel rod gun and energy swordd.&lt;br /&gt;
&lt;br /&gt;
*'''BOB''' Elites are golden rangers and can take a full EMP without losing their shields. They can be seen in every level carrying concussion rifles or fuel rods.&lt;br /&gt;
&lt;br /&gt;
===Brutes===&lt;br /&gt;
To easily deal with brutes use a needler or a needle rifle, they tend to continuously armorlock up to 3 times in a row without cooldown.&lt;br /&gt;
&lt;br /&gt;
*'''Infantry''' Brutes don't have shields and a supercombine or 3 headshtos kills them really fast.&lt;br /&gt;
&lt;br /&gt;
*'''Captain''' Brutes don't have shields, they take 5 headshots or one supercombine.&lt;br /&gt;
&lt;br /&gt;
*'''Chieftain''' Brutes have shields and hevy weapons you will need to take them down and then get the supercombine.&lt;br /&gt;
&lt;br /&gt;
===Grunts===&lt;br /&gt;
Easy to kill, say no more.&lt;br /&gt;
&lt;br /&gt;
*'''Infantry''' Grunts die with just a headshot on any difficulty.&lt;br /&gt;
&lt;br /&gt;
*'''Specialist''' Grunts can carry heavy weapons such as FRG they also die with one headshot.&lt;br /&gt;
&lt;br /&gt;
*'''Ultra''' Grunts are a bit stronger, they have a mask that protects them from headshots so you will need to remove the mask first.&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
There are other enemies in the game but there aren't a thread because you barely fight against them.&lt;br /&gt;
&lt;br /&gt;
*'''Hunters''' - Either use heavy weapons and explosives or shoot them at the back.&lt;br /&gt;
*'''Buggers''' - Hard to land but a headshot kills them.&lt;br /&gt;
*'''Skirmishes''' - Just a headshot is need it to kill them.&lt;br /&gt;
*'''Jackals''' - Doesn't matter the color of the shield, just shoot them in the arm/foot and then a headshot.&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22235</id>
		<title>Halo: Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22235"/>
				<updated>2018-12-15T17:58:35Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Elites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo: Reach is the first game in the series to add sprint. As a speedrun, it has many tricks, but it is less popular than the main trilogy.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=500 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Basic Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sprint and jumping===&lt;br /&gt;
Unlike other games with sprint such as Call of Duty, in Reach your sprint meter continues to be used up if you jump while sprinting. This means that bunny-hopping is not useful as a sprint preservation technique. However, since jumping preserves some of your momentum, you can gain a little extra distance out of your sprint by jumping at near the end of a sprint. Testing shows this can save over a second for every 4 full sprints. http://pastebin.com/V5VruCH6&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
Well known trick that consists in using an EMP for taking out the shields of any Elite and then switching to a Magnum or DMR to kill it with a headshot.&lt;br /&gt;
&lt;br /&gt;
===Cutscene Skips===&lt;br /&gt;
Most of the cutscenes can be skiped by holding (Y) and (A) at the same time before they even start, that can save up to 2 secs per level in a Full Game Run.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
This consists on keeping your vertical momentum (from jumping from a cliff or a normal jump) to gain more speed by jumping as soon as  you land on a slope.&lt;br /&gt;
&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
As in some other shooters you can use a grenade explosion to gain extra height on a jump, something very useful when we talk about speedruns, can be used for skipping some triggers and also reaching some objectives. You can do this with almost any explosion in the game (Concussion Rifle, Vehicle Explosion, etc) you can try doing it with a Rocket or a Plasma nade but you will mostly die.&lt;br /&gt;
&lt;br /&gt;
===Box Launching===&lt;br /&gt;
Similar to Halo 3, using an ammo crate (UNSC), a Gravity Hammer and a Grenade for launching, is a common trick used for jumptages and barely used in this game's speedrun. There are very few places where you can boxlaunch and save some seconds (this trick is more common in ILs).&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
&lt;br /&gt;
*[[Winter Contingency]]&lt;br /&gt;
*[[ONI: Sword Base]]&lt;br /&gt;
*[[Nightfall]]&lt;br /&gt;
*[[Tip of the Spear]]&lt;br /&gt;
*[[Long Night of Solace]]&lt;br /&gt;
*[[Exodus]]&lt;br /&gt;
*[[New Alexandria]]&lt;br /&gt;
*[[The Package]]&lt;br /&gt;
*[[The Pillar of Autumn (Halo: Reach)]]&lt;br /&gt;
*[[Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The enemies in Reach underwent a major change from the main trilogy. Elite ranks were reorganized. In addition, AI of other enemies behaves somewhat differently.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
'''Minor''' Elites are blue color, they have weak shields (a melee is enought to take them out on legendary difficulty) and not much health.&lt;br /&gt;
&lt;br /&gt;
'''Major''' Elites are a red-orange color, not to be confused with the gold armor of Generals. Have more shields and health than minors, when unshielded, they can withstand a melee on easy difficulty.&lt;br /&gt;
&lt;br /&gt;
'''Spec Ops''' Elites are black color they are the weakest elites in the game, less shields and health than the minors and always have active camo on.&lt;br /&gt;
&lt;br /&gt;
'''Ranger''' Elites in Reach are white color with jetpacks. They were changed so they can no longer continuously fly. Instead, they perform extended jumps, much like Jump Pack Brutes. They have been seen using plasma repeaters, needle rifles, concussion rifles, and focus rifles.&lt;br /&gt;
&lt;br /&gt;
'''Ultra''' Elites are white color. They will occasionally use Armor Lock to tank explosions, such as grenades or needler supercombines. Unlike in Halo 2, they possess no sword pull ability, their shields can tank a plasma grenade on legendary difficulty.&lt;br /&gt;
&lt;br /&gt;
'''Zealot''' Elites are maroon/purple color, have more health and shields. They appear on the levels [[Winter Contingency]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach)]].&lt;br /&gt;
&lt;br /&gt;
'''General''' Elites are gold color and have the strongest shields of all the Elites (besides BOB), even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher).&lt;br /&gt;
&lt;br /&gt;
