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		<updated>2026-05-12T23:57:51Z</updated>
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	<entry>
		<id>https://wiki.haloruns.com/index.php?title=ONI_Alpha_Site&amp;diff=22546</id>
		<title>ONI Alpha Site</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=ONI_Alpha_Site&amp;diff=22546"/>
				<updated>2025-08-18T13:56:22Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = ONI Alpha Site&lt;br /&gt;
| image = [[File:ONIAlphaSite.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Fall back, deny access to this vital facility.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: x:xx; Leg: x:xx; LASO: 14:00&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 12:00&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 10:00&lt;br /&gt;
| time4 = Easy: 7:43; Leg: 7:48; LASO: 8:56&lt;br /&gt;
| time5 = Easy: 7:39; Leg: x:xx; LASO: x:xx&lt;br /&gt;
| previous = [[Kizingo Boulevard]]&lt;br /&gt;
| next = [[NMPD HQ]]&lt;br /&gt;
}} &lt;br /&gt;
ONI Alpha Site is the fourth flashback level in [[w:c:halo:Halo 3: ODST|Halo 3: ODST]]. See [http://www.halopedia.org/ONI_Alpha_Site_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
===Blowing up the Bridge===&lt;br /&gt;
&lt;br /&gt;
Start by turning left, walk towards the first switch and throw a nade into the closest tire on the ground so that you run over it and jump to get a nade boost. Activate first switch, head over exploded Scorpion tank to activate second. Head to watchtower to activate the explosives. Go to either side platform to obtain a nade. Two nade boosts can be routed in to get to the switches faster. If this is done, after activating the explosives there is time to go to both platforms to refil both nades before the door to the next section opens. A combination of Sniper, Spartan Laser or SMG can be used to clear the next waves. If using the sniper make sure to grab the ammo in the tower as well as on the floor at the top of the ramp. If you are planning on using all three weapons by weapon-swapping the third weapon as you walk make sure to pick up the sniper on the ground behind the barricades first and then collect the ammo from the one in the tower.&lt;br /&gt;
&lt;br /&gt;
===Hunter Wave Fight===&lt;br /&gt;
&lt;br /&gt;
While walking up the stairs to the green baracade you can use the Spartan Laser on the grunt turret so that it does not knock you out of scope. Hiding behind the baricade stops the Phantom turret from shooting you. Spartan Laser the first Hunter, move to the left stairs and line up a Spartan Laser collateral on the Brute exiting the Phantom and the second Hunter. Double nade the rest of the enemies on the stairs and head down the stairs. Look left and clear the 3 Grunts and 1 Brute and then turn around and check for survivors.&lt;br /&gt;
&lt;br /&gt;
====- Tips====&lt;br /&gt;
&lt;br /&gt;
When killing the first Hunter start charging the Spartan Laser just as Mickey says the words &amp;quot;the wall&amp;quot; (&amp;quot;Covenant landing on the other side of the wall.&amp;quot;). This sets up the timing for the second Spartan Laser shot. Immediately charge the second shot for the second Hunter and the Spartan Laser should go off just as the brute is landing. This minimises the chances that the brute moves and dodges the Laser or that he deploys a bubble shield.&lt;br /&gt;
&lt;br /&gt;
You can use three weapons by weapon swapping a third weapon up the main stairs all the way to the left of the barricade. kill both hunters and the brute with two Spartan Laser shots and then immediately switch it with your 3rd weapon on the ground. Proceed to clear the remaining enemies with the Sniper and the SMG.&lt;br /&gt;
&lt;br /&gt;
The last group of 3 grunts and 1 brute can be cleared with one Sniper clip if you hit a two or more enemies with 1 bullet. This can save a lot of time as you avoid the need to reload the Sniper and conserves ammo. Otherwise bringing the SMG and cleaning up by switching weapons to it (instead of reloading) would be the fastest backup. It can be easier to kill for the grunts first as killing the Brute first will usually cause them to panic and run in circles which makes them difficult to hit with the sniper.&lt;br /&gt;
&lt;br /&gt;
===Hill Fight===&lt;br /&gt;
&lt;br /&gt;
The hill fight can be completed using many different combinations of Spartan Laser, Sniper, SMG or Pistol. The aim is to clear enemies as quickly as possible until a dialogue queue. Head behind the sand bags on the left side (facing the ONI building) to pick up a nade, there is also a pistol and SMG ammo here. Head to the center to collect a second nade. As the first phantom on the right (when facing down the hill) arrives, opens its doors and lowers start shooting the grunts while moving towards the stairs on the left. After killing the brute and grunts, move to the staircase on your left and throw two frags at the enemies feet in quick succession as they land on the stairs. Hopefully all the grunts and maybe a brute or two will die to the frags. Go left and throw a frag at the group of grunts that are jumping out of the phantom. If you have the Spartan Laser shoot the wraith. Head up the far side of the hill while also trying to kill the remaining brutes. Now circle back around to the other side. While traveling across shoot the second wraith if you have the Spartan Laser otherwise start shooting the remaining enemies. Focus on the group of 2 brutes and grunts on the far right side. Once you have cleared enough enemies Mickey will say &amp;quot;More Phantoms, look sharp&amp;quot;. At this point a timer has started. Head up the hill and grab the sniper at the top, grab the rockets down the stairs and behind the pillar and wait for the doors to open.&lt;br /&gt;
&lt;br /&gt;
====- Tips====&lt;br /&gt;
&lt;br /&gt;
Using the sniper the first group of 3 Grunts and 1 Brute can be cleared before the second group lands. When shooting the Wraiths position yourself front on so that you can shoot the drivers hatch to one shot the vehicle. Alternatively as the first wraith is landing charge the Spartan Laser to coincide with the Wraith landing and aim for the power core on the back. You will then have just enough time to turn and nade the group of grunts that jump out of the Phantom. As you move along walk over grunts to try and get plasma nade drops which can be used for quick kills on the brutes. Keep moving and leave brutes alive if you have to, don't go back. Priotise the grunts right up until the last group before turning back onto the brutes.&lt;br /&gt;
&lt;br /&gt;
===Wave Defense===&lt;br /&gt;
&lt;br /&gt;
Head through the sliding doors as soon as they open, go through the 2nd set of doors and then turn towards Mickey's waypoint so that it is roughly in the centre of the screen and continue walking backwards towards the Turret. If your lucky Mickey will teleport as you arrive near the turret and the dialogue queue will start. If you are unlucky, or if you look away from Mickey he will teleport to the turret area but will walk back to his last location and then continue on his path back to the turret before the dialogue finally continues which can waste some time. Otherwise Mickey will walk his way to the turret which can sometimes be fast enough but is often quite slow.&lt;br /&gt;
&lt;br /&gt;
Once the Sergeant starts saying &amp;quot;Alright men check these charges&amp;quot; give your sniper to the Sergeant, grab the turret and try pushing the crate of four nades up the stairs to the middle area behind the pillar. This is not required but it helps having extra nades handy. Drop the turret here as well. Wait for the doors to explode. Enemies will start coming from one side and will usually alternate sides with each wave. Kill the first wave and a half with your pistol (basically all the grunts) before using the turret on the first brute and the next enemies. You can head right up to the doors and shoot through the blue force field down the hallway to kill enemies as soon as they spawn. You can use 2-4 rockets on these waves, mainly for the 2 packs of 3-4 brutes that spawn and maybe the Jackles. Mix nades in when it feels appropriate. Once the last enemy is dead try and find a brute plasma rifle as soon as possible, otherwise grab an SMG at the turret area, along with your Rockets, or if no more Rocket ammo, your Pistol for the next fights.&lt;br /&gt;
&lt;br /&gt;
====- Tips====&lt;br /&gt;
&lt;br /&gt;
On Easy difficulty the suicide grunts won't kill you by themselves so you can run into the them and let them explode while you shoot the other enemies. Be careful using stickies on the Brutes as they will often enrage and lunge at you causing the explosion to kill you. Make sure you are at a safe distance or close to full shields.&lt;br /&gt;
&lt;br /&gt;
===Phantoms On Your Rear Trooper===&lt;br /&gt;
&lt;br /&gt;
Try and get to the first wave on the left as soon as possible so that you can spawn will them with nades and/or 1-2 rockets, use 2nd weapon to clean up. If the rockets are empty try and switch them out for a Brute Plasma Rifle or a Brute shot as you head over to the second wave. Kill the remaining enemies with nades and weapons. Once all enemies are clear take this time to get as much Brute shot, find a Plasma Rifle, collect plasma/spike nades from bodies and frag nades from the walkway between the two landing areas.&lt;br /&gt;
&lt;br /&gt;
====- Tips====&lt;br /&gt;
&lt;br /&gt;
Avoid meleeing brutes front on as it can be quite slow, 2-4 melees to kill. Also, since your a lightweight ODST and not a Super Space Marine the Brutes can knock you back and send you flying over the side of the building. Shoot as much as possible before going in for melees and keep and eye on your nades for any plasma or spike grenades that you may have picked up.&lt;br /&gt;
&lt;br /&gt;
===Elevator and Finish===&lt;br /&gt;
&lt;br /&gt;
Enter the elevator and hit the button (jumping over the wall is not faster as the button only becomes after a few seconds after the doors open but it looks cool). Clear the nasty buggers, or don't, on your way up. At the top walk out the doors and head around the corner. If you have plasmas or spike grenades try to stick the brute shot wielding brute before throwing 1-2 nades at the feet of the enemies landing out of the Phantom. With a few brute shots on top of the nades most/all of the non-brute enemies should die. Clear the brutes as quickly as possible focusing on the brute shot Brute, plasma rifle brutes and then any brutes closest to the centre. This is usually best done with any remaining plasmas or spike grenades you might have. Once most of the enemies are dead the Pelican will fly over and begin to descend. At this point head to the edge of the building trying to stay are full shields. If you have saved a frag and have full or close to full HP you can frag + brute shot launch up to the pelican to enter early and end the mission. Otherwise you can just frag boost or just brute shot launch up the the pelican.&lt;br /&gt;
&lt;br /&gt;
====- Tips====&lt;br /&gt;
&lt;br /&gt;
It is possible to kill all the enemies before the pelican arrives so that it immediately descends all the way where you can simply jump to it. An early board only removes the need to clear every single enemy but saves a couple seconds compared to a fast clear of every enemy and simple jump to Pelican. A good line up is to head to the grating on the edge of the building, look down, throw the frag as you walk back slightly so that the frag lands close to you, then walk, jump and shoot with the frag explosion into the pelican.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|O-5]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Uplift_Reserve&amp;diff=22545</id>
		<title>Uplift Reserve</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Uplift_Reserve&amp;diff=22545"/>
				<updated>2025-08-18T13:55:28Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Uplift Reserve&lt;br /&gt;
| image = [[File:UpliftReserve.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Lead a Warthog charge, clear hostiles from the park.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 2:30; Leg: 2:50; LASO: 3:00&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 2:45&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 2:15&lt;br /&gt;
| time4 = Easy: 1:51; Leg: 1:51; LASO: 1:38&lt;br /&gt;
| time5 = Easy: 1:57; Leg: x:xx; LASO: x:xx&lt;br /&gt;
| previous = [[Tayari Plaza]]&lt;br /&gt;
| next = [[Kizingo Boulevard]]&lt;br /&gt;
}} &lt;br /&gt;
Uplift Reserve is the second flashback mission in [[Halo 3: ODST]]. See [http://www.halopedia.org/Uplift_Reserve_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
At the start of the level, turn to the right and immediately throw a grenade at the ground to do a grenade boost over the bench and onto the rock face. Once you are on the rock face, do another grenade jump to land on the higher rock. Walk on the top rock until you reach the edge, then jump and use the slant of the hill below you to slide jump to the left. Continue towards the flipped Warthog.&lt;br /&gt;
&lt;br /&gt;
While walking towards the Warthog, you will pass a large green crate on your left. Once you get to the shadow that the crate forms, throw your last frag grenade towards the Warthog to flip it. The best way to aim the grenade is to aim your reticle so that it is just below the front right tire. The Warthog should flip to the left and land upright. Enter the Warthog and proceed through the mission.&lt;br /&gt;
&lt;br /&gt;
Drive to the next area while avoiding enemy vehicles and stray brute shots. You will enter a tight area with a Ghost, a Chopper, and two Wraiths. Keep right at first to avoid crashing into the first Wraith and the Ghost. Typically the Chopper will hug the left wall, so most of the time it's better to stay right. The last enemy you'll encounter in this area is another Wraith, and there are two ways to get around it. The fastest way is to hug the right wall and hope the Wraith doesn't pin you against it. This saves about a second, but you probably won't make it unless you went really fast earlier in the level. The other option is to go around the left side of the Wraith, and there are almost no obstacles in taking this path. Once you pass the Wraith, you will find an empty Ghost. Exit your Warthog and immediately enter the Ghost. &lt;br /&gt;
&lt;br /&gt;
Once you are in the Ghost, turn around and enter the tunnel. Boost through the tunnel, but stop boosting as you go over the peak of the hill. This will prevent you from crashing into the ceiling and losing speed. At the end of the tunnel, turn right and drive towards the steep rock face. To climb the rock face, boost up the the right side while holding the jump button to raise the nose of the Ghost, turn left to land on the flat side of the rock, then take a right and boost over the rock to land on the left path. Proceed through the mission.&lt;br /&gt;
&lt;br /&gt;
The path will eventually open up into the area that is used in the Lost Platoon firefight map. Once you enter this area, turn right and boost over the rail just to the right of the pole farthest to the right. You'll land to the left of a rock structure, and you should head towards the the rock structure that is straight ahead. Once you reach the rock structure, drive towards the left side of the rocks, but to the right of the staircase. There will be a green bush on the ground right in front of the spot you want to drive up. Use the jump button to raise the nose of the Ghost and drive up the rocks. Drive to the right of the trees on top of the plateau, drive off the right side, keep to the left side of the Wraith, and head into the building that leads to the bridge.&lt;br /&gt;
