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		<updated>2026-05-13T02:52:36Z</updated>
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	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22341</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22341"/>
				<updated>2021-09-11T23:17:15Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The rules on this page are outdated, please go [https://haloruns.com/rules HERE] for the current rules.&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Timing Begins (All Platforms) !! Timing Ends (MCC/CEA) !! Timing Ends (Original Xbox, 360 BC, Gearbox PC)&lt;br /&gt;
|-&lt;br /&gt;
| PoA|| First frame that black bars begin to shrink after cryotube cutscene || Checkpoint text visible before final cutscene || Checkpoint text visible before final cutscene&lt;br /&gt;
|-&lt;br /&gt;
| Halo || First frame that HUD is visible || Checkpoint text visible before final cutscene || 1 Second after Foehammer nav marker disappears&lt;br /&gt;
|-&lt;br /&gt;
| T&amp;amp;R || First frame that HUD is visible || Checkpoint text visible before final cutscene || ½ Second after final cutscene fade-out begins&lt;br /&gt;
|-&lt;br /&gt;
| SC || First frame that HUD is visible || Checkpoint text visible before final cutscene ||Checkpoint text visible before final cutscene&lt;br /&gt;
|-&lt;br /&gt;
| AotCR || First frame that HUD is visible || Checkpoint text visible before final cutscene || ⅔ Second after final cutscene fade-out begins&lt;br /&gt;
|-&lt;br /&gt;
| 343GS || First frame that HUD is visible || Checkpoint text visible before final cutscene || Checkpoint text visible before final cutscene&lt;br /&gt;
|-&lt;br /&gt;
| Library || First frame that HUD is visible || First frame of full white == 1 Frame before black bars begin to grow || First frame of full white == 1 Frame before black bars begin to grow&lt;br /&gt;
|-&lt;br /&gt;
| TB || First frame that HUD is visible || Checkpoint text visible before final cutscene || Checkpoint text visible before final cutscene&lt;br /&gt;
|-&lt;br /&gt;
| Keyes || First frame that HUD is visible || First frame of full white == 1 Frame before black bars begin to grow || First frame of full white == 1 Frame before black bars begin to grow&lt;br /&gt;
|-&lt;br /&gt;
| Maw || First frame that HUD is visible || First frame of full white == 1 Frame before black bars begin to grow || First frame of full white == 1 Frame before black bars begin to grow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.&lt;br /&gt;
&lt;br /&gt;
=Fullgame Timing Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: The Master Chief Collection General Rules==&lt;br /&gt;
*No Skulls Enabled&lt;br /&gt;
*In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's&lt;br /&gt;
*MCC Leader board times are invalid on Haloruns because they use skulls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: Combat Evolved==&lt;br /&gt;
*Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)&lt;br /&gt;
*Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw&lt;br /&gt;
*&amp;quot;Loading screen&amp;quot; is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.&lt;br /&gt;
*Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.&lt;br /&gt;
&lt;br /&gt;
==Halo 2, Halo 2 MCC==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.&lt;br /&gt;
*Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.&lt;br /&gt;
*MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3, Halo:Reach==&lt;br /&gt;
*RTA Minus Loads (Theater Films)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3 ODST, ODST MCC==&lt;br /&gt;
*ODST runs must start on Prepare to Drop&lt;br /&gt;
*You are allowed to have [http://imgur.com/MucBAAm audio logs] unlocked prior to the run.&lt;br /&gt;
*Xbox 360 version of the game uses In-game timer and adding up theater times&lt;br /&gt;
*Master Chief Collection ODST uses RTA Minus Loads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 4==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 5: Guardians==&lt;br /&gt;
*Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.&lt;br /&gt;
*Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Individual Level (IL) Timing Rules=&lt;br /&gt;
&lt;br /&gt;
==General IL Timing Rules==&lt;br /&gt;
*Carrying over weapons between levels is not allowed [http://pastebin.com/7WRKmsr2 (Levels with Carry over)]&lt;br /&gt;
*Make sure to check if there is a specific rule for the level you are trying to run.&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.&lt;br /&gt;
*Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2 MCC= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
===== Specfic Level Rules =====&lt;br /&gt;
&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3: ODST=&lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach=&lt;br /&gt;
*Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
*MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.&lt;br /&gt;
&lt;br /&gt;
===== Adjustments =====&lt;br /&gt;
&lt;br /&gt;
*Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays &amp;quot;Halo 4&amp;quot;.&lt;br /&gt;
*Requiem: Timing begins at first frame of fade-in.&lt;br /&gt;
*Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.&lt;br /&gt;
*Shutdown: Timing ends on last frame of first-person control.&lt;br /&gt;
*Composer: Timing begins on first frame of fade-in.&lt;br /&gt;
*Midnight: Timing ends at last input (hitting nuke).&lt;br /&gt;
&lt;br /&gt;
=Halo 5: Guardians=&lt;br /&gt;
Sum of Individual Level Times&lt;br /&gt;
&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed.&lt;br /&gt;
&lt;br /&gt;
=====IL Rules=====&lt;br /&gt;
&lt;br /&gt;
*Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22340</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22340"/>
				<updated>2021-09-11T23:16:34Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The rules on this page are outdated, please go [https://haloruns.com/rules HERE] for the current rules.&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Timing Begins (All Platforms) !! Timing Ends (MCC/CEA) !! Timing Ends (Original Xbox, 360 BC, Gearbox PC)&lt;br /&gt;
|-&lt;br /&gt;
| PoA|| First frame that black bars begin to shrink after cryotube cutscene || Checkpoint text visible before final cutscene || Checkpoint text visible before final cutscene&lt;br /&gt;
|-&lt;br /&gt;
| Halo || First frame that HUD is visible || Checkpoint text visible before final cutscene || 1 Second after after Foehammer nav marker disappears&lt;br /&gt;
|-&lt;br /&gt;
| T&amp;amp;R || First frame that HUD is visible || Checkpoint text visible before final cutscene || ½ Second after final cutscene fade-out begins&lt;br /&gt;
|-&lt;br /&gt;
| SC || First frame that HUD is visible || Checkpoint text visible before final cutscene ||Checkpoint text visible before final cutscene&lt;br /&gt;
|-&lt;br /&gt;
| AotCR || First frame that HUD is visible || Checkpoint text visible before final cutscene || ⅔ Second after final cutscene fade-out begins&lt;br /&gt;
|-&lt;br /&gt;
| 343GS || First frame that HUD is visible || Checkpoint text visible before final cutscene || Checkpoint text visible before final cutscene&lt;br /&gt;
|-&lt;br /&gt;
| Library || First frame that HUD is visible || First frame of full white == 1 Frame before black bars begin to grow || First frame of full white == 1 Frame before black bars begin to grow&lt;br /&gt;
|-&lt;br /&gt;
| TB || First frame that HUD is visible || Checkpoint text visible before final cutscene || Checkpoint text visible before final cutscene&lt;br /&gt;
|-&lt;br /&gt;
| Keyes || First frame that HUD is visible || First frame of full white == 1 Frame before black bars begin to grow || First frame of full white == 1 Frame before black bars begin to grow&lt;br /&gt;
|-&lt;br /&gt;
| Maw || First frame that HUD is visible || First frame of full white == 1 Frame before black bars begin to grow || First frame of full white == 1 Frame before black bars begin to grow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.&lt;br /&gt;
&lt;br /&gt;
=Fullgame Timing Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: The Master Chief Collection General Rules==&lt;br /&gt;
*No Skulls Enabled&lt;br /&gt;
*In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's&lt;br /&gt;
*MCC Leader board times are invalid on Haloruns because they use skulls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: Combat Evolved==&lt;br /&gt;
*Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)&lt;br /&gt;
*Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw&lt;br /&gt;
*&amp;quot;Loading screen&amp;quot; is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.&lt;br /&gt;
*Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.&lt;br /&gt;
&lt;br /&gt;
==Halo 2, Halo 2 MCC==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.&lt;br /&gt;
*Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.&lt;br /&gt;
*MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3, Halo:Reach==&lt;br /&gt;
*RTA Minus Loads (Theater Films)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3 ODST, ODST MCC==&lt;br /&gt;
*ODST runs must start on Prepare to Drop&lt;br /&gt;
*You are allowed to have [http://imgur.com/MucBAAm audio logs] unlocked prior to the run.&lt;br /&gt;
*Xbox 360 version of the game uses In-game timer and adding up theater times&lt;br /&gt;
*Master Chief Collection ODST uses RTA Minus Loads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 4==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 5: Guardians==&lt;br /&gt;
*Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.&lt;br /&gt;
*Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Individual Level (IL) Timing Rules=&lt;br /&gt;
&lt;br /&gt;
==General IL Timing Rules==&lt;br /&gt;
*Carrying over weapons between levels is not allowed [http://pastebin.com/7WRKmsr2 (Levels with Carry over)]&lt;br /&gt;
*Make sure to check if there is a specific rule for the level you are trying to run.&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.&lt;br /&gt;
*Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2 MCC= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
===== Specfic Level Rules =====&lt;br /&gt;
&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3: ODST=&lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach=&lt;br /&gt;
*Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
*MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.&lt;br /&gt;
&lt;br /&gt;
===== Adjustments =====&lt;br /&gt;
&lt;br /&gt;
*Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays &amp;quot;Halo 4&amp;quot;.&lt;br /&gt;
*Requiem: Timing begins at first frame of fade-in.&lt;br /&gt;
*Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.&lt;br /&gt;
*Shutdown: Timing ends on last frame of first-person control.&lt;br /&gt;
*Composer: Timing begins on first frame of fade-in.&lt;br /&gt;
*Midnight: Timing ends at last input (hitting nuke).&lt;br /&gt;
&lt;br /&gt;
=Halo 5: Guardians=&lt;br /&gt;
Sum of Individual Level Times&lt;br /&gt;
&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed.&lt;br /&gt;
&lt;br /&gt;
=====IL Rules=====&lt;br /&gt;
&lt;br /&gt;
*Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22339</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22339"/>
				<updated>2021-09-11T22:13:47Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The rules on this page are outdated, please go [https://haloruns.com/rules HERE] for the current rules.&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
MCC:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Timing Begins !! Timing Ends !! Timing Guide&lt;br /&gt;
|-&lt;br /&gt;
| PoA|| First Frame Black Bars Begin Shrink || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Halo || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| T&amp;amp;R || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| SC || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| AotCR || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| 343GS || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Library || First Frame of HUD || Frame of Black Bars Begin Grow - 1 || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| TB || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Keyes || First Frame of HUD || Frame of Black Bars Begin Grow - 1 || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Maw || First Frame of HUD || Frame of Black Bars Begin Grow - 1 || youtube.com&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Classic:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Timing Begins !! Timing Ends !! Timing Guide&lt;br /&gt;
|-&lt;br /&gt;
