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		<title>HaloRuns Wiki - User contributions [en]</title>
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		<updated>2026-05-14T11:11:13Z</updated>
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	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=21475</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=21475"/>
				<updated>2016-06-15T12:03:43Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Metropolis&lt;br /&gt;
| image = [[File:Metro.jpg|300px]]&lt;br /&gt;
| caption = Don't take the left&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~4:10 Legendary: sub-5:30&lt;br /&gt;
| previous = [[Outskirts]]&lt;br /&gt;
| next = [[The Arbiter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Metropolis''' is the fourth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Metropolis (level)|Metropolis (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Bridge===&lt;br /&gt;
Immediately after skipping the cutscene, run to the Warthog, leave the two marines behind, and drive to the end of the bridge.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
Make sure you take at least one marine for damage absorption. Note the rocket marine has a chance of ruining your day by shooting at nearby Ghosts. He can still be helpful in the tunnel.&lt;br /&gt;
&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
At the first barrier, after driving past a small red truck and blue bus, there is a driving maneuver you can do to get up to the ledge as quickly as possible: while driving forward, turn left then turn right. This will take some practice but it'll be worth it.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
If your Hog is badly damaged, you can wait for a second Hog to stop at the first barrier and take that one instead. Again, the marines will help with damage absorption. At the tunnel exit, after hitting the loading point, you can slow down to reliably receive the checkpoint. Otherwise it's a gamble, dying could send you back to the start of the tunnel.&lt;br /&gt;
&lt;br /&gt;
===The Streets===&lt;br /&gt;
In this area are two Wraiths and a building overlooking the area. Killing one Wraith while not being close to the building will spawn a third Wraith. Killing a Wraith will spawn a Phantom which will descend to drop off two Ghosts and then stay in place shooting at you with it's turrets. The door to the building will not open until the Wraiths, Ghosts, and turrets are destroyed. The two Jackal snipers can be ignored on Easy.&lt;br /&gt;
&lt;br /&gt;
====''The Deload''====&lt;br /&gt;
There is a chance that the Scarab will despawn (either near the building or after dropping into the water) if you weren't fast enough in this area. It's somehow connected to how you intercept the Phantom. A good rule of thumb: if it takes you more than two Wraith mortars to kill the Phantom, the deload will probably occur. In that case, wait about 10 seconds before entering the building. Getting out near the superbounce spot and walking to the building usually kills enough time.&lt;br /&gt;
&lt;br /&gt;
====''On easy''====&lt;br /&gt;
Drive towards the left Wraith, hop out before getting too close and use the [[Game-Specific Tricks|board-nade glitch]] to kill it quickly. Hop in the Wraith, adjust your position and aim at the second Wraith while the mortar is being armed. It takes about four mortar hits to destroy it, three if the Hog assists. Looking up, boost towards the building and shoot the Phantom's turrets and Ghosts. Boost again towards the building and quickly head upstairs. Take the rocket launcher and shotgun from marines.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
The Jackal snipers will make it very difficult to get past this section.&lt;br /&gt;
&lt;br /&gt;
Yolo: Keeping your Hog somewhat angled to avoid being sniped out of the driver seat, hop out before getting too close to the Wraith and use the [[Game-Specific Tricks|board-nade glitch]] to remove it's hatch, start meleeing the pilot, and then do the trick again. Get in the Wraith, turning Chief away from the snipers. Kill the snipers. Moving towards the building, target the second Wraith (about four hits is a good start) before focusing on the Phantom. Finishing off the Wraith, boost towards the building. Retrieve the pilot's plasma rifle from the wreckage.&lt;br /&gt;
&lt;br /&gt;
Safe: Carrying over the sniper rifle will allow you to eliminate the snipers before proceeding. After driving past the two Ghosts that engage the Hog in this area, keep going straight and behind the building up ahead. From here, you can snipe the Jackals then attempt the yolo strat. If you carried over the sword as well, sword fly to the right Wraith.&lt;br /&gt;
&lt;br /&gt;
===Early Scarab===&lt;br /&gt;
Note: Doing this trick only saves around 10 seconds, it's not really important in full game until at least sub-1:30:00. If you mess it up, just continue through the level as intended.&lt;br /&gt;
&lt;br /&gt;
====''Method 1: Grenade Jump''====&lt;br /&gt;
&lt;br /&gt;
You need two frags for this method. Jump onto the small cylinder, look down, crouch, throw a frag, wait for a second, and jump forward to land on the antennae. From up here, you have enough time to destroy the Scorpion to speed up the Scarab (otherwise it will always attack the Scorpion before proceeding). Position yourself in the middle of the antennae. Aim around the left corner of the wall with the Tterrab sign.&lt;br /&gt;
&lt;br /&gt;
Audio cue: When Sgt. Banks pauses between 'I don't think it's stopping' and 'Keep your head down', look straight down and nade jump towards the Scarab.&lt;br /&gt;
&lt;br /&gt;
Visual cue: Watch the turret marine, after he gets off and his feet touches the ground, look straight down and nade jump towards the Scarab.&lt;br /&gt;
&lt;br /&gt;
====''Method 2: [[Game-Specific Tricks|Superbouncing]]''====&lt;br /&gt;
&amp;lt;instructions go here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====''Method 3: Long Jump''====&lt;br /&gt;
[https://www.youtube.com/watch?v=HQC5h8SBIx8 Here]&lt;br /&gt;
&lt;br /&gt;
====''Method 4: Moon Jump''====&lt;br /&gt;
[https://www.youtube.com/watch?v=aU9vjjlB8_w Here]&lt;br /&gt;
&lt;br /&gt;
Once you get on the Scarab, go to the front of the Scarab which will make it go down faster. The enemies will spawn when the Scarab reaches a certain point, but you must be standing at the bottom of the ramp leading to the control room to manually spawn two Elite pilots and a white Elite, which are required to end the level.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
If you'd prefer, you can get a checkpoint on the Scarab by being on top of it's middle platform or being under the arch near it's main cannon. When the enemies have spawned, quickly run to the front of the Scarab and drop down to either side of it's main cannon. If you hug the wall, you should be able to see and fire into the inner room. Lower each Elite's shield with the plasma rifle then BR him. Sometimes an Elite may seek cover behind a wall, grenades may be able to get him to come out/finish him off.&lt;br /&gt;
&lt;br /&gt;
===Normal Scarab (legendary)===&lt;br /&gt;
If you were unable to execute the early Scarab trick, wait until the Scarab comes close to the bridge, jump down, and head to the back area. Throw a distraction grenade then force your way down. Head back up and to the front of the Scarab.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=21474</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=21474"/>
				<updated>2016-05-31T09:25:11Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* Hallways, The Armory, and Commons B-01 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = Easy: ~5:10; Legendary: sub-10:00&lt;br /&gt;
| previous = [[The Armory]]&lt;br /&gt;
| next = [[Outskirts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Start and Commons R-01==&lt;br /&gt;
After skipping the cutscene, enter the next room and wait near the yellow door without being too close to it. After it explodes, enter the next room and obtain a Plasma Pistol as quickly as possible. If you're new to the game, it'll be easier to dual wield two Plasma Rifles.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Jump up to the balcony above the yellow door and wait for two Elites and two Grunts to run into the room before dropping down behind them. Try not to get spotted by them in the process. If you don't get a plasma pistol in here, drop down in the next room, head left, and kill a Grunt for it. Otherwise jump up to the balcony on the right, go near the end of the path, jump down and run straight ahead. Noob combo the lone Elite. You can melee/backsmack him to conserve your plasma pistol's battery.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
Noob combo the Elite, BR the Elite and Grunts coming out of the tube, [[Halo 2#Quick_Reload|quick reload]], and BR the second wave. BR the two Grunts that were already in the room if the marines didn't kill them. If you're using the dual wield strat, just shoot all the enemies. Look at the Malta to make it explode sooner, don't stop looking until it's blown up. Pick up four Plasma Grenades on the balcony. You can also retrieve them by being underneath their location and jumping. The three frags near the entrance can be retrieved from below too. Head towards the locked door at the end of the room without being too close to it.&lt;br /&gt;
 &lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing at least one Elite per wave. Kill the Grunts when you can. You can kill a Grunt while the charged projectile is tracking it's target. Toss a frag to intercept each wave while continuing the above pattern. On the third wave, the game starts a timer that will eventually spawn one white Elite and two Grunts in the tube regardless of how quickly you clear the room. Noob combo the white Elite and BR two Grunts. Promptly replace your plasma pistol for one with more charge. While looking at Malta, make your way up to the balcony and retrieve plasma grenades. If the marine up here survived, you can kill him yourself, he has a chance to drop a frag or two. Head to the area above the door. When the door explodes, drop down behind the enemies and proceed. Make sure to pick up the BR ammo near the turret!&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