&lt;br /&gt;
Hug the right side of the building's interior and drive through the middle of the bridge until you reach the next part of the park. Turn right and drive up onto the cliff where the large bush is. Drive along the cliff until you can make it over onto the plateau where you would normally drive, all while turning around so that you are facing the correct direction to proceed through the mission. Hug the right wall until you see a Wraith. Once you reach the Wraith, drive to the left of the fallen gray debris on the ground and scale the rock to cut the corner. Drive along this path until you reach the final rock on the left side of the corner, then proceed to scale the left side of that rock. Drive down the rock and head towards the end of the mission until you reach a small hill. Hold the jump button so you don't flip while going over the hill, then turn right and drive through the wall. Getting out of your ghost while falling will make you trigger the ending cutscene faster.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|O-3]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Uplift_Reserve&amp;diff=22544</id>
		<title>Uplift Reserve</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Uplift_Reserve&amp;diff=22544"/>
				<updated>2025-08-18T13:54:36Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Uplift Reserve&lt;br /&gt;
| image = [[File:UpliftReserve.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Lead a Warthog charge, clear hostiles from the park.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 2:30; Leg: 2:50; LASO: 3:00&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 2:45&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 2:25&lt;br /&gt;
| time4 = Easy: 1:51; Leg: 1:51; LASO: 1:38&lt;br /&gt;
| time5 = Easy: 1:57; Leg: x:xx; LASO: x:xx&lt;br /&gt;
| previous = [[Tayari Plaza]]&lt;br /&gt;
| next = [[Kizingo Boulevard]]&lt;br /&gt;
}} &lt;br /&gt;
Uplift Reserve is the second flashback mission in [[Halo 3: ODST]]. See [http://www.halopedia.org/Uplift_Reserve_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
At the start of the level, turn to the right and immediately throw a grenade at the ground to do a grenade boost over the bench and onto the rock face. Once you are on the rock face, do another grenade jump to land on the higher rock. Walk on the top rock until you reach the edge, then jump and use the slant of the hill below you to slide jump to the left. Continue towards the flipped Warthog.&lt;br /&gt;
&lt;br /&gt;
While walking towards the Warthog, you will pass a large green crate on your left. Once you get to the shadow that the crate forms, throw your last frag grenade towards the Warthog to flip it. The best way to aim the grenade is to aim your reticle so that it is just below the front right tire. The Warthog should flip to the left and land upright. Enter the Warthog and proceed through the mission.&lt;br /&gt;
&lt;br /&gt;
Drive to the next area while avoiding enemy vehicles and stray brute shots. You will enter a tight area with a Ghost, a Chopper, and two Wraiths. Keep right at first to avoid crashing into the first Wraith and the Ghost. Typically the Chopper will hug the left wall, so most of the time it's better to stay right. The last enemy you'll encounter in this area is another Wraith, and there are two ways to get around it. The fastest way is to hug the right wall and hope the Wraith doesn't pin you against it. This saves about a second, but you probably won't make it unless you went really fast earlier in the level. The other option is to go around the left side of the Wraith, and there are almost no obstacles in taking this path. Once you pass the Wraith, you will find an empty Ghost. Exit your Warthog and immediately enter the Ghost. &lt;br /&gt;
&lt;br /&gt;
Once you are in the Ghost, turn around and enter the tunnel. Boost through the tunnel, but stop boosting as you go over the peak of the hill. This will prevent you from crashing into the ceiling and losing speed. At the end of the tunnel, turn right and drive towards the steep rock face. To climb the rock face, boost up the the right side while holding the jump button to raise the nose of the Ghost, turn left to land on the flat side of the rock, then take a right and boost over the rock to land on the left path. Proceed through the mission.&lt;br /&gt;
&lt;br /&gt;
The path will eventually open up into the area that is used in the Lost Platoon firefight map. Once you enter this area, turn right and boost over the rail just to the right of the pole farthest to the right. You'll land to the left of a rock structure, and you should head towards the the rock structure that is straight ahead. Once you reach the rock structure, drive towards the left side of the rocks, but to the right of the staircase. There will be a green bush on the ground right in front of the spot you want to drive up. Use the jump button to raise the nose of the Ghost and drive up the rocks. Drive to the right of the trees on top of the plateau, drive off the right side, keep to the left side of the Wraith, and head into the building that leads to the bridge.&lt;br /&gt;
&lt;br /&gt;
Hug the right side of the building's interior and drive through the middle of the bridge until you reach the next part of the park. Turn right and drive up onto the cliff where the large bush is. Drive along the cliff until you can make it over onto the plateau where you would normally drive, all while turning around so that you are facing the correct direction to proceed through the mission. Hug the right wall until you see a Wraith. Once you reach the Wraith, drive to the left of the fallen gray debris on the ground and scale the rock to cut the corner. Drive along this path until you reach the final rock on the left side of the corner, then proceed to scale the left side of that rock. Drive down the rock and head towards the end of the mission until you reach a small hill. Hold the jump button so you don't flip while going over the hill, then turn right and drive through the wall. Getting out of your ghost while falling will make you trigger the ending cutscene faster.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|O-3]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Tayari_Plaza&amp;diff=22543</id>
		<title>Tayari Plaza</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Tayari_Plaza&amp;diff=22543"/>
				<updated>2025-08-18T13:54:08Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Tayari Plaza&lt;br /&gt;
| image = [[File:TayariPlaza.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Beat The Covenant to Dare's crash-site.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 2:05; Leg: 2:30; LASO: 3:10&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 2:40&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 2:15&lt;br /&gt;
| time4 = Easy: 1:30; Leg: 1:38; LASO: 1:45&lt;br /&gt;
| time5 = Easy: 1:18; Leg: x:xx; LASO: x:xx&lt;br /&gt;
&lt;br /&gt;
| previous = [[Mombasa Streets]]&lt;br /&gt;
| next = [[Uplift Reserve]]&lt;br /&gt;
}} &lt;br /&gt;
Tayari Plaza is the first flashback mission in [[Halo 3: ODST]]. See [http://www.halopedia.org/Tayari_Plaza_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
At the start of the mission, skip the cutscene. As soon as you see the level load in, jump and hold the movement stick about 45-60 degrees to the left with about 50-75% force. You should land on the staircase below you and slide jump onto the flat platform above the far side of the stairs. From here, jump off of the platform and land on the lower staircase, ideally about halfway down. While doing this jump, time a frag grenade throw so that your slide jump forwards off the staircase coincides with the grenade detonation for an additional forward boost. Jump a few times after slide jumping off the staircase to carry your momentum past the patches of grass.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, a phantom will be dropping off several waves of enemies. If possible, kill grunts that block your way and any others you can kill without losing time. These grunts can drop grenades that can help with boosts later in the level. After making your way past these enemies, head towards the corner where the pale red covenant box is. Throw a frag grenade at this box to prevent it from blocking your direct path, then jump over both the car and box (if applicable) and make your way around the corner.&lt;br /&gt;
&lt;br /&gt;
At the corner where you rendezvous with the marines, hug the left wall. This wall is a great place to bounce your last frag off of to boost yourself forwards. Walk just to the left of the center column, then head towards the corner on the right wall. Upon rounding that corner, you will encounter several brutes. As long as you haven't made any noise (shooting, etc.) after the approximate area of the column, the brutes should not be alerted. Walk towards the next area in the most direct path possible, jumping over the grass patch. Two brutes may block your way. If they are walking and look like they are about to block your way, fire your pistol to alert them and freeze them in place. Once you're on the grass patch, do a slide jump off of the nearby staircase and move to the next area.&lt;br /&gt;
&lt;br /&gt;
The next area has two paths you can take depending on your skill level and knowledge. For beginners and those without a solid understanding of the physics in Halo 3: ODST, the path is much simpler; simply walk to the left of the sandbag and to the left of the truck until you reach the next area, killing whatever grunts you can. However, if you are going for a really fast time, hug the right wall and pick up three frag grenades from the box on the ground in front of the sandbags. Almost as soon as you pick them up, jump over the sandbags. Once you reach about the apex of your jump, throw a frag grenade at the wall of the platform perpendicular to the stairs, about halfway up and as close to the corner as you can get. Continue walking forward, jump on the car, then immediately jump up. If you did it all correctly, you should land on the higher platform with the assistance of the frag. Once you're on the platform, it's time to set up the box launch. Turn around and throw a frag grenade so that it bounces on the ground, bounces off the plasma battery and lands somewhere between the box and the plasma battery. Make sure the grenade doesn't land right next to the box or it will most likely kill you. While the grenade is bouncing into position, press yourself against the box so that it is between you and the grenade. You will want to stand on the left side of the box (if you are looking at it head-on) right on the creased area. Once the frag and plasma battery explode, jump immediately to get launched into the next area. This trick is very high risk with very low reward, saving only about 2-3 seconds optimally.&lt;br /&gt;
&lt;br /&gt;
Again, the next area has two paths you can take depending on your skill level and knowledge. If you are just starting out, the best path to take is a B-line directly to the door. However, a fast time requires a truck launch. To do the truck launch, you'll need a plasma grenade. There are multiple setups for the truck launch, but most of them follow the same similar formula. Start by walking to the left of the truck on the sidewalk section. Throw the plasma grenade down directly to the left of the big green box so that the grenade lands right on the small slope between the sidewalk and the street. Quickly run under (MCC) or over and around (OG) the truck and stand crouched where the box is going to land. A good way to line yourself up is to stand about a foot behind where the two tiles of the street make a corner. If everything went correctly, the box with land on you and launch you towards the door. Be sure to jump a few times to carry momentum. A super fast launch can save up to 8-9 seconds, but this is very inconsistent and requires a lot of precision. After getting to the door, open it with the action button and proceed to the next area.&lt;br /&gt;
&lt;br /&gt;
After going through to doorway, jump and use the slope of the barrier in the road to get a slide jump, then continue doing slide jumps down the hill, being sure to jump over the exploded wraith. Once over the wraith, hug the right wall and kill or jump over any enemies in your way. At the corner, hook a right and walk toward the left side of the truck, then towards the door that the hunters open. This is a good area to do a grenade boost or two.&lt;br /&gt;
&lt;br /&gt;
Once you make it through the door, you will be in the final area. Hunters can occasionally hit you in the back and propel you forwards, but the odds are low. Hug the right wall again, and jump onto the grassy patch. Jump off of this path and attempt a sliding edge boost off of the staircase railing, possibly aided with a frag grenade. A good trick to increase your odds of landing in the right spot is to line up your pistol reticle with the edge of the railing so that the railing edge splits the reticle in half. Once you get the slide, jump to carry momentum and make your way towards Dare's pod. Open the pod by holding the action button to complete the mission.&lt;br /&gt;
[[Category:Levels|O-2]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Coastal_Highway&amp;diff=22529</id>
		<title>Coastal Highway</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Coastal_Highway&amp;diff=22529"/>
				<updated>2025-04-22T07:40:07Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Coastal Highway&lt;br /&gt;
| image = [[File:CoastalHighway.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Escort the asset out of the city.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: x:xx; Leg: x:xx; LASO: 35:00&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 30:00&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 25:00&lt;br /&gt;
| time4 = Easy: 13:25; Leg: 14:13; LASO: 16:26&lt;br /&gt;
| time5 = Easy: 12:12; Leg: x:xx; LASO: x:xx&lt;br /&gt;
| previous = [[Data Hive]]&lt;br /&gt;
| next = -&lt;br /&gt;
}} &lt;br /&gt;
Coastal Highway is the last level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Coastal_Highway Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
Pretty basic and straightforward up until the end of the highway.  If you want, you can grab rockets before first door on the highway.  Get out of the tank and grab a hog before end.  Run up to building headshot the two grunts to trigger the &amp;quot;Building Secure&amp;quot;. Swap automag (or smg if you swapped mag for rocks) for plasma from grunts.  There is an automag on the side of the gazebo nearest the highway, swap for rockets after you fire the first clip.  Noob combo the brutes. (plasma overcharge + mag headshot).  You have enough time to get back down to the dropship points after each wave, so chase down all the enemies that make it past you and head up, don't try to rely on Dare and Buck too much (they suck).&lt;br /&gt;
&lt;br /&gt;
