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	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=10915</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=10915"/>
				<updated>2015-11-26T22:58:32Z</updated>
		
		<summary type="html">&lt;p&gt;Shattermage: typo&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, RTA Minus loads (subtract loading time) for Console&lt;br /&gt;
*Begins at first frame of fade-in on The Pillar of Autumn and ends at last frame of 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. Any kind of external mod or hack such as FOV hack is also banned. This applies to all games.&lt;br /&gt;
&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;
&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;
=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;
*Truth and Reconciliation: Timing begins at start of control.&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;/div&gt;</summary>
		<author><name>Shattermage</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=10914</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=10914"/>
				<updated>2015-11-26T22:57:57Z</updated>
		
		<summary type="html">&lt;p&gt;Shattermage: Changed text to show IGT no longer allowed for Halo 4 ILs in MCC.&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, RTA Minus loads (subtract loading time) for Console&lt;br /&gt;
*Begins at first frame of fade-in on The Pillar of Autumn and ends at last frame of 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. Any kind of external mod or hack such as FOV hack is also banned. This applies to all games.&lt;br /&gt;
&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;
&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;
=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;
*Truth and Reconciliation: Timing begins at start of control.&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 not 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;/div&gt;</summary>
		<author><name>Shattermage</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=10321</id>
		<title>Timing Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Timing_Rules&amp;diff=10321"/>
				<updated>2015-09-07T06:43:19Z</updated>
		
		<summary type="html">&lt;p&gt;Shattermage: Added other levels to IL rules&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, RTA Minus loads (subtract loading time) for Console&lt;br /&gt;
*Begins at first frame of fade-in on The Pillar of Autumn and ends at last frame of 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. Any kind of external mod or hack such as FOV hack is also banned. This applies to all games.&lt;br /&gt;
&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;
&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;
=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;
*Truth and Reconciliation: Timing begins at start of control.&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;
*For Halo 4 in MCC, you may use the Halo 4 in-game timer for convenience, but you will have to adjust it via the specific rules below. If the RTA and IGT differ, RTA timing trumps IGT.&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;/div&gt;</summary>
		<author><name>Shattermage</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Assault_on_the_Control_Room&amp;diff=10307</id>
		<title>Assault on the Control Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Assault_on_the_Control_Room&amp;diff=10307"/>
				<updated>2015-09-06T17:53:15Z</updated>
		
		<summary type="html">&lt;p&gt;Shattermage: Added additional information for new runners after the bridge fall video.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Assault on the Control Room&lt;br /&gt;
| image = [[File:AssaultOnTheControlRoomfixed.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the Control Room against wave after wave of Covenant troops.&amp;quot;&lt;br /&gt;
| game = [[Halo: Combat Evolved]]&lt;br /&gt;
| time = x:xx&lt;br /&gt;
| previous = [[The Silent Cartographer]]&lt;br /&gt;
| next = [[343 Guilty Spark]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Assault on the Control Room''' (often abbreviated '''AotCR''') is the fifth campaign level in [[Halo: Combat Evolved]]. See [http://halopedia.org/Assault_on_the_Control_Room_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=105 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [http://haloruns.com/records?lb=105 Individual Records] page or [http://haloruns.com/records?lb=100 Full Game Records] page.&lt;br /&gt;
&lt;br /&gt;
==Bridge Drop==&lt;br /&gt;
It is possible to drop from the first bridge in the level to the canyon floor below, which breaks enemy spawn triggers for the rest of the level. Going through the rest of the level is trivial. The trick has 3 parts, 2 of which have alternate easy and difficult methods.&lt;br /&gt;
&lt;br /&gt;
The positioning and movement for each drop is quite precise and is best presented in a video tutorial:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|FU0qzz7a-VU}}&lt;br /&gt;
&lt;br /&gt;
After you've successfully completed Bridge Fall, not only does it skip all enemy spawns, it also prevents a door later in the level from unlocking if you were to proceed normally. This is the reason you must grab the first banshee that sits aback the dead end canyon. Standing at the back of the canyon next to the banshee, look back toward where you came and look up. There are two bridges. The left end of the nearest bridge is the door you must fly to/enter to proceed.&lt;br /&gt;
&lt;br /&gt;
==Grenade Jump==&lt;br /&gt;
There is one place later in the level where a grenade jump can save 5 or more seconds. In the first room after exiting the first banshee, as you enter the inner part of the room, you can do a single grenade jump up to the platform on your left. An example video can be seen [http://www.youtube.com/watch?v=SrtPhA80zIQ#t=4m42s here].&lt;br /&gt;
[[Category:Levels|1-05]]&lt;/div&gt;</summary>
		<author><name>Shattermage</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Silent_Cartographer&amp;diff=2114</id>
		<title>The Silent Cartographer</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Silent_Cartographer&amp;diff=2114"/>
				<updated>2015-01-07T04:00:18Z</updated>
		