BR both turret Grunts, BR Grunts, but prioritize killing the Elite to make the next wave arrive sooner. Either throw a plasma grenade where the enemies land or stick the Elite while he's in the tube. Kill any remaining Grunts. Look at the Athens, it's the same case as Malta. Head into the back room to grab frags then go down either stairs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
This hangar is a disaster waiting to happen. Note that the turret Grunts drop 100 charge plasma pistols. They will eventually despawn if not picked up. You can toss a plasma grenade towards the enemies before retrieving the guns. Dual wielding plasma pistols, jump up to the balcony and drop one of them near the large green box on the right. Noob combo Elites, BR Grunts, toss a grenade for each wave. You can stick Elites that are taking cover against boxes in plain sight. Strafe to dodge enemy return fire. Watch out for Grunts sending plasma grenades your way, the explosion can be deadly and can knock off your plasma pistol if it lands near it. On the third wave, the game will eventually spawn two super lethal white Elites and a gold sword Elite (the white Elites will be flanking the Goldie). After killing most of the enemies, dual wield your plasma pistols, charge them up, and aim for where the two white Elites will be when they spawn. Finish off the Goldie, collect his sword, and it'll finally be over. Go to the back room to retrieve frags. Look at Athens, look at it, look at it. If you remain up top long enough, you can get a checkpoint before proceeding into the hallways. If you want to go faster, wait at either door at the bottom of the stairs and cancel off the Elite when it opens.&lt;br /&gt;
&lt;br /&gt;
==Hallways, Armory, and Commons B-01==&lt;br /&gt;
Run to the armory, watch Gunns die, get his shotgun. Run through the next room, heading straight forward. When you reach the end, you can jump onto the small ledge to the right or grenade jump up using a plasma grenade.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stick the first Stealth Elite then go to the other hallway and sword the second Stealth Elite. Stick/BR the two Elites up top. Note that one of these can spawn as a white Elite. Upon entering the next room, you'll get a checkpoint. Sword fly to and over the turret Grunt (YXR+A). Revert if you don't get it in time. If sword flying isn't an option, you can jump onto the ledge to the right and up to the balcony. Jump across to the turret area.&lt;br /&gt;
&lt;br /&gt;
Sometimes you can get a checkpoint right before the two large green boxes in the next room.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
Walking.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if enough enemies are killed before you reach the end, several enemies will spawn ahead of you. Sword fly into the Elite or sword fly to and jump over a Grunt. Sword lunge both Ranger Elites. There are several ways to reach the room with the Drones:&lt;br /&gt;
&lt;br /&gt;
Method 1: Jump up the ramp ahead of you, grenade jump to the top of the space station and head to the door.&lt;br /&gt;
&lt;br /&gt;
Method 2: If the Elite Ranger outside is floating above the structure that you entered space from and he's not moving, you can sword fly off of him. You can do it from the ramp or the nearby crate.&lt;br /&gt;
&lt;br /&gt;
Method 3: If the Elite Ranger is underneath the structure, then you kill him with your sword and BR the second pair of Elite Rangers that arrive. This is also helpful if you're unable to utilize sword flying.&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
In this big room, several Drones will fly up when you cross the yellow line. You need to kill at least four or five Drones to trigger the door at the bottom to open. You want to get to the yellow door right as it's opening, there will be two Elites and several Grunts inside. Approach the edge, bounce a frag off the floor, and keep moving forward. Turn around and BR one or two Drones. You can tell if the door is open by the red light glow near the switch. If the door doesn't open, kill a few more Drones. When the airlock door opens, either toss a frag so it lands in the midst off the enemies or stick one of the Elites, then switch to your shotgun and clean them up. Make sure the last enemy dies before the airlock door fully closes. Staying in the middle of the small room, you'll have skipped some dialogue to open the door sooner.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Heading to the right, throw a frag towards the yellow line where the Drones emerge. Then throw a frag under the platform near the stairs, a Drone usually flies down here. Head down to the lift, kill a few more Drones from down here if the door hasn't opened. Sword fly to a Grunt in the airlock, jump behind either door frame, and kill anyone who's still inside.&lt;br /&gt;
&lt;br /&gt;
If sword flying isn't an option for you:&lt;br /&gt;
Kill all the Drones and let the lift come up. You can stop it by using the switch. Staying on the top level of the elevator, you can noob combo the Elites and kill the Grunts. The Grunts tend to throw grenades at you if you're up here. You can damage/kill some of these by bouncing a frag off the floor. Once the area is cleared, drop the sword for a plasma pistol with decent charge.&lt;br /&gt;
&lt;br /&gt;
==Space (second time)==&lt;br /&gt;
Walking.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The current strat is to juggle a plasma pistol to a certain spot and sword fly off the turret Elite while swapping the sword for the plasma pistol. This will take some practice. Delay the checkpoint you get in the airlock until the door has opened.&lt;br /&gt;
&lt;br /&gt;
[[https://www.youtube.com/watch?v=3x_eU7wTJe8#t=4m40s Example]]&lt;br /&gt;
&lt;br /&gt;
The safer strat is to noob combo. There are two plasma pistols with 100 battery available in the airlock. It helps to bring a plasma pistol with you to give you a spare to use for the bomb room. With careful aim, you can noob combo the turret Elite. Noob combo the other two Elite Rangers. BR the next pair of Rangers from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room==&lt;br /&gt;
The bomb room is guarded by four Elites (the dual wielding one has a chance to be a white Elite) and two Grunts. Toss a frag at the initial enemies, BR them, then go on a shotgun spree. You can use grenade sticks on Elites that keep their distance. The level usually ends when everything in this room dies.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The bomb room is guarded by six Elites. Noob combo the first Elite then head left. Carefully noob combo most of them from this position, use the crate and walls for cover. If your plasma pistol's battery is about to expire, you can trade it to a marine in the back room and kill him to reset it.&lt;br /&gt;
&lt;br /&gt;
[[https://www.youtube.com/watch?v=rnvFhhGfDTY Example]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=21473</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=21473"/>
				<updated>2016-05-31T09:21:13Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = Easy: ~5:10; Legendary: sub-10:00&lt;br /&gt;
| previous = [[The Armory]]&lt;br /&gt;
| next = [[Outskirts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Start and Commons R-01==&lt;br /&gt;
After skipping the cutscene, enter the next room and wait near the yellow door without being too close to it. After it explodes, enter the next room and obtain a Plasma Pistol as quickly as possible. If you're new to the game, it'll be easier to dual wield two Plasma Rifles.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Jump up to the balcony above the yellow door and wait for two Elites and two Grunts to run into the room before dropping down behind them. Try not to get spotted by them in the process. If you don't get a plasma pistol in here, drop down in the next room, head left, and kill a Grunt for it. Otherwise jump up to the balcony on the right, go near the end of the path, jump down and run straight ahead. Noob combo the lone Elite. You can melee/backsmack him to conserve your plasma pistol's battery.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
Noob combo the Elite, BR the Elite and Grunts coming out of the tube, [[Halo 2#Quick_Reload|quick reload]], and BR the second wave. BR the two Grunts that were already in the room if the marines didn't kill them. If you're using the dual wield strat, just shoot all the enemies. Look at the Malta to make it explode sooner, don't stop looking until it's blown up. Pick up four Plasma Grenades on the balcony. You can also retrieve them by being underneath their location and jumping. The three frags near the entrance can be retrieved from below too. Head towards the locked door at the end of the room without being too close to it.&lt;br /&gt;
 &lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing at least one Elite per wave. Kill the Grunts when you can. You can kill a Grunt while the charged projectile is tracking it's target. Toss a frag to intercept each wave while continuing the above pattern. On the third wave, the game starts a timer that will eventually spawn one white Elite and two Grunts in the tube regardless of how quickly you clear the room. Noob combo the white Elite and BR two Grunts. Promptly replace your plasma pistol for one with more charge. While looking at Malta, make your way up to the balcony and retrieve plasma grenades. If the marine up here survived, you can kill him yourself, he has a chance to drop a frag or two. Head to the area above the door. When the door explodes, drop down behind the enemies and proceed. Make sure to pick up the BR ammo near the turret!&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
BR both turret Grunts, BR Grunts, but prioritize killing the Elite to make the next wave arrive sooner. Either throw a plasma grenade where the enemies land or stick the Elite while he's in the tube. Kill any remaining Grunts. Look at the Athens, it's the same case as Malta. Head into the back room to grab frags then go down either stairs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