Reload rocks prior to second wave (alternatively use nades on the two drops and have rocks for last wave).  Swap automag for carbine if you haven't already.  Ignore enemies that make it past and focus on the hunter drop.  Ideally you want two spike nades so you can just strafe left and stick the hunters in the back (oneshot kill if placed correctly).&lt;br /&gt;
&lt;br /&gt;
Last wave is brutes and 1 chieftan.  Use either rocks or nades on drop, overcharge the chieftan and spam headshots with carbine.  Jetpack brutes like to scatter so it's not optimal to grab hammer.  Best option is plasma + carbine.  When you see the friendly phantom coming in, go to the pickup point.&lt;br /&gt;
[[Category:Levels|O-9]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Data_Hive&amp;diff=22528</id>
		<title>Data Hive</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Data_Hive&amp;diff=22528"/>
				<updated>2025-04-22T07:32:53Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Data Hive&lt;br /&gt;
| image = [[File:DataHive.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Find Dare, secure the Superintendent.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 12:00; Leg: x:xx; LASO: 20:00&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 15:00&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 12:30&lt;br /&gt;
| time4 = Easy: 9:23; Leg: 10:00; LASO: 11:40&lt;br /&gt;
| time5 = Easy: 8:45; Leg: x:xx; LASO: x:xx&lt;br /&gt;
| previous = [[Kikowani Station]]&lt;br /&gt;
| next = [[Coastal Highway]]&lt;br /&gt;
}} &lt;br /&gt;
Data Hive is the second to last level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Data_Hive Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Easy Difficulty Guide: Sublevel 7==&lt;br /&gt;
Slide jumps galore. There's really not much to say about it, except make sure you know which hallways to go down and where to go. Make sure you use pistol to kill the grunts/jackals and save your SMG ammo. From there it's all movement based. When you come to the room with a fusion coil on the ground about a minute and 20 seconds into the level, several things can happen:&lt;br /&gt;
&lt;br /&gt;
1. A brute will come out and stop.&lt;br /&gt;
&lt;br /&gt;
2: A brute will come out and not stop.&lt;br /&gt;
&lt;br /&gt;
3: Jackals will come out.&lt;br /&gt;
&lt;br /&gt;
It really doesn't matter which of these happens, but you can handle it multiple ways. One way is to throw a frag into the hallway they come out of, or pick up a plasma pistol from earlier and use it on the brute, and jump over the jackals if they're what comes out. If the fusion coil is on top of the boxes in the next room, you can shoot it but it isn't necessary, all it does is clear out some of the grunts. Use your plasma pistol or a timed jump to get around the brute that likes to get in the way, and walk to the button to head to the next sublevel. If you're on MCC, this is where the first split occurs. A good split time to start off with would be about 1:45-1:50, but the split can go as low as 1:38-1:40.&lt;br /&gt;
&lt;br /&gt;
==Sublevel 8==&lt;br /&gt;
Before you drop down to sublevel 8, I suggest making sure have your SMG out. Shoot the drones as you drop down so that they don't get in your way and you can get a big slide jump. Don't worry if you don't get the slide jump, but it can save a couple seconds. Turn on your VISR either before or after you've dropped down. If you don't get the slide, swap your non-SMG weapon for the carbine along the way, and use it on the stalker brutes. They drop fire bomb grenades which can be very useful. Again, it's all about walking and making sure a brute doesn't hit you backwards.&lt;br /&gt;
&lt;br /&gt;
After you leave the dark area where the stalker brutes were, you should make sure you're killing as much as you can along the way, and it's especially critical that you kill the brutes in each room. If you don't, it can cause the marine that follows you to get held back, and he's necessary for entering sublevel 9 as quickly as possible. Carbine and any grenades you have are effective at killing them. The grunts can be killed easily with headshots from the carbine, and since you have so much ammo from it, there's no reason not to kill them. This is the room where the second split occurs if you're playing on MCC.&lt;br /&gt;
&lt;br /&gt;
==Sublevel 9==&lt;br /&gt;
There is something of a strategy to making sure you get the big slide jump when you drop down here. Since there are no drones immediately here to mess up your auto-aim or get in the way, you can get the slide significantly easier. Hold forward so that you walk down, and release the analog when you fall. It's easier said than done, but mess around with it. It gets you right onto the slant to hit the slide jump reliably.&lt;br /&gt;
&lt;br /&gt;
You don't need to kill anything in the frozen area here. If you have all of the audio logs, then the drones won't spawn, but they don't lose any time if they do spawn. Walk forward, perform slide jumps normally. The third split occurs when you round the corner where the brutes are. More slide jumps as you make your way to the Dare door fight.&lt;br /&gt;
&lt;br /&gt;
Dare Door Fight:&lt;br /&gt;
This fight can be extremely annoying, but it's a lot simpler if you use pure SMG strats.&lt;br /&gt;
&lt;br /&gt;
Plasma Variation:&lt;br /&gt;
https://www.youtube.com/watch?v=W4ANcQjBeX0&lt;br /&gt;
&lt;br /&gt;
No Nade Variation:&lt;br /&gt;
https://www.youtube.com/watch?v=jpQ9q3zjqV4&lt;br /&gt;
&lt;br /&gt;
This fight is why it was mentioned earlier that you should save your SMG ammo. Essentially, you enter the room, and sit back and SMG the drones as much as you can. Sitting in the back causes the AI to run back towards you and makes the fight much more manageable in general. Then, once they're dead, focus on the brute. He can spawn in a couple different spots, but don't worry about that, it's easy to adjust to them with practice. You should get through an entire clip of SMG ammo, and work your way through most of a second clip, then plasma grenade the brute or either assassinate him or carbine him. If you leave a drone alive, try to SMG him as quickly as possible. The fourth split occurs as you approach the door that opens once the fight is complete.&lt;br /&gt;
&lt;br /&gt;
==Hive==&lt;br /&gt;
After you rescue Dare and skip through a cutscene, it's a lot more walking and slide jumps and just general knowledge about where to go. You will hit a split as you approach the door where you drop down and get hurt and receive a health pack. From here, it's more walking forward until we get to the first real trick of the game; Drone Skip:&lt;br /&gt;
&lt;br /&gt;
Drone Skip:&lt;br /&gt;
Method 1 (Slow but consistent):&lt;br /&gt;
You have multiple ways of doing this. The easiest way is to pick up a brute shot and beam rifle as you walk towards the two plasma batteries in the big Hive area. This is where you normally would go up an elevator. Jump on top of the plasma battery and shoot it when the beam rifle and jump up to the next highest platform. From here, you stand on top of the little pad thing and wait for your health to return to normal. A well-timed grenade/brute shot jump can get you up on top of the area and you skip the elevator, which causes you to skip the trigger that spawns all of the drones in this area.&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=ylmJdY0UTpI&lt;br /&gt;
&lt;br /&gt;
Method 2: (Fast but less consistent):&lt;br /&gt;
The second method involves pushing the plasma battery on the right as you walk across the bridge in front of the left plasma battery, and then you jump on top of the back one and bash it and jump to the highest level, skipping the platform where you had to wait for your health to return. It's a lot harder, but the best advice is to press the jump button as soon as you have fully pressed the bash button. There should be a half second delay between the bash and jump. If you're using bumper jumper, it's a lot easier to tell because the jump and bash buttons are both the LB and RB buttons respectively, and you can just go by jumping pretty much right as or a hair after you hear the click of the bash bumper.&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/08DybBMmJCQ?t=388&lt;br /&gt;
&lt;br /&gt;
Method 3: (Really fast but really inconsistent):&lt;br /&gt;
For the final method, there really is no advice other than watch the video and try to replicate it. It is really inconsistent and doesn't save that much time.&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=BKSdtZfROJ8&lt;br /&gt;
&lt;br /&gt;
If you're newer to the level and just want to get a time, don't worry about the skip and just focus on getting a time and go up the elevator. You can still get really solid times without it.&lt;br /&gt;
&lt;br /&gt;
After you've completed the skip, it's more walking now, but with a twist. It's little bit faster to use the brute shot to drop down and jump back up as seen in the video.&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/08DybBMmJCQ?t=424&lt;br /&gt;
&lt;br /&gt;
After you've made it past the Hive room, you then have to kill two brutes and a brute chieftain that block your way from progressing. Kill the first brute on the left with a beam rifle after you've gotten a bit closer, and if you can, headshot the brute on the right then deal with the chieftain, or deal with the chieftain and then the brute on the right. Making it so that the chieftain comes at you and swings in a way that you can dodge him and assassinate him is difficult, but play around with this area until you can do it. There's no real advice for it other than practice. Pick up his gravity hammer and use it to boost through the hallway. Don't use it too much, because it comes in handy multiple times later.&lt;br /&gt;
&lt;br /&gt;
==Final Fight==&lt;br /&gt;
For the final fight, you will first have to kill three jetpack brutes above the door you came into; the door that the three brutes from before were trying to break into. Use well-timed beam rifle shots to hit multiple at once, and once they're dead, go focus on the phantom to the side where the right-side brute from earlier was because it is the phantom that drops off it's enemies the soonest. Use grenades if you have any to deal with the grunts and grav hammer the brute that drops onto the boxes, or use grav hammer swings to kill the brute first and then the grunts, then focus on the enemies from the other phantom which will be jackals and a brute by, again, using your gravity hammer. It also works to use your beam rifle on the brute that the jackal phantom drops so that you can save a swing for later.&lt;br /&gt;
&lt;br /&gt;
Drop down, don't alert any drones, and walk to the door where you have to wait for Dare and Buck's dialogue before it opens, then turn around and push the Engineer to the door and push Dare and Buck if you have to. Their AI can mess things up here, but this is a reliable way of not having that happen.&lt;br /&gt;
&lt;br /&gt;
After their dialogue ends and the door opens, use your gravity hammer once or twice to boost up the ramp, and again when the next set of doors open that open up to the final room of the level. Before entering the elevator, turn around and face it as you grav hammer boost into it if you have any grav hammer ammo left. This will cause the Engineer to teleport into the elevator to end the level quickly.&lt;br /&gt;
&lt;br /&gt;
==Legendary Difficulty: Sublevel 7==&lt;br /&gt;
[[Category:Levels|O-8]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Kikowani_Station&amp;diff=22527</id>
		<title>Kikowani Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Kikowani_Station&amp;diff=22527"/>
				<updated>2025-04-22T07:26:12Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Kikowani Station&lt;br /&gt;
| image = [[File:KikowaniStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Aerial combat in the flooded city.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: x:xx; Leg: x:xx; LASO: 5:00&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 4:20&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 3:30&lt;br /&gt;
| time4 = Easy: 1:39; Leg: 1:39; LASO: 1:56&lt;br /&gt;
| time5 = Easy: 1:46; Leg: x:xx; LASO: x:xx&lt;br /&gt;
| previous = [[NMPD HQ]]&lt;br /&gt;
| next = [[Data Hive]]&lt;br /&gt;
}} &lt;br /&gt;
Kikowani Station is the sixth flashback level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Kikowani_Station_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
stuff&lt;br /&gt;
[[Category:Levels|O-7]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Kizingo_Boulevard&amp;diff=22526</id>
		<title>Kizingo Boulevard</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Kizingo_Boulevard&amp;diff=22526"/>
				<updated>2025-04-22T07:14:34Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Kizingo Boulevard&lt;br /&gt;
| image = [[File:KizingoBlvd.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Scorpion rampage through the heart of the city.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 4:30; Leg: 6:30; LASO: 10:00&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 8:00&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 6:00&lt;br /&gt;
| time4 = Easy: 3:09; Leg: 3:11; LASO: 4:12&lt;br /&gt;
| time5 = Easy: 3:07; Leg: x:xx; LASO: x:xx&lt;br /&gt;
| previous = [[Uplift Reserve]]&lt;br /&gt;
| next = [[ONI Alpha Site]]&lt;br /&gt;
}} &lt;br /&gt;
Kizingo Boulevard is the third flashback level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Kizingo_Boulevard_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=401 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
===Ghost Hijack===&lt;br /&gt;
&lt;br /&gt;
From the beginning, turn left and walk towards the wall that connects to the tunnel. Slide jump a few times down the stairs while shooting your rockets and the enemies to get them out of the way. Walk along the left wall, killing enemies that stand directly in your way. Pick up a plasma pistol from one of the dead grunts and swap it for your empty rocket launcher. Make sure you head towards the phantom with a plasma pistol and at least one grenade. A plasma or spike grenade is preferable but only slightly. Head towards the Phantom and it will drop off a Ghost piloted by a Brute. Once you get to the Phantom, wait under it, just behind the Ghost, and hold the action button to hijack the Ghost as soon as you are able. Turn around and boost through the level, and be sure to stay to the left instead of going right at the first intersection. Avoid any ghosts, wraiths, and debris where applicable. After keeping left at the first intersection, you will encounter a section of the level blocked by a shield with a few crates and a beam rifle in front of it. Park the ghost directly to the right of the beam rifle leaning against the crate and exchange it with your SMG. You should now have a plasma pistol and beam rifle. Quickly get back in your ghost and turn right to the open plaza. Drive through the plaza between the shade turret and the center structure, then proceed to the door to continue with the mission. After a few seconds, it will open.&lt;br /&gt;
&lt;br /&gt;
===Banshee Hijack===&lt;br /&gt;
&lt;br /&gt;