		<summary type="html">&lt;p&gt;Shattermage: /* Security Door Skip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Silent Cartographer&lt;br /&gt;
| image = [[File:TheSilentCartographerfixed.JPG|300px]]&lt;br /&gt;
| caption = &amp;quot;Search for the map room that will lead you to the secrets of Halo.&amp;quot;&lt;br /&gt;
| game = [[Halo: Combat Evolved]]&lt;br /&gt;
| time = x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Silent Cartographer''' (often abbreviated '''SC''') is the fourth campaign level in [[Halo: Combat Evolved]]. See [http://halo.wikia.com/wiki/The_Silent_Cartographer Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=104 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [http://haloruns.com/records?lb=104 Individual Records] page or [http://haloruns.com/records?lb=100 Full Game Records] page.&lt;br /&gt;
&lt;br /&gt;
==Getting the Warthog==&lt;br /&gt;
As the level starts off and lets you out of the Pelican, immediately head left away from combat and run around the island. Soon you will see a warthog. Use a grenade to tip it upright and hop in, continuing around the island. Grenade is swag strats but also a bit faster, go for it regardless no negative effect.&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You should pick up the overshield by the crates before you get in the Warthog. This will help you to survive until the door skip easier.&lt;br /&gt;
&lt;br /&gt;
==Security Door Skip==&lt;br /&gt;
Once you reach the main building, drive your warthog in and proceed towards the door. There are a few ways to prevent the door closing on you.&lt;br /&gt;
&lt;br /&gt;
*You can warthog fling into the door before it closes.&lt;br /&gt;
*If you miss the fling, you can clip above the door. Park the Warthog parallel to and right up against the door. Enter/exit the vehicle and adjust its position until you clip out of bounds. You will know you are getting close if&lt;br /&gt;
*The last way to simply jam the Warthog into the door itself. You need to be centered on the door from the top of the ramp and drive, full speed, strait at it. The Hog will be stuffed halfway into the frame and you can exit out. If you use this strat, when on your way back up top, you'll have to re-enter the vehicle and exit again to get back outside.&lt;br /&gt;
If you did the skip, jump around the gold Elite. Fire your weapon as you walk onto the platform to skip the Shafted cutscene. Keep in mind you will not get a checkpoint if you skip the cutscene.&lt;br /&gt;
&lt;br /&gt;
==Cartographer Drop==&lt;br /&gt;
Fall off the back of the platform and crouch as you are about the hit to minimize damage, proceed down the ramp and jump off again hitting the over shield on landing to take no damage.&lt;br /&gt;
If you jump, activate the console, and spam enter you will skip the cutscene here and keep your forward momentum&lt;br /&gt;
&lt;br /&gt;
==Ascent - Nade Jump==&lt;br /&gt;
Run past the elites and head straight, here is a harder grenade jump that will allow you to save a few seconds and grab a active cloak&lt;br /&gt;
The more consistent path is to head right as you reach the room, and head up the ramp though it is slower&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
After activating the console, throw a frag down the hallway to get both elites attentions, then assassinate both of them.&lt;br /&gt;
&lt;br /&gt;
The grenade jump to get the cloak is highly recommended, as you can skip almost all the remaining fights in this section.&lt;br /&gt;
&lt;br /&gt;
==Ascent - Jackal Room==&lt;br /&gt;
The next room has a small jumping skip, jump on top of the &amp;quot;boxes&amp;quot; in front of the door you exit and then jump to the left platform using a pillar as a stopping point for the second part of the jump&lt;br /&gt;
&lt;br /&gt;
Proceed to run out and skip the gold sword elite on your way out, and continue to the surface and wait for pickup.&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
&lt;br /&gt;
Once you leave, take the warthog back up the ramp, and drive out of the building off the metal deck. Then proceed around to the right and back up, this buys enough time for the pelican to come so you don't die.&lt;br /&gt;
[[Category:Levels|1-04]]&lt;/div&gt;</summary>
		<author><name>Shattermage</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Two_Betrayals&amp;diff=2113</id>
		<title>Two Betrayals</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Two_Betrayals&amp;diff=2113"/>
				<updated>2015-01-07T03:52:41Z</updated>
		