| PoA|| First Frame Black Bars Begin Shrink || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Halo || First Frame of HUD || First Frame Foehammer Nav marker disappears + 1 second || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| T&amp;amp;R || First Frame of HUD || 1/2s After Fadeout Begins || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| SC || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| AotCR || First Frame of HUD || 2/3s After Fadeout Begins || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| 343GS || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Library || First Frame of HUD || Frame of Black Bars Begin Grow - 1 || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| TB || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Keyes || First Frame of HUD || Frame of Black Bars Begin Grow - 1 || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Maw || First Frame of HUD || Frame of Black Bars Begin Grow - 1 || youtube.com&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.&lt;br /&gt;
&lt;br /&gt;
=Fullgame Timing Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: The Master Chief Collection General Rules==&lt;br /&gt;
*No Skulls Enabled&lt;br /&gt;
*In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's&lt;br /&gt;
*MCC Leader board times are invalid on Haloruns because they use skulls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: Combat Evolved==&lt;br /&gt;
*Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)&lt;br /&gt;
*Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw&lt;br /&gt;
*&amp;quot;Loading screen&amp;quot; is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.&lt;br /&gt;
*Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.&lt;br /&gt;
&lt;br /&gt;
==Halo 2, Halo 2 MCC==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.&lt;br /&gt;
*Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.&lt;br /&gt;
*MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3, Halo:Reach==&lt;br /&gt;
*RTA Minus Loads (Theater Films)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3 ODST, ODST MCC==&lt;br /&gt;
*ODST runs must start on Prepare to Drop&lt;br /&gt;
*You are allowed to have [http://imgur.com/MucBAAm audio logs] unlocked prior to the run.&lt;br /&gt;
*Xbox 360 version of the game uses In-game timer and adding up theater times&lt;br /&gt;
*Master Chief Collection ODST uses RTA Minus Loads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 4==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 5: Guardians==&lt;br /&gt;
*Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.&lt;br /&gt;
*Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Individual Level (IL) Timing Rules=&lt;br /&gt;
&lt;br /&gt;
==General IL Timing Rules==&lt;br /&gt;
*Carrying over weapons between levels is not allowed [http://pastebin.com/7WRKmsr2 (Levels with Carry over)]&lt;br /&gt;
*Make sure to check if there is a specific rule for the level you are trying to run.&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.&lt;br /&gt;
*Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2 MCC= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
===== Specfic Level Rules =====&lt;br /&gt;
&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3: ODST=&lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach=&lt;br /&gt;
*Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
*MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.&lt;br /&gt;
&lt;br /&gt;
===== Adjustments =====&lt;br /&gt;
&lt;br /&gt;
*Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays &amp;quot;Halo 4&amp;quot;.&lt;br /&gt;
*Requiem: Timing begins at first frame of fade-in.&lt;br /&gt;
*Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.&lt;br /&gt;
*Shutdown: Timing ends on last frame of first-person control.&lt;br /&gt;
*Composer: Timing begins on first frame of fade-in.&lt;br /&gt;
*Midnight: Timing ends at last input (hitting nuke).&lt;br /&gt;
&lt;br /&gt;
=Halo 5: Guardians=&lt;br /&gt;
Sum of Individual Level Times&lt;br /&gt;
&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed.&lt;br /&gt;
&lt;br /&gt;
=====IL Rules=====&lt;br /&gt;
&lt;br /&gt;
*Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22338</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22338"/>
				<updated>2021-09-11T22:13:15Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The rules on this page are outdated, please go [https://haloruns.com/rules HERE] for the current rules.&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Timing Begins !! Timing Ends !! Timing Guide&lt;br /&gt;
|-&lt;br /&gt;
| PoA|| First Frame Black Bars Begin Shrink || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Halo || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| T&amp;amp;R || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| SC || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| AotCR || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| 343GS || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Library || First Frame of HUD || Frame of Black Bars Begin Grow - 1 || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| TB || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Keyes || First Frame of HUD || Frame of Black Bars Begin Grow - 1 || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Maw || First Frame of HUD || Frame of Black Bars Begin Grow - 1 || youtube.com&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Timing Begins !! Timing Ends !! Timing Guide&lt;br /&gt;
|-&lt;br /&gt;
| PoA|| First Frame Black Bars Begin Shrink || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Halo || First Frame of HUD || First Frame Foehammer Nav marker disappears + 1 second || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| T&amp;amp;R || First Frame of HUD || 1/2s After Fadeout Begins || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| SC || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| AotCR || First Frame of HUD || 2/3s After Fadeout Begins || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| 343GS || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Library || First Frame of HUD || Frame of Black Bars Begin Grow - 1 || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| TB || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Keyes || First Frame of HUD || Frame of Black Bars Begin Grow - 1 || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Maw || First Frame of HUD || Frame of Black Bars Begin Grow - 1 || youtube.com&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.&lt;br /&gt;
&lt;br /&gt;
=Fullgame Timing Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: The Master Chief Collection General Rules==&lt;br /&gt;
*No Skulls Enabled&lt;br /&gt;
*In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's&lt;br /&gt;
*MCC Leader board times are invalid on Haloruns because they use skulls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: Combat Evolved==&lt;br /&gt;
*Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)&lt;br /&gt;
*Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw&lt;br /&gt;
*&amp;quot;Loading screen&amp;quot; is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.&lt;br /&gt;
*Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.&lt;br /&gt;
&lt;br /&gt;
==Halo 2, Halo 2 MCC==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.&lt;br /&gt;
*Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.&lt;br /&gt;
*MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3, Halo:Reach==&lt;br /&gt;
*RTA Minus Loads (Theater Films)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3 ODST, ODST MCC==&lt;br /&gt;
*ODST runs must start on Prepare to Drop&lt;br /&gt;
*You are allowed to have [http://imgur.com/MucBAAm audio logs] unlocked prior to the run.&lt;br /&gt;
*Xbox 360 version of the game uses In-game timer and adding up theater times&lt;br /&gt;
*Master Chief Collection ODST uses RTA Minus Loads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 4==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 5: Guardians==&lt;br /&gt;
*Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.&lt;br /&gt;
*Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Individual Level (IL) Timing Rules=&lt;br /&gt;
&lt;br /&gt;
==General IL Timing Rules==&lt;br /&gt;
*Carrying over weapons between levels is not allowed [http://pastebin.com/7WRKmsr2 (Levels with Carry over)]&lt;br /&gt;
*Make sure to check if there is a specific rule for the level you are trying to run.&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.&lt;br /&gt;
*Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2 MCC= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
===== Specfic Level Rules =====&lt;br /&gt;
&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3: ODST=&lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach=&lt;br /&gt;
*Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
*MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.&lt;br /&gt;
&lt;br /&gt;
===== Adjustments =====&lt;br /&gt;
&lt;br /&gt;
*Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays &amp;quot;Halo 4&amp;quot;.&lt;br /&gt;
*Requiem: Timing begins at first frame of fade-in.&lt;br /&gt;
*Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.&lt;br /&gt;
*Shutdown: Timing ends on last frame of first-person control.&lt;br /&gt;
*Composer: Timing begins on first frame of fade-in.&lt;br /&gt;
*Midnight: Timing ends at last input (hitting nuke).&lt;br /&gt;
&lt;br /&gt;
=Halo 5: Guardians=&lt;br /&gt;
Sum of Individual Level Times&lt;br /&gt;
&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed.&lt;br /&gt;
&lt;br /&gt;
=====IL Rules=====&lt;br /&gt;
&lt;br /&gt;
*Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22337</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22337"/>
				<updated>2021-09-11T20:44:21Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The rules on this page are outdated, please go [https://haloruns.com/rules HERE] for the current rules.&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Timing Begins !! Timing Ends !! Timing Guide&lt;br /&gt;
|-&lt;br /&gt;
| PoA|| First Frame Black Bars Begin Shrink || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Halo || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| T&amp;amp;R || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| SC || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| AotCR || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| 343GS || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Library || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| TB || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Keyes || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Maw || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.&lt;br /&gt;
&lt;br /&gt;
=Fullgame Timing Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: The Master Chief Collection General Rules==&lt;br /&gt;
*No Skulls Enabled&lt;br /&gt;
*In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's&lt;br /&gt;
*MCC Leader board times are invalid on Haloruns because they use skulls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: Combat Evolved==&lt;br /&gt;
*Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)&lt;br /&gt;
*Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw&lt;br /&gt;
*&amp;quot;Loading screen&amp;quot; is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.&lt;br /&gt;
*Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.&lt;br /&gt;
&lt;br /&gt;
==Halo 2, Halo 2 MCC==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.&lt;br /&gt;
*Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.&lt;br /&gt;
*MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3, Halo:Reach==&lt;br /&gt;
*RTA Minus Loads (Theater Films)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3 ODST, ODST MCC==&lt;br /&gt;
*ODST runs must start on Prepare to Drop&lt;br /&gt;
*You are allowed to have [http://imgur.com/MucBAAm audio logs] unlocked prior to the run.&lt;br /&gt;
*Xbox 360 version of the game uses In-game timer and adding up theater times&lt;br /&gt;
*Master Chief Collection ODST uses RTA Minus Loads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 4==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 5: Guardians==&lt;br /&gt;
*Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.&lt;br /&gt;
*Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Individual Level (IL) Timing Rules=&lt;br /&gt;
&lt;br /&gt;
==General IL Timing Rules==&lt;br /&gt;
*Carrying over weapons between levels is not allowed [http://pastebin.com/7WRKmsr2 (Levels with Carry over)]&lt;br /&gt;
*Make sure to check if there is a specific rule for the level you are trying to run.&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.&lt;br /&gt;
*Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2 MCC= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
===== Specfic Level Rules =====&lt;br /&gt;
&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3: ODST=&lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach=&lt;br /&gt;
*Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
*MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.&lt;br /&gt;
&lt;br /&gt;
===== Adjustments =====&lt;br /&gt;
&lt;br /&gt;
*Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays &amp;quot;Halo 4&amp;quot;.&lt;br /&gt;
*Requiem: Timing begins at first frame of fade-in.&lt;br /&gt;
*Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.&lt;br /&gt;
*Shutdown: Timing ends on last frame of first-person control.&lt;br /&gt;