Once you pass through the barrier to Kizingo Blvd., head down the street and get out of your ghost once you pass the yellow truck. After getting out of the ghost, flip it with a fragmentation grenade or destroy it with a plasma or spike grenade. Walk back up a few steps so you are at the top of the ramp but a few steps farther back from the edge. Face roughly towards the door to the next area. If you have time, feel free to kill some infantry on the ground so they don't mess with your setup. Two banshees will approach from over the door. Aim and charge the plasma pistol at a banshee. Your aiming and timing are very important for this step. The best way to time it is to shoot the banshee as it transitions from flying downwards to flying level with the ground. You should aim your plasma pistol so that the shot hits the very front dome of the ghost but on the upper part of this dome. Once it falls, you will have less than five seconds to board it before it regains control. The banshee cannot be upside down or it will not be able to be boarded. If you cannot board the banshee during this cycle, shoot it again to restart the five-second timer. Once the banshee is in a good position, take the beam rifle and shoot at the foot of the brute as you are holding the action button. If you aimed correctly, you should board the banshee. Once you gain control of it, fly towards the door to the next area and slow down just before you get to it. Boost the banshee against the bottom of the wall facing upwards to get passed the elastic barrier and over the doorway. Once you are on top of the doorway, fly back down into the map and fly towards the door to hit a load, then fly towards the building near the two locked doors to teleport Dutch to the final area.&lt;br /&gt;
&lt;br /&gt;
===Wave Defense===&lt;br /&gt;
&lt;br /&gt;
The final fight will start with a phantom and two banshees flying overhead. Note that all phantoms in this area are invincible, so trying to blow them up with the banshee's fuel rod gun is not an option. Almost immediately after this first phantom passes over the area, another will come from the area above the door you skipped opening. If you have time, try to kill the grunts on each of the turrets with the fuel rod gun. The phantom will stop to drop off grunts and jackals on its right side. Alternate between the plasma and fuel rod guns of the banshee to kill these infantry before they spread out too much. The phantom will then move to the left slightly and drop off a wraith and more infantry. Target the core of the wraith first, then focus on the infantry dropped off on the left. The final wave that the first phantom will drop off is at the nearby staircase. Kill these enemies to complete the wave.&lt;br /&gt;
[[Category:Levels|O-1]]&lt;br /&gt;
&lt;br /&gt;
The second phantom will fly in from above the staircase where the last phantom dropped off its last enemies. Again, try to use to fuel rod gun to kill the grunts on the turrets if you can. The phantom will drop off grunts and jackals from its left side directly in front of the stairs. Kill these enemies, then move towards the center of the area. The phantom will drop off more enemies from its right side, then move to the other staircase to drop off more. Kill all of these as fast as possible because the ending trigger is determined by there being no enemies alive. Once all of the enemies are dead, fly towards the top of the ramp leading to the locked door on the right. Dutch will meet you there and the level will end.&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=NMPD_HQ&amp;diff=22525</id>
		<title>NMPD HQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=NMPD_HQ&amp;diff=22525"/>
				<updated>2025-04-22T07:13:08Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = NMPD HQ&lt;br /&gt;
| image = [[File:NMPDHQ.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Pelican down. Keep your sniper rifle handy.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 6:30; Leg: x:xx; LASO: 9:30&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 8:00&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 7:00&lt;br /&gt;
| time4 = Easy: 4:38; Leg: 4:51; LASO: 6:42&lt;br /&gt;
| time5 = Easy: 4:09; Leg: x:xx; LASO: x:xx&lt;br /&gt;
| previous = [[ONI Alpha Site]]&lt;br /&gt;
| next = [[Kikowani Station]]&lt;br /&gt;
}} &lt;br /&gt;
NMPD HQ is the fifth flashback level in [[Halo 3: ODST]]. See [http://www.halopedia.org/NMPD_HQ_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
At the start, turn left and jump onto the left railing and do a slide jump off the right side of the railing once you reach the end of it. Head into the interior of the building.&lt;br /&gt;
&lt;br /&gt;
In the center of the room will be a staircase. Jump onto the railing on the right side. It is possible to do a grenade jump up to the platform on the right which leads to the next area. The grenade jump saves a fraction of second. Regardless of whether or not you are doing the grenade jump, you can jump up to the right platform once you are about halfway up the railing. Walk through the door to the next area.&lt;br /&gt;
&lt;br /&gt;
In this area, there are two possible options. The first option is to head towards the door to the next area by walking between the pillars and doing a slide jump off of the staircase or its railing to boost yourself to the door. The second option is about three seconds faster at best, but it's a bit harder. Instead of walking between the pillars, head towards the right side of the right pillar. You will see a gray barrel in a square on the floor. There is a square diagonal from the barrel that is closer to the door. Stand at the corner of that square that is closest to the door, look straight down, and crouch. Throw a frag grenade under your feet, immediately uncrouch, and jump so that you land just on the far side of the orange cone. Jump as the grenade goes off and you will be launched towards the door. Enter the next area.&lt;br /&gt;
&lt;br /&gt;
In the next area after exiting the set of doors, immediately take a left and jump onto the gray box and onto the middle platform. Bounce a frag grenade off the wall on your left to grenade jump up to the highest platform. Head towards the next door while avoiding being blocked by enemies.&lt;br /&gt;
&lt;br /&gt;
The room with the dead Covenant and marines has some extra ammo to pick up. The middle desk area will have more sniper rifle ammo that you should pick up, as well as a health pack if you need it. On the far side of the room in the center will be a dead brute. Pick up his spike grenade and exit the room. Once outside, make a direct path to the door on the left and proceed to the next area.&lt;br /&gt;
&lt;br /&gt;
Immediately turn left after going through the set of doors and head towards the staircase. Once you reach the very top step, throw a spike grenade at the fusion coil, then quickly run to the other side of it and jump as the grenade explodes. This will boost you onto the top platform. Walk towards the door and snipe and Brutes that get in your way. Once inside, jump off the platform and slide jump off the staircase and snipe any grunts in the way. Exit the building.&lt;br /&gt;
&lt;br /&gt;
Upon exiting the building, use your pistol to kill the Jackal and the Grunt. Jump onto the left rail and jump towards the slanted piece of the lower platform to do a slide jump. Swap your pistol for the fuel rod gun. Jump down to the crane and start sniping enemies. To the left, there will be a Brute, two Jackals, and a Grunt, as well as a Brute on the far side of the platform. To the right, there will be a Brute and two Grunts. Snipe all of these enemies while walking down the crane. Once you reach the end of the crane, make your way to the platform with the Pelican on it to start the wave fight.&lt;br /&gt;
&lt;br /&gt;
==Banshee Fight==&lt;br /&gt;
You will need to shoot down the Phantoms to progress the fight faster along with the Banshees. The Phantoms that deploy enemies don't get shot down. There are Missile Pods littered around the Pelican and two that are mounted. Only take them off once the Phantoms that come out from the same side are eliminated. Phantoms have three spawn points and randomly spawn each time the level is played. Banshees also assist the Phantoms and the Spartan laser will come in handy if one is too far out for the Missile Pod. The Spartan Laser is useless against Phantoms, but six shots from the Missile Pod will work when hit at one of their 'eyes'. Once the three sets of Phantoms are destroyed, one last Phantom flies from the bottom, take a Missile Pod and shoot it 2-4 times. Once it has set up its spot, rocket the eyes and Buck should say &amp;quot;Jet packs!&amp;quot;. If he doesn't and the Phantom is destroyed, the game softlocks. Head up top to end the level.&lt;br /&gt;
[[Category:Levels|O-6]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Kizingo_Boulevard&amp;diff=22524</id>
		<title>Kizingo Boulevard</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Kizingo_Boulevard&amp;diff=22524"/>
				<updated>2025-04-22T06:55:39Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Kizingo Boulevard&lt;br /&gt;
| image = [[File:KizingoBlvd.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Scorpion rampage through the heart of the city.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 4:30; Leg: 6:30; LASO: 8:00&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 7:00&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 6:00&lt;br /&gt;
| time4 = Easy: 3:09; Leg: 3:11; LASO: 4:12&lt;br /&gt;
| time5 = Easy: 3:07; Leg: x:xx; LASO: x:xx&lt;br /&gt;
| previous = [[Uplift Reserve]]&lt;br /&gt;
| next = [[ONI Alpha Site]]&lt;br /&gt;
}} &lt;br /&gt;
Kizingo Boulevard is the third flashback level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Kizingo_Boulevard_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=401 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
===Ghost Hijack===&lt;br /&gt;
&lt;br /&gt;
From the beginning, turn left and walk towards the wall that connects to the tunnel. Slide jump a few times down the stairs while shooting your rockets and the enemies to get them out of the way. Walk along the left wall, killing enemies that stand directly in your way. Pick up a plasma pistol from one of the dead grunts and swap it for your empty rocket launcher. Make sure you head towards the phantom with a plasma pistol and at least one grenade. A plasma or spike grenade is preferable but only slightly. Head towards the Phantom and it will drop off a Ghost piloted by a Brute. Once you get to the Phantom, wait under it, just behind the Ghost, and hold the action button to hijack the Ghost as soon as you are able. Turn around and boost through the level, and be sure to stay to the left instead of going right at the first intersection. Avoid any ghosts, wraiths, and debris where applicable. After keeping left at the first intersection, you will encounter a section of the level blocked by a shield with a few crates and a beam rifle in front of it. Park the ghost directly to the right of the beam rifle leaning against the crate and exchange it with your SMG. You should now have a plasma pistol and beam rifle. Quickly get back in your ghost and turn right to the open plaza. Drive through the plaza between the shade turret and the center structure, then proceed to the door to continue with the mission. After a few seconds, it will open.&lt;br /&gt;
&lt;br /&gt;
===Banshee Hijack===&lt;br /&gt;
&lt;br /&gt;
Once you pass through the barrier to Kizingo Blvd., head down the street and get out of your ghost once you pass the yellow truck. After getting out of the ghost, flip it with a fragmentation grenade or destroy it with a plasma or spike grenade. Walk back up a few steps so you are at the top of the ramp but a few steps farther back from the edge. Face roughly towards the door to the next area. If you have time, feel free to kill some infantry on the ground so they don't mess with your setup. Two banshees will approach from over the door. Aim and charge the plasma pistol at a banshee. Your aiming and timing are very important for this step. The best way to time it is to shoot the banshee as it transitions from flying downwards to flying level with the ground. You should aim your plasma pistol so that the shot hits the very front dome of the ghost but on the upper part of this dome. Once it falls, you will have less than five seconds to board it before it regains control. The banshee cannot be upside down or it will not be able to be boarded. If you cannot board the banshee during this cycle, shoot it again to restart the five-second timer. Once the banshee is in a good position, take the beam rifle and shoot at the foot of the brute as you are holding the action button. If you aimed correctly, you should board the banshee. Once you gain control of it, fly towards the door to the next area and slow down just before you get to it. Boost the banshee against the bottom of the wall facing upwards to get passed the elastic barrier and over the doorway. Once you are on top of the doorway, fly back down into the map and fly towards the door to hit a load, then fly towards the building near the two locked doors to teleport Dutch to the final area.&lt;br /&gt;
&lt;br /&gt;
===Wave Defense===&lt;br /&gt;
&lt;br /&gt;
The final fight will start with a phantom and two banshees flying overhead. Note that all phantoms in this area are invincible, so trying to blow them up with the banshee's fuel rod gun is not an option. Almost immediately after this first phantom passes over the area, another will come from the area above the door you skipped opening. If you have time, try to kill the grunts on each of the turrets with the fuel rod gun. The phantom will stop to drop off grunts and jackals on its right side. Alternate between the plasma and fuel rod guns of the banshee to kill these infantry before they spread out too much. The phantom will then move to the left slightly and drop off a wraith and more infantry. Target the core of the wraith first, then focus on the infantry dropped off on the left. The final wave that the first phantom will drop off is at the nearby staircase. Kill these enemies to complete the wave.&lt;br /&gt;
[[Category:Levels|O-1]]&lt;br /&gt;
&lt;br /&gt;
The second phantom will fly in from above the staircase where the last phantom dropped off its last enemies. Again, try to use to fuel rod gun to kill the grunts on the turrets if you can. The phantom will drop off grunts and jackals from its left side directly in front of the stairs. Kill these enemies, then move towards the center of the area. The phantom will drop off more enemies from its right side, then move to the other staircase to drop off more. Kill all of these as fast as possible because the ending trigger is determined by there being no enemies alive. Once all of the enemies are dead, fly towards the top of the ramp leading to the locked door on the right. Dutch will meet you there and the level will end.&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=ONI_Alpha_Site&amp;diff=22523</id>
		<title>ONI Alpha Site</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=ONI_Alpha_Site&amp;diff=22523"/>
				<updated>2025-04-22T06:48:45Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = ONI Alpha Site&lt;br /&gt;
| image = [[File:ONIAlphaSite.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Fall back, deny access to this vital facility.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: x:xx; Leg: x:xx; LASO: 14:00&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 12:00&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 10:00&lt;br /&gt;