		<summary type="html">&lt;p&gt;Shattermage: Added &amp;quot;How to&amp;quot; description for the broken blast door area.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Two Betrayals&lt;br /&gt;
| image = [[File:TwoBetrayals.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Re-activate the weapon at the heart of Halo... and learn the truth.&amp;quot;&lt;br /&gt;
| game = [[Halo: Combat Evolved]]&lt;br /&gt;
| time = x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Two Betrayals''' (often abbreviated '''TB''') is the eighth campaign level in [[Halo: Combat Evolved]].  See [http://www.halopedia.org/Two_Betrayals Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=108 (click the timestamps for video links)&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [http://haloruns.com/records?lb=108 Individual Records] page or [http://haloruns.com/records?lb=100 Full Game Records] page.&lt;br /&gt;
A comprehensive (75 minute long) tutorial by scurty of this level on legendary is located here: http://www.twitch.tv/scurty_/c/5246784&lt;br /&gt;
&lt;br /&gt;
==Control Room==&lt;br /&gt;
There are 4 Sentinels that immediately engage you after you skip the cutscene. You can ignore them on Easy.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Hide behind the thin glass to your right, fire a charged shot at each Sentinel. You can also aggro them without seeking cover. If you want to preserve PP battery, which could make subsequent fighting more easier, fire a charged shot at only 2 Sentinels and plasma pepper the others.&lt;br /&gt;
&lt;br /&gt;
==Control Room Hall==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Generally best to hang back and let the Sentinels and Covies fight each other. Keep in mind if most of the Grunts die, there will be an Elite and two Jackal reinforcements spawning in the back of the room. Kill some of the Sentinels and prioritize the very first Elite to prevent this.&lt;br /&gt;
&lt;br /&gt;
==Control Room Entrance==&lt;br /&gt;
===''On easy''===&lt;br /&gt;
Get to the bottom of the ziggurat as quickly as you can and take Banshee.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
There are two methods available here. One method involves a deload trick, and the other is the normal way to play the level.&lt;br /&gt;
&lt;br /&gt;
Information on the deload trick (which is far easier by comparison and actually faster) can be found here: https://www.youtube.com/watch?v=da8IEfjr5KU&lt;br /&gt;
&lt;br /&gt;
The other method spawns all the enemies like normally happens. Two Elites typically spawn to the right after opening the door, throw a plasma at their location without being detected. Throw a frag to clear the rest of the outside enemies. Try to kill them as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Head to the right side of the ziggurat, toss a plasma at the patrolling Elite, toss a couple more plasmas at the 2 Elites below. Drop down onto the snow and hug the wall to the right. Get close to the Wraith without being detected and shotgun it. The Wraith can still hit you in close range so stay very close to it. Take the Banshee afterward.&lt;br /&gt;
&lt;br /&gt;
==First Tough Room==&lt;br /&gt;
===''On easy''===&lt;br /&gt;
Nade jump up to the ledge.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Break glass window to the left, alert enemies and toss plasma to draw them away, frag jump up to ledge, rocket Grunts below, frag/rocket Jackals. Toss a plasma or two across the hall to kill the 2 Elites.&lt;br /&gt;
&lt;br /&gt;
==Second Tough Room==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Hide and wait for Flood to engage Covies, throw frag through the gap in the wall to draw out Elites and kill Grunts, fire rockets.&lt;br /&gt;
&lt;br /&gt;
==Covie Bridge==&lt;br /&gt;
Yolo?&lt;br /&gt;
&lt;br /&gt;
==Hell Room==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Plasma nade the AR Flood, frag the shotgun Flood, toss a plasma where the 2 Elites spawn but don't trigger them until the nade is about to explode. Wait for a bit so the other Flood in the room to retreat then make your way to the next hall. Frag the Flood there and try to get a CP before engaging the lone rocket Flood. Just run through the next room, use an explosive behind you to kill the Infection form spawns and pursuing Flood. If you don't get the CP, simply backtrack and hit the lz again and you might get it.&lt;br /&gt;
&lt;br /&gt;
==Flood Bridge==&lt;br /&gt;
Yolo?&lt;br /&gt;
&lt;br /&gt;
==Ground Floor==&lt;br /&gt;
Fire rocket to flip Ghost upright, drive to Banshee. On your way there, get the health pack and ammo if needed, at the bottom of the spiral path area near the overturned Hog. Take the Banshee to the second pulse generator.&lt;br /&gt;
&lt;br /&gt;
==Second PG (Pulse Generator)==&lt;br /&gt;
Chuck frags, fire rockets, shotgun Flood, get CP. Disable generator, chuck nades, fire rockets at reinforcement Flood.&lt;br /&gt;
&lt;br /&gt;
==Tunnels==&lt;br /&gt;
Pray.&lt;br /&gt;
&lt;br /&gt;
==Broken Door==&lt;br /&gt;
There are two ways to getting a Ghost through the door.  One involves a rocket launcher or grenades. Stick one wing of the Ghost through the door, then use explosives (again, frags or rockets) to knock it through. &lt;br /&gt;
The other utilizes the Banshee. Drop the banshee off at the door, then backtrack to the Ghost. Bring it back and back it into the door's opening. Exit and jump back through to the Banshee and use it to push the Ghost through. One wing will clip through when you've succeeded.&lt;br /&gt;
&lt;br /&gt;
Do not race across the bridge in this room. You have to trigger both flood spawns for the last chapter (&amp;quot;Final Run&amp;quot;) to trigger. Move slowly with the Ghost across the bridge. You've done it right when the Infection Forms spawn on the bridge and the 2nd wave spawns behind them. Once through the tunnel, if the letterbox with &amp;quot;Final Run&amp;quot; appears, you're good to go.&lt;br /&gt;
&lt;br /&gt;
==Final Run==&lt;br /&gt;
[[Category:Levels|1-08]]&lt;/div&gt;</summary>
		<author><name>Shattermage</name></author>	</entry>

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