'''Field Marshal''' Elites are basically Generals but with a shield than can handle an emp, one of them is encountered at the end of The Pillar of Autumn. He's noticeably faster and more responsive, and carries two weapons, fuel rod gun and energy swordd.&lt;br /&gt;
&lt;br /&gt;
'''BOB''' Elites are golden rangers and can take a full EMP without losing their shields. They can be seen in every level carrying concussion rifles or fuel rods.&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
In Halo: Reach, killing one Brute after another often triggers a chain reaction of berserking. Imagine the Brutes as operating in pairs, like the Hunters in Halo 2 and 3. Berserking Brutes will rush you in an unconvincing manner, compared to the fast moving ones in Halo 2 and 3.&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=File:Major.png&amp;diff=22234</id>
		<title>File:Major.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=File:Major.png&amp;diff=22234"/>
				<updated>2018-12-15T17:40:27Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: Major Elite - Reach&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Major Elite - Reach&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=File:Minor.png&amp;diff=22233</id>
		<title>File:Minor.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=File:Minor.png&amp;diff=22233"/>
				<updated>2018-12-15T17:39:20Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: Minor Elite - Reach&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minor Elite - Reach&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22232</id>
		<title>Halo: Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22232"/>
				<updated>2018-12-10T22:17:47Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Elites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo: Reach is the first game in the series to add sprint. As a speedrun, it has many tricks, but it is less popular than the main trilogy.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=500 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Basic Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sprint and jumping===&lt;br /&gt;
Unlike other games with sprint such as Call of Duty, in Reach your sprint meter continues to be used up if you jump while sprinting. This means that bunny-hopping is not useful as a sprint preservation technique. However, since jumping preserves some of your momentum, you can gain a little extra distance out of your sprint by jumping at near the end of a sprint. Testing shows this can save over a second for every 4 full sprints. http://pastebin.com/V5VruCH6&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
Well known trick that consists in using an EMP for taking out the shields of any Elite and then switching to a Magnum or DMR to kill it with a headshot.&lt;br /&gt;
&lt;br /&gt;
===Cutscene Skips===&lt;br /&gt;
Most of the cutscenes can be skiped by holding (Y) and (A) at the same time before they even start, that can save up to 2 secs per level in a Full Game Run.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
This consists on keeping your vertical momentum (from jumping from a cliff or a normal jump) to gain more speed by jumping as soon as  you land on a slope.&lt;br /&gt;
&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
As in some other shooters you can use a grenade explosion to gain extra height on a jump, something very useful when we talk about speedruns, can be used for skipping some triggers and also reaching some objectives. You can do this with almost any explosion in the game (Concussion Rifle, Vehicle Explosion, etc) you can try doing it with a Rocket or a Plasma nade but you will mostly die.&lt;br /&gt;
&lt;br /&gt;
===Box Launching===&lt;br /&gt;
Similar to Halo 3, using an ammo crate (UNSC), a Gravity Hammer and a Grenade for launching, is a common trick used for jumptages and barely used in this game's speedrun. There are very few places where you can boxlaunch and save some seconds (this trick is more common in ILs).&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
&lt;br /&gt;
*[[Winter Contingency]]&lt;br /&gt;
*[[ONI: Sword Base]]&lt;br /&gt;
*[[Nightfall]]&lt;br /&gt;
*[[Tip of the Spear]]&lt;br /&gt;
*[[Long Night of Solace]]&lt;br /&gt;
*[[Exodus]]&lt;br /&gt;
*[[New Alexandria]]&lt;br /&gt;
*[[The Package]]&lt;br /&gt;
*[[The Pillar of Autumn (Halo: Reach)]]&lt;br /&gt;
*[[Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The enemies in Reach underwent a major change from the main trilogy. Elite ranks were reorganized. In addition, AI of other enemies behaves somewhat differently.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
'''Minor''' Elites in Reach are blue color, they have weak shields (a melee is enought to take them out on legendary difficulty) and not much health.&lt;br /&gt;
&lt;br /&gt;
'''Major''' Elites in Reach are a red-orange color, not to be confused with the gold armor of Generals. Have more shields and health than minors, when unshielded, they can withstand a melee on easy difficulty.&lt;br /&gt;
&lt;br /&gt;
'''Ultra''' Elites in Reach are white color. They will occasionally use Armor Lock to tank explosions, such as grenades or needler supercombines. Unlike in Halo 2, they possess no sword pull ability, their shields can tank a plasma grenade on legendary difficulty.&lt;br /&gt;
&lt;br /&gt;
'''General''' Elites in Reach are gold color and have the strongest shields of all the Elites (besides BOB), even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher).&lt;br /&gt;
&lt;br /&gt;
'''Ranger''' Elites in Reach are white color with jetpacks. They were changed so they can no longer continuously fly. Instead, they perform extended jumps, much like Jump Pack Brutes. They have been seen using plasma repeaters, needle rifles, concussion rifles, and focus rifles.&lt;br /&gt;
&lt;br /&gt;
The Invisible Elites in Reach are a cross between the Spec Ops and Stealth Elites in earlier games. They have a Spec Ops range of weaponry and the Stealth Elite's weaker shields and constant active camo, they are the weakest elites in the game, less shields and health than the minors.&lt;br /&gt;
&lt;br /&gt;
In Reach, Zealots are changed to be a maroon/purple color. They appear on the levels [[Winter Contingency]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach)]]. An extra-strong Zealot, the Field Marshal, is encountered on The Pillar of Autumn. He's noticeably faster and more responsive, and carries two weapons, fuel rod gun and energy sword respectively.&lt;br /&gt;