| time4 = Easy: 7:43; Leg: 7:48; LASO: 9:15&lt;br /&gt;
| time5 = Easy: 7:39; Leg: x:xx; LASO: x:xx&lt;br /&gt;
| previous = [[Kizingo Boulevard]]&lt;br /&gt;
| next = [[NMPD HQ]]&lt;br /&gt;
}} &lt;br /&gt;
ONI Alpha Site is the fourth flashback level in [[w:c:halo:Halo 3: ODST|Halo 3: ODST]]. See [http://www.halopedia.org/ONI_Alpha_Site_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
===Blowing up the Bridge===&lt;br /&gt;
&lt;br /&gt;
Start by turning left, walk towards the first switch and throw a nade into the closest tire on the ground so that you run over it and jump to get a nade boost. Activate first switch, head over exploded Scorpion tank to activate second. Head to watchtower to activate the explosives. Go to either side platform to obtain a nade. Two nade boosts can be routed in to get to the switches faster. If this is done, after activating the explosives there is time to go to both platforms to refil both nades before the door to the next section opens. A combination of Sniper, Spartan Laser or SMG can be used to clear the next waves. If using the sniper make sure to grab the ammo in the tower as well as on the floor at the top of the ramp. If you are planning on using all three weapons by weapon-swapping the third weapon as you walk make sure to pick up the sniper on the ground behind the barricades first and then collect the ammo from the one in the tower.&lt;br /&gt;
&lt;br /&gt;
===Hunter Wave Fight===&lt;br /&gt;
&lt;br /&gt;
While walking up the stairs to the green baracade you can use the Spartan Laser on the grunt turret so that it does not knock you out of scope. Hiding behind the baricade stops the Phantom turret from shooting you. Spartan Laser the first Hunter, move to the left stairs and line up a Spartan Laser collateral on the Brute exiting the Phantom and the second Hunter. Double nade the rest of the enemies on the stairs and head down the stairs. Look left and clear the 3 Grunts and 1 Brute and then turn around and check for survivors.&lt;br /&gt;
&lt;br /&gt;
====- Tips====&lt;br /&gt;
&lt;br /&gt;
When killing the first Hunter start charging the Spartan Laser just as Mickey says the words &amp;quot;the wall&amp;quot; (&amp;quot;Covenant landing on the other side of the wall.&amp;quot;). This sets up the timing for the second Spartan Laser shot. Immediately charge the second shot for the second Hunter and the Spartan Laser should go off just as the brute is landing. This minimises the chances that the brute moves and dodges the Laser or that he deploys a bubble shield.&lt;br /&gt;
&lt;br /&gt;
You can use three weapons by weapon swapping a third weapon up the main stairs all the way to the left of the barricade. kill both hunters and the brute with two Spartan Laser shots and then immediately switch it with your 3rd weapon on the ground. Proceed to clear the remaining enemies with the Sniper and the SMG.&lt;br /&gt;
&lt;br /&gt;
The last group of 3 grunts and 1 brute can be cleared with one Sniper clip if you hit a two or more enemies with 1 bullet. This can save a lot of time as you avoid the need to reload the Sniper and conserves ammo. Otherwise bringing the SMG and cleaning up by switching weapons to it (instead of reloading) would be the fastest backup. It can be easier to kill for the grunts first as killing the Brute first will usually cause them to panic and run in circles which makes them difficult to hit with the sniper.&lt;br /&gt;
&lt;br /&gt;
===Hill Fight===&lt;br /&gt;
&lt;br /&gt;
The hill fight can be completed using many different combinations of Spartan Laser, Sniper, SMG or Pistol. The aim is to clear enemies as quickly as possible until a dialogue queue. Head behind the sand bags on the left side (facing the ONI building) to pick up a nade, there is also a pistol and SMG ammo here. Head to the center to collect a second nade. As the first phantom on the right (when facing down the hill) arrives, opens its doors and lowers start shooting the grunts while moving towards the stairs on the left. After killing the brute and grunts, move to the staircase on your left and throw two frags at the enemies feet in quick succession as they land on the stairs. Hopefully all the grunts and maybe a brute or two will die to the frags. Go left and throw a frag at the group of grunts that are jumping out of the phantom. If you have the Spartan Laser shoot the wraith. Head up the far side of the hill while also trying to kill the remaining brutes. Now circle back around to the other side. While traveling across shoot the second wraith if you have the Spartan Laser otherwise start shooting the remaining enemies. Focus on the group of 2 brutes and grunts on the far right side. Once you have cleared enough enemies Mickey will say &amp;quot;More Phantoms, look sharp&amp;quot;. At this point a timer has started. Head up the hill and grab the sniper at the top, grab the rockets down the stairs and behind the pillar and wait for the doors to open.&lt;br /&gt;
&lt;br /&gt;
====- Tips====&lt;br /&gt;
&lt;br /&gt;
Using the sniper the first group of 3 Grunts and 1 Brute can be cleared before the second group lands. When shooting the Wraiths position yourself front on so that you can shoot the drivers hatch to one shot the vehicle. Alternatively as the first wraith is landing charge the Spartan Laser to coincide with the Wraith landing and aim for the power core on the back. You will then have just enough time to turn and nade the group of grunts that jump out of the Phantom. As you move along walk over grunts to try and get plasma nade drops which can be used for quick kills on the brutes. Keep moving and leave brutes alive if you have to, don't go back. Priotise the grunts right up until the last group before turning back onto the brutes.&lt;br /&gt;
&lt;br /&gt;
===Wave Defense===&lt;br /&gt;
&lt;br /&gt;
Head through the sliding doors as soon as they open, go through the 2nd set of doors and then turn towards Mickey's waypoint so that it is roughly in the centre of the screen and continue walking backwards towards the Turret. If your lucky Mickey will teleport as you arrive near the turret and the dialogue queue will start. If you are unlucky, or if you look away from Mickey he will teleport to the turret area but will walk back to his last location and then continue on his path back to the turret before the dialogue finally continues which can waste some time. Otherwise Mickey will walk his way to the turret which can sometimes be fast enough but is often quite slow.&lt;br /&gt;
&lt;br /&gt;
Once the Sergeant starts saying &amp;quot;Alright men check these charges&amp;quot; give your sniper to the Sergeant, grab the turret and try pushing the crate of four nades up the stairs to the middle area behind the pillar. This is not required but it helps having extra nades handy. Drop the turret here as well. Wait for the doors to explode. Enemies will start coming from one side and will usually alternate sides with each wave. Kill the first wave and a half with your pistol (basically all the grunts) before using the turret on the first brute and the next enemies. You can head right up to the doors and shoot through the blue force field down the hallway to kill enemies as soon as they spawn. You can use 2-4 rockets on these waves, mainly for the 2 packs of 3-4 brutes that spawn and maybe the Jackles. Mix nades in when it feels appropriate. Once the last enemy is dead try and find a brute plasma rifle as soon as possible, otherwise grab an SMG at the turret area, along with your Rockets, or if no more Rocket ammo, your Pistol for the next fights.&lt;br /&gt;
&lt;br /&gt;
====- Tips====&lt;br /&gt;
&lt;br /&gt;
On Easy difficulty the suicide grunts won't kill you by themselves so you can run into the them and let them explode while you shoot the other enemies. Be careful using stickies on the Brutes as they will often enrage and lunge at you causing the explosion to kill you. Make sure you are at a safe distance or close to full shields.&lt;br /&gt;
&lt;br /&gt;
===Phantoms On Your Rear Trooper===&lt;br /&gt;
&lt;br /&gt;
Try and get to the first wave on the left as soon as possible so that you can spawn will them with nades and/or 1-2 rockets, use 2nd weapon to clean up. If the rockets are empty try and switch them out for a Brute Plasma Rifle or a Brute shot as you head over to the second wave. Kill the remaining enemies with nades and weapons. Once all enemies are clear take this time to get as much Brute shot, find a Plasma Rifle, collect plasma/spike nades from bodies and frag nades from the walkway between the two landing areas.&lt;br /&gt;
&lt;br /&gt;
====- Tips====&lt;br /&gt;
&lt;br /&gt;
Avoid meleeing brutes front on as it can be quite slow, 2-4 melees to kill. Also, since your a lightweight ODST and not a Super Space Marine the Brutes can knock you back and send you flying over the side of the building. Shoot as much as possible before going in for melees and keep and eye on your nades for any plasma or spike grenades that you may have picked up.&lt;br /&gt;
&lt;br /&gt;
===Elevator and Finish===&lt;br /&gt;
&lt;br /&gt;
Enter the elevator and hit the button (jumping over the wall is not faster as the button only becomes after a few seconds after the doors open but it looks cool). Clear the nasty buggers, or don't, on your way up. At the top walk out the doors and head around the corner. If you have plasmas or spike grenades try to stick the brute shot wielding brute before throwing 1-2 nades at the feet of the enemies landing out of the Phantom. With a few brute shots on top of the nades most/all of the non-brute enemies should die. Clear the brutes as quickly as possible focusing on the brute shot Brute, plasma rifle brutes and then any brutes closest to the centre. This is usually best done with any remaining plasmas or spike grenades you might have. Once most of the enemies are dead the Pelican will fly over and begin to descend. At this point head to the edge of the building trying to stay are full shields. If you have saved a frag and have full or close to full HP you can frag + brute shot launch up to the pelican to enter early and end the mission. Otherwise you can just frag boost or just brute shot launch up the the pelican.&lt;br /&gt;
&lt;br /&gt;
====- Tips====&lt;br /&gt;
&lt;br /&gt;
It is possible to kill all the enemies before the pelican arrives so that it immediately descends all the way where you can simply jump to it. An early board only removes the need to clear every single enemy but saves a couple seconds compared to a fast clear of every enemy and simple jump to Pelican. A good line up is to head to the grating on the edge of the building, look down, throw the frag as you walk back slightly so that the frag lands close to you, then walk, jump and shoot with the frag explosion into the pelican.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|O-5]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=22522</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=22522"/>
				<updated>2025-04-22T06:33:39Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
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The '''HaloRuns Wiki''' is dedicated to speedrunning the Halo series, with a focus on providing information for single-segment, full-game speedruns.&lt;br /&gt;
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*'''''[[Halo: Reach]]'''''&lt;br /&gt;
*'''''[[Halo 4]]'''''&lt;br /&gt;
*'''''[[Halo 5|Halo 5: Guardians]]'''''&lt;br /&gt;
*'''''[[Halo Infinite]]'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Spin-off Games&amp;lt;/span&amp;gt;&lt;br /&gt;
*'''''[[Halo Wars]]'''''&lt;br /&gt;
*'''''[[Halo Wars 2]]'''''&lt;br /&gt;
*'''''[[Halo: Spartan Assault]]'''''&lt;br /&gt;
*'''''[[Halo: Spartan Strike]]'''''&lt;br /&gt;
*'''''[[Halo 4 Spartan Ops]]'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Level Strategies&amp;lt;/span&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;23.3%&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo: Combat Evolved&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[The Pillar of Autumn (Halo CE)]]&lt;br /&gt;
*[[Halo (Halo CE)]]&lt;br /&gt;
*[[The Truth and Reconciliation]]&lt;br /&gt;
*[[The Silent Cartographer]]&lt;br /&gt;
*[[Assault on the Control Room]]&lt;br /&gt;
*[[343 Guilty Spark]]&lt;br /&gt;
*[[The Library]]&lt;br /&gt;
*[[Two Betrayals]]&lt;br /&gt;
*[[Keyes]]&lt;br /&gt;
*[[The Maw]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo 2&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[The Armory]]&lt;br /&gt;
*[[Cairo Station]]&lt;br /&gt;
*[[Outskirts]]&lt;br /&gt;
*[[Metropolis]]&lt;br /&gt;
*[[The Arbiter]]&lt;br /&gt;
*[[Oracle]]&lt;br /&gt;
*[[Delta Halo]]&lt;br /&gt;
*[[Regret]]&lt;br /&gt;
*[[Sacred Icon]]&lt;br /&gt;
*[[Quarantine Zone]]&lt;br /&gt;
*[[Gravemind]]&lt;br /&gt;
*[[Uprising]]&lt;br /&gt;
*[[High Charity]]&lt;br /&gt;
*[[The Great Journey]]&lt;br /&gt;
| width=&amp;quot;23.3%&amp;quot;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo 3&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[Sierra 117]]&lt;br /&gt;
*[[Crow's Nest]]&lt;br /&gt;
*[[Tsavo Highway]]&lt;br /&gt;
*[[The Storm]]&lt;br /&gt;
*[[Floodgate]]&lt;br /&gt;
*[[The Ark]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[Cortana]]&lt;br /&gt;
*[[Halo (Halo 3)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo 3: ODST&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[Prepare to Drop]]&lt;br /&gt;
*[[Mombasa Streets]]&lt;br /&gt;
*[[Tayari Plaza]]&lt;br /&gt;
*[[Mombasa Streets 1 (Drone Optic)]]&lt;br /&gt;
*[[Uplift Reserve]]&lt;br /&gt;
*[[Mombasa Streets 2 (Gauss Turret)]]&lt;br /&gt;
*[[ONI Alpha Site]]&lt;br /&gt;
*[[Mombasa Streets 3 (Sniper Rifle)]]&lt;br /&gt;
*[[Kizingo Boulevard]]&lt;br /&gt;
*[[Mombasa Streets 4 (Remote Detonator)]]&lt;br /&gt;
*[[NMPD HQ]]&lt;br /&gt;
*[[Mombasa Streets 5 (Biofoam Canister)]]&lt;br /&gt;
*[[Kikowani Station]]&lt;br /&gt;
*[[Mombasa Streets 6 (Data Hive)]]&lt;br /&gt;
*[[Data Hive]]&lt;br /&gt;
*[[Coastal Highway]]&lt;br /&gt;
| width=&amp;quot;23.3%&amp;quot;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo: Reach&amp;lt;/span&amp;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;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo 4&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[Dawn]]&lt;br /&gt;
*[[Requiem]]&lt;br /&gt;
*[[Forerunner]]&lt;br /&gt;
*[[Infinity]]&lt;br /&gt;
*[[Reclaimer]]&lt;br /&gt;
*[[Shutdown]]&lt;br /&gt;
*[[Composer]]&lt;br /&gt;
*[[Midnight]]&lt;br /&gt;
| width=&amp;quot;23.3%&amp;quot;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo 5: Guardians&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[Osiris]]&lt;br /&gt;
*[[Blue Team]]&lt;br /&gt;
*[[Glassed]]&lt;br /&gt;
*[[Unconfirmed]]&lt;br /&gt;
*[[Evacuation]]&lt;br /&gt;
*[[Reunion]]&lt;br /&gt;
*[[Swords of Sanghelios]]&lt;br /&gt;
*[[Enemy Lines]]&lt;br /&gt;
*[[Battle of Sunaion]]&lt;br /&gt;
*[[Genesis]]&lt;br /&gt;
*[[The Breaking]]&lt;br /&gt;
*[[Guardians]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo Infinite&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[Warship Gbraakon]]&lt;br /&gt;
*[[Foundation]]&lt;br /&gt;
*[[Outpost Tremonius]]&lt;br /&gt;
*[[Recovery]]&lt;br /&gt;
*[[Excavation Site]]&lt;br /&gt;