*Composer: Timing begins on first frame of fade-in.&lt;br /&gt;
*Midnight: Timing ends at last input (hitting nuke).&lt;br /&gt;
&lt;br /&gt;
=Halo 5: Guardians=&lt;br /&gt;
Sum of Individual Level Times&lt;br /&gt;
&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed.&lt;br /&gt;
&lt;br /&gt;
=====IL Rules=====&lt;br /&gt;
&lt;br /&gt;
*Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22336</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22336"/>
				<updated>2021-09-10T23:30:29Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The rules on this page are outdated, please go [https://haloruns.com/rules HERE] for the current rules.&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Timing Begins !! Timing Ends !! Timing Guide&lt;br /&gt;
|-&lt;br /&gt;
| PoA|| First Frame Black Bars Begin Shrink || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Halo || First Frame of HUD || Fade Out ??? || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| T&amp;amp;R || First Frame of HUD || ??? || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| SC || First Frame of HUD || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| AotCR || First Frame of HUD || ??? || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| 343GS || First Frame of HUD || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Library || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| TB || First Frame of HUD || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Keyes || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Maw || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.&lt;br /&gt;
&lt;br /&gt;
=Fullgame Timing Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: The Master Chief Collection General Rules==&lt;br /&gt;
*No Skulls Enabled&lt;br /&gt;
*In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's&lt;br /&gt;
*MCC Leader board times are invalid on Haloruns because they use skulls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: Combat Evolved==&lt;br /&gt;
*Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)&lt;br /&gt;
*Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw&lt;br /&gt;
*&amp;quot;Loading screen&amp;quot; is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.&lt;br /&gt;
*Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.&lt;br /&gt;
&lt;br /&gt;
==Halo 2, Halo 2 MCC==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.&lt;br /&gt;
*Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.&lt;br /&gt;
*MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3, Halo:Reach==&lt;br /&gt;
*RTA Minus Loads (Theater Films)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3 ODST, ODST MCC==&lt;br /&gt;
*ODST runs must start on Prepare to Drop&lt;br /&gt;
*You are allowed to have [http://imgur.com/MucBAAm audio logs] unlocked prior to the run.&lt;br /&gt;
*Xbox 360 version of the game uses In-game timer and adding up theater times&lt;br /&gt;
*Master Chief Collection ODST uses RTA Minus Loads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 4==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 5: Guardians==&lt;br /&gt;
*Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.&lt;br /&gt;
*Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Individual Level (IL) Timing Rules=&lt;br /&gt;
&lt;br /&gt;
==General IL Timing Rules==&lt;br /&gt;
*Carrying over weapons between levels is not allowed [http://pastebin.com/7WRKmsr2 (Levels with Carry over)]&lt;br /&gt;
*Make sure to check if there is a specific rule for the level you are trying to run.&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.&lt;br /&gt;
*Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2 MCC= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
===== Specfic Level Rules =====&lt;br /&gt;
&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3: ODST=&lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach=&lt;br /&gt;
*Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
*MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.&lt;br /&gt;
&lt;br /&gt;
===== Adjustments =====&lt;br /&gt;
&lt;br /&gt;
*Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays &amp;quot;Halo 4&amp;quot;.&lt;br /&gt;
*Requiem: Timing begins at first frame of fade-in.&lt;br /&gt;
*Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.&lt;br /&gt;
*Shutdown: Timing ends on last frame of first-person control.&lt;br /&gt;
*Composer: Timing begins on first frame of fade-in.&lt;br /&gt;
*Midnight: Timing ends at last input (hitting nuke).&lt;br /&gt;
&lt;br /&gt;
=Halo 5: Guardians=&lt;br /&gt;
Sum of Individual Level Times&lt;br /&gt;
&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed.&lt;br /&gt;
&lt;br /&gt;
=====IL Rules=====&lt;br /&gt;
&lt;br /&gt;
*Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22335</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22335"/>
				<updated>2021-09-10T23:28:50Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The rules on this page are outdated, please go [https://haloruns.com/rules HERE] for the current rules.&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Timing Begins !! Timing Ends !! Timing Guide&lt;br /&gt;
|-&lt;br /&gt;
| PoA|| First Frame Black Bars Begin Shrink || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Halo || First Frame of HUD || Fade Out ??? || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| T&amp;amp;R || First Frame of HUD || ??? || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| SC || First Frame of HUD || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| AotCR || First Frame of HUD || ??? || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| 343GS || First Frame of HUD || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Library || First Frame of HUD || ??? || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| TB || First Frame of HUD || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Keyes || First Frame of HUD || ??? || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Maw || First Frame of HUD || ??? || youtube.com&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.&lt;br /&gt;
&lt;br /&gt;
=Fullgame Timing Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: The Master Chief Collection General Rules==&lt;br /&gt;
*No Skulls Enabled&lt;br /&gt;
*In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's&lt;br /&gt;
*MCC Leader board times are invalid on Haloruns because they use skulls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: Combat Evolved==&lt;br /&gt;
*Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)&lt;br /&gt;
*Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw&lt;br /&gt;
*&amp;quot;Loading screen&amp;quot; is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.&lt;br /&gt;
*Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.&lt;br /&gt;
&lt;br /&gt;
==Halo 2, Halo 2 MCC==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.&lt;br /&gt;
*Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.&lt;br /&gt;
*MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3, Halo:Reach==&lt;br /&gt;
*RTA Minus Loads (Theater Films)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3 ODST, ODST MCC==&lt;br /&gt;
*ODST runs must start on Prepare to Drop&lt;br /&gt;
*You are allowed to have [http://imgur.com/MucBAAm audio logs] unlocked prior to the run.&lt;br /&gt;
*Xbox 360 version of the game uses In-game timer and adding up theater times&lt;br /&gt;
*Master Chief Collection ODST uses RTA Minus Loads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 4==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 5: Guardians==&lt;br /&gt;
*Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.&lt;br /&gt;
*Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Individual Level (IL) Timing Rules=&lt;br /&gt;
&lt;br /&gt;
==General IL Timing Rules==&lt;br /&gt;
*Carrying over weapons between levels is not allowed [http://pastebin.com/7WRKmsr2 (Levels with Carry over)]&lt;br /&gt;
*Make sure to check if there is a specific rule for the level you are trying to run.&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.&lt;br /&gt;
*Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2 MCC= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
===== Specfic Level Rules =====&lt;br /&gt;
&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3: ODST=&lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach=&lt;br /&gt;
*Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
*MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.&lt;br /&gt;
&lt;br /&gt;
===== Adjustments =====&lt;br /&gt;
&lt;br /&gt;
*Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays &amp;quot;Halo 4&amp;quot;.&lt;br /&gt;
*Requiem: Timing begins at first frame of fade-in.&lt;br /&gt;
*Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.&lt;br /&gt;
*Shutdown: Timing ends on last frame of first-person control.&lt;br /&gt;
*Composer: Timing begins on first frame of fade-in.&lt;br /&gt;
*Midnight: Timing ends at last input (hitting nuke).&lt;br /&gt;
&lt;br /&gt;
=Halo 5: Guardians=&lt;br /&gt;
Sum of Individual Level Times&lt;br /&gt;
&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed.&lt;br /&gt;
&lt;br /&gt;
=====IL Rules=====&lt;br /&gt;
&lt;br /&gt;
*Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22334</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22334"/>
				<updated>2021-09-10T23:22:32Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The rules on this page are outdated, please go [https://haloruns.com/rules HERE] for the current rules.&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Timing Begins !! Timing Ends !! Timing Guide&lt;br /&gt;
|-&lt;br /&gt;
| PoA|| First Frame Black Bars Begin Shrink || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Halo || First Frame of HUD || Fade Out ??? || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| T&amp;amp;R || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| SC || First Frame of HUD || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| AotCR || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| 343GS || First Frame of HUD || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Library || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| TB || First Frame of HUD || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Keyes || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Maw || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.&lt;br /&gt;
&lt;br /&gt;
=Fullgame Timing Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: The Master Chief Collection General Rules==&lt;br /&gt;
*No Skulls Enabled&lt;br /&gt;
*In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's&lt;br /&gt;
*MCC Leader board times are invalid on Haloruns because they use skulls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: Combat Evolved==&lt;br /&gt;
*Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)&lt;br /&gt;
*Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw&lt;br /&gt;
*&amp;quot;Loading screen&amp;quot; is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.&lt;br /&gt;
*Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.&lt;br /&gt;
&lt;br /&gt;
==Halo 2, Halo 2 MCC==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.&lt;br /&gt;
*Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.&lt;br /&gt;
*MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3, Halo:Reach==&lt;br /&gt;
*RTA Minus Loads (Theater Films)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3 ODST, ODST MCC==&lt;br /&gt;
*ODST runs must start on Prepare to Drop&lt;br /&gt;
*You are allowed to have [http://imgur.com/MucBAAm audio logs] unlocked prior to the run.&lt;br /&gt;
*Xbox 360 version of the game uses In-game timer and adding up theater times&lt;br /&gt;
*Master Chief Collection ODST uses RTA Minus Loads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 4==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 5: Guardians==&lt;br /&gt;
*Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.&lt;br /&gt;
*Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Individual Level (IL) Timing Rules=&lt;br /&gt;
&lt;br /&gt;
==General IL Timing Rules==&lt;br /&gt;
*Carrying over weapons between levels is not allowed [http://pastebin.com/7WRKmsr2 (Levels with Carry over)]&lt;br /&gt;
*Make sure to check if there is a specific rule for the level you are trying to run.&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.&lt;br /&gt;
*Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2 MCC= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
===== Specfic Level Rules =====&lt;br /&gt;
&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3: ODST=&lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach=&lt;br /&gt;
*Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
*MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.&lt;br /&gt;
&lt;br /&gt;
===== Adjustments =====&lt;br /&gt;
&lt;br /&gt;
*Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays &amp;quot;Halo 4&amp;quot;.&lt;br /&gt;
*Requiem: Timing begins at first frame of fade-in.&lt;br /&gt;
*Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.&lt;br /&gt;