&lt;br /&gt;
BOB Elites are golden rangers and can take a full EMP without losing their shields. They can be seen in every level carrying concussion rifles or fuel rods.&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
In Halo: Reach, killing one Brute after another often triggers a chain reaction of berserking. Imagine the Brutes as operating in pairs, like the Hunters in Halo 2 and 3. Berserking Brutes will rush you in an unconvincing manner, compared to the fast moving ones in Halo 2 and 3.&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22231</id>
		<title>Halo: Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22231"/>
				<updated>2018-12-10T21:48:28Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Level Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo: Reach is the first game in the series to add sprint. As a speedrun, it has many tricks, but it is less popular than the main trilogy.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=500 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Basic Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sprint and jumping===&lt;br /&gt;
Unlike other games with sprint such as Call of Duty, in Reach your sprint meter continues to be used up if you jump while sprinting. This means that bunny-hopping is not useful as a sprint preservation technique. However, since jumping preserves some of your momentum, you can gain a little extra distance out of your sprint by jumping at near the end of a sprint. Testing shows this can save over a second for every 4 full sprints. http://pastebin.com/V5VruCH6&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
Well known trick that consists in using an EMP for taking out the shields of any Elite and then switching to a Magnum or DMR to kill it with a headshot.&lt;br /&gt;
&lt;br /&gt;
===Cutscene Skips===&lt;br /&gt;
Most of the cutscenes can be skiped by holding (Y) and (A) at the same time before they even start, that can save up to 2 secs per level in a Full Game Run.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
This consists on keeping your vertical momentum (from jumping from a cliff or a normal jump) to gain more speed by jumping as soon as  you land on a slope.&lt;br /&gt;
&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
As in some other shooters you can use a grenade explosion to gain extra height on a jump, something very useful when we talk about speedruns, can be used for skipping some triggers and also reaching some objectives. You can do this with almost any explosion in the game (Concussion Rifle, Vehicle Explosion, etc) you can try doing it with a Rocket or a Plasma nade but you will mostly die.&lt;br /&gt;
&lt;br /&gt;
===Box Launching===&lt;br /&gt;
Similar to Halo 3, using an ammo crate (UNSC), a Gravity Hammer and a Grenade for launching, is a common trick used for jumptages and barely used in this game's speedrun. There are very few places where you can boxlaunch and save some seconds (this trick is more common in ILs).&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
&lt;br /&gt;
*[[Winter Contingency]]&lt;br /&gt;
*[[ONI: Sword Base]]&lt;br /&gt;
*[[Nightfall]]&lt;br /&gt;
*[[Tip of the Spear]]&lt;br /&gt;
*[[Long Night of Solace]]&lt;br /&gt;
*[[Exodus]]&lt;br /&gt;
*[[New Alexandria]]&lt;br /&gt;
*[[The Package]]&lt;br /&gt;
*[[The Pillar of Autumn (Halo: Reach)]]&lt;br /&gt;
*[[Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The enemies in Reach underwent a major change from the main trilogy. Elite ranks were reorganized. In addition, AI of other enemies behaves somewhat differently.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Minor Elites in Reach are blue color, they have weak shields (a melee is enought to take them out on legendary difficulty) and not much health.&lt;br /&gt;
&lt;br /&gt;
Major Elites in Reach are a red-orange color, not to be confused with the gold armor of Generals. Have more shields and health than minors, when unshielded, they can withstand a melee on easy difficulty.&lt;br /&gt;
&lt;br /&gt;
Ultras Elites in Reach are white color. They will occasionally use Armor Lock to tank explosions, such as grenades or needler supercombines. Unlike in Halo 2, they possess no sword pull ability, their shields can tank a plasma grenade on legendary difficulty.&lt;br /&gt;
&lt;br /&gt;
Gold Elites (Generals) in Reach have the strongest shields of any Elite (besides BOB), even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher).&lt;br /&gt;
&lt;br /&gt;
In Halo: Reach, Ranger Elites (jetpack ones) were changed so they can no longer continuously fly. Instead, they perform extended jumps, much like Jump Pack Brutes. They have been seen using plasma repeaters, needle rifles, concussion rifles, and focus rifles.&lt;br /&gt;
&lt;br /&gt;
The Invisible Elites in Reach are a cross between the Spec Ops and Stealth Elites in earlier games. They have a Spec Ops range of weaponry and the Stealth Elite's weaker shields and constant active camo, they are the weakest elites in the game, less shields and health than the minors.&lt;br /&gt;
&lt;br /&gt;
In Reach, Zealots are changed to be a maroon/purple color. They appear on the levels [[Winter Contingency]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach)]]. An extra-strong Zealot, the Field Marshal, is encountered on The Pillar of Autumn. He's noticeably faster and more responsive, and carries two weapons, fuel rod gun and energy sword respectively.&lt;br /&gt;
&lt;br /&gt;
BOB Elites are goldenr rangers and can take a full EMP without losing their shields. They can be seen in every level carrying concussion rifles or fuel rods.&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
In Halo: Reach, killing one Brute after another often triggers a chain reaction of berserking. Imagine the Brutes as operating in pairs, like the Hunters in Halo 2 and 3. Berserking Brutes will rush you in an unconvincing manner, compared to the fast moving ones in Halo 2 and 3.&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22230</id>
		<title>Halo: Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22230"/>
				<updated>2018-12-10T19:54:48Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Elites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo: Reach is the first game in the series to add sprint. As a speedrun, it has many tricks, but it is less popular than the main trilogy.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=500 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Basic Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sprint and jumping===&lt;br /&gt;