*[[Conservatory]]&lt;br /&gt;
*[[Spire]]&lt;br /&gt;
*[[Pelican Down]]&lt;br /&gt;
*[[The Sequence]]&lt;br /&gt;
*[[Nexus]]&lt;br /&gt;
*[[The Command Spire]]&lt;br /&gt;
*[[Repository]]&lt;br /&gt;
*[[The Road]]&lt;br /&gt;
*[[House of Reckoning]]&lt;br /&gt;
*[[Silent Auditorium]]&lt;br /&gt;
Banished Outposts:&lt;br /&gt;
*[[Armory of Reckoning]]&lt;br /&gt;
*[[Annex Ridge]]&lt;br /&gt;
*[[Horn of Abolition]]&lt;br /&gt;
*[[Forge of Teash]]&lt;br /&gt;
*[[Redoubt of Sundering]]&lt;br /&gt;
*[[Ransom Keep]]&lt;br /&gt;
*[[Riven Gate]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Miscellaneous&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[History|History of Halo Speedrunning]]&lt;br /&gt;
* [[Events|Past Relays, Marathons, and Events]]&lt;br /&gt;
* [[Glossary|Speedrunning Glossary]]&lt;br /&gt;
* [[API|API Documentation]]&lt;br /&gt;
* [[To_do | Wiki To-do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''New account registration for the Wiki has been temporarily disabled to limit page vandalism while updates are in progress.''&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Uplift_Reserve&amp;diff=22519</id>
		<title>Uplift Reserve</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Uplift_Reserve&amp;diff=22519"/>
				<updated>2025-04-20T14:27:02Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Uplift Reserve&lt;br /&gt;
| image = [[File:UpliftReserve.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Lead a Warthog charge, clear hostiles from the park.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 2:30; Leg: 2:50; LASO: 3:00&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 2:45&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 2:25&lt;br /&gt;
| time4 = Easy: 1:51; Leg: 1:51; LASO: 1:42&lt;br /&gt;
| time5 = Easy: 1:57; Leg: x:xx; LASO: x:xx&lt;br /&gt;
| previous = [[Tayari Plaza]]&lt;br /&gt;
| next = [[Kizingo Boulevard]]&lt;br /&gt;
}} &lt;br /&gt;
Uplift Reserve is the second flashback mission in [[Halo 3: ODST]]. See [http://www.halopedia.org/Uplift_Reserve_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
At the start of the level, turn to the right and immediately throw a grenade at the ground to do a grenade boost over the bench and onto the rock face. Once you are on the rock face, do another grenade jump to land on the higher rock. Walk on the top rock until you reach the edge, then jump and use the slant of the hill below you to slide jump to the left. Continue towards the flipped Warthog.&lt;br /&gt;
&lt;br /&gt;
While walking towards the Warthog, you will pass a large green crate on your left. Once you get to the shadow that the crate forms, throw your last frag grenade towards the Warthog to flip it. The best way to aim the grenade is to aim your reticle so that it is just below the front right tire. The Warthog should flip to the left and land upright. Enter the Warthog and proceed through the mission.&lt;br /&gt;
&lt;br /&gt;
Drive to the next area while avoiding enemy vehicles and stray brute shots. You will enter a tight area with a Ghost, a Chopper, and two Wraiths. Keep right at first to avoid crashing into the first Wraith and the Ghost. Typically the Chopper will hug the left wall, so most of the time it's better to stay right. The last enemy you'll encounter in this area is another Wraith, and there are two ways to get around it. The fastest way is to hug the right wall and hope the Wraith doesn't pin you against it. This saves about a second, but you probably won't make it unless you went really fast earlier in the level. The other option is to go around the left side of the Wraith, and there are almost no obstacles in taking this path. Once you pass the Wraith, you will find an empty Ghost. Exit your Warthog and immediately enter the Ghost. &lt;br /&gt;
&lt;br /&gt;
Once you are in the Ghost, turn around and enter the tunnel. Boost through the tunnel, but stop boosting as you go over the peak of the hill. This will prevent you from crashing into the ceiling and losing speed. At the end of the tunnel, turn right and drive towards the steep rock face. To climb the rock face, boost up the the right side while holding the jump button to raise the nose of the Ghost, turn left to land on the flat side of the rock, then take a right and boost over the rock to land on the left path. Proceed through the mission.&lt;br /&gt;
&lt;br /&gt;
The path will eventually open up into the area that is used in the Lost Platoon firefight map. Once you enter this area, turn right and boost over the rail just to the right of the pole farthest to the right. You'll land to the left of a rock structure, and you should head towards the the rock structure that is straight ahead. Once you reach the rock structure, drive towards the left side of the rocks, but to the right of the staircase. There will be a green bush on the ground right in front of the spot you want to drive up. Use the jump button to raise the nose of the Ghost and drive up the rocks. Drive to the right of the trees on top of the plateau, drive off the right side, keep to the left side of the Wraith, and head into the building that leads to the bridge.&lt;br /&gt;
&lt;br /&gt;
Hug the right side of the building's interior and drive through the middle of the bridge until you reach the next part of the park. Turn right and drive up onto the cliff where the large bush is. Drive along the cliff until you can make it over onto the plateau where you would normally drive, all while turning around so that you are facing the correct direction to proceed through the mission. Hug the right wall until you see a Wraith. Once you reach the Wraith, drive to the left of the fallen gray debris on the ground and scale the rock to cut the corner. Drive along this path until you reach the final rock on the left side of the corner, then proceed to scale the left side of that rock. Drive down the rock and head towards the end of the mission until you reach a small hill. Hold the jump button so you don't flip while going over the hill, then turn right and drive through the wall. Getting out of your ghost while falling will make you trigger the ending cutscene faster.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|O-3]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Tayari_Plaza&amp;diff=22518</id>
		<title>Tayari Plaza</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Tayari_Plaza&amp;diff=22518"/>
				<updated>2025-04-20T14:16:56Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Tayari Plaza&lt;br /&gt;
| image = [[File:TayariPlaza.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Beat The Covenant to Dare's crash-site.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 2:05; Leg: 2:30; LASO: 3:10&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 2:40&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 2:15&lt;br /&gt;
| time4 = Easy: 1:30; Leg: 1:38; LASO: 1:46&lt;br /&gt;
| time5 = Easy: 1:18; Leg: x:xx; LASO: x:xx&lt;br /&gt;
&lt;br /&gt;
| previous = [[Mombasa Streets]]&lt;br /&gt;
| next = [[Uplift Reserve]]&lt;br /&gt;
}} &lt;br /&gt;
Tayari Plaza is the first flashback mission in [[Halo 3: ODST]]. See [http://www.halopedia.org/Tayari_Plaza_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
At the start of the mission, skip the cutscene. As soon as you see the level load in, jump and hold the movement stick about 45-60 degrees to the left with about 50-75% force. You should land on the staircase below you and slide jump onto the flat platform above the far side of the stairs. From here, jump off of the platform and land on the lower staircase, ideally about halfway down. While doing this jump, time a frag grenade throw so that your slide jump forwards off the staircase coincides with the grenade detonation for an additional forward boost. Jump a few times after slide jumping off the staircase to carry your momentum past the patches of grass.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, a phantom will be dropping off several waves of enemies. If possible, kill grunts that block your way and any others you can kill without losing time. These grunts can drop grenades that can help with boosts later in the level. After making your way past these enemies, head towards the corner where the pale red covenant box is. Throw a frag grenade at this box to prevent it from blocking your direct path, then jump over both the car and box (if applicable) and make your way around the corner.&lt;br /&gt;
&lt;br /&gt;
At the corner where you rendezvous with the marines, hug the left wall. This wall is a great place to bounce your last frag off of to boost yourself forwards. Walk just to the left of the center column, then head towards the corner on the right wall. Upon rounding that corner, you will encounter several brutes. As long as you haven't made any noise (shooting, etc.) after the approximate area of the column, the brutes should not be alerted. Walk towards the next area in the most direct path possible, jumping over the grass patch. Two brutes may block your way. If they are walking and look like they are about to block your way, fire your pistol to alert them and freeze them in place. Once you're on the grass patch, do a slide jump off of the nearby staircase and move to the next area.&lt;br /&gt;
&lt;br /&gt;
The next area has two paths you can take depending on your skill level and knowledge. For beginners and those without a solid understanding of the physics in Halo 3: ODST, the path is much simpler; simply walk to the left of the sandbag and to the left of the truck until you reach the next area, killing whatever grunts you can. However, if you are going for a really fast time, hug the right wall and pick up three frag grenades from the box on the ground in front of the sandbags. Almost as soon as you pick them up, jump over the sandbags. Once you reach about the apex of your jump, throw a frag grenade at the wall of the platform perpendicular to the stairs, about halfway up and as close to the corner as you can get. Continue walking forward, jump on the car, then immediately jump up. If you did it all correctly, you should land on the higher platform with the assistance of the frag. Once you're on the platform, it's time to set up the box launch. Turn around and throw a frag grenade so that it bounces on the ground, bounces off the plasma battery and lands somewhere between the box and the plasma battery. Make sure the grenade doesn't land right next to the box or it will most likely kill you. While the grenade is bouncing into position, press yourself against the box so that it is between you and the grenade. You will want to stand on the left side of the box (if you are looking at it head-on) right on the creased area. Once the frag and plasma battery explode, jump immediately to get launched into the next area. This trick is very high risk with very low reward, saving only about 2-3 seconds optimally.&lt;br /&gt;
&lt;br /&gt;
Again, the next area has two paths you can take depending on your skill level and knowledge. If you are just starting out, the best path to take is a B-line directly to the door. However, a fast time requires a truck launch. To do the truck launch, you'll need a plasma grenade. There are multiple setups for the truck launch, but most of them follow the same similar formula. Start by walking to the left of the truck on the sidewalk section. Throw the plasma grenade down directly to the left of the big green box so that the grenade lands right on the small slope between the sidewalk and the street. Quickly run under (MCC) or over and around (OG) the truck and stand crouched where the box is going to land. A good way to line yourself up is to stand about a foot behind where the two tiles of the street make a corner. If everything went correctly, the box with land on you and launch you towards the door. Be sure to jump a few times to carry momentum. A super fast launch can save up to 8-9 seconds, but this is very inconsistent and requires a lot of precision. After getting to the door, open it with the action button and proceed to the next area.&lt;br /&gt;
&lt;br /&gt;
After going through to doorway, jump and use the slope of the barrier in the road to get a slide jump, then continue doing slide jumps down the hill, being sure to jump over the exploded wraith. Once over the wraith, hug the right wall and kill or jump over any enemies in your way. At the corner, hook a right and walk toward the left side of the truck, then towards the door that the hunters open. This is a good area to do a grenade boost or two.&lt;br /&gt;
&lt;br /&gt;
Once you make it through the door, you will be in the final area. Hunters can occasionally hit you in the back and propel you forwards, but the odds are low. Hug the right wall again, and jump onto the grassy patch. Jump off of this path and attempt a sliding edge boost off of the staircase railing, possibly aided with a frag grenade. A good trick to increase your odds of landing in the right spot is to line up your pistol reticle with the edge of the railing so that the railing edge splits the reticle in half. Once you get the slide, jump to carry momentum and make your way towards Dare's pod. Open the pod by holding the action button to complete the mission.&lt;br /&gt;
[[Category:Levels|O-2]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Tayari_Plaza&amp;diff=22517</id>
		<title>Tayari Plaza</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Tayari_Plaza&amp;diff=22517"/>
				<updated>2025-04-20T14:13:27Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Tayari Plaza&lt;br /&gt;
| image = [[File:TayariPlaza.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Beat The Covenant to Dare's crash-site.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 2:05; Leg: 2:30; LASO: 3:20&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 2:50&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 2:15&lt;br /&gt;
| time4 = Easy: 1:30; Leg: 1:38; LASO: 1:46&lt;br /&gt;
| time5 = Easy: 1:18; Leg: x:xx; LASO: x:xx&lt;br /&gt;
&lt;br /&gt;
| previous = [[Mombasa Streets]]&lt;br /&gt;
| next = [[Uplift Reserve]]&lt;br /&gt;
}} &lt;br /&gt;
Tayari Plaza is the first flashback mission in [[Halo 3: ODST]]. See [http://www.halopedia.org/Tayari_Plaza_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
At the start of the mission, skip the cutscene. As soon as you see the level load in, jump and hold the movement stick about 45-60 degrees to the left with about 50-75% force. You should land on the staircase below you and slide jump onto the flat platform above the far side of the stairs. From here, jump off of the platform and land on the lower staircase, ideally about halfway down. While doing this jump, time a frag grenade throw so that your slide jump forwards off the staircase coincides with the grenade detonation for an additional forward boost. Jump a few times after slide jumping off the staircase to carry your momentum past the patches of grass.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, a phantom will be dropping off several waves of enemies. If possible, kill grunts that block your way and any others you can kill without losing time. These grunts can drop grenades that can help with boosts later in the level. After making your way past these enemies, head towards the corner where the pale red covenant box is. Throw a frag grenade at this box to prevent it from blocking your direct path, then jump over both the car and box (if applicable) and make your way around the corner.&lt;br /&gt;