This hangar is a disaster waiting to happen. Note that the turret Grunts drop 100 charge plasma pistols. They will eventually despawn if not picked up. You can toss a plasma grenade towards the enemies before retrieving the guns. Dual wielding plasma pistols, jump up to the balcony and drop one of them near the large green box on the right. Noob combo Elites, BR Grunts, toss a grenade for each wave. You can stick Elites that are taking cover against boxes in plain sight. Strafe to dodge enemy return fire. Watch out for Grunts sending plasma grenades your way, the explosion can be deadly and can knock off your plasma pistol if it lands near it. On the third wave, the game will eventually spawn two super lethal white Elites and a gold sword Elite (the white Elites will be flanking the Goldie). After killing most of the enemies, dual wield your plasma pistols, charge them up, and aim for where the two white Elites will be when they spawn. Finish off the Goldie, collect his sword, and it'll finally be over. Go to the back room to retrieve frags. Look at Athens, look at it, look at it. If you remain up top long enough, you can get a checkpoint before proceeding into the hallways. If you want to go faster, wait at either door at the bottom of the stairs and cancel off the Elite when it opens.&lt;br /&gt;
&lt;br /&gt;
==Hallways, The Armory, and Commons B-01==&lt;br /&gt;
Run to the armory, watch Gunns die, get his shotgun. Run through the next room, heading straight forward. When you reach the end, you can jump onto the small ledge to the right or grenade jump up using a plasma grenade.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stick the first Stealth Elite then go to the other hallway and sword the second Stealth Elite. Stick/BR the two Elites up top. Note that one of these can spawn as a white Elite. Upon entering the next room, you'll get a checkpoint. Sword fly to and over the turret Grunt (YXR+A). Revert if you don't get it in time. Alternatively, jump onto the ledge to the right and up to the balcony. Jump across to the turret area. Sometimes you can get a checkpoint right before the two large green boxes.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
Walking.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if enough enemies are killed before you reach the end, several enemies will spawn ahead of you. Sword fly into the Elite or sword fly to and jump over a Grunt. Sword lunge both Ranger Elites. There are several ways to reach the room with the Drones:&lt;br /&gt;
&lt;br /&gt;
Method 1: Jump up the ramp ahead of you, grenade jump to the top of the space station and head to the door.&lt;br /&gt;
&lt;br /&gt;
Method 2: If the Elite Ranger outside is floating above the structure that you entered space from and he's not moving, you can sword fly off of him. You can do it from the ramp or the nearby crate.&lt;br /&gt;
&lt;br /&gt;
Method 3: If the Elite Ranger is underneath the structure, then you kill him with your sword and BR the second pair of Elite Rangers that arrive. This is also helpful if you're unable to utilize sword flying.&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
In this big room, several Drones will fly up when you cross the yellow line. You need to kill at least four or five Drones to trigger the door at the bottom to open. You want to get to the yellow door right as it's opening, there will be two Elites and several Grunts inside. Approach the edge, bounce a frag off the floor, and keep moving forward. Turn around and BR one or two Drones. You can tell if the door is open by the red light glow near the switch. If the door doesn't open, kill a few more Drones. When the airlock door opens, either toss a frag so it lands in the midst off the enemies or stick one of the Elites, then switch to your shotgun and clean them up. Make sure the last enemy dies before the airlock door fully closes. Staying in the middle of the small room, you'll have skipped some dialogue to open the door sooner.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Heading to the right, throw a frag towards the yellow line where the Drones emerge. Then throw a frag under the platform near the stairs, a Drone usually flies down here. Head down to the lift, kill a few more Drones from down here if the door hasn't opened. Sword fly to a Grunt in the airlock, jump behind either door frame, and kill anyone who's still inside.&lt;br /&gt;
&lt;br /&gt;
If sword flying isn't an option for you:&lt;br /&gt;
Kill all the Drones and let the lift come up. You can stop it by using the switch. Staying on the top level of the elevator, you can noob combo the Elites and kill the Grunts. The Grunts tend to throw grenades at you if you're up here. You can damage/kill some of these by bouncing a frag off the floor. Once the area is cleared, drop the sword for a plasma pistol with decent charge.&lt;br /&gt;
&lt;br /&gt;
==Space (second time)==&lt;br /&gt;
Walking.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The current strat is to juggle a plasma pistol to a certain spot and sword fly off the turret Elite while swapping the sword for the plasma pistol. This will take some practice. Delay the checkpoint you get in the airlock until the door has opened.&lt;br /&gt;
&lt;br /&gt;
[[https://www.youtube.com/watch?v=3x_eU7wTJe8#t=4m40s Example]]&lt;br /&gt;
&lt;br /&gt;
The safer strat is to noob combo. There are two plasma pistols with 100 battery available in the airlock. It helps to bring a plasma pistol with you to give you a spare to use for the bomb room. With careful aim, you can noob combo the turret Elite. Noob combo the other two Elite Rangers. BR the next pair of Rangers from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room==&lt;br /&gt;
The bomb room is guarded by four Elites (the dual wielding one has a chance to be a white Elite) and two Grunts. Toss a frag at the initial enemies, BR them, then go on a shotgun spree. You can use grenade sticks on Elites that keep their distance. The level usually ends when everything in this room dies.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The bomb room is guarded by six Elites. Noob combo the first Elite then head left. Carefully noob combo most of them from this position, use the crate and walls for cover. If your plasma pistol's battery is about to expire, you can trade it to a marine in the back room and kill him to reset it.&lt;br /&gt;
&lt;br /&gt;
[[https://www.youtube.com/watch?v=rnvFhhGfDTY Example]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=21472</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=21472"/>
				<updated>2016-05-31T09:04:41Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = Easy: ~5:10; Legendary: sub-10:00&lt;br /&gt;
| previous = [[The Armory]]&lt;br /&gt;
| next = [[Outskirts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Start and Commons R-01==&lt;br /&gt;
After skipping the cutscene, enter the next room and wait near the yellow door without being too close to it. After it explodes, enter the next room and obtain a Plasma Pistol as quickly as possible. If you're new to the game, it'll be easier to dual wield two Plasma Rifles.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Jump up to the balcony above the yellow door and wait for two Elites and two Grunts to run into the room before dropping down behind them. Try not to get spotted by them in the process. If you don't get a plasma pistol in here, drop down in the next room, head left, and kill a Grunt for it. Otherwise jump up to the balcony on the right, go near the end of the path, jump down and run straight ahead. Noob combo the lone Elite. You can melee/backsmack him to conserve your plasma pistol's battery.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
Noob combo the Elite, BR the Elite and Grunts coming out of the tube, [[Halo 2#Quick_Reload|quick reload]], and BR the second wave. BR the two Grunts that were already in the room if the marines didn't kill them. If you're using the dual wield strat, just shoot all the enemies. Look at the Malta to make it explode sooner, don't stop looking until it's blown up. Pick up four Plasma Grenades on the balcony. You can also retrieve them by being underneath their location and jumping. The three frags near the entrance can be retrieved from below too. Head towards the locked door at the end of the room without being too close to it.&lt;br /&gt;
 &lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing at least one Elite per wave. Kill the Grunts when you can. You can kill a Grunt while the charged projectile is tracking it's target. Toss a frag to intercept each wave while continuing the above pattern. On the third wave, the game starts a timer that will eventually spawn one white Elite and two Grunts in the tube regardless of how quickly you clear the room. Noob combo the white Elite and BR two Grunts. Promptly replace your plasma pistol for one with more charge. While looking at Malta, make your way up to the balcony and retrieve plasma grenades. If the marine up here survived, you can kill him yourself, he has a chance to drop a frag or two. Head to the area above the door. When the door explodes, drop down behind the enemies and proceed. Make sure to pick up the BR ammo near the turret!&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
BR both turret Grunts, BR Grunts, but prioritize killing the Elite to make the next wave arrive sooner. Either throw a plasma grenade where the enemies land or stick the Elite while he's in the tube. Kill any remaining Grunts. Look at the Athens, it's the same case as Malta. Head into the back room to grab frags then go down either stairs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