Unlike other games with sprint such as Call of Duty, in Reach your sprint meter continues to be used up if you jump while sprinting. This means that bunny-hopping is not useful as a sprint preservation technique. However, since jumping preserves some of your momentum, you can gain a little extra distance out of your sprint by jumping at near the end of a sprint. Testing shows this can save over a second for every 4 full sprints. http://pastebin.com/V5VruCH6&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
Well known trick that consists in using an EMP for taking out the shields of any Elite and then switching to a Magnum or DMR to kill it with a headshot.&lt;br /&gt;
&lt;br /&gt;
===Cutscene Skips===&lt;br /&gt;
Most of the cutscenes can be skiped by holding (Y) and (A) at the same time before they even start, that can save up to 2 secs per level in a Full Game Run.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
This consists on keeping your vertical momentum (from jumping from a cliff or a normal jump) to gain more speed by jumping as soon as  you land on a slope.&lt;br /&gt;
&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
As in some other shooters you can use a grenade explosion to gain extra height on a jump, something very useful when we talk about speedruns, can be used for skipping some triggers and also reaching some objectives. You can do this with almost any explosion in the game (Concussion Rifle, Vehicle Explosion, etc) you can try doing it with a Rocket or a Plasma nade but you will mostly die.&lt;br /&gt;
&lt;br /&gt;
===Box Launching===&lt;br /&gt;
Similar to Halo 3, using an ammo crate (UNSC), a Gravity Hammer and a Grenade for launching, is a common trick used for jumptages and barely used in this game's speedrun. There are very few places where you can boxlaunch and save some seconds (this trick is more common in ILs).&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Winter Contingency]]&lt;br /&gt;
*[[ONI: Sword Base]]&lt;br /&gt;
*[[Nightfall]]&lt;br /&gt;
*[[Tip of the Spear]]&lt;br /&gt;
*[[Long Night of Solace]]&lt;br /&gt;
*[[Exodus]]&lt;br /&gt;
*[[New Alexandria]]&lt;br /&gt;
*[[The Package]]&lt;br /&gt;
*[[The Pillar of Autumn (Halo: Reach)]]&lt;br /&gt;
*[[Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The enemies in Reach underwent a major change from the main trilogy. Elite ranks were reorganized. In addition, AI of other enemies behaves somewhat differently.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Minor Elites in Reach are blue color, they have weak shields (a melee is enought to take them out on legendary difficulty) and not much health.&lt;br /&gt;
&lt;br /&gt;
Major Elites in Reach are a red-orange color, not to be confused with the gold armor of Generals. Have more shields and health than minors, when unshielded, they can withstand a melee on easy difficulty.&lt;br /&gt;
&lt;br /&gt;
Ultras Elites in Reach are white color. They will occasionally use Armor Lock to tank explosions, such as grenades or needler supercombines. Unlike in Halo 2, they possess no sword pull ability, their shields can tank a plasma grenade on legendary difficulty.&lt;br /&gt;
&lt;br /&gt;
Gold Elites (Generals) in Reach have the strongest shields of any Elite (besides BOB), even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher).&lt;br /&gt;
&lt;br /&gt;
In Halo: Reach, Ranger Elites (jetpack ones) were changed so they can no longer continuously fly. Instead, they perform extended jumps, much like Jump Pack Brutes. They have been seen using plasma repeaters, needle rifles, concussion rifles, and focus rifles.&lt;br /&gt;
&lt;br /&gt;
The Invisible Elites in Reach are a cross between the Spec Ops and Stealth Elites in earlier games. They have a Spec Ops range of weaponry and the Stealth Elite's weaker shields and constant active camo, they are the weakest elites in the game, less shields and health than the minors.&lt;br /&gt;
&lt;br /&gt;
In Reach, Zealots are changed to be a maroon/purple color. They appear on the levels [[Winter Contingency]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach)]]. An extra-strong Zealot, the Field Marshal, is encountered on The Pillar of Autumn. He's noticeably faster and more responsive, and carries two weapons, fuel rod gun and energy sword respectively.&lt;br /&gt;
&lt;br /&gt;
BOB Elites are goldenr rangers and can take a full EMP without losing their shields. They can be seen in every level carrying concussion rifles or fuel rods.&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
In Halo: Reach, killing one Brute after another often triggers a chain reaction of berserking. Imagine the Brutes as operating in pairs, like the Hunters in Halo 2 and 3. Berserking Brutes will rush you in an unconvincing manner, compared to the fast moving ones in Halo 2 and 3.&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22023</id>
		<title>Halo: Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=22023"/>
				<updated>2018-01-10T12:01:54Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo: Reach is the first game in the series to add sprint. As a speedrun, it has many tricks, but it is less popular than the main trilogy.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=500 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Basic Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sprint and jumping===&lt;br /&gt;
Unlike other games with sprint such as Call of Duty, in Reach your sprint meter continues to be used up if you jump while sprinting. This means that bunny-hopping is not useful as a sprint preservation technique. However, since jumping preserves some of your momentum, you can gain a little extra distance out of your sprint by jumping at near the end of a sprint. Testing shows this can save over a second for every 4 full sprints. http://pastebin.com/V5VruCH6&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
Well known trick that consists in using an EMP for taking out the shields of any Elite and then switching to a Magnum or DMR to kill it with a headshot.&lt;br /&gt;
&lt;br /&gt;
===Cutscene Skips===&lt;br /&gt;
Most of the cutscenes can be skiped by holding (Y) and (A) at the same time before they even start, that can save up to 2 secs per level in a Full Game Run.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