*Shutdown: Timing ends on last frame of first-person control.&lt;br /&gt;
*Composer: Timing begins on first frame of fade-in.&lt;br /&gt;
*Midnight: Timing ends at last input (hitting nuke).&lt;br /&gt;
&lt;br /&gt;
=Halo 5: Guardians=&lt;br /&gt;
Sum of Individual Level Times&lt;br /&gt;
&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed.&lt;br /&gt;
&lt;br /&gt;
=====IL Rules=====&lt;br /&gt;
&lt;br /&gt;
*Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22333</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22333"/>
				<updated>2021-09-10T23:15:13Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The rules on this page are outdated, please go [https://haloruns.com/rules HERE] for the current rules.&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Timing Begins !! Timing Ends !! Timing Guide&lt;br /&gt;
|-&lt;br /&gt;
| PoA|| First Frame Black Bars Begin Shrink || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Halo || First Frame of HUD || First Frame Entering Pelican Seat || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| T&amp;amp;R || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| SC || First Frame of HUD || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| AotCR || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| 343GS || First Frame of HUD || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Library || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| TB || First Frame of HUD || Final &amp;quot;Checkpoint...&amp;quot; Text Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Keyes || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Maw || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.&lt;br /&gt;
&lt;br /&gt;
=Fullgame Timing Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: The Master Chief Collection General Rules==&lt;br /&gt;
*No Skulls Enabled&lt;br /&gt;
*In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's&lt;br /&gt;
*MCC Leader board times are invalid on Haloruns because they use skulls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: Combat Evolved==&lt;br /&gt;
*Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)&lt;br /&gt;
*Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw&lt;br /&gt;
*&amp;quot;Loading screen&amp;quot; is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.&lt;br /&gt;
*Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.&lt;br /&gt;
&lt;br /&gt;
==Halo 2, Halo 2 MCC==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.&lt;br /&gt;
*Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.&lt;br /&gt;
*MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3, Halo:Reach==&lt;br /&gt;
*RTA Minus Loads (Theater Films)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3 ODST, ODST MCC==&lt;br /&gt;
*ODST runs must start on Prepare to Drop&lt;br /&gt;
*You are allowed to have [http://imgur.com/MucBAAm audio logs] unlocked prior to the run.&lt;br /&gt;
*Xbox 360 version of the game uses In-game timer and adding up theater times&lt;br /&gt;
*Master Chief Collection ODST uses RTA Minus Loads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 4==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 5: Guardians==&lt;br /&gt;
*Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.&lt;br /&gt;
*Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Individual Level (IL) Timing Rules=&lt;br /&gt;
&lt;br /&gt;
==General IL Timing Rules==&lt;br /&gt;
*Carrying over weapons between levels is not allowed [http://pastebin.com/7WRKmsr2 (Levels with Carry over)]&lt;br /&gt;
*Make sure to check if there is a specific rule for the level you are trying to run.&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.&lt;br /&gt;
*Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2 MCC= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
===== Specfic Level Rules =====&lt;br /&gt;
&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3: ODST=&lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach=&lt;br /&gt;
*Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
*MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.&lt;br /&gt;
&lt;br /&gt;
===== Adjustments =====&lt;br /&gt;
&lt;br /&gt;
*Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays &amp;quot;Halo 4&amp;quot;.&lt;br /&gt;
*Requiem: Timing begins at first frame of fade-in.&lt;br /&gt;
*Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.&lt;br /&gt;
*Shutdown: Timing ends on last frame of first-person control.&lt;br /&gt;
*Composer: Timing begins on first frame of fade-in.&lt;br /&gt;
*Midnight: Timing ends at last input (hitting nuke).&lt;br /&gt;
&lt;br /&gt;
=Halo 5: Guardians=&lt;br /&gt;
Sum of Individual Level Times&lt;br /&gt;
&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed.&lt;br /&gt;
&lt;br /&gt;
=====IL Rules=====&lt;br /&gt;
&lt;br /&gt;
*Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22332</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22332"/>
				<updated>2021-09-10T23:09:22Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The rules on this page are outdated, please go [https://haloruns.com/rules HERE] for the current rules.&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Timing Begins !! Timing Ends !! Timing Guide&lt;br /&gt;
|-&lt;br /&gt;
| PoA|| First Frame Black Bars Begin Shrink || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Halo || First Frame of HUD || First Frame Entering Pelican Seat || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| T&amp;amp;R || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| SC || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| AotCR || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| 343GS || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Library || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| TB || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Keyes || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Maw || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.&lt;br /&gt;
&lt;br /&gt;
=Fullgame Timing Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: The Master Chief Collection General Rules==&lt;br /&gt;
*No Skulls Enabled&lt;br /&gt;
*In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's&lt;br /&gt;
*MCC Leader board times are invalid on Haloruns because they use skulls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: Combat Evolved==&lt;br /&gt;
*Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)&lt;br /&gt;
*Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw&lt;br /&gt;
*&amp;quot;Loading screen&amp;quot; is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.&lt;br /&gt;
*Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.&lt;br /&gt;
&lt;br /&gt;
==Halo 2, Halo 2 MCC==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.&lt;br /&gt;
*Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.&lt;br /&gt;
*MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3, Halo:Reach==&lt;br /&gt;
*RTA Minus Loads (Theater Films)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3 ODST, ODST MCC==&lt;br /&gt;
*ODST runs must start on Prepare to Drop&lt;br /&gt;
*You are allowed to have [http://imgur.com/MucBAAm audio logs] unlocked prior to the run.&lt;br /&gt;
*Xbox 360 version of the game uses In-game timer and adding up theater times&lt;br /&gt;
*Master Chief Collection ODST uses RTA Minus Loads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 4==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 5: Guardians==&lt;br /&gt;
*Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.&lt;br /&gt;
*Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Individual Level (IL) Timing Rules=&lt;br /&gt;
&lt;br /&gt;
==General IL Timing Rules==&lt;br /&gt;
*Carrying over weapons between levels is not allowed [http://pastebin.com/7WRKmsr2 (Levels with Carry over)]&lt;br /&gt;
*Make sure to check if there is a specific rule for the level you are trying to run.&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.&lt;br /&gt;
*Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2 MCC= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
===== Specfic Level Rules =====&lt;br /&gt;
&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3: ODST=&lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach=&lt;br /&gt;
*Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
*MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.&lt;br /&gt;
&lt;br /&gt;
===== Adjustments =====&lt;br /&gt;
&lt;br /&gt;
*Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays &amp;quot;Halo 4&amp;quot;.&lt;br /&gt;
*Requiem: Timing begins at first frame of fade-in.&lt;br /&gt;
*Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.&lt;br /&gt;
*Shutdown: Timing ends on last frame of first-person control.&lt;br /&gt;
*Composer: Timing begins on first frame of fade-in.&lt;br /&gt;
*Midnight: Timing ends at last input (hitting nuke).&lt;br /&gt;
&lt;br /&gt;
=Halo 5: Guardians=&lt;br /&gt;
Sum of Individual Level Times&lt;br /&gt;
&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed.&lt;br /&gt;
&lt;br /&gt;
=====IL Rules=====&lt;br /&gt;
&lt;br /&gt;
*Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22331</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22331"/>
				<updated>2021-09-10T23:08:01Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The rules on this page are outdated, please go [https://haloruns.com/rules HERE] for the current rules.&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Timing Begins !! Timing Ends !! Timing Guide&lt;br /&gt;
|-&lt;br /&gt;
| PoA|| First Frame Black Bars Begin Shrink || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Halo || First Frame of HUD || First Frame Entering Pelican Seat || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| T&amp;amp;R || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| SC || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| AotCR || First Frame of HUD || Original: First Frame of Black Bars Begin Grow&amp;lt;br&amp;gt;MCC: Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| 343GS || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Library || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| TB || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Keyes || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Maw || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.&lt;br /&gt;
&lt;br /&gt;
=Fullgame Timing Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: The Master Chief Collection General Rules==&lt;br /&gt;
*No Skulls Enabled&lt;br /&gt;
*In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's&lt;br /&gt;
*MCC Leader board times are invalid on Haloruns because they use skulls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: Combat Evolved==&lt;br /&gt;
*Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)&lt;br /&gt;
*Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw&lt;br /&gt;
*&amp;quot;Loading screen&amp;quot; is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.&lt;br /&gt;
*Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.&lt;br /&gt;
&lt;br /&gt;
==Halo 2, Halo 2 MCC==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.&lt;br /&gt;
*Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.&lt;br /&gt;
*MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3, Halo:Reach==&lt;br /&gt;
*RTA Minus Loads (Theater Films)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3 ODST, ODST MCC==&lt;br /&gt;
*ODST runs must start on Prepare to Drop&lt;br /&gt;
*You are allowed to have [http://imgur.com/MucBAAm audio logs] unlocked prior to the run.&lt;br /&gt;
*Xbox 360 version of the game uses In-game timer and adding up theater times&lt;br /&gt;
*Master Chief Collection ODST uses RTA Minus Loads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 4==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 5: Guardians==&lt;br /&gt;
*Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.&lt;br /&gt;
*Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Individual Level (IL) Timing Rules=&lt;br /&gt;
&lt;br /&gt;
==General IL Timing Rules==&lt;br /&gt;
*Carrying over weapons between levels is not allowed [http://pastebin.com/7WRKmsr2 (Levels with Carry over)]&lt;br /&gt;
*Make sure to check if there is a specific rule for the level you are trying to run.&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.&lt;br /&gt;
*Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2 MCC= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
===== Specfic Level Rules =====&lt;br /&gt;
&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3: ODST=&lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach=&lt;br /&gt;
*Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
*MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.&lt;br /&gt;
&lt;br /&gt;
===== Adjustments =====&lt;br /&gt;
&lt;br /&gt;
*Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays &amp;quot;Halo 4&amp;quot;.&lt;br /&gt;
*Requiem: Timing begins at first frame of fade-in.&lt;br /&gt;
*Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.&lt;br /&gt;