This hangar is a disaster waiting to happen. Note that the turret Grunts drop 100 charge plasma pistols. They will eventually despawn if not picked up. You can toss a plasma grenade towards the enemies before retrieving the guns. Dual wielding plasma pistols, jump up to the balcony and drop one of them near the large green box on the right. Noob combo Elites, BR Grunts, toss a grenade for each wave. You can stick Elites that are taking cover against boxes in plain sight. Strafe to dodge enemy return fire. Watch out for Grunts sending plasma grenades your way, the explosion can be deadly and can knock off your plasma pistol if it lands near it. On the third wave, the game will eventually spawn two super lethal white Elites and a gold sword Elite (the white Elites will be flanking the Goldie). After killing most of the enemies, dual wield your plasma pistols, charge them up, and aim for where the two white Elites will be when they spawn. Finish off the Goldie, collect his sword, and it'll finally be over. Go to the back room to retrieve frags. Look at Athens, look at it, look at it. If you remain up top long enough, you can get a checkpoint before proceeding into the hallways. If you want to go faster, wait at either door at the bottom of the stairs and cancel off the Elite when it opens.&lt;br /&gt;
&lt;br /&gt;
==Hallways, The Armory, and Commons B-01==&lt;br /&gt;
Run to the armory, watch Gunns die, get his shotgun. Run through the next room, heading straight forward. When you reach the end, you can jump onto the small ledge to the right or grenade jump up using a plasma grenade.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stick the first Stealth Elite then go to the other hallway and sword the second Stealth Elite. Stick/BR the two Elites up top. Note that one of these can spawn as a white Elite. Upon entering the next room, you'll get a checkpoint. Sword fly to and over the turret Grunt (YXR+A). Revert if you don't get it in time. Alternatively, jump onto the ledge to the right and up to the balcony. Jump across to the turret area. Sometimes you can get a checkpoint right before the two large green boxes.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
Walking.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if enough enemies are killed before you reach the end, several enemies will spawn ahead of you. Sword fly into the Elite or sword fly to and jump over a Grunt. Sword lunge both Ranger Elites. There are several ways to reach the room with the Drones:&lt;br /&gt;
&lt;br /&gt;
Method 1: Jump up the ramp ahead of you, grenade jump to the top of the space station and head to the door.&lt;br /&gt;
&lt;br /&gt;
Method 2: If the Elite Ranger outside is floating above the structure that you entered space from and he's not moving, you can sword fly off of him. You can do it from the ramp or the nearby crate.&lt;br /&gt;
&lt;br /&gt;
Method 3: If the Elite Ranger is underneath the structure, then you kill him with your sword and BR the second pair of Elite Rangers that arrive. This is also helpful if you're unable to utilize sword flying.&lt;br /&gt;
&lt;br /&gt;
==Drones==&lt;br /&gt;
In this big room, several Drones will fly up when you cross the yellow line. You need to kill at least four or five Drones to trigger the door at the bottom to open. You want to get to the yellow door right as it's opening, there will be two Elites and several Grunts inside. Approach the edge, bounce a frag off the floor, and keep moving forward. Turn around and BR one or two Drones. You can tell if the door is open by the red light glow near the switch. If the door doesn't open, kill a few more Drones. When the airlock door opens, either toss a frag so it lands in the midst off the enemies or stick one of the Elites, then switch to your shotgun and clean them up. Make sure the last enemy dies before the airlock door fully closes. Staying in the middle of the small room, you'll have skipped some dialogue to open the door sooner.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Heading to the right, throw a frag towards the yellow line where the Drones emerge. Then throw a frag under the platform near the stairs, a Drone usually flies down here. Head down to the lift, kill a few more Drones from down here if the door hasn't opened. Sword fly to a Grunt in the airlock, jump behind either door frame, and kill anyone who's still inside.&lt;br /&gt;
&lt;br /&gt;
If sword flying isn't an option for you:&lt;br /&gt;
Kill all the Drones and let the lift come up. You can stop it by using the switch. Staying on the top level of the elevator, you can noob combo the Elites and kill the Grunts. The Grunts tend to throw grenades at you if you're up here. You can damage/kill some of these by bouncing a frag off the floor. Once the area is cleared, drop the sword for a plasma pistol with decent charge.&lt;br /&gt;
&lt;br /&gt;
==Space (second time)==&lt;br /&gt;
Walking.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The current strat is to juggle a plasma pistol to a certain spot and sword fly off the turret Elite while swapping the sword for the plasma pistol. This will take some practice.&lt;br /&gt;
&lt;br /&gt;
The safer strat is to noob combo. There are two plasma pistols with 100 battery available in the airlock. It helps to bring a plasma pistol with you to give you a spare to use for the bomb room. With careful aim, you can noob combo the turret Elite. Noob combo the other two Elite Rangers. BR the next pair of Rangers from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room==&lt;br /&gt;
The bomb room is guarded by four Elites (the dual wielding one has a chance to be a white Elite) and two Grunts. Toss a frag at the initial enemies, BR them, then go on a shotgun spree. You can use grenade sticks on Elites that keep their distance. The level usually ends when everything in this room dies.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The bomb room is guarded by six Elites. Noob combo the first Elite then head left. Carefully noob combo most of them from this position, use the crate and walls for cover. If your plasma pistol's battery is about to expire, you can trade it to a marine in the back room and kill him to reset it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=21471</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=21471"/>
				<updated>2016-05-31T04:07:10Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: will resume expansion later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = Easy: ~5:10; Legendary: sub-10:00&lt;br /&gt;
| previous = [[The Armory]]&lt;br /&gt;
| next = [[Outskirts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Level Start and Commons R-01==&lt;br /&gt;
After skipping the cutscene, enter the next room and wait near the yellow door without being too close to it. After it explodes, enter the next room and obtain a Plasma Pistol as quickly as possible. If you're new to the game, it'll be easier to dual wield two Plasma Rifles (PR).&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Jump up to the balcony above the yellow door and wait for two Elites and two Grunts to run into the room before dropping down behind them. Try not to get spotted by them in the process. If you don't get a plasma pistol in here, drop down in the next room, head left, and kill a Grunt for it. Otherwise jump up to the balcony on the right, go near the end of the path, jump down and run straight ahead. Noob combo the lone Elite. You can melee/backsmack him to conserve your plasma pistol's battery.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
Noob combo the Elite, BR the Elite and Grunts coming out of the tube, [[Halo 2#Quick_Reload|quick reload]], and BR the second wave. BR the two Grunts that were already in the room if the marines didn't kill them. If you're dual wielding the PR, just shoot all the enemies. Look at the Malta to make it explode sooner, don't stop looking until it's blown up. Pick up four Plasma Grenades on the balcony. You can also retrieve them by being underneath their location and jumping. The three frags near the entrance can be retrieved from below too. Head towards the locked door at the end of the room without being too close to it.&lt;br /&gt;
 &lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing at least one Elite per wave. Kill the Grunts when you can. You can kill a Grunt while the charged projectile is tracking it's target. Toss a frag to intercept each wave while continuing the above pattern. On the third wave, the game starts a timer that will eventually spawn one white Elite and two Grunts in the tube regardless of how quickly you clear the room. Noob combo the white Elite and BR two Grunts. Promptly replace your plasma pistol for one with more charge. While looking at Malta, make your way up to the balcony and retrieve plasma grenades. If the marine up here survived, you can kill him yourself, he has a chance to drop a frag or two. Head to the area above the door. When the door explodes, drop down behind the enemies and proceed. Make sure to pick up the BR ammo near the turret!&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
BR both turret Grunts, BR Grunts, but prioritize killing the Elite to make the next wave arrive sooner. Either throw a plasma grenade where the enemies land or stick the Elite while he's in the tube. Kill any remaining Grunts. Look at the Athens, it's the same case as Malta. Head into the back room to grab frags then go down either stairs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
This hangar is a disaster waiting to happen. Note that the turret Grunts drop 100 charge plasma pistols. They will eventually despawn if not picked up. You can toss a plasma grenade towards the enemies before retrieving the guns. Dual wielding plasma pistols, jump up to the balcony and drop one of them near the large green box on the right. Noob combo Elites, BR Grunts, toss a grenade for each wave. You can stick Elites that are taking cover against boxes in plain sight. Strafe to dodge enemy return fire. Watch out for Grunts sending plasma grenades your way, the explosion can be deadly and can knock off your plasma pistol if it lands near it. On the third wave, the game will eventually spawn two super lethal white Elites and a gold sword Elite (the white Elites will be flanking the Goldie). After killing most of the enemies, dual wield your plasma pistols, charge them up, and aim for where the two white Elites will be when they spawn. Finish off the Goldie, collect his sword, and it'll finally be over. Go to the back room to retrieve frags. Look at Athens, look at it, look at it. If you remain up top long enough, you can get a checkpoint before proceeding into the hallways. If you want to go faster, wait at either door at the bottom of the stairs and cancel off the Elite when it opens.&lt;br /&gt;