This consists on keeping your vertical momentum (from jumping from a cliff or a normal jump) to gain more speed by jumping as soon as  you land on a slope.&lt;br /&gt;
&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
As in some other shooters you can use a grenade explosion to gain extra height on a jump, something very useful when we talk about speedruns, can be used for skipping some triggers and also reaching some objectives. You can do this with almost any explosion in the game (Concussion Rifle, Vehicle Explosion, etc) you can try doing it with a Rocket or a Plasma nade but you will mostly die.&lt;br /&gt;
&lt;br /&gt;
===Box Launching===&lt;br /&gt;
Similar to Halo 3, using an ammo crate (UNSC), a Gravity Hammer and a Grenade for launching, is a common trick used for jumptages and barely used in this game's speedrun. There are very few places where you can boxlaunch and save some seconds (this trick is more common in ILs).&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Winter Contingency]]&lt;br /&gt;
*[[ONI: Sword Base]]&lt;br /&gt;
*[[Nightfall]]&lt;br /&gt;
*[[Tip of the Spear]]&lt;br /&gt;
*[[Long Night of Solace]]&lt;br /&gt;
*[[Exodus]]&lt;br /&gt;
*[[New Alexandria]]&lt;br /&gt;
*[[The Package]]&lt;br /&gt;
*[[The Pillar of Autumn (Halo: Reach)]]&lt;br /&gt;
*[[Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The enemies in Reach underwent a major change from the main trilogy. Elite ranks were reorganized. In addition, AI of other enemies behaves somewhat differently.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Major Elites in Reach are a red-orange color, not to be confused with the gold armor of Generals. When unshielded, they can sometimes withstand a melee.&lt;br /&gt;
&lt;br /&gt;
White Elites (Ultras) in Reach are quite common, much more so than in Halo 2. They will occasionally use Armor Lock to tank explosions, such as grenades or needler supercombines. Unlike in Halo 2, they possess no sword pull ability, they will run and charge at you like any other Elite.&lt;br /&gt;
&lt;br /&gt;
Gold Elites (Generals) in Reach have the strongest shields of any Elite (besides BOB), even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher).&lt;br /&gt;
&lt;br /&gt;
In Halo: Reach, Jetpack Elites (Rangers) were changed so they can no longer continuously fly. Instead, they perform extended jumps, much like Jump Pack Brutes. They have been seen using plasma repeaters, needle rifles, concussion rifles, and focus rifles.&lt;br /&gt;
&lt;br /&gt;
The Invisible Elites in Reach are a cross between the Spec Ops and Stealth Elites in earlier games. They have a Spec Ops range of weaponry and the Stealth Elite's weaker shields and constant active camo.&lt;br /&gt;
&lt;br /&gt;
In Reach, Zealots are changed to be a maroon/purple color. They appear on the levels [[Winter Contingency]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach)]]. An extra-strong Zealot, the Field Marshal, is encountered on The Pillar of Autumn. He's noticeably faster and more responsive, and carries two weapons, fuel rod gun and energy sword respectively.&lt;br /&gt;
&lt;br /&gt;
BOB Elites (Elite Rangers) can take an EMP without losing their shields. They can be seen in every level carrying concussion rifles or fuel rods. Not a big deal since they are rarely seen in a speedrun so don't worry about them too much&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
In Halo: Reach, killing one Brute after another often triggers a chain reaction of berserking. Imagine the Brutes as operating in pairs, like the Hunters in Halo 2 and 3. Berserking Brutes will rush you in an unconvincing manner, compared to the fast moving ones in Halo 2 and 3.&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=21876</id>
		<title>Halo: Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=21876"/>
				<updated>2017-07-25T02:41:07Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Cutscene Skips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo: Reach is the first game in the series to add sprint. As a speedrun, it has many tricks, but it is less popular than the main trilogy.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=500 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Basic Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sprint and jumping===&lt;br /&gt;
Unlike other games with sprint such as Call of Duty, in Reach your sprint meter continues to be used up if you jump while sprinting. This means that bunny-hopping is not useful as a sprint preservation technique. However, since jumping preserves some of your momentum, you can gain a little extra distance out of your sprint by jumping at near the end of a sprint. Testing shows this can save over a second for every 4 full sprints. http://pastebin.com/V5VruCH6&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
Well known trick that consists in using an EMP for taking out the shields of any Elite and then switching to a Magnum or DMR to kill it with a headshot.&lt;br /&gt;
&lt;br /&gt;
===Cutscene Skips===&lt;br /&gt;
Most of the cutscenes can be skiped by holding (Y) and (A) at the same time before they even start, that can save up to 2 secs per level in a Full Game Run.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
This consists on keeping your vertical momentum (from jumping from a cliff or a normal jump) to gain more speed by jumping as soon as  you land on a slope.&lt;br /&gt;
&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
As in some other shooters you can use a grenade explosion to gain extra height on a jump, something very useful when we talk about speedruns, can be used for skipping some triggers and also reaching some objectives. You can do this with almost any explosion in the game (Concussion Rifle, Vehicle Explosion, etc) you can try doing it with a Rocket or a Plasma nade but you will mostly die.&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Winter Contingency]]&lt;br /&gt;
*[[ONI: Sword Base]]&lt;br /&gt;
*[[Nightfall]]&lt;br /&gt;
*[[Tip of the Spear]]&lt;br /&gt;
*[[Long Night of Solace]]&lt;br /&gt;
*[[Exodus]]&lt;br /&gt;
*[[New Alexandria]]&lt;br /&gt;
*[[The Package]]&lt;br /&gt;
*[[The Pillar of Autumn (Halo: Reach)]]&lt;br /&gt;
*[[Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The enemies in Reach underwent a major change from the main trilogy. Elite ranks were reorganized. In addition, AI of other enemies behaves somewhat differently.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Major Elites in Reach are a red-orange color, not to be confused with the gold armor of Generals. When unshielded, they can sometimes withstand a melee.&lt;br /&gt;