&lt;br /&gt;
At the corner where you rendezvous with the marines, hug the left wall. This wall is a great place to bounce your last frag off of to boost yourself forwards. Walk just to the left of the center column, then head towards the corner on the right wall. Upon rounding that corner, you will encounter several brutes. As long as you haven't made any noise (shooting, etc.) after the approximate area of the column, the brutes should not be alerted. Walk towards the next area in the most direct path possible, jumping over the grass patch. Two brutes may block your way. If they are walking and look like they are about to block your way, fire your pistol to alert them and freeze them in place. Once you're on the grass patch, do a slide jump off of the nearby staircase and move to the next area.&lt;br /&gt;
&lt;br /&gt;
The next area has two paths you can take depending on your skill level and knowledge. For beginners and those without a solid understanding of the physics in Halo 3: ODST, the path is much simpler; simply walk to the left of the sandbag and to the left of the truck until you reach the next area, killing whatever grunts you can. However, if you are going for a really fast time, hug the right wall and pick up three frag grenades from the box on the ground in front of the sandbags. Almost as soon as you pick them up, jump over the sandbags. Once you reach about the apex of your jump, throw a frag grenade at the wall of the platform perpendicular to the stairs, about halfway up and as close to the corner as you can get. Continue walking forward, jump on the car, then immediately jump up. If you did it all correctly, you should land on the higher platform with the assistance of the frag. Once you're on the platform, it's time to set up the box launch. Turn around and throw a frag grenade so that it bounces on the ground, bounces off the plasma battery and lands somewhere between the box and the plasma battery. Make sure the grenade doesn't land right next to the box or it will most likely kill you. While the grenade is bouncing into position, press yourself against the box so that it is between you and the grenade. You will want to stand on the left side of the box (if you are looking at it head-on) right on the creased area. Once the frag and plasma battery explode, jump immediately to get launched into the next area. This trick is very high risk with very low reward, saving only about 2-3 seconds optimally.&lt;br /&gt;
&lt;br /&gt;
Again, the next area has two paths you can take depending on your skill level and knowledge. If you are just starting out, the best path to take is a B-line directly to the door. However, a fast time requires a truck launch. To do the truck launch, you'll need a plasma grenade. There are multiple setups for the truck launch, but most of them follow the same similar formula. Start by walking to the left of the truck on the sidewalk section. Throw the plasma grenade down directly to the left of the big green box so that the grenade lands right on the small slope between the sidewalk and the street. Quickly run under (MCC) or over and around (OG) the truck and stand crouched where the box is going to land. A good way to line yourself up is to stand about a foot behind where the two tiles of the street make a corner. If everything went correctly, the box with land on you and launch you towards the door. Be sure to jump a few times to carry momentum. A super fast launch can save up to 8-9 seconds, but this is very inconsistent and requires a lot of precision. After getting to the door, open it with the action button and proceed to the next area.&lt;br /&gt;
&lt;br /&gt;
After going through to doorway, jump and use the slope of the barrier in the road to get a slide jump, then continue doing slide jumps down the hill, being sure to jump over the exploded wraith. Once over the wraith, hug the right wall and kill or jump over any enemies in your way. At the corner, hook a right and walk toward the left side of the truck, then towards the door that the hunters open. This is a good area to do a grenade boost or two.&lt;br /&gt;
&lt;br /&gt;
Once you make it through the door, you will be in the final area. Hunters can occasionally hit you in the back and propel you forwards, but the odds are low. Hug the right wall again, and jump onto the grassy patch. Jump off of this path and attempt a sliding edge boost off of the staircase railing, possibly aided with a frag grenade. A good trick to increase your odds of landing in the right spot is to line up your pistol reticle with the edge of the railing so that the railing edge splits the reticle in half. Once you get the slide, jump to carry momentum and make your way towards Dare's pod. Open the pod by holding the action button to complete the mission.&lt;br /&gt;
[[Category:Levels|O-2]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22516</id>
		<title>Prepare to Drop</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22516"/>
				<updated>2025-04-20T14:02:14Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Prepare to Drop&lt;br /&gt;
| image = [[File:PrepareToDrop.png|300px]]&lt;br /&gt;
| caption = &amp;quot;Start a new game, drop into the nighttime city.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 2:10; Leg: 2:20; LASO: 2:40&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 2:20&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 1:50&lt;br /&gt;
| time4 = Easy: 1:43; Leg: 1:46; LASO: 1:42&lt;br /&gt;
| time5 = Easy: 1:34; Leg: x:xx; LASO: x:xx&lt;br /&gt;
&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Mombasa Streets]]&lt;br /&gt;
}} &lt;br /&gt;
Prepare to Drop is the opening level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Prepare_to_Drop Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
When the level starts as you're sitting in the drop pod, hold the B button. Then hold the action button (the same button you use to reload) so that you exit the drop pod the second the drop pod door blows off. You will fall down to the streets, go immediately to the right. While falling, mash the crouch button, but don't mash for so long, because if you're mashing while you hit the ground you will lose a lot of health.&lt;br /&gt;
&lt;br /&gt;
Throw 2 frag grenades at the brutes the second you see the first brute start walking away. Pistol any remaining grunts. If you're on OG, the enemies won't move immediately and it makes killing them with the two grenades much more consistently. On MCC, it's really hard.&lt;br /&gt;
&lt;br /&gt;
Turn around and pistol/nade/SMG the grunts. Burst firing the SMG is arguably the most effective way to kill the grunts because the SMG has a larger magazine than the pistol, it does high damage to grunts without requiring headshots, and the burst firing eliminates a significant amount of recoil. If the grunts drop plasma grenades, use them or assassination to deal with the two brutes. They can do a lot of different dumb things here, like drop bubble shields or simply run away. It takes good luck to get a really good/really fast clear.&lt;br /&gt;
&lt;br /&gt;
Once you've killed everything, go to the right of the 2nd fight area and walk towards the third telephone from the left. During this time, two messages will pop up. Both of these messages can be skipped quickly by rapidly tapping the A button. After the second message goes away and you are standing in front of the third telephone from the left, it will ring. Hold the action button before it rings to answer it as fast as possible. Keep progressing past the phone booths and go to the closest door, and hold the action button to open it. If you lost a lot of health, you can get a health pack by jumping on top of the telephone and jumping to the platform above it. This will allow you to pick up health pack at a station and not have to worry about not being able to open the door immediately.&lt;br /&gt;
&lt;br /&gt;
Progress through the buildings, go through the grunt courtyard, and climb the next building until you've completed the level. Use slide jumps and grenade boosts where you can.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|O-1]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22515</id>
		<title>Prepare to Drop</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22515"/>
				<updated>2025-04-20T14:01:21Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Prepare to Drop&lt;br /&gt;
| image = [[File:PrepareToDrop.png|300px]]&lt;br /&gt;
| caption = &amp;quot;Start a new game, drop into the nighttime city.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 2:10; Leg: 2:20; LASO: 2:40&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 2:20&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 1:50&lt;br /&gt;
| time4 = Easy: x:xx; Leg: x:xx; LASO: 1:42&lt;br /&gt;
| time5 = Easy: 1:34; Leg: x:xx; LASO: x:xx&lt;br /&gt;
&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Mombasa Streets]]&lt;br /&gt;
}} &lt;br /&gt;
Prepare to Drop is the opening level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Prepare_to_Drop Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
When the level starts as you're sitting in the drop pod, hold the B button. Then hold the action button (the same button you use to reload) so that you exit the drop pod the second the drop pod door blows off. You will fall down to the streets, go immediately to the right. While falling, mash the crouch button, but don't mash for so long, because if you're mashing while you hit the ground you will lose a lot of health.&lt;br /&gt;
&lt;br /&gt;
Throw 2 frag grenades at the brutes the second you see the first brute start walking away. Pistol any remaining grunts. If you're on OG, the enemies won't move immediately and it makes killing them with the two grenades much more consistently. On MCC, it's really hard.&lt;br /&gt;
&lt;br /&gt;
Turn around and pistol/nade/SMG the grunts. Burst firing the SMG is arguably the most effective way to kill the grunts because the SMG has a larger magazine than the pistol, it does high damage to grunts without requiring headshots, and the burst firing eliminates a significant amount of recoil. If the grunts drop plasma grenades, use them or assassination to deal with the two brutes. They can do a lot of different dumb things here, like drop bubble shields or simply run away. It takes good luck to get a really good/really fast clear.&lt;br /&gt;
&lt;br /&gt;
Once you've killed everything, go to the right of the 2nd fight area and walk towards the third telephone from the left. During this time, two messages will pop up. Both of these messages can be skipped quickly by rapidly tapping the A button. After the second message goes away and you are standing in front of the third telephone from the left, it will ring. Hold the action button before it rings to answer it as fast as possible. Keep progressing past the phone booths and go to the closest door, and hold the action button to open it. If you lost a lot of health, you can get a health pack by jumping on top of the telephone and jumping to the platform above it. This will allow you to pick up health pack at a station and not have to worry about not being able to open the door immediately.&lt;br /&gt;
&lt;br /&gt;
Progress through the buildings, go through the grunt courtyard, and climb the next building until you've completed the level. Use slide jumps and grenade boosts where you can.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|O-1]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22514</id>
		<title>Prepare to Drop</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22514"/>
				<updated>2025-04-20T13:57:15Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Prepare to Drop&lt;br /&gt;
| image = [[File:PrepareToDrop.png|300px]]&lt;br /&gt;
| caption = &amp;quot;Start a new game, drop into the nighttime city.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 2:10; Leg: 2:20; LASO: 2:40&lt;br /&gt;
| time2 = Easy: x:xx; Leg: x:xx; LASO: 2:20&lt;br /&gt;
| time3 = Easy: x:xx; Leg: x:xx; LASO: 1:50&lt;br /&gt;
| time4 = Easy: x:xx; Leg: x:xx; LASO: 1:42&lt;br /&gt;
| time5 = Easy: x:xx; Leg: x:xx; LASO: x:xx&lt;br /&gt;
&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Mombasa Streets]]&lt;br /&gt;
}} &lt;br /&gt;
Prepare to Drop is the opening level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Prepare_to_Drop Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
When the level starts as you're sitting in the drop pod, hold the B button. Then hold the action button (the same button you use to reload) so that you exit the drop pod the second the drop pod door blows off. You will fall down to the streets, go immediately to the right. While falling, mash the crouch button, but don't mash for so long, because if you're mashing while you hit the ground you will lose a lot of health.&lt;br /&gt;
&lt;br /&gt;
Throw 2 frag grenades at the brutes the second you see the first brute start walking away. Pistol any remaining grunts. If you're on OG, the enemies won't move immediately and it makes killing them with the two grenades much more consistently. On MCC, it's really hard.&lt;br /&gt;
&lt;br /&gt;
Turn around and pistol/nade/SMG the grunts. Burst firing the SMG is arguably the most effective way to kill the grunts because the SMG has a larger magazine than the pistol, it does high damage to grunts without requiring headshots, and the burst firing eliminates a significant amount of recoil. If the grunts drop plasma grenades, use them or assassination to deal with the two brutes. They can do a lot of different dumb things here, like drop bubble shields or simply run away. It takes good luck to get a really good/really fast clear.&lt;br /&gt;
&lt;br /&gt;
Once you've killed everything, go to the right of the 2nd fight area and walk towards the third telephone from the left. During this time, two messages will pop up. Both of these messages can be skipped quickly by rapidly tapping the A button. After the second message goes away and you are standing in front of the third telephone from the left, it will ring. Hold the action button before it rings to answer it as fast as possible. Keep progressing past the phone booths and go to the closest door, and hold the action button to open it. If you lost a lot of health, you can get a health pack by jumping on top of the telephone and jumping to the platform above it. This will allow you to pick up health pack at a station and not have to worry about not being able to open the door immediately.&lt;br /&gt;
&lt;br /&gt;
Progress through the buildings, go through the grunt courtyard, and climb the next building until you've completed the level. Use slide jumps and grenade boosts where you can.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|O-1]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22513</id>
		<title>Prepare to Drop</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22513"/>
				<updated>2025-04-20T13:54:24Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Prepare to Drop&lt;br /&gt;
| image = [[File:PrepareToDrop.png|300px]]&lt;br /&gt;
| caption = &amp;quot;Start a new game, drop into the nighttime city.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 2:10; Legendary: 2:20; LASO: 2:40&lt;br /&gt;