&lt;br /&gt;
==Hallways, The Armory, and Commons B-01==&lt;br /&gt;
Run to the armory, watch Gunns die, get his shotgun. Run through the next room, heading straight forward. When you reach the end, you can jump onto the small ledge to the right or grenade jump up using a plasma grenade.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stick the first Stealth Elite then go to the other hallway and sword the second Stealth Elite. Stick/BR the two Elites up top. Note that one of these can spawn as a white Elite. Upon entering the next room, you'll get a checkpoint. Sword fly to and over the turret Grunt (YXR+A). Revert if you don't get it in time. Alternatively, jump onto the ledge to the right and up to the balcony. Jump across to the turret area.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if too many enemies are killed before you reach the end, more enemies will spawn ahead of you. You can swordfly, but it can be risky. If you get into trouble, kill the Elite and the Grunts should panic and stop shooting you.&lt;br /&gt;
&lt;br /&gt;
Sword both jetpack Elites in the airlock. Jump up the ramp, then turn around.&lt;br /&gt;
&lt;br /&gt;
====Method 1: Out of Bounds (1/5)====&lt;br /&gt;
*Grenade jump up on top of the space station and walk around to the door. You shouldn't have to kill the reinforcements.&lt;br /&gt;
&lt;br /&gt;
====Method 2: The Swordfly (?/5)====&lt;br /&gt;
*If there is a jetpack Elite floating between you and the door, and he is floating still, you can swordfly off of him. If you get the swordfly just right, you will loop up over and beyond the Elite, and land somewhere near the door.&lt;br /&gt;
*If you want to be safer, you can tap A while doing the swordfly, and you should land on top of the space station, beyond the Elite. Then you can drop down to the door.&lt;br /&gt;
*If you mess up and the Elite is moving, the swordfly will stop right above him. This is major trouble, and you'll have to sneak/kill your way to the door somehow.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
In the large hangar room, drones will fly up and land in a row on the lip of the ramp. Bounce a frag or two off the lip, and jump down to the door. You need to kill 4-5 drones to trigger the door at the bottom to open. Ideally, you want to get to the door right as it opens. If you're too slow getting to the door, the lift will start moving up, and you'll have to press the button to make it go down. Alternately, if you get down there and the door isn't open, kill more drones.&lt;br /&gt;
&lt;br /&gt;
Killing all the enemies in the airlock makes the door open faster. Use grenades and you should kill pretty fast. You know you got slow doors if you are only able to exit after the line &amp;quot;follow my lead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
If you go off to the right, save a nade for the murdersquad that will fly in behind you. They will often land near the stairs and a frag tossed below it should kill them, you can draw them there by shooting. Pick up a plasma pistol.&lt;br /&gt;
&lt;br /&gt;
If you want to try a risky swordfly off the space turret, juggle the sword to the bottom of the elevator. Otherwise ditch it. If you got a really fast Drones clear, you can potentially sword fly off a Grunt into the airlock.&lt;br /&gt;
&lt;br /&gt;
The elevator will probably be coming up, so hit the switch. If you stay on the top level of the elevator, you can noob combo the Elites, kill the Grunts and get in the airlock. Juggle the sword into the airlock if going for yolo.&lt;br /&gt;
&lt;br /&gt;
Watch out for the Grunts, they have a tendency to toss grenades when you're behind the switch. You can kill some by bouncing a frag or two off the top level.&lt;br /&gt;
&lt;br /&gt;
==Space (again)==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The risky strat is to swordfly off the turret, as shown. If you don't get to the door fast enough, you will likely be killed by the jetpack Elites coming over the wall beyond the turret.&lt;br /&gt;
&lt;br /&gt;
The safer strat is to pick up a PP and noob combo. If you're good at aiming, you can noob combo the turret, even though the PP won't track at that distance. Noob combo the two jetpack guys either way. If you have a plasma nade you can go for the MLG stick on the Elites coming over the wall - BR them from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room (Pickle Room)==&lt;br /&gt;
Shotgun+stick everything. The level ends when everything dies.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
It's really risky to attack this room with the sword. The safest strat is to noob combo (if you kept the PP) or grab a plasma rifle. It's generally best to engage the Elites from the left side, although you can try your luck from the far right cubby near the boxes. There's a marine in the back of the room who you can give your PP to and when you kill him, your PP ammo will be replenished.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=User:SlidingGhost&amp;diff=21470</id>
		<title>User:SlidingGhost</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=User:SlidingGhost&amp;diff=21470"/>
				<updated>2016-05-31T01:55:04Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=21469</id>
		<title>The Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=21469"/>
				<updated>2016-05-31T01:44:17Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Arbiter&lt;br /&gt;
| image = [[File:TheArbiter.jpg|300px]]&lt;br /&gt;
| caption = Yer an alien, Harry&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx Legendary: sub-4:20&lt;br /&gt;
| previous = [[Metropolis]]&lt;br /&gt;
| next = [[Oracle]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Arbiter''' is the fifth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:The Arbiter (level)|The Arbiter (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* Kill your allies at the start to skip dialogue&lt;br /&gt;
* Sword cancels in the halls&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
==== Hangar ====&lt;br /&gt;
&lt;br /&gt;
Focus on killing the sentinels. When all sentinels die in the hangar, the fuel rod grunts will come out. Every enemy in the room has to die for the hallway door to open.&lt;br /&gt;
&lt;br /&gt;
==== Hallways ====&lt;br /&gt;
&lt;br /&gt;
Sword cancel through the hallways, you don't need to kill anything or stop at all.&lt;br /&gt;
&lt;br /&gt;
==== Glass Clip ====&lt;br /&gt;
&lt;br /&gt;
In the room before the banshees, where the heretic leader says &amp;quot;Deal with him, my brothers! I will defend the Oracle.&amp;quot; There is a frame perfect trick called the glass clip. You can see the Heretic leader through the glass, and he stands still right in front of you when saying his dialogue. What you want to do is throw a grenade at the glass so that it bounces and lands on the floor a bit away from the glass, then jump on the window-sill, for lack of a better term. Make sure that you are standing so you are lined up with him completely perfect. Then, while standing still pressed up against the glass, swing your sword at the leader two frames before the grenade blows up. If done correctly you will clip through the glass and be standing next to him and the banshees. Very important, if you do get the glass clip you have to take one of the two banshees that he doesn't take. If you take his banshee you can't finish the level.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
After clearing the hangar, make your way to the hallway door. Try to get there before it starts opening. An Elite will either spawn right in front of the door, at the bottom of the ramp, or in an ideal spot between the door and ramp. If he's at the door, you can stick the Elite before he has time to react. If he spawns in the middle, you can reliably get a cancel over him. You can also just cancel off one of two Grunts that spawn with him for any of these encounters. Cancel off the sword Elite, cloak, cancel off another enemy, and enter the next room before your camo runs out. If it does run out, you can stick the Elite near the end of the hallway before proceeding.&lt;br /&gt;
&lt;br /&gt;
From here, you can head up top and jump the rafters (recommended for full game speedruns) or cancel off one of two Grunts below. Feel free to pick up the Carbine along the way if using the rafters. If you get Grunt spawns at the next hallway door, seek cover near the ramp and take them out before proceeding. If you hide beside the door frame after heading through the doorway, you have a small chance to get a checkpoint, if needed.&lt;br /&gt;
&lt;br /&gt;
Heading left and ignoring the initial enemies in this second hallway, turn the corner to come across an Elite who will either be walking up the ramp or running to a spot on the ramp with his back turning to you. If he's walking up, you can cancel off of him or you can sword lunge and slice him to death (neither should alert the two Grunts below) then cloak and cancel off of one of the two Grunts. If the Grunts don't spawn, you'll get a checkpoint. If the Elite's alerted, sword him while his back is turned then cloak immediately, as the two Grunts will make their way up the ramp.&lt;br /&gt;
&lt;br /&gt;
For the last part of this hallway, you can cancel off one of two patrolling Grunts. If you get a bad cancel, you can toss a grenade at the sleeping Grunts behind you. An Elite might spawn near the end of the hallway, sword him to death if he does. When you reach the door to the next room, wait for a shield/camo recharge and perhaps a checkpoint before proceeding. Cloak, crouch jump onto the ledge, and cancel off the Elite. In the next room, stick the first Elite and either wait at one of the two doors or attempt the glass clip. Ideally, you want the door on the right side to open, but it's random. Cloak, get in the Banshee, and fly to the end. If you're being shot at by an enemy Banshee, you can dip up and down to throw off it's aim.&lt;br /&gt;