&lt;br /&gt;
White Elites (Ultras) in Reach are quite common, much more so than in Halo 2. They will occasionally use Armor Lock to tank explosions, such as grenades or needler supercombines. Unlike in Halo 2, they possess no sword pull ability, they will run and charge at you like any other Elite.&lt;br /&gt;
&lt;br /&gt;
Gold Elites (Generals) in Reach have the strongest shields of any Elite (besides BOB), even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher).&lt;br /&gt;
&lt;br /&gt;
In Halo: Reach, Jetpack Elites (Rangers) were changed so they can no longer continuously fly. Instead, they perform extended jumps, much like Jump Pack Brutes. They have been seen using plasma repeaters, needle rifles, concussion rifles, and focus rifles.&lt;br /&gt;
&lt;br /&gt;
The Invisible Elites in Reach are a cross between the Spec Ops and Stealth Elites in earlier games. They have a Spec Ops range of weaponry and the Stealth Elite's weaker shields and constant active camo.&lt;br /&gt;
&lt;br /&gt;
In Reach, Zealots are changed to be a maroon/purple color. They appear on the levels [[Winter Contingency]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach)]]. An extra-strong Zealot, the Field Marshal, is encountered on The Pillar of Autumn. He's noticeably faster and more responsive, and carries two weapons, fuel rod gun and energy sword respectively.&lt;br /&gt;
&lt;br /&gt;
BOB Elites (Elite Rangers) can take an EMP without losing their shields. They can be seen in every level carrying concussion rifles or fuel rods. Not a big deal since they are rarely seen in a speedrun so don't worry about them too much&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
In Halo: Reach, killing one Brute after another often triggers a chain reaction of berserking. Imagine the Brutes as operating in pairs, like the Hunters in Halo 2 and 3. Berserking Brutes will rush you in an unconvincing manner, compared to the fast moving ones in Halo 2 and 3.&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=21875</id>
		<title>Halo: Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=21875"/>
				<updated>2017-07-25T02:40:45Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Noob Combo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo: Reach is the first game in the series to add sprint. As a speedrun, it has many tricks, but it is less popular than the main trilogy.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=500 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Basic Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sprint and jumping===&lt;br /&gt;
Unlike other games with sprint such as Call of Duty, in Reach your sprint meter continues to be used up if you jump while sprinting. This means that bunny-hopping is not useful as a sprint preservation technique. However, since jumping preserves some of your momentum, you can gain a little extra distance out of your sprint by jumping at near the end of a sprint. Testing shows this can save over a second for every 4 full sprints. http://pastebin.com/V5VruCH6&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
Well known trick that consists in using an EMP for taking out the shields of any Elite and then switching to a Magnum or DMR to kill it with a headshot.&lt;br /&gt;
&lt;br /&gt;
===Cutscene Skips===&lt;br /&gt;
Most of the custscenes can be skiped by holding (Y) and (A) at the same time before they even start, that can save up to 2 secs per level in a Full Game Run.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
This consists on keeping your vertical momentum (from jumping from a cliff or a normal jump) to gain more speed by jumping as soon as  you land on a slope.&lt;br /&gt;
&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
As in some other shooters you can use a grenade explosion to gain extra height on a jump, something very useful when we talk about speedruns, can be used for skipping some triggers and also reaching some objectives. You can do this with almost any explosion in the game (Concussion Rifle, Vehicle Explosion, etc) you can try doing it with a Rocket or a Plasma nade but you will mostly die.&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Winter Contingency]]&lt;br /&gt;
*[[ONI: Sword Base]]&lt;br /&gt;
*[[Nightfall]]&lt;br /&gt;
*[[Tip of the Spear]]&lt;br /&gt;
*[[Long Night of Solace]]&lt;br /&gt;
*[[Exodus]]&lt;br /&gt;
*[[New Alexandria]]&lt;br /&gt;
*[[The Package]]&lt;br /&gt;
*[[The Pillar of Autumn (Halo: Reach)]]&lt;br /&gt;
*[[Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The enemies in Reach underwent a major change from the main trilogy. Elite ranks were reorganized. In addition, AI of other enemies behaves somewhat differently.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Major Elites in Reach are a red-orange color, not to be confused with the gold armor of Generals. When unshielded, they can sometimes withstand a melee.&lt;br /&gt;
&lt;br /&gt;
White Elites (Ultras) in Reach are quite common, much more so than in Halo 2. They will occasionally use Armor Lock to tank explosions, such as grenades or needler supercombines. Unlike in Halo 2, they possess no sword pull ability, they will run and charge at you like any other Elite.&lt;br /&gt;
&lt;br /&gt;
Gold Elites (Generals) in Reach have the strongest shields of any Elite (besides BOB), even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher).&lt;br /&gt;
&lt;br /&gt;
In Halo: Reach, Jetpack Elites (Rangers) were changed so they can no longer continuously fly. Instead, they perform extended jumps, much like Jump Pack Brutes. They have been seen using plasma repeaters, needle rifles, concussion rifles, and focus rifles.&lt;br /&gt;
&lt;br /&gt;
The Invisible Elites in Reach are a cross between the Spec Ops and Stealth Elites in earlier games. They have a Spec Ops range of weaponry and the Stealth Elite's weaker shields and constant active camo.&lt;br /&gt;
&lt;br /&gt;
In Reach, Zealots are changed to be a maroon/purple color. They appear on the levels [[Winter Contingency]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach)]]. An extra-strong Zealot, the Field Marshal, is encountered on The Pillar of Autumn. He's noticeably faster and more responsive, and carries two weapons, fuel rod gun and energy sword respectively.&lt;br /&gt;
&lt;br /&gt;