*Shutdown: Timing ends on last frame of first-person control.&lt;br /&gt;
*Composer: Timing begins on first frame of fade-in.&lt;br /&gt;
*Midnight: Timing ends at last input (hitting nuke).&lt;br /&gt;
&lt;br /&gt;
=Halo 5: Guardians=&lt;br /&gt;
Sum of Individual Level Times&lt;br /&gt;
&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed.&lt;br /&gt;
&lt;br /&gt;
=====IL Rules=====&lt;br /&gt;
&lt;br /&gt;
*Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22330</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22330"/>
				<updated>2021-09-10T23:02:49Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: Fix for gearbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The rules on this page are outdated, please go [https://haloruns.com/rules HERE] for the current rules.&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Timing Begins !! Timing Ends !! Timing Guide&lt;br /&gt;
|-&lt;br /&gt;
| PoA|| First Frame Black Bars Begin Shrink || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Halo || First Frame of HUD || First Frame Entering Pelican Seat || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| T&amp;amp;R || First Frame of HUD || Original: First Frame of Black Bars Begin Grow&amp;lt;br&amp;gt;MCC: Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| SC || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| AotCR || First Frame of HUD || Original: First Frame of Black Bars Begin Grow&amp;lt;br&amp;gt;MCC: Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| 343GS || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Library || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| TB || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Keyes || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Maw || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.&lt;br /&gt;
&lt;br /&gt;
=Fullgame Timing Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: The Master Chief Collection General Rules==&lt;br /&gt;
*No Skulls Enabled&lt;br /&gt;
*In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's&lt;br /&gt;
*MCC Leader board times are invalid on Haloruns because they use skulls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: Combat Evolved==&lt;br /&gt;
*Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)&lt;br /&gt;
*Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw&lt;br /&gt;
*&amp;quot;Loading screen&amp;quot; is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.&lt;br /&gt;
*Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.&lt;br /&gt;
&lt;br /&gt;
==Halo 2, Halo 2 MCC==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.&lt;br /&gt;
*Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.&lt;br /&gt;
*MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3, Halo:Reach==&lt;br /&gt;
*RTA Minus Loads (Theater Films)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3 ODST, ODST MCC==&lt;br /&gt;
*ODST runs must start on Prepare to Drop&lt;br /&gt;
*You are allowed to have [http://imgur.com/MucBAAm audio logs] unlocked prior to the run.&lt;br /&gt;
*Xbox 360 version of the game uses In-game timer and adding up theater times&lt;br /&gt;
*Master Chief Collection ODST uses RTA Minus Loads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 4==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 5: Guardians==&lt;br /&gt;
*Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.&lt;br /&gt;
*Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Individual Level (IL) Timing Rules=&lt;br /&gt;
&lt;br /&gt;
==General IL Timing Rules==&lt;br /&gt;
*Carrying over weapons between levels is not allowed [http://pastebin.com/7WRKmsr2 (Levels with Carry over)]&lt;br /&gt;
*Make sure to check if there is a specific rule for the level you are trying to run.&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.&lt;br /&gt;
*Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2 MCC= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
===== Specfic Level Rules =====&lt;br /&gt;
&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3: ODST=&lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach=&lt;br /&gt;
*Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
*MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.&lt;br /&gt;
&lt;br /&gt;
===== Adjustments =====&lt;br /&gt;
&lt;br /&gt;
*Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays &amp;quot;Halo 4&amp;quot;.&lt;br /&gt;
*Requiem: Timing begins at first frame of fade-in.&lt;br /&gt;
*Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.&lt;br /&gt;
*Shutdown: Timing ends on last frame of first-person control.&lt;br /&gt;
*Composer: Timing begins on first frame of fade-in.&lt;br /&gt;
*Midnight: Timing ends at last input (hitting nuke).&lt;br /&gt;
&lt;br /&gt;
=Halo 5: Guardians=&lt;br /&gt;
Sum of Individual Level Times&lt;br /&gt;
&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed.&lt;br /&gt;
&lt;br /&gt;
=====IL Rules=====&lt;br /&gt;
&lt;br /&gt;
*Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22329</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22329"/>
				<updated>2021-09-10T22:36:19Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: Add table for timing guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The rules on this page are outdated, please go [https://haloruns.com/rules HERE] for the current rules.&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Timing Begins !! Timing Ends !! Timing Guide&lt;br /&gt;
|-&lt;br /&gt;
| PoA|| First Frame Black Bars Begin Shrink || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Halo || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| T&amp;amp;R || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| SC || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| AotCR || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| 343GS || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Library || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| TB || First Frame of HUD || Final Checkpoint Visible || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Keyes || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|-&lt;br /&gt;
| Maw || First Frame of HUD || First Frame of Black Bars Begin Grow || youtube.com&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.&lt;br /&gt;
&lt;br /&gt;
=Fullgame Timing Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: The Master Chief Collection General Rules==&lt;br /&gt;
*No Skulls Enabled&lt;br /&gt;
*In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's&lt;br /&gt;
*MCC Leader board times are invalid on Haloruns because they use skulls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: Combat Evolved==&lt;br /&gt;
*Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)&lt;br /&gt;
*Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw&lt;br /&gt;
*&amp;quot;Loading screen&amp;quot; is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.&lt;br /&gt;
*Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.&lt;br /&gt;
&lt;br /&gt;
==Halo 2, Halo 2 MCC==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.&lt;br /&gt;
*Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.&lt;br /&gt;
*MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3, Halo:Reach==&lt;br /&gt;
*RTA Minus Loads (Theater Films)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3 ODST, ODST MCC==&lt;br /&gt;
*ODST runs must start on Prepare to Drop&lt;br /&gt;
*You are allowed to have [http://imgur.com/MucBAAm audio logs] unlocked prior to the run.&lt;br /&gt;
*Xbox 360 version of the game uses In-game timer and adding up theater times&lt;br /&gt;
*Master Chief Collection ODST uses RTA Minus Loads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 4==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 5: Guardians==&lt;br /&gt;
*Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.&lt;br /&gt;
*Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Individual Level (IL) Timing Rules=&lt;br /&gt;
&lt;br /&gt;
==General IL Timing Rules==&lt;br /&gt;
*Carrying over weapons between levels is not allowed [http://pastebin.com/7WRKmsr2 (Levels with Carry over)]&lt;br /&gt;
*Make sure to check if there is a specific rule for the level you are trying to run.&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.&lt;br /&gt;
*Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2 MCC= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
===== Specfic Level Rules =====&lt;br /&gt;
&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3: ODST=&lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach=&lt;br /&gt;
*Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
*MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.&lt;br /&gt;
&lt;br /&gt;
===== Adjustments =====&lt;br /&gt;
&lt;br /&gt;
*Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays &amp;quot;Halo 4&amp;quot;.&lt;br /&gt;
*Requiem: Timing begins at first frame of fade-in.&lt;br /&gt;
*Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.&lt;br /&gt;
*Shutdown: Timing ends on last frame of first-person control.&lt;br /&gt;
*Composer: Timing begins on first frame of fade-in.&lt;br /&gt;
*Midnight: Timing ends at last input (hitting nuke).&lt;br /&gt;
&lt;br /&gt;
=Halo 5: Guardians=&lt;br /&gt;
Sum of Individual Level Times&lt;br /&gt;
&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed.&lt;br /&gt;
&lt;br /&gt;
=====IL Rules=====&lt;br /&gt;
&lt;br /&gt;
*Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22328</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22328"/>
				<updated>2021-03-20T08:05:06Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: Add warning for outdated rules and link to updated one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The rules on this page are outdated, please go [https://haloruns.com/rules HERE] for the current rules.&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.&lt;br /&gt;
&lt;br /&gt;
=Fullgame Timing Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: The Master Chief Collection General Rules==&lt;br /&gt;
*No Skulls Enabled&lt;br /&gt;
*In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's&lt;br /&gt;
*MCC Leader board times are invalid on Haloruns because they use skulls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: Combat Evolved==&lt;br /&gt;
*Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)&lt;br /&gt;
*Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw&lt;br /&gt;
*&amp;quot;Loading screen&amp;quot; is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.&lt;br /&gt;
*Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.&lt;br /&gt;
&lt;br /&gt;
==Halo 2, Halo 2 MCC==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.&lt;br /&gt;
*Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.&lt;br /&gt;
*MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3, Halo:Reach==&lt;br /&gt;
*RTA Minus Loads (Theater Films)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3 ODST, ODST MCC==&lt;br /&gt;
*ODST runs must start on Prepare to Drop&lt;br /&gt;
*You are allowed to have [http://imgur.com/MucBAAm audio logs] unlocked prior to the run.&lt;br /&gt;
*Xbox 360 version of the game uses In-game timer and adding up theater times&lt;br /&gt;
*Master Chief Collection ODST uses RTA Minus Loads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 4==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 5: Guardians==&lt;br /&gt;
*Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.&lt;br /&gt;
*Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Individual Level (IL) Timing Rules=&lt;br /&gt;
&lt;br /&gt;
==General IL Timing Rules==&lt;br /&gt;
*Carrying over weapons between levels is not allowed [http://pastebin.com/7WRKmsr2 (Levels with Carry over)]&lt;br /&gt;
*Make sure to check if there is a specific rule for the level you are trying to run.&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.&lt;br /&gt;
*Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2 MCC= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
===== Specfic Level Rules =====&lt;br /&gt;
&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3: ODST=&lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach=&lt;br /&gt;
*Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
*MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.&lt;br /&gt;
&lt;br /&gt;
===== Adjustments =====&lt;br /&gt;
&lt;br /&gt;
*Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays &amp;quot;Halo 4&amp;quot;.&lt;br /&gt;
*Requiem: Timing begins at first frame of fade-in.&lt;br /&gt;
*Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.&lt;br /&gt;
*Shutdown: Timing ends on last frame of first-person control.&lt;br /&gt;
*Composer: Timing begins on first frame of fade-in.&lt;br /&gt;
*Midnight: Timing ends at last input (hitting nuke).&lt;br /&gt;
&lt;br /&gt;
=Halo 5: Guardians=&lt;br /&gt;
Sum of Individual Level Times&lt;br /&gt;
&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed.&lt;br /&gt;
&lt;br /&gt;
=====IL Rules=====&lt;br /&gt;
&lt;br /&gt;
*Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=22327</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=22327"/>