[[Category:Levels|2-05]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Tutorials&amp;diff=10147</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Tutorials&amp;diff=10147"/>
				<updated>2015-08-31T09:00:25Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* Easy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you need any tutorial for anything Halo Speed running, this is the place to look check out some of the tutorials below!(Some tutorals might be outdated so use what you learn and watch some of the World Record videos over at Haloruns.com)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Combat Evolved= &lt;br /&gt;
&lt;br /&gt;
==== Easy ====&lt;br /&gt;
[http://www.twitch.tv/vetroxity/c/4757317 Vetroxity's Easy Tutoral]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1puq7SWrsMl88LS0UpA1qH7H4DR8sOkPWM6Dje8jOs5M/edit Goatrope's Tricklist]&lt;br /&gt;
&lt;br /&gt;
[http://www.twitch.tv/tententoo20/v/8795486 tententoo20's Explaination of what you should be thinking as you run]&lt;br /&gt;
&lt;br /&gt;
==== Legendary ====&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qQormBrJYGQ&amp;amp;list=PLgNwElmYp5cJQQUHeWKAf9zWKmUsJ17RJ&amp;amp;index=1 Scurty_'s Legendary Tutorial Playlist]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 2=&lt;br /&gt;
&lt;br /&gt;
==== Easy ====&lt;br /&gt;
&lt;br /&gt;
[http://pastebin.com/qSfuGSiv MisterMonopoli's Easy Text Document]&lt;br /&gt;
&lt;br /&gt;
[http://www.twitch.tv/hockeyfan48/c/4583912 Hockeyfan48's Easy Video Tutorial]&lt;br /&gt;
&lt;br /&gt;
=Halo 3=&lt;br /&gt;
&lt;br /&gt;
==== Easy ====&lt;br /&gt;
&lt;br /&gt;
[http://www.twitch.tv/hiipfire/c/3797007 Hiipfire's Easy Tutorial]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo: Reach= &lt;br /&gt;
&lt;br /&gt;
==== Easy ====&lt;br /&gt;
&lt;br /&gt;
[http://pastebin.com/rEYwRXvX Backflip9's Easy Text Document]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Halo 4=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legendary ====&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=xreu5fb3c-I ProAceJoker's Legendary Tutoral]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Easy ====&lt;br /&gt;
&lt;br /&gt;
[http://www.twitch.tv/lishoustv/v/13485502 LishousTV's Easy Basic Guidelines]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=4835</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=4835"/>
				<updated>2015-03-05T02:02:54Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: updated tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HaloRunsLogo.png|link=http://haloruns.com|center]]&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. For more detail, go to a level's dedicated level page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Recommended Routes and Tutorials&amp;lt;/span&amp;gt;&lt;br /&gt;
*[http://www.twitch.tv/vetroxity/c/4757317 Halo CE, by Vetroxity] (Easy)&lt;br /&gt;
*[http://andrew.gg Halo CE, by goatrope] (Easy)&lt;br /&gt;
*[http://www.haloruns.com/forums?t=220 Halo CE, by scurty](Legendary)&lt;br /&gt;
*[http://pastebin.com/qSfuGSiv Halo 2, by Monopoli] (Easy)&lt;br /&gt;
*[http://www.twitch.tv/hockeyfan48/c/4583912 Halo 2, by Hockeyfan] (Easy)&lt;br /&gt;
*[http://www.twitch.tv/slidingghost/c/6119627 Halo 2, by SG] (Easy)&lt;br /&gt;
*[http://www.twitch.tv/hiipfire/c/3797007 Halo 3, by HiipFire] (Easy)&lt;br /&gt;
*[http://pastebin.com/rEYwRXvX Halo: Reach, by Backflip] (Easy)&lt;br /&gt;
*[https://www.youtube.com/watch?v=A201G5i-bks&amp;amp;feature=youtu.be Halo 4, By HaoleCake] (Easy)&lt;br /&gt;
*[https://www.youtube.com/watch?v=lfoaDojc6xM&amp;amp;list=UUa3APv9X_AdxstE3U1EIVKQ Halo 4, by ProAceJOKER] (Legendary)&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;
Timing rules are listed [http://haloruns.com/forums?t=3 here]. Check the list of [http://haloruns.com/records World Records], then sign up and add your personal best times.&lt;br /&gt;
&lt;br /&gt;
Feel free to join the discussion on the SpeedRunsLive IRC server (irc2.speedrunslive.com) in channel #halo. If you go to http://speedrunslive.com/channel/ and join that way, you can type &amp;quot;/join #halo&amp;quot; to talk with others currently running games in the series.&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;
'''[[Basic 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 3]]'''''&lt;br /&gt;
*'''''[[Halo 3: ODST]]'''''&lt;br /&gt;
*'''''[[Halo: Reach]]'''''&lt;br /&gt;
*'''''[[Halo 4]]'''''&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;100%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;33.3%&amp;quot;|&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;
&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;33.3%&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;
&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;33.3%&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;
&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;
|}&lt;br /&gt;
&lt;br /&gt;
'''Wiki Progress'''&lt;br /&gt;
&lt;br /&gt;
TODO:&lt;br /&gt;
*Port content from tutorials to level pages&lt;br /&gt;
*Add better way of navigating between levels (e.g. forward/back through levels)&lt;br /&gt;
*Get dark theme to match main site&lt;br /&gt;
*Link to most current HaloRuns WR videos for level pages&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Great_Journey&amp;diff=974</id>
		<title>The Great Journey</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Great_Journey&amp;diff=974"/>
				<updated>2014-11-08T04:00:24Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Great Journey&lt;br /&gt;
| image = [[File:TheGreatJourney.jpg|300px]]&lt;br /&gt;
| caption = It's Fuck With Tartarus Day and everyone's invited&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: sub-10:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Great Journey''' is the fourteenth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:The Great Journey (level)|The Great Journey (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
If the cutscene at the Scarab doesn't trigger, check if a Brute fell off the ledge and survived. All the Brutes must be dead.&lt;br /&gt;
==Legendary==&lt;br /&gt;
Kill the Elite who brings forth the Spectre. Drive ahead and park it behind the rock up ahead, hijack a Ghost. Or leave the Spectre where the Elite parked it, which will guarantee that it doesn't get destroyed when you leave it behind.&lt;br /&gt;
&lt;br /&gt;
At the door guarded by 2 Wraiths and several Brutes, you can get rid of them by making the game deload them. Basically drive up to the door, get to cover, face away from the enemies and wait.&lt;br /&gt;
&lt;br /&gt;
Easiest way to ensure the deload is to backtrack and then come back. You can delay the CP to get it closer; on your way back to the Wraiths by looking downward and shooting at the ground. Another way to do the deload is to take cover near the Scarab platform and wait 10 seconds while looking away from the Wraiths. You can fire the Ghost's turrets to delay a CP.&lt;br /&gt;
&lt;br /&gt;
Drive into the building and past the enemies. When you've reached the garden room, drive the Ghost across the gap. Hold A to lift the front of the Ghost up. You don't want to hit the Ghost's wings on anything and Brutes can be very annoying when they get in your way. It helps a lot to get out and cloak before attempting this jump. If you carried over a sword from Uprising, you can sword fly off of a Brute to the other side.&lt;br /&gt;
&lt;br /&gt;
For the bridge, killing Jackals risks spawning more Drones. Park the Ghost on the left side of the bridge, get out and cloak. Drive across carefully, shooting the Jackal sniper with the Ghost. You can snipe the Jackal sniper before attempting this. If you carried over sword, you can cloak and sword fly to the Jackal sniper.&lt;br /&gt;
&lt;br /&gt;
Driving the Ghost:&lt;br /&gt;
Release the Hunters, kill 3 Brutes to open the door and drive past the reinforcements. Sword strat: sword fly to the Brute closest to the Hunters, stick the left Brute, cloak and backsmack a third Brute.&lt;br /&gt;
&lt;br /&gt;
Outside Scarab:&lt;br /&gt;
Shoot all the Brutes down with the Ghost. Sword strat: sword fly to the closest Brute, stick a second Brute, and backsmack the Brute shot Brute to make the last one berserk. Do not move or shoot so the ending cutscene happens faster.&lt;br /&gt;
&lt;br /&gt;
Deloading Wraiths:&lt;br /&gt;
Immediately after the cutscene ends, go back to the previous room. If done correctly, the 3 Wraiths should have their drivers removed from the game, allowing the Scarab to proceed. Make sure you have at least 2 plasmas.&lt;br /&gt;
&lt;br /&gt;
Spectre Drop:&lt;br /&gt;
Drive the Spectre to the spot that allows you to enter the control room early. Wait for Scarab to blow up the door, then park the Spectre near the edge, facing the structure, and get out. Time it so you trigger the cutscene as the Spectre is about to fall off. If done correctly, it should be waiting for you in the backroom.&lt;br /&gt;
&lt;br /&gt;
Tartarus:&lt;br /&gt;
The start isn't very hard, but it's possible to be killed by the 4 Brutes flanking Tartarus. If you have a spare plasma, you can toss one at them, cloak, and jump back. It will usually help you get out of that situation.&lt;br /&gt;
&lt;br /&gt;
Get Johnson on the Spectre. Make sure to kill non-gold Elites so they don't get in. Park the Spectre at the edge of the platform where Johnson runs to. Johnson should respawn at the same time as Miranda, look at where Keyes will spawn. When you have 2 or 3 Johnsons in your Spectre, just drive down to Tartarus, stick it with a plasma, and enjoy the carnage. Dual wield plasma rifles and shoot Tartarus.&lt;br /&gt;
&lt;br /&gt;
Sometimes Johnson will not clone and reverting will not change this. A good backup strat is to get Miranda Keyes on the turret, drive to Tartarus, destroy the Spectre, and allow her to distract him. It will take longer to kill him but it will still be an easy fight, if nothing goes wrong.&lt;br /&gt;
&lt;br /&gt;