BOB Elites (Elite Rangers) can take an EMP without losing their shields. They can be seen in every level carrying concussion rifles or fuel rods. Not a big deal since they are rarely seen in a speedrun so don't worry about them too much&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
In Halo: Reach, killing one Brute after another often triggers a chain reaction of berserking. Imagine the Brutes as operating in pairs, like the Hunters in Halo 2 and 3. Berserking Brutes will rush you in an unconvincing manner, compared to the fast moving ones in Halo 2 and 3.&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=21874</id>
		<title>Halo: Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=21874"/>
				<updated>2017-07-24T21:45:40Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo: Reach is the first game in the series to add sprint. As a speedrun, it has many tricks, but it is less popular than the main trilogy.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=500 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Basic Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sprint and jumping===&lt;br /&gt;
Unlike other games with sprint such as Call of Duty, in Reach your sprint meter continues to be used up if you jump while sprinting. This means that bunny-hopping is not useful as a sprint preservation technique. However, since jumping preserves some of your momentum, you can gain a little extra distance out of your sprint by jumping at near the end of a sprint. Testing shows this can save over a second for every 4 full sprints. http://pastebin.com/V5VruCH6&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
Well known trick that consisnt in using an EMP for taking out the shields of any Elite and then switchitng to a Magnum or DMR to kill it with a headshot.&lt;br /&gt;
&lt;br /&gt;
===Cutscene Skips===&lt;br /&gt;
Most of the custscenes can be skiped by holding (Y) and (A) at the same time before they even start, that can save up to 2 secs per level in a Full Game Run.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
This consists on keeping your vertical momentum (from jumping from a cliff or a normal jump) to gain more speed by jumping as soon as  you land on a slope.&lt;br /&gt;
&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
As in some other shooters you can use a grenade explosion to gain extra height on a jump, something very useful when we talk about speedruns, can be used for skipping some triggers and also reaching some objectives. You can do this with almost any explosion in the game (Concussion Rifle, Vehicle Explosion, etc) you can try doing it with a Rocket or a Plasma nade but you will mostly die.&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Winter Contingency]]&lt;br /&gt;
*[[ONI: Sword Base]]&lt;br /&gt;
*[[Nightfall]]&lt;br /&gt;
*[[Tip of the Spear]]&lt;br /&gt;
*[[Long Night of Solace]]&lt;br /&gt;
*[[Exodus]]&lt;br /&gt;
*[[New Alexandria]]&lt;br /&gt;
*[[The Package]]&lt;br /&gt;
*[[The Pillar of Autumn (Halo: Reach)]]&lt;br /&gt;
*[[Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The enemies in Reach underwent a major change from the main trilogy. Elite ranks were reorganized. In addition, AI of other enemies behaves somewhat differently.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Major Elites in Reach are a red-orange color, not to be confused with the gold armor of Generals. When unshielded, they can sometimes withstand a melee.&lt;br /&gt;
&lt;br /&gt;
White Elites (Ultras) in Reach are quite common, much more so than in Halo 2. They will occasionally use Armor Lock to tank explosions, such as grenades or needler supercombines. Unlike in Halo 2, they possess no sword pull ability, they will run and charge at you like any other Elite.&lt;br /&gt;
&lt;br /&gt;
Gold Elites (Generals) in Reach have the strongest shields of any Elite (besides BOB), even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher).&lt;br /&gt;
&lt;br /&gt;
In Halo: Reach, Jetpack Elites (Rangers) were changed so they can no longer continuously fly. Instead, they perform extended jumps, much like Jump Pack Brutes. They have been seen using plasma repeaters, needle rifles, concussion rifles, and focus rifles.&lt;br /&gt;
&lt;br /&gt;
The Invisible Elites in Reach are a cross between the Spec Ops and Stealth Elites in earlier games. They have a Spec Ops range of weaponry and the Stealth Elite's weaker shields and constant active camo.&lt;br /&gt;
&lt;br /&gt;
In Reach, Zealots are changed to be a maroon/purple color. They appear on the levels [[Winter Contingency]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach)]]. An extra-strong Zealot, the Field Marshal, is encountered on The Pillar of Autumn. He's noticeably faster and more responsive, and carries two weapons, fuel rod gun and energy sword respectively.&lt;br /&gt;
&lt;br /&gt;
BOB Elites (Elite Rangers) can take an EMP without losing their shields. They can be seen in every level carrying concussion rifles or fuel rods. Not a big deal since they are rarely seen in a speedrun so don't worry about them too much&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
In Halo: Reach, killing one Brute after another often triggers a chain reaction of berserking. Imagine the Brutes as operating in pairs, like the Hunters in Halo 2 and 3. Berserking Brutes will rush you in an unconvincing manner, compared to the fast moving ones in Halo 2 and 3.&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=21873</id>
		<title>Halo: Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=21873"/>
				<updated>2017-07-24T20:53:16Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Elites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo: Reach is the first game in the series to add sprint. As a speedrun, it has many tricks, but it is less popular than the main trilogy.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=500 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sprint and jumping===&lt;br /&gt;
Unlike other games with sprint such as Call of Duty, in Reach your sprint meter continues to be used up if you jump while sprinting. This means that bunny-hopping is not useful as a sprint preservation technique. However, since jumping preserves some of your momentum, you can gain a little extra distance out of your sprint by jumping at near the end of a sprint. Testing shows this can save over a second for every 4 full sprints. http://pastebin.com/V5VruCH6&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Winter Contingency]]&lt;br /&gt;
*[[ONI: Sword Base]]&lt;br /&gt;
*[[Nightfall]]&lt;br /&gt;