				<updated>2021-03-20T07:53:07Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: Update rules link to the current one instead of the outdated Wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HRLogoTransparent.png|link=http://haloruns.com|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot;&amp;gt;Checkout our HaloRuns Discord Server at &amp;lt;br /&amp;gt; https://discord.gg/rvdsjGw&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#widget:Discord&lt;br /&gt;
|id=83061848139632640&lt;br /&gt;
|theme=dark&lt;br /&gt;
|width=305&lt;br /&gt;
|height=800&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''HaloRuns Wiki''' is a wiki devoted to speedrunning the Halo series. It focuses on providing information for single-segment full-game speedruns.&lt;br /&gt;
&lt;br /&gt;
Recommended speedrun routes are listed below on the Tutorial page. For more details, go to pages dedicated to specific levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Tutorials&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Tutorials|Full Game]]&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Timing Rules&amp;lt;/span&amp;gt;&lt;br /&gt;
*[https://haloruns.com/rules Timing and Submission Rules]&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;HaloRuns Full-Game and IL Leaderboards&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check the list of [http://haloruns.com/records World Records]&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;Game Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Tricks]]''' - Click here if you're new to Halo speedrunning!&lt;br /&gt;
&lt;br /&gt;
*'''''[[Halo: Combat Evolved]]'''''&lt;br /&gt;
*'''''[[Halo 2]]'''''&lt;br /&gt;
*'''''[[Halo 2 MCC]]'''''&lt;br /&gt;
*'''''[[Halo 3]]'''''&lt;br /&gt;
*'''''[[Halo 3: ODST]]'''''&lt;br /&gt;
*'''''[[Halo: Reach]]'''''&lt;br /&gt;
*'''''[[Halo 4]]'''''&lt;br /&gt;
*'''''[[Halo 5: Guardians]]'''''&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;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;
*[[Uplift Reserve]]&lt;br /&gt;
*[[Kizingo Boulevard]]&lt;br /&gt;
*[[ONI Alpha Site]]&lt;br /&gt;
*[[NMPD HQ]]&lt;br /&gt;
*[[Kikowani Station]]&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;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[API|API Documentation]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wiki Progress'''&lt;br /&gt;
&lt;br /&gt;
[[To_do | To do]]&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_2_MCC&amp;diff=22309</id>
		<title>Halo 2 MCC</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_2_MCC&amp;diff=22309"/>
				<updated>2020-05-16T17:36:11Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: Remove references to sword flying being impossible on MCC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 2 MCC (also known as Halo 2: Anniversary) is a remastered version of [[Halo_2|Halo 2]] for the Xbox One and PC that features new toggle-able HD graphics and audio, 60 FPS framerate, and high quality pre-rendered cutscenes from Blur Studios. At release, popular glitches such as [[Halo_2#Sword_Flying|Sword Flying]] and [[Halo_2#Sword_Canceling|Sword Canceling]] were not possible on Halo 2 MCC. Due to the differences between Classic and MCC, the leaderboards for the two games were separated. In 2018, a patch re-introduced [[Halo_2#Sword_Flying|Sword Flying]] to Halo 2 MCC. &lt;br /&gt;
&lt;br /&gt;
Halo 2 MCC legendary is much more difficult than the original halo 2's legendary. Skulls also do not activate when picked up, making the &amp;quot;Infinite Camo&amp;quot; glitch used to avoid enemies on Gravemind impossible. It is recommended that you be familiar with both the speedrunning tricks and casual play on legendary before attempting to speedrun it.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=0700 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[The Armory]]&lt;br /&gt;
*[[Cairo Station]]&lt;br /&gt;
*[[Outskirts]]&lt;br /&gt;
*[[Metropolis]]&lt;br /&gt;
*[[The Arbiter]]&lt;br /&gt;
*[[Oracle]]&lt;br /&gt;
*[[Delta Halo]]&lt;br /&gt;
*[[Regret]]&lt;br /&gt;
*[[Sacred Icon]]&lt;br /&gt;
*[[Quarantine Zone]]&lt;br /&gt;
*[[Gravemind]]&lt;br /&gt;
*[[Uprising]]&lt;br /&gt;
*[[High Charity]]&lt;br /&gt;
*[[The Great Journey]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sword Canceling===&lt;br /&gt;
&lt;br /&gt;
Sword canceling is a movement technique. In its simplest form, sword canceling is the ability to &amp;quot;cancel&amp;quot; the effects of a sword lunge. If you press R to lunge, you can press X (Reload) to cancel the impact of the lunge any time before it hits.&lt;br /&gt;
&lt;br /&gt;
===Ghost Wheelie/Quickturn===&lt;br /&gt;
While boosting in a Ghost, hold A to lean back and raise the nose of the Ghost. This lets you turn more sharply while maintaining your boost. It also makes you prone to flipping, so be careful.&lt;br /&gt;
&lt;br /&gt;
Holding A can also be useful for getting enough air on certain jumps.&lt;br /&gt;
&lt;br /&gt;
===Superbouncing===&lt;br /&gt;
Superbouncing is a variation of a pressure launch. If the player model intersects with the geometry, the game will apply a large amount of force to try and push the player out. By going into auto-crouch, you can glitch the player model. Then when you jump on a polygon seam, you will intersect, and the game will push you out.&lt;br /&gt;
&lt;br /&gt;
Because Halo 2 MCC is a port of the Vista version, the only bounces present are those possible in Vista. The new framerate also effects which superbounces work.&lt;br /&gt;
&lt;br /&gt;
The only place superbouncing is useful is as a method to board the Scarab early in [[Metropolis]].&lt;br /&gt;
&lt;br /&gt;
===Melee Boost===&lt;br /&gt;
http://www.twitch.tv/ranabundana/c/4491742&lt;br /&gt;
&lt;br /&gt;
Button Combo: B-X, X-B, Y-B, B-Y&lt;br /&gt;
Keep your crosshair over the enemy so you fly past him (crouching helps a lot). It can be timed perfectly but it may be easier to spam the required buttons.&lt;br /&gt;
&lt;br /&gt;
==Combat Techniques==&lt;br /&gt;
&lt;br /&gt;
===Double Shot===&lt;br /&gt;
&lt;br /&gt;
By pressing Fire twice and then Reload (RRX), you can fire two Battle Rifle bursts in quick succession. The timing of X is around when the last bullet of the first burst is fired. After the doubleshot, the BR will reload itself, unless you perform another doubleshot. In Halo 2 MCC, doubleshots are more difficult to pull off due to the framerate.&lt;br /&gt;
&lt;br /&gt;
You can chain together doubleshots by tapping YY to switch away and back to the BR. With the right timing, you can double shot until the clip is empty - RRX YY RRX YY etc.&lt;br /&gt;
&lt;br /&gt;
===Double Grenade===&lt;br /&gt;
Fire a plasma pistol overcharge. When the overheat bar is at halfway, quickly tap L twice. You should throw two grenades in quick succession. This is useful for some launches, such as the [[Delta Halo]] Ghost launch.&lt;br /&gt;
&lt;br /&gt;
You can also double nade with a beam rifle overheat, but the timing is different.&lt;br /&gt;
&lt;br /&gt;
===Double Melee===&lt;br /&gt;
In addition to the BLB method from Halo CE, you can also do BXB or BYB to melee twice in quick succession. It's not as useful for speedrunning due to the low melee damage of Halo 2 1.0.&lt;br /&gt;
&lt;br /&gt;
===Quick Reload===&lt;br /&gt;
After a certain point in the reload animation (usually after the clip is in the weapon), the weapon counts as reloaded. At this point, you can cancel the rest of the animation by pressing YY to quickly switch away and back to your main weapon. If you are only carrying one weapon, you can melee and hit X to cancel the melee. When using a scoped weapon, it can be faster to zoom out by pressing YY. You can press YY after a sword lunge as well.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
In Halo 2, some enemy types were added.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Ultra Elites are known for their raw firepower and strong shielding. They will usually pull out a sword when you close the distance, this is a good opportunity for a backsmack or grenade stick. However, be very careful of dual-wielding Ultras. They are some of the most dangerous enemies in the game.&lt;br /&gt;
&lt;br /&gt;
Jetpack Elites are usually dual-wielding Plasma Rifles. Generally, you want to home in on them with a plasma pistol overcharge or snipe them with a ranged weapon.  Their shields are weaker than normal Elites, a sword lunge will do them in if you can close the distance.&lt;br /&gt;
&lt;br /&gt;
Stealth Elites have the weakest shields of any Elite but this is compensated for by their fast shield recharge rate, which makes them extremely durable. Like all cloaked enemies, they do not turn the reticule red. In all instances upon spawning, they will be briefly uncloaked so you can get a sword fly off of them. You can force them to uncloak by shooting them. A sniper weapon has enough stunning power to keep them immobilized. Melee attacks are also a good way of de-camoing enemies, as well as stunning them. A sword lunge will either kill them or remove their shield completely. Getting them caught in a grenade explosion can expose them.&lt;br /&gt;
&lt;br /&gt;
Zealots are rare in Halo 2, and only appear in a few locations, such as Hangar B in [[Cairo Station]], the tunnels on [[Metropolis]], and the last enemy on [[Gravemind]]. They always spawn with swords but their shield isn't different from a blue Elite.&lt;br /&gt;
&lt;br /&gt;
===Flood===&lt;br /&gt;
Infection Forms in Halo 2 do a lot of damage, especially against unshielded players. Don't try to melee them with anything but the sword, as your melee range is nerfed from Halo: Combat Evolved. They can glitch out and refuse to pop when they hit you. This wouldn't be a problem except for the fact that they do damage ''per frame'' - aka one-shot you. It's advisable to keep distance.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are also very damaging, although their movement has been nerfed from Halo: Combat Evolved. Also, they deploy fewer Infection Forms than before. A fast killing method is to make it fall down and stick it with a plasma grenade, but there's a small window of time for the stick.&lt;br /&gt;
&lt;br /&gt;
Combat Form whips have weird properties, sometimes they can gain the ability to assassinate you. Again, keep distance. You should destroy dead Combat Forms so they won't be re-animated by Infection Forms.&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
Heretic Grunts almost always have Needlers. Their projectiles can easily hit you, even when you're behind cover, due to the large hitboxes.&lt;br /&gt;
&lt;br /&gt;
Fuel Rod Grunts can hit you through thin walls, again due to the hitboxes. Fortunately, there is no longer a kill switch on their weapons.&lt;br /&gt;
&lt;br /&gt;
Jackal Snipers are MLG on Legendary. They can easily snipe you out of your seat when driving a Ghost or Hog.&lt;br /&gt;
&lt;br /&gt;
Most Brutes can tear through shields in an instant with their weapons. Best to keep your distance. Having a sword or brute shot can make a huge difference in close encounters. Stick them when you can, especially when they berserk. Dual-wielding Needlers is also efficient though rarely used.&lt;br /&gt;
&lt;br /&gt;
On Legendary, any encounter with a shotgun wielding enemy will prove fatal, they have extraordinary range with their shots.&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22308</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=22308"/>
				<updated>2020-04-14T15:26:21Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: /* Halo: Combat Evolved */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order for you to submit your times to haloruns.com we have a few guidelines we would like for you to follow they are listed below, in some cases rules are different between versions for example Halo 2 Classic rules differ from Halo 2 MCC.&lt;br /&gt;
&lt;br /&gt;
=Fullgame Timing Rules=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: The Master Chief Collection General Rules==&lt;br /&gt;
*No Skulls Enabled&lt;br /&gt;
*In game timing (IGT) is only allowed in Halo 2 MCC, Halo 3, and some IL's&lt;br /&gt;
*MCC Leader board times are invalid on Haloruns because they use skulls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo: Combat Evolved==&lt;br /&gt;
*Real Time Attack (RTA) on PC (2003), RTA Minus loads (subtract loading time between levels) for Console and PC (MCC)&lt;br /&gt;
*Timing begins at first frame of fade-in on The Pillar of Autumn (after climbing out of the pod) and ends at last frame of white fade-out on The Maw&lt;br /&gt;
*&amp;quot;Loading screen&amp;quot; is defined as: First frame of full black after a level-ending cutscene, to last frame before the next cutscene begins.&lt;br /&gt;
*Halo: Custom Edition is not allowed on HaloRuns due to ease of cheating.&lt;br /&gt;
&lt;br /&gt;
==Halo 2, Halo 2 MCC==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on The Armory and ends at last frame of fade-out on The Great Journey.&lt;br /&gt;