==Individual Level / Segmented==&lt;br /&gt;
[[Category:Levels|2-14]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=High_Charity&amp;diff=973</id>
		<title>High Charity</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=High_Charity&amp;diff=973"/>
				<updated>2014-11-08T03:59:57Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = High Charity&lt;br /&gt;
| image = [[File:HighCharity.jpg|300px]]&lt;br /&gt;
| caption = There were those who said this level would never come&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: sub-5:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''High Charity''' is the thirteenth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:High Charity (level)|High Charity (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
Kill the combat form that runs at you at the start of the level for his sword. &lt;br /&gt;
&lt;br /&gt;
==== Bug/Open Room ==== &lt;br /&gt;
&lt;br /&gt;
Sword fly to the brute at the first landing platform. Alternatively progress through the room normally.&lt;br /&gt;
&lt;br /&gt;
==== Halls ====&lt;br /&gt;
&lt;br /&gt;
Progress through the halls as fast as possible. In the second open room (the one with flood) kill the rocket flood and grab his rocket. &lt;br /&gt;
&lt;br /&gt;
==== Elevator ====&lt;br /&gt;
&lt;br /&gt;
You can try the pressure launch, however if you don't get it or if the enemies don't spawn you want to have a checkpoint at the elevator and make sure to revert quickly to avoid softlocking the game.&lt;br /&gt;
&lt;br /&gt;
Kill the three brutes and the jackals at the door at the top of the elevator to progress.&lt;br /&gt;
&lt;br /&gt;
Go up the elevator after the fight and the level ends when you reach the end of the room at the top of the elevator.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-13]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Uprising&amp;diff=972</id>
		<title>Uprising</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Uprising&amp;diff=972"/>
				<updated>2014-11-08T03:58:49Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Uprising&lt;br /&gt;
| image = [[File:Uprising.jpg|300px]]&lt;br /&gt;
| caption = It ended so soon...&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: sub-2:20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Uprising''' is the twelfth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Uprising (level)|Uprising (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
After skipping cutscene, immediately turn to the left and start walking forward, shoot plasma rifle in advance to alert Brutes sooner. Get a sword cancel off the Brute over the rock or just jump over it. Shoot plasma rifle again to draw Brutes out of the door sooner, sword fly to one or wait for him to get close and sword cancel. Crouch jump up to the Grunts, get Carbine, and either sword fly or sword cancel off the Jackal. Reinforcements can randomly spawn at the door and obstruct you, try to jump over them if it happens. Alert the enemies in the next room to make one of them head to the next area faster and sword fly to him. If he's ahead of you, you can angle a sword cancel so you fly right down to the door, otherwise just walk down. In the next room, sword fly or sword cancel off the Shade turret, you can sometimes avoid bouncing off the turret if you do a grounded sword fly. Drop Carbine for the Fuel Rod Gun. When you get to 'Step Aside, Let the Man Go Through', cloak before the door opens, and do a grounded sword cancel off the Jackal. It is very important that you have the right angle or you will hit something and lose all of your momentum. Head to the tree and either fuel rod jump up or jump in between the tree and wall. If you miss the fuel rod jump, you have to wait a little more after your shield has recharged or you will still kill yourself. If you do the tree jump, don't jump from right up against the tree, that makes it easier to over jump. There's a rock near the tree, jump onto it from there. Walk over to the ending trigger, crouch on the black spot to end level.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
Shoot plasma rifle right before picking up the sword to draw the Brutes away from the door area, jump over the wall, cloak. Sword fly to one of the door Brutes or wait for him to get close and sword cancel. Sometimes you can get a CP before this.&lt;br /&gt;
&lt;br /&gt;
You'll get another CP before the next area. If your shield hasn't recharged when you've reached the door to the next area, it might be ideal to avoid getting it (delay by meleeing with sword) so you don't get one before jumping up to the Grunts.&lt;br /&gt;
&lt;br /&gt;
Get the Carbine. You can either sword fly to the Jackal coming out of the door or sword cancel off of him. Be sure to cloak. You sometimes get a CP before this. Ideally, you want to avoid spawning the reinforcements.&lt;br /&gt;
&lt;br /&gt;
Sword fly to the retreating Brute in the next room. You can make him retreat sooner by shooting your gun. Sometimes it'll be a Jackal. You can get a CP if you wait before attempting it.&lt;br /&gt;
&lt;br /&gt;
Wait for the retreating Brute to come to a stop so you can sword cancel off of him or kill him and jump down. Usually a lone Brute will come out of the next Brute (you can kill him to get a CP). If you land above the doorway from the sword cancel, you can skip spawning the enemies in the next room.&lt;br /&gt;
&lt;br /&gt;
You can either sword fly off the turret Brute or off the Brute coming out of the door. You can sometimes draw him out sooner by shooting. If you end up bouncing off the turret, that can spell death. If you really want to be safe, just cloak and walk to the door. Shoot after walking past the turret to minimize wait for camo recharge.&lt;br /&gt;
&lt;br /&gt;
There's a fuel rod gun right before the final section of this speedrun but think about it for a moment.&lt;br /&gt;
&lt;br /&gt;
Pickup Fuel Rod:&lt;br /&gt;
* faster OoB with fuel rod jump, risky on Legendary&lt;br /&gt;
* no nade carryover to Great Journey (you'll spawn with 4 nades on GJ and you'll want some nades to stick the Spectre at the end of the level)&lt;br /&gt;
&lt;br /&gt;
Keep Carbine:&lt;br /&gt;
* slower OoB method of tree jump&lt;br /&gt;
* carryover sword to Great Journey (allows for alternative, yolo strats on GJ)&lt;br /&gt;
&lt;br /&gt;
Sword cancel off the Jackal. Don't move back or jump, just keep your crosshair angled over his head. Occasionally, you might land on the rock near the tree (the god cancel). If you chose to go with fuel rod, in the event that you get a bad sword cancel, there is [https://www.youtube.com/watch?v=txiRQAXYzV4 a route] you should learn. If you chose to go with carbine, you can just intercept the Jackal sniper with a headshot. You can wait for camo to recharge before attempting the OoB.&lt;br /&gt;
&lt;br /&gt;
Crouch on the black spot to end level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-12]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Quarantine_Zone&amp;diff=971</id>
		<title>Quarantine Zone</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Quarantine_Zone&amp;diff=971"/>
				<updated>2014-11-08T03:58:05Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Quarantine Zone&lt;br /&gt;
| image = [[File:QuarantineZone.jpg|300px]]&lt;br /&gt;
| caption = &lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: sub-8:20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Quarantine Zone''' (often abbreviated '''QZ''') is the tenth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Quarantine Zone|Quarantine Zone (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
Immediately grab the ghost that spawns to your left. Progress through the level in the ghost. There are a few shortcuts that you can do, and at the part that you would assume you have to get out of the ghost you can still take the ghost with some good driving. I recommend watching the IL video to learn the path.&lt;br /&gt;
&lt;br /&gt;
The gondola is an auto-scroller. At the end you can sword fly off of a flood to skip a bit of walking. Alternatively just complete the level normally.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
leg fullgame&lt;br /&gt;
==Individual Level / Segmented==&lt;br /&gt;
IL/Segmented strats&lt;br /&gt;
==SLASO==&lt;br /&gt;
etc&lt;br /&gt;
[[Category:Levels|2-10]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Delta_Halo&amp;diff=970</id>
		<title>Delta Halo</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Delta_Halo&amp;diff=970"/>
				<updated>2014-11-08T03:57:15Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Delta Halo&lt;br /&gt;
| image = [[File:DeltaHalo.jpg|300px]]&lt;br /&gt;
| caption = Enjoy the scenery&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx; Legendary: sub-4:10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Delta Halo''' is the seventh playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Delta Halo (level)|Delta Halo (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
Progress through the level normally until you reach the bridge with the ghosts. You can do the normal strategy of pressing the button or do the grenade jump in the ghost to get across the gap. The rest of the level excluding the end fight is driving, and I recommend watching a video for the level to learn the driving/OoB because there are a bunch of triggers you need to hit to progress through the level. &lt;br /&gt;
&lt;br /&gt;
For the last fight rocket the two elites standing by the hologram and then grab the sword and kill the other two elites with it. Make sure you don't use all your rockets so you can carry over your sword to the next level.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
Get the BR from ODST, kill the closest turret and any Grunts in your way, do the OoB trick. If a sniper spawns near the distant turret at the temple, fire a rocket at it as you're going up, it'll let you walk straight to the trigger. Otherwise stick to the right to avoid being sniped.&lt;br /&gt;
&lt;br /&gt;