*[[Tip of the Spear]]&lt;br /&gt;
*[[Long Night of Solace]]&lt;br /&gt;
*[[Exodus]]&lt;br /&gt;
*[[New Alexandria]]&lt;br /&gt;
*[[The Package]]&lt;br /&gt;
*[[The Pillar of Autumn (Halo: Reach)]]&lt;br /&gt;
*[[Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The enemies in Reach underwent a major change from the main trilogy. Elite ranks were reorganized. In addition, AI of other enemies behaves somewhat differently.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Major Elites in Reach are a red-orange color, not to be confused with the gold armor of Generals. When unshielded, they can sometimes withstand a melee.&lt;br /&gt;
&lt;br /&gt;
White Elites (Ultras) in Reach are quite common, much more so than in Halo 2. They will occasionally use Armor Lock to tank explosions, such as grenades or needler supercombines. Unlike in Halo 2, they possess no sword pull ability, they will run and charge at you like any other Elite.&lt;br /&gt;
&lt;br /&gt;
Gold Elites (Generals) in Reach have the strongest shields of any Elite (besides BOB), even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher).&lt;br /&gt;
&lt;br /&gt;
In Halo: Reach, Jetpack Elites (Rangers) were changed so they can no longer continuously fly. Instead, they perform extended jumps, much like Jump Pack Brutes. They have been seen using plasma repeaters, needle rifles, concussion rifles, and focus rifles.&lt;br /&gt;
&lt;br /&gt;
The Invisible Elites in Reach are a cross between the Spec Ops and Stealth Elites in earlier games. They have a Spec Ops range of weaponry and the Stealth Elite's weaker shields and constant active camo.&lt;br /&gt;
&lt;br /&gt;
In Reach, Zealots are changed to be a maroon/purple color. They appear on the levels [[Winter Contingency]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach)]]. An extra-strong Zealot, the Field Marshal, is encountered on The Pillar of Autumn. He's noticeably faster and more responsive, and carries two weapons, fuel rod gun and energy sword respectively.&lt;br /&gt;
&lt;br /&gt;
BOB Elites (Elite Rangers) can take an EMP without losing their shields. They can be seen in every level carrying concussion rifles or fuel rods. Not a big deal since they are rarely seen in a speedrun so don't worry about them too much&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
In Halo: Reach, killing one Brute after another often triggers a chain reaction of berserking. Imagine the Brutes as operating in pairs, like the Hunters in Halo 2 and 3. Berserking Brutes will rush you in an unconvincing manner, compared to the fast moving ones in Halo 2 and 3.&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=21872</id>
		<title>Halo: Reach</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo:_Reach&amp;diff=21872"/>
				<updated>2017-07-24T20:52:37Z</updated>
		
		<summary type="html">&lt;p&gt;Pedrogas: /* Elites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo: Reach is the first game in the series to add sprint. As a speedrun, it has many tricks, but it is less popular than the main trilogy.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=500 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sprint and jumping===&lt;br /&gt;
Unlike other games with sprint such as Call of Duty, in Reach your sprint meter continues to be used up if you jump while sprinting. This means that bunny-hopping is not useful as a sprint preservation technique. However, since jumping preserves some of your momentum, you can gain a little extra distance out of your sprint by jumping at near the end of a sprint. Testing shows this can save over a second for every 4 full sprints. http://pastebin.com/V5VruCH6&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[Winter Contingency]]&lt;br /&gt;
*[[ONI: Sword Base]]&lt;br /&gt;
*[[Nightfall]]&lt;br /&gt;
*[[Tip of the Spear]]&lt;br /&gt;
*[[Long Night of Solace]]&lt;br /&gt;
*[[Exodus]]&lt;br /&gt;
*[[New Alexandria]]&lt;br /&gt;
*[[The Package]]&lt;br /&gt;
*[[The Pillar of Autumn (Halo: Reach)]]&lt;br /&gt;
*[[Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The enemies in Reach underwent a major change from the main trilogy. Elite ranks were reorganized. In addition, AI of other enemies behaves somewhat differently.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Major Elites in Reach are a red-orange color, not to be confused with the gold armor of Generals. When unshielded, they can sometimes withstand a melee.&lt;br /&gt;
&lt;br /&gt;
White Elites (Ultras) in Reach are quite common, much more so than in Halo 2. They will occasionally use Armor Lock to tank explosions, such as grenades or needler supercombines. Unlike in Halo 2, they possess no sword pull ability, they will run and charge at you like any other Elite.&lt;br /&gt;
&lt;br /&gt;
Gold Elites (Generals) in Reach have the strongest shields of any Elite (besides BOB), even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher).&lt;br /&gt;
&lt;br /&gt;
In Halo: Reach, Jetpack Elites (Rangers) were changed so they can no longer continuously fly. Instead, they perform extended jumps, much like Jump Pack Brutes. They have been seen using plasma repeaters, needle rifles, concussion rifles, and focus rifles.&lt;br /&gt;
&lt;br /&gt;
The Invisible Elites in Reach are a cross between the Spec Ops and Stealth Elites in earlier games. They have a Spec Ops range of weaponry and the Stealth Elite's weaker shields and constant active camo.&lt;br /&gt;
&lt;br /&gt;
In Reach, Zealots are changed to be a maroon/purple color. They appear on the levels [[Winter Contingency]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach)]]. An extra-strong Zealot, the Field Marshal, is encountered on The Pillar of Autumn. He's noticeably faster and more responsive, and carries two weapons, fuel rod gun and energy sword respectively.&lt;br /&gt;
&lt;br /&gt;
BOB Elites (Elite Rangers) can take an EMP without losing their shields. They can be seen in every level carrying concussion rifles or fuel rods. Not a big deal since they are rarely seen in a speedrun so don't worry abut them too much&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
In Halo: Reach, killing one Brute after another often triggers a chain reaction of berserking. Imagine the Brutes as operating in pairs, like the Hunters in Halo 2 and 3. Berserking Brutes will rush you in an unconvincing manner, compared to the fast moving ones in Halo 2 and 3.&lt;/div&gt;</summary>
		<author><name>Pedrogas</name></author>	</entry>

	</feed>