| time2 = Easy: x:xx; Legendary: x:xx; LASO: 2:20&lt;br /&gt;
| time3 = Easy: x:xx; Legendary: x:xx; LASO: 1:50&lt;br /&gt;
| time4 = Easy: x:xx; Legendary: x:xx; LASO: 1:42&lt;br /&gt;
| time5 = Easy: x:xx; Legendary: x:xx; LASO: x:xx&lt;br /&gt;
&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Mombasa Streets]]&lt;br /&gt;
}} &lt;br /&gt;
Prepare to Drop is the opening level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Prepare_to_Drop Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
When the level starts as you're sitting in the drop pod, hold the B button. Then hold the action button (the same button you use to reload) so that you exit the drop pod the second the drop pod door blows off. You will fall down to the streets, go immediately to the right. While falling, mash the crouch button, but don't mash for so long, because if you're mashing while you hit the ground you will lose a lot of health.&lt;br /&gt;
&lt;br /&gt;
Throw 2 frag grenades at the brutes the second you see the first brute start walking away. Pistol any remaining grunts. If you're on OG, the enemies won't move immediately and it makes killing them with the two grenades much more consistently. On MCC, it's really hard.&lt;br /&gt;
&lt;br /&gt;
Turn around and pistol/nade/SMG the grunts. Burst firing the SMG is arguably the most effective way to kill the grunts because the SMG has a larger magazine than the pistol, it does high damage to grunts without requiring headshots, and the burst firing eliminates a significant amount of recoil. If the grunts drop plasma grenades, use them or assassination to deal with the two brutes. They can do a lot of different dumb things here, like drop bubble shields or simply run away. It takes good luck to get a really good/really fast clear.&lt;br /&gt;
&lt;br /&gt;
Once you've killed everything, go to the right of the 2nd fight area and walk towards the third telephone from the left. During this time, two messages will pop up. Both of these messages can be skipped quickly by rapidly tapping the A button. After the second message goes away and you are standing in front of the third telephone from the left, it will ring. Hold the action button before it rings to answer it as fast as possible. Keep progressing past the phone booths and go to the closest door, and hold the action button to open it. If you lost a lot of health, you can get a health pack by jumping on top of the telephone and jumping to the platform above it. This will allow you to pick up health pack at a station and not have to worry about not being able to open the door immediately.&lt;br /&gt;
&lt;br /&gt;
Progress through the buildings, go through the grunt courtyard, and climb the next building until you've completed the level. Use slide jumps and grenade boosts where you can.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|O-1]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22512</id>
		<title>Prepare to Drop</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22512"/>
				<updated>2025-04-20T13:49:05Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Prepare to Drop&lt;br /&gt;
| image = [[File:PrepareToDrop.png|300px]]&lt;br /&gt;
| caption = &amp;quot;Start a new game, drop into the nighttime city.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 2:10; Legendary: 2:20; LASO: 3:00&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Mombasa Streets]]&lt;br /&gt;
}} &lt;br /&gt;
Prepare to Drop is the opening level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Prepare_to_Drop Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
When the level starts as you're sitting in the drop pod, hold the B button. Then hold the action button (the same button you use to reload) so that you exit the drop pod the second the drop pod door blows off. You will fall down to the streets, go immediately to the right. While falling, mash the crouch button, but don't mash for so long, because if you're mashing while you hit the ground you will lose a lot of health.&lt;br /&gt;
&lt;br /&gt;
Throw 2 frag grenades at the brutes the second you see the first brute start walking away. Pistol any remaining grunts. If you're on OG, the enemies won't move immediately and it makes killing them with the two grenades much more consistently. On MCC, it's really hard.&lt;br /&gt;
&lt;br /&gt;
Turn around and pistol/nade/SMG the grunts. Burst firing the SMG is arguably the most effective way to kill the grunts because the SMG has a larger magazine than the pistol, it does high damage to grunts without requiring headshots, and the burst firing eliminates a significant amount of recoil. If the grunts drop plasma grenades, use them or assassination to deal with the two brutes. They can do a lot of different dumb things here, like drop bubble shields or simply run away. It takes good luck to get a really good/really fast clear.&lt;br /&gt;
&lt;br /&gt;
Once you've killed everything, go to the right of the 2nd fight area and walk towards the third telephone from the left. During this time, two messages will pop up. Both of these messages can be skipped quickly by rapidly tapping the A button. After the second message goes away and you are standing in front of the third telephone from the left, it will ring. Hold the action button before it rings to answer it as fast as possible. Keep progressing past the phone booths and go to the closest door, and hold the action button to open it. If you lost a lot of health, you can get a health pack by jumping on top of the telephone and jumping to the platform above it. This will allow you to pick up health pack at a station and not have to worry about not being able to open the door immediately.&lt;br /&gt;
&lt;br /&gt;
Progress through the buildings, go through the grunt courtyard, and climb the next building until you've completed the level. Use slide jumps and grenade boosts where you can.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|O-1]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22511</id>
		<title>Prepare to Drop</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22511"/>
				<updated>2025-04-20T13:45:31Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Prepare to Drop&lt;br /&gt;
| image = [[File:PrepareToDrop.png|300px]]&lt;br /&gt;
| caption = &amp;quot;Start a new game, drop into the nighttime city.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: 2:10; Legendary: 2:20; LASO: 11:11&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Mombasa Streets]]&lt;br /&gt;
}} &lt;br /&gt;
Prepare to Drop is the opening level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Prepare_to_Drop Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
When the level starts as you're sitting in the drop pod, hold the B button. Then hold the action button (the same button you use to reload) so that you exit the drop pod the second the drop pod door blows off. You will fall down to the streets, go immediately to the right. While falling, mash the crouch button, but don't mash for so long, because if you're mashing while you hit the ground you will lose a lot of health.&lt;br /&gt;
&lt;br /&gt;
Throw 2 frag grenades at the brutes the second you see the first brute start walking away. Pistol any remaining grunts. If you're on OG, the enemies won't move immediately and it makes killing them with the two grenades much more consistently. On MCC, it's really hard.&lt;br /&gt;
&lt;br /&gt;
Turn around and pistol/nade/SMG the grunts. Burst firing the SMG is arguably the most effective way to kill the grunts because the SMG has a larger magazine than the pistol, it does high damage to grunts without requiring headshots, and the burst firing eliminates a significant amount of recoil. If the grunts drop plasma grenades, use them or assassination to deal with the two brutes. They can do a lot of different dumb things here, like drop bubble shields or simply run away. It takes good luck to get a really good/really fast clear.&lt;br /&gt;
&lt;br /&gt;
Once you've killed everything, go to the right of the 2nd fight area and walk towards the third telephone from the left. During this time, two messages will pop up. Both of these messages can be skipped quickly by rapidly tapping the A button. After the second message goes away and you are standing in front of the third telephone from the left, it will ring. Hold the action button before it rings to answer it as fast as possible. Keep progressing past the phone booths and go to the closest door, and hold the action button to open it. If you lost a lot of health, you can get a health pack by jumping on top of the telephone and jumping to the platform above it. This will allow you to pick up health pack at a station and not have to worry about not being able to open the door immediately.&lt;br /&gt;
&lt;br /&gt;
Progress through the buildings, go through the grunt courtyard, and climb the next building until you've completed the level. Use slide jumps and grenade boosts where you can.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|O-1]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22510</id>
		<title>Prepare to Drop</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22510"/>
				<updated>2025-04-20T13:44:04Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Prepare to Drop&lt;br /&gt;
| image = [[File:PrepareToDrop.png|300px]]&lt;br /&gt;
| caption = &amp;quot;Start a new game, drop into the nighttime city.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: ~2:10; Legendary: ~2:20;&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Mombasa Streets]]&lt;br /&gt;
}} &lt;br /&gt;
Prepare to Drop is the opening level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Prepare_to_Drop Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
When the level starts as you're sitting in the drop pod, hold the B button. Then hold the action button (the same button you use to reload) so that you exit the drop pod the second the drop pod door blows off. You will fall down to the streets, go immediately to the right. While falling, mash the crouch button, but don't mash for so long, because if you're mashing while you hit the ground you will lose a lot of health.&lt;br /&gt;
&lt;br /&gt;
Throw 2 frag grenades at the brutes the second you see the first brute start walking away. Pistol any remaining grunts. If you're on OG, the enemies won't move immediately and it makes killing them with the two grenades much more consistently. On MCC, it's really hard.&lt;br /&gt;
&lt;br /&gt;
Turn around and pistol/nade/SMG the grunts. Burst firing the SMG is arguably the most effective way to kill the grunts because the SMG has a larger magazine than the pistol, it does high damage to grunts without requiring headshots, and the burst firing eliminates a significant amount of recoil. If the grunts drop plasma grenades, use them or assassination to deal with the two brutes. They can do a lot of different dumb things here, like drop bubble shields or simply run away. It takes good luck to get a really good/really fast clear.&lt;br /&gt;
&lt;br /&gt;
Once you've killed everything, go to the right of the 2nd fight area and walk towards the third telephone from the left. During this time, two messages will pop up. Both of these messages can be skipped quickly by rapidly tapping the A button. After the second message goes away and you are standing in front of the third telephone from the left, it will ring. Hold the action button before it rings to answer it as fast as possible. Keep progressing past the phone booths and go to the closest door, and hold the action button to open it. If you lost a lot of health, you can get a health pack by jumping on top of the telephone and jumping to the platform above it. This will allow you to pick up health pack at a station and not have to worry about not being able to open the door immediately.&lt;br /&gt;
&lt;br /&gt;
Progress through the buildings, go through the grunt courtyard, and climb the next building until you've completed the level. Use slide jumps and grenade boosts where you can.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|O-1]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22509</id>
		<title>Prepare to Drop</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Prepare_to_Drop&amp;diff=22509"/>
				<updated>2025-04-20T13:43:29Z</updated>
		
		<summary type="html">&lt;p&gt;RawSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Prepare to Drop&lt;br /&gt;
| image = [[File:PrepareToDrop.png|300px]]&lt;br /&gt;
| caption = &amp;quot;Start a new game, drop into the nighttime city.&amp;quot;&lt;br /&gt;
| game = Halo 3: ODST&lt;br /&gt;
| time = Easy: ~2:10; Legendary: ~2:20; LASO: ~4:00&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[Mombasa Streets]]&lt;br /&gt;
}} &lt;br /&gt;
Prepare to Drop is the opening level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Prepare_to_Drop Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
When the level starts as you're sitting in the drop pod, hold the B button. Then hold the action button (the same button you use to reload) so that you exit the drop pod the second the drop pod door blows off. You will fall down to the streets, go immediately to the right. While falling, mash the crouch button, but don't mash for so long, because if you're mashing while you hit the ground you will lose a lot of health.&lt;br /&gt;
&lt;br /&gt;
Throw 2 frag grenades at the brutes the second you see the first brute start walking away. Pistol any remaining grunts. If you're on OG, the enemies won't move immediately and it makes killing them with the two grenades much more consistently. On MCC, it's really hard.&lt;br /&gt;
&lt;br /&gt;
Turn around and pistol/nade/SMG the grunts. Burst firing the SMG is arguably the most effective way to kill the grunts because the SMG has a larger magazine than the pistol, it does high damage to grunts without requiring headshots, and the burst firing eliminates a significant amount of recoil. If the grunts drop plasma grenades, use them or assassination to deal with the two brutes. They can do a lot of different dumb things here, like drop bubble shields or simply run away. It takes good luck to get a really good/really fast clear.&lt;br /&gt;
&lt;br /&gt;
Once you've killed everything, go to the right of the 2nd fight area and walk towards the third telephone from the left. During this time, two messages will pop up. Both of these messages can be skipped quickly by rapidly tapping the A button. After the second message goes away and you are standing in front of the third telephone from the left, it will ring. Hold the action button before it rings to answer it as fast as possible. Keep progressing past the phone booths and go to the closest door, and hold the action button to open it. If you lost a lot of health, you can get a health pack by jumping on top of the telephone and jumping to the platform above it. This will allow you to pick up health pack at a station and not have to worry about not being able to open the door immediately.&lt;br /&gt;
&lt;br /&gt;
Progress through the buildings, go through the grunt courtyard, and climb the next building until you've completed the level. Use slide jumps and grenade boosts where you can.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|O-1]]&lt;/div&gt;</summary>
		<author><name>RawSR</name></author>	</entry>

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