*Skulls are allowed if they are collected and become active during the run. This only applies to Halo 2 classic - in any game where skulls are selected through the menu (such as MCC), they are banned in fullgame and IL runs.&lt;br /&gt;
*MCC timing can subtract loads between levels. Cutscenes and in-level loads are still counted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3, Halo:Reach==&lt;br /&gt;
*RTA Minus Loads (Theater Films)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 3 ODST, ODST MCC==&lt;br /&gt;
*ODST runs must start on Prepare to Drop&lt;br /&gt;
*You are allowed to have [http://imgur.com/MucBAAm audio logs] unlocked prior to the run.&lt;br /&gt;
*Xbox 360 version of the game uses In-game timer and adding up theater times&lt;br /&gt;
*Master Chief Collection ODST uses RTA Minus Loads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 4==&lt;br /&gt;
*Real Time Attack (RTA)&lt;br /&gt;
*Begins at first frame of fade-in on Dawn and ends at last input (activate nuke).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Halo 5: Guardians==&lt;br /&gt;
*Runners on the newest patch will be able to use the sum of in game times for full game runs. Individual level runs will allow in game time as well. The time that should be submitted is the time that is displayed on the score report after the missions.&lt;br /&gt;
*Runners on the patch before the In Game Timer will still use the sum of individual levels for full game. To keep consistent with the in game timer of later patches, old patch runners are allowed to subtract mid level cutscenes from the individual levels.&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. Timing for the levels starts at the first frame of fade-in and end at the last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Individual Level (IL) Timing Rules=&lt;br /&gt;
&lt;br /&gt;
==General IL Timing Rules==&lt;br /&gt;
*Carrying over weapons between levels is not allowed [http://pastebin.com/7WRKmsr2 (Levels with Carry over)]&lt;br /&gt;
*Make sure to check if there is a specific rule for the level you are trying to run.&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*The Pillar of Autumn: Timing starts at first frame of movement control after climbing out of the pod.&lt;br /&gt;
*Silent Cartographer, Assault on the Control Room, and 343 Guilty Spark: Timing starts when you hit the ground and gain control.&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
===== Specific Level rules =====&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2 MCC= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
===== Specfic Level Rules =====&lt;br /&gt;
&lt;br /&gt;
*Outskirts: Timing begins at start of control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3= &lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 3: ODST=&lt;br /&gt;
*Timed by the in-game timer from the score screen. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach=&lt;br /&gt;
*Timed via the time from the last frame the ingame timer is visible. (Campaign Scoring must be ON)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
*RTA timing begins at gaining movement control and ends at last frame of fade-out, unless otherwise specified. &lt;br /&gt;
*MCC's IGT + adjustments is no longer allowed for Halo 4 ILs. Use RTA.&lt;br /&gt;
&lt;br /&gt;
===== Adjustments =====&lt;br /&gt;
&lt;br /&gt;
*Dawn: IL is timed from first frame of fade-in (in pod) to last frame of fade-out after the screen displays &amp;quot;Halo 4&amp;quot;.&lt;br /&gt;
*Requiem: Timing begins at first frame of fade-in.&lt;br /&gt;
*Reclaimer: IL timing ends at last frame of fade-out after Master Chief walks away in the mini-cutscene.&lt;br /&gt;
*Shutdown: Timing ends on last frame of first-person control.&lt;br /&gt;
*Composer: Timing begins on first frame of fade-in.&lt;br /&gt;
*Midnight: Timing ends at last input (hitting nuke).&lt;br /&gt;
&lt;br /&gt;
=Halo 5: Guardians=&lt;br /&gt;
Sum of Individual Level Times&lt;br /&gt;
&lt;br /&gt;
*Time each individual level using the Individual Level Timing Rules for Halo 5 listed below, and add them up. As with any other fullgame run, the game must be played through in order from beginning to end, without excessive pausing or other timing manipulation.&lt;br /&gt;
*Meridian Station, Alliance, and Before the Storm are also counted in fullgame runs. For the purposes of fullgame, time these levels as you would any other IL -- from beginning of movement control to last frame of fade-out.&lt;br /&gt;
*As with other fullgame runs, the ending cutscene and credits sequence must be able to trigger for the game to be considered complete. Runs that softlock before the credits are not considered valid.&lt;br /&gt;
*Save and quit is allowed.&lt;br /&gt;
&lt;br /&gt;
=====IL Rules=====&lt;br /&gt;
&lt;br /&gt;
*Guardians: The final cutscene and credits must be able to be triggered (i.e., no soft/hardlock).&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=File:Carrier_popcorn_spawn.png&amp;diff=22296</id>
		<title>File:Carrier popcorn spawn.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=File:Carrier_popcorn_spawn.png&amp;diff=22296"/>
				<updated>2019-07-20T16:40:18Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shows how the infection forms spawn in a circle around an exploded carrier&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Tricks&amp;diff=22295</id>
		<title>Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Tricks&amp;diff=22295"/>
				<updated>2019-07-16T14:32:13Z</updated>
		
		<summary type="html">&lt;p&gt;Scales: Clarify details for combat form bumps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are new to Halo speedrunning, these are some tricks, techniques and game mechanics that are widely applicable to the Halo series.&lt;br /&gt;
&lt;br /&gt;
= Basic Tricks =&lt;br /&gt;
&lt;br /&gt;
==Combat Techniques==&lt;br /&gt;
===Playing Claw===&lt;br /&gt;
[[File:How2Claw.png|thumbnail|right|How to claw.]]&lt;br /&gt;
Playing Claw allows you aim and press buttons at the same time. Use your index finger for the face buttons and middle finger for right trigger.  For certain control schemes, this allows the player to keep their thumb on the joystick while doing other things, such as jumping, sprinting, or using equipment.  Note that this is not an in-game trick.&lt;br /&gt;
&lt;br /&gt;
===Noob Combo===&lt;br /&gt;
The Noob Combo is the utilization of a weapon combination to take down enemies very quickly.  This combination requires a Plasma Pistol and any weapon capable of killing unshielded enemies with a single headshot, such as the Pistol, Battle Rifle, DMR, Carbine, Needle Rifle or Light Rifle.&lt;br /&gt;
&lt;br /&gt;
Upon approaching a shielded enemy, such as Elites and Brutes, charge the Plasma Pistol and shoot at your target.  If the shot hits, the enemy's shields will be depleted.  Switch to the headshot weapon and shoot the enemy in the head.  This will result in a quick kill.&lt;br /&gt;
&lt;br /&gt;
Some enemies may require more effort to kill with the Noob Combo.  Brute Chieftains in Halo 3 cannot die to a headshot unless their helmets are removed; therefore, it will take multiple shots from a Battle Rifle or Carbine to kill an unshielded Chieftain.  In Halo 4 Legendary, higher ranks of Elites sometimes require a second charged shot from your Plasma Pistol, making it more difficult to kill them.&lt;br /&gt;
&lt;br /&gt;
===Distraction Grenades===&lt;br /&gt;
[[File:Distraction.gif|thumbnail|left|All the enemies stare at the grenade while the player slips by.]]&lt;br /&gt;
Grenades can be used to manipulate enemies and to force them to do certain things.  Because Grenades are recognized as a high-level threat from the artificial intelligence, enemies will attempt to dodge them frequently.  This can be used to clear a path through the enemies or to force them into a certain position, such as near locked doors on [[The Truth and Reconciliation]].  If enemies have not spotted the player when he throws a grenade, the enemies will tend to go to the site of the explosion.  This can be used to distract enemies as well.&lt;br /&gt;
&lt;br /&gt;
In Halo: Combat Evolved, if enemies see the grenade before spotting the player, they will simply look at the grenade and remain stationary.  This tactic can be used to distract enemies or to get a stealthy kill on them.&lt;br /&gt;
&lt;br /&gt;
===Ally Damage Sponges===&lt;br /&gt;
When riding vehicles, having allies riding as passengers will provide defensive bonuses for the player.  Instead of the player taking 100% of incoming damage, the damage will be distributed among the player and passengers.  This tactic can allow players to survive heavy damage from enemies, especially on [[Outskirts]] and [[Tsavo Highway]] on Legendary Difficulty.&lt;br /&gt;
&lt;br /&gt;
Certain NPC (Johnson in Halo 2 and 3, Arbiter in Halo 3, Buck in ODST, and Noble Team in Reach) are either able to revive after dying or are unkillable. You can take advantage of this trait by letting them engage and distract enemies.&lt;br /&gt;
&lt;br /&gt;
===Melee Stun===&lt;br /&gt;
When hitting an enemy with a melee, the enemy will often stagger, rendering the enemy harmless for a few seconds.  While the enemy is staggered, the player can run past it or sometimes run behind it to assassinate it.&lt;br /&gt;
&lt;br /&gt;
Most enemies stagger from a melee, but some enemies can resist staggering, particularly Brutes in Halo 2 and Knights in Halo 4.&lt;br /&gt;
&lt;br /&gt;
This tactic is not effective in Halo 3: ODST, particularly on Brutes, since the character does not apply a sufficient force to stun them.&lt;br /&gt;
&lt;br /&gt;
===Plasma Pistol Stun===&lt;br /&gt;
The Plasma Pistol can stagger enemies for 1-2 seconds with a charged shot.  In Halo: Combat Evolved, Halo: Reach, and Halo 4, a charged Plasma Pistol shot can stun most enemies.  In Halo 2, Halo 3, and Halo 3: ODST, however, the charged shot will only stun shielded enemies as a charged shot deals no damage to unshielded enemies.&lt;br /&gt;
&lt;br /&gt;
===Early Reload===&lt;br /&gt;
Upon emptying a clip of any weapon, the player can start reloading a few frames early by hitting Action/Reload as soon as the last shot of the clip is fired.&lt;br /&gt;
&lt;br /&gt;
===Reload Cancel===&lt;br /&gt;
Reloading can be done slightly quicker to save time in combat.  To do this, melee or press Y twice after the character puts the new clip in the weapon during the reload animation in Halo: Combat Evolved. In Halo 2 quickly press melee then reload or press Y twice after the character puts the new clip in the weapon during the reload animation. In Halo 3 and onwards, press Y twice after the clip completely refills on the HUD.&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
===Grenade Jumping===&lt;br /&gt;
Grenade jumping is a jumping technique used to gain extra height from a jump.  In order to do this, throw a grenade at the ground near your feet.  Then, jump slightly before the grenade explodes.  The resulting explosion will propel your character, giving extra height to reach areas inaccessible from normal jumps.  &lt;br /&gt;
&lt;br /&gt;
Frag grenades are generally preferred in most of the games as they have a greater explosion radius and deal less damage to the player.  However, plasma grenades are sometimes preferred in Halo: Combat Evolved as they deal less damage in that game.  In Halo 3 and onward, Plasma Grenades deal a very high amount of damage and can kill the player even from full shields and health.  Spike grenades and Firebomb grenades do not work for grenade jumping as their explosions do not provide sufficient force to propel the player. Grenade jumping with a Plasma grenade in Halo 4 is extremely difficult as the explosion has a small radius but usually kills the player, even from full shields.  Pulse grenades do not work for grenade jumps due to the lack of a propelling force from the explosion.&lt;br /&gt;
&lt;br /&gt;
There are certain weapons that can be used as a substitute for grenades as their projectiles explode.  The Brute Shot in Halo 2 and Halo 3 provide slightly less of a propelling force than a Frag grenade, but it deals less damage to the player.  In Halo: Reach and Halo 4, the Concussion Rifle can be used as it provides a greater propelling force than grenades and deals much less damage to the player.  The Fuel Rod Cannon can also be used; it provides similar propelling force as a grenade and deals slightly less damage to the player than a Frag grenade.  Using a Rocket Launcher to jump is very dangerous as the splash damage often kills the player.&lt;br /&gt;
&lt;br /&gt;
===Crouch Jumping===&lt;br /&gt;
By crouching at the top of a jump, you can pull your feet up, increasing the distance between the ground and your character.  This allows your character to reach ledges that would be inaccessible to normal jumps.&lt;br /&gt;
&lt;br /&gt;
In Halo 5: Guardians, crouch-jumping not only saves time as opposed to clambering, but higher ledges can be clambered when combined with crouch-jumps.&lt;br /&gt;
&lt;br /&gt;
===Slide Jumping===&lt;br /&gt;
Slide jumping is a movement technique that can be utilized to move quickly.  This trick is fairly simple; while falling onto sloped terrain or slanted objects, jump as soon as your character makes contact with the terrain or object.  Your character will bounce off the terrain/object and convert your character's downward velocity into forward velocity.&lt;br /&gt;
&lt;br /&gt;
===Ghost Jump===&lt;br /&gt;
A Ghost Jump uses the same conditions as a Slide Jump (a sloped surface), but instead of jumping off the surface, the player jumps up the surface.  Ghost Jumps allow players to jump up slopes on which they cannot stand.  To do the Ghost Jump, run at a sloped surface, jump at it, and crouch before hitting the surface.  Upon hitting the surface, release crouch and spam jump simultaneously.  If done correctly, the player will glitch his legs into the surface, and the game will allow the player to jump up the surface.&lt;br /&gt;
&lt;br /&gt;
===Enemy Boosts===&lt;br /&gt;
Enemy melee attacks apply a force to anything they hit.  The player can utilize this to get a propelling force from the enemy.  In order to do this, purposely get hit by an enemy's melee to get pushed away from the enemy.&lt;br /&gt;
&lt;br /&gt;
On Legendary, enemies deal a significant amount of damage; it is very risky to use this as a time-saving tactic.&lt;br /&gt;
&lt;br /&gt;
===Reducing Fall Damage / Resetting Fall Timer===&lt;br /&gt;
In Halo, there are two ways to die by falling. The first is to take too much damage from impact with the ground. The second is to be killed by a fall timer - if you fall for too long, you'll die.&lt;br /&gt;
&lt;br /&gt;
Crouching at exactly the right moment can reduce fall damage. However, crouching at the wrong moment can increase it. In Halo CE you can crouch before a landing and reduce the damage. Reach, and 4, you you can hit a slope while crouched to reduce fall damage.&lt;br /&gt;
&lt;br /&gt;
In Halo 2, you can reset the fall timer by corner riding or sword flying . In Halo 3, you can sometimes save yourself with a hammer swing, equipment jump, or by exiting a vehicle right before you land. Besides equipment jump, the same applies to ODST.&lt;br /&gt;
&lt;br /&gt;
==Game-specific Tricks==&lt;br /&gt;
&lt;br /&gt;
===Backpack Reloading (Halo: Combat Evolved)===&lt;br /&gt;
Backpack reloading allows the player to reload one weapon while using his other weapon.  This trick allows for optimized damage output in combat as the player can constantly keep shooting.  To do this trick, tap Action/Reload twice and switch to your other weapon.  Your weapon will automatically reload as you use your other weapon.&lt;br /&gt;
&lt;br /&gt;
===Trading Weapons With Arbiter or Johnson (Halo 3)===&lt;br /&gt;
The Arbiter and Sgt. Johnson are main characters of Halo 3; therefore, the game will not allow the player to trade weapons with them by conventional means.  In order to trade weapons with either one of them, the player must &amp;quot;kill&amp;quot; them and swap weapons near their bodies.  If there aren't any enemies around, they will get back up and pick up the dropped weapon.&lt;br /&gt;
&lt;br /&gt;
===Hammer Boost (Halo 3 and Halo 3: ODST)===&lt;br /&gt;
The Gravity Hammer applies a propelling force that pushes the player backwards when used.  While moving, the player can look backwards, jump, and start swinging the Hammer to launch himself faster towards his destination.&lt;br /&gt;
&lt;br /&gt;
===Muscle Running (Halo 4)===&lt;br /&gt;
Muscle Running effectively grants the player infinite sprint.  While sprinting, jump and melee.  Before you hit the ground, tap sprint, and you will continue sprinting.&lt;br /&gt;
&lt;br /&gt;
Muscle Running utilizes the mechanics of how sprint recharges in Halo 4.  When the player stops sprinting, his sprint will start recharging the instant that he stops sprinting, meaning the player can immediately sprint after stopping.  However, if the player jumps, he will maintain his forward velocity, though he is still sprinting while mid-air.  Therefore, in order to end the sprint before hitting the ground, a melee is used to end the sprint mid-air so the player's sprint starts recharging before he hits the ground.  Once the player hits the ground, he can start sprinting again.&lt;br /&gt;
&lt;br /&gt;
===Extending Hang Time (Halo 5: Guardians)===&lt;br /&gt;
In Halo 5, there are two mechanics that allow a player to remain in the air longer: charging a Ground Pound and using Smart-Link.  By stalling in mid-air using these two mechanics, a player can stay in the air longer and reach ledges that would be unreachable through conventional means.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Tricks==&lt;br /&gt;
===Weapon Juggling===&lt;br /&gt;
Weapon Juggling is a simple trick that allows players to transport weapons.  When swapping weapons, the player will drop his current weapon and throw it with a small forward velocity.  By repeatedly swapping weapons, the player can effectivey carry three weapons at a time.  &lt;br /&gt;
&lt;br /&gt;
This trick is simple to do; repeatedly swap weapons with Action/Reload while moving forward.  The player will repeatedly throw weapons forward while Weapon Juggling.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint Delay===&lt;br /&gt;
[[File:CP Delay.gif|thumbnail|left|This player delays the checkpoint from the top of the ramp to the end of the hallway.]]&lt;br /&gt;
&lt;br /&gt;
Checkpoints can be delayed to save time should the player die or revert to last save.  For example, if a player normally receives a checkpoint at the beginning of a hallway, and the player dies, he will need to go through the whole entire hall again.  However, if he delays the checkpoint to the end of the hall, he will not have to walk through the whole hall should he die or revert, saving valuable seconds.&lt;br /&gt;
&lt;br /&gt;
In order to delay a checkpoint, the player can melee, jump, have no shields, receive fire, or be near a grenade.  The game will not give the player a checkpoint while he is doing one of these actions as these actions are commonly associated with combat, and the game algorithms will delay the checkpoint to prevent the player from being stuck in a trap where they die instantly after reverting over and over.&lt;br /&gt;
&lt;br /&gt;
Note that in Halo: Combat Evolved, checkpoints work differently than in other games.  Checkpoints can be delayed by jumping, throwing a grenade, and shooting with the Banshee or Ghost.  A checkpoint can still happen if the player has no shields, and this can be extremely dangerous if enemies are around when the checkpoint occurs.&lt;br /&gt;
&lt;br /&gt;
= Advanced Tricks =&lt;br /&gt;
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The following are tricks that are more difficult to do.&lt;br /&gt;
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===Flood Bump(Halo: Combat Evolved)===&lt;br /&gt;
The Flood Bump is a glitch that involves intersecting the player with a Flood Combat Form.  When this happens, the game engine will not allow the player to be inside an object and will teleport the player out of the object.  This technique has been used to glitch through doors on The Library or to the Keyes cutscene on Keyes.&lt;br /&gt;
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Flood Combat Forms sometimes get back up after taking damage and falling over; these Flood Combat Forms are called &amp;quot;Revivers.&amp;quot;  When they fall over, they have no collision with player movement so the player can stand on top of the corpse.  However, when the Combat Form revives, it will regain its unit collision.  If the player is standing on top of the corpse as the Combat Form resurrects itself, the player's collision will overlap with the Combat Form's collision causing the physics engine to push/teleport the player a distance away. This can be used to teleport through walls/doors/other barriers.&lt;br /&gt;
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Combat Forms have a yes/no flag determining if they are a Reviver. There is a 40% chance that a Combat Form will have the Reviver flag set when it is spawned into the world. The Reviver flag is set based on the current global RNG state, so it is possible to influence RNG to guarantee a Reviver under the right conditions. The threshold for a Combat Form falling over is by taking 30% of their total health in damage within 2 seconds. By doing the right amount of damage it is possible to revive the same Combat Form up to 3 times.&lt;br /&gt;
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===Superbounces (Halo 2)===&lt;br /&gt;
Superbounces are a glitch that involves intersecting the player's hitbox with another object's hitbox.  Because the collision system will not allow two objects to be within one another, the game will try to separate the two entities.  If the player intersects himself with terrain, the game will detect an error with the collision and try to eject the player from the terrain, and this can result in the player being launched a far distance from the terrain.&lt;br /&gt;
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===Swordflying (Halo 2)===&lt;br /&gt;
[[File:Sword Fly.gif|thumbnail|right|This player uses a Brute to Swordfly a considerable distance.  Notice he switches to the Energy Sword for a few frames as he flies.]]&lt;br /&gt;
Swordflying is an advanced movement technique that allows players to Sword-lunge an enemy from long distances.  This is a frame-specific trick, meaning all required actions must be done within one frame.  The reason why Swordflying works is because the player will lunge with the Energy Sword while the target reticule is red.  While switching weapons when the target reticule is red, the player can press Action to &amp;quot;cancel&amp;quot; the switch and lunge as he pulls out the Energy Sword, allowing the player to lunge from range.&lt;br /&gt;
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To Swordfly, aim at an enemy with a ranged weapon, such as the Rocket Launcher or Beam Rifle.  Have the target reticule turn red and press the button combo Y-X-R (Switch Weapon - Action/Reload - Fire Right Weapon) in one frame.  If done correctly, the player will lunge at the enemy from long range.&lt;br /&gt;
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===Deployable Cover Launch (Halo 3)===&lt;br /&gt;
A Deployable Cover launch works similarly to a Superbounce in the sense that the player glitches himself in an object and launches himself very far afterwards.  This glitch can send players across long distances, but it is dangerous as the landing can kill the player.&lt;br /&gt;
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This trick requires a Deployable Cover.  To do this glitch, look down, jump, deploy the Deployable Cover after the apex of the jump, and crouch when you land.  This should result in the player crouching in the deployed cover.  After this, move forward very slowly, remain in the middle of the Deployable Cover, and the game engine will launch the player forward at a very high speed.&lt;br /&gt;
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A detailed video tutorial can be found [https://www.youtube.com/watch?v=GRbdBCNFO_Q here].&lt;br /&gt;
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===Equipment Jumping (Halo 3)===&lt;br /&gt;
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Certain equipment have a hitbox that allows players to utilize for a second jump in midair.  This trick is actually fairly simple to do.  While in midair, look down, deploy the equipment, and jump.  You will perform an extra jump immediately after the equipment has been used.&lt;br /&gt;
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The following equipment can be used for Equipment Jumping:&lt;br /&gt;
*Auto-Turret&lt;br /&gt;
*Deployable Cover&lt;br /&gt;
*Flare (Chief only)&lt;br /&gt;
*Power Drain (Elites only)&lt;br /&gt;
*Radar Jammer&lt;br /&gt;
*Trip Mine&lt;br /&gt;
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===Hammer Launching (Halo 3, Halo Reach, Halo 4)===&lt;br /&gt;
[[File:HammerLaunch.gif|thumbnail|right|Example of a Hammer Launch.]]&lt;br /&gt;
The Gravity Hammer can cause various objects to spin rapidly when the player hits the object with the hammer.  If the player is in contact with this object, the spin of this object will push the player with a large amount of force.  Players can use this to launch across large distances in a short amount of time.&lt;br /&gt;
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For most objects, the player can walk up towards the object, jump, and press RT to swing the Gravity Hammer.  Different objects will require the player to aim differently or to move differently with the object.  For example, players will need to aim just above a small cubical box to launch whereas a Covenant Weapons Crate requires the player to aim at the box, jump, and swing.&lt;/div&gt;</summary>
		<author><name>Scales</name></author>	</entry>

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