Head over to the trigger then walk over to the Ghosts. The Wraith won't spawn and you'll have skipped a lot of heavy fighting. Destroy the other Ghost to prevent it from being used. You can either launch to the waterfall, launch to the side of the waterfall, launch to where the Wraith would be, or extend the bridge (slowest).&lt;br /&gt;
&lt;br /&gt;
Next area is a pain, a lot of Shade turrets and random Ghost spawns. If you manage to get through all that, get out and retrieve Envy skull. Drop down into the room below and get sword. Nade jump back up and sword cancel off the stealth Elite to get over the wall.&lt;br /&gt;
&lt;br /&gt;
Kill the waterfall Jackal, sword fly to the Elite in the cave on the left (don't kill him or you'll spawn the Drones). Cloak and walk to the next area.&lt;br /&gt;
&lt;br /&gt;
Pick up the 3 frags if you're doing a full game run, sword fly to the Jackal snipers on the roof. Drop down, spawn the honor guard Elites, stealthily dispatch them to prevent more from spawning.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-07]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=969</id>
		<title>The Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=969"/>
				<updated>2014-11-08T03:55:05Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Arbiter&lt;br /&gt;
| image = [[File:TheArbiter.jpg|300px]]&lt;br /&gt;
| caption = Yer an alien, Harry&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx Legendary: sub-4:20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Arbiter''' is the fifth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:The Arbiter (level)|The Arbiter (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* Kill your allies at the start to skip dialogue&lt;br /&gt;
* Sword cancels in the halls&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
==== Hangar ====&lt;br /&gt;
&lt;br /&gt;
Focus on killing the sentinels. When all sentinels die in the hangar, the fuel rod grunts will come out. Every enemy in the room has to die for the hallway door to open.&lt;br /&gt;
&lt;br /&gt;
==== Hallways ====&lt;br /&gt;
&lt;br /&gt;
Sword cancel through the hallways, you don't need to kill anything or stop at all.&lt;br /&gt;
&lt;br /&gt;
==== Glass Clip ====&lt;br /&gt;
&lt;br /&gt;
In the room before the banshees, where the heretic leader says &amp;quot;Deal with him, my brothers! I will defend the Oracle.&amp;quot; There is a frame perfect trick called the glass clip. You can see the Heretic leader through the glass, and he stands still right in front of you when saying his dialogue. What you want to do is throw a grenade at the glass so that it bounces and lands on the floor a bit away from the glass, then jump on the window-sill, for lack of a better term. Make sure that you are standing so you are lined up with him completely perfect. Then, while standing still pressed up against the glass, swing your sword at the leader two frames before the grenade blows up. If done correctly you will clip through the glass and be standing next to him and the banshees. Very important, if you do get the glass clip you have to take one of the two banshees that he doesn't take. If you take his banshee you can't finish the level.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
After clearing the hangar, wait in front of the locked red door. When it opens, the Elite will either be at the top or bottom of the ramp. If he's at the top, sword cancel off of him. If he's at the bottom, sword fly to him or stun/kill him with the beam rifle. Try to get a sword cancel off the sword Elite, but you can also jump over him/run past him. Cloak afterward and sword cancel/fly to the next room. Sometimes you can get a CP before going up, it can be useful. Jump the rafters, which can consistently get you past the conveyor room. In the next hall, there will be 2 patrolling Elites and 2 sleeping Grunts that you usually want to slip past. Further down, there will be a patrolling Elite. You can sword cancel off of him but most of the time, 2 Grunts spawn after you go past him. It might be better to just walk past him, cloak, and sword cancel off of one Grunt. In the final section of the halls, there will be 2 patrolling Grunts and 2 sleeping Grunts, sometimes an Elite can spawn. Try to get a sword cancel off of the left patrolling Grunt, it might help to throw a plasma at the sleeping Grunts. Sword or stick the Elite if he spawns. Once you hit the loading point, you're pretty much in the clear, but it can help to wait for a CP.&lt;br /&gt;
[[Category:Levels|2-05]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=968</id>
		<title>The Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=968"/>
				<updated>2014-11-08T03:54:51Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Arbiter&lt;br /&gt;
| image = [[File:TheArbiter.jpg|300px]]&lt;br /&gt;
| caption = Yer an alien, Harry&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;Legendary: sub-4:20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Arbiter''' is the fifth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:The Arbiter (level)|The Arbiter (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* Kill your allies at the start to skip dialogue&lt;br /&gt;
* Sword cancels in the halls&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
==== Hangar ====&lt;br /&gt;
&lt;br /&gt;
Focus on killing the sentinels. When all sentinels die in the hangar, the fuel rod grunts will come out. Every enemy in the room has to die for the hallway door to open.&lt;br /&gt;
&lt;br /&gt;
==== Hallways ====&lt;br /&gt;
&lt;br /&gt;
Sword cancel through the hallways, you don't need to kill anything or stop at all.&lt;br /&gt;
&lt;br /&gt;
==== Glass Clip ====&lt;br /&gt;
&lt;br /&gt;
In the room before the banshees, where the heretic leader says &amp;quot;Deal with him, my brothers! I will defend the Oracle.&amp;quot; There is a frame perfect trick called the glass clip. You can see the Heretic leader through the glass, and he stands still right in front of you when saying his dialogue. What you want to do is throw a grenade at the glass so that it bounces and lands on the floor a bit away from the glass, then jump on the window-sill, for lack of a better term. Make sure that you are standing so you are lined up with him completely perfect. Then, while standing still pressed up against the glass, swing your sword at the leader two frames before the grenade blows up. If done correctly you will clip through the glass and be standing next to him and the banshees. Very important, if you do get the glass clip you have to take one of the two banshees that he doesn't take. If you take his banshee you can't finish the level.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
After clearing the hangar, wait in front of the locked red door. When it opens, the Elite will either be at the top or bottom of the ramp. If he's at the top, sword cancel off of him. If he's at the bottom, sword fly to him or stun/kill him with the beam rifle. Try to get a sword cancel off the sword Elite, but you can also jump over him/run past him. Cloak afterward and sword cancel/fly to the next room. Sometimes you can get a CP before going up, it can be useful. Jump the rafters, which can consistently get you past the conveyor room. In the next hall, there will be 2 patrolling Elites and 2 sleeping Grunts that you usually want to slip past. Further down, there will be a patrolling Elite. You can sword cancel off of him but most of the time, 2 Grunts spawn after you go past him. It might be better to just walk past him, cloak, and sword cancel off of one Grunt. In the final section of the halls, there will be 2 patrolling Grunts and 2 sleeping Grunts, sometimes an Elite can spawn. Try to get a sword cancel off of the left patrolling Grunt, it might help to throw a plasma at the sleeping Grunts. Sword or stick the Elite if he spawns. Once you hit the loading point, you're pretty much in the clear, but it can help to wait for a CP.&lt;br /&gt;
[[Category:Levels|2-05]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=967</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=967"/>
				<updated>2014-11-08T03:54:28Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Metropolis&lt;br /&gt;
| image = [[File:Metro.jpg|300px]]&lt;br /&gt;
| caption = Don't take the left&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~4:10 Legendary: sub-5:30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Metropolis''' is the fourth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Metropolis (level)|Metropolis (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Bridge===&lt;br /&gt;
Take the Warthog, drive to the tunnels. On legendary, make sure you take both Marines for damage absorption. You may have to drive to the far left to avoid the Wraith gunner.&lt;br /&gt;
&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
&lt;br /&gt;
This level is easy until the tunnel section, which requires precise driving. Take the route shown. You shouldn't need to powerslide. Turn left and whip right to get onto the ledge.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
If your Hog is badly damaged, you can wait for marines to bring in a second Hog and take that one instead. You can headshot the 2 Jackals at the first gate to minimize damage.&lt;br /&gt;
&lt;br /&gt;
If you slow down after successfully exiting the tunnels, you can get a CP.&lt;br /&gt;
&lt;br /&gt;
===The Parks===&lt;br /&gt;
&lt;br /&gt;
In the next area, turn via powersliding (LT). Continue powersliding for the turns beyond the Wraith.&lt;br /&gt;
&lt;br /&gt;
===The Plaza===&lt;br /&gt;
&lt;br /&gt;
The door will not open until the Wraiths and Phantom are dead. Use the [[Game-Specific Tricks|board-nade glitch]] to kill the left-most Wraith easily. (Board the wraith and throw a grenade at the exact same time. This puts the grenade inside of the wraith and kills the driver almost instantly.) Then use the wraith to kill the other wraith and the phantom that drops off enemies. If you do not kill the left Wraith first, another Wraith will spawn.&lt;br /&gt;
&lt;br /&gt;
====''On easy''====&lt;br /&gt;
&lt;br /&gt;
Getting shotgun+rocket from the Marines on the stairs makes it easy to clear the Scarab later.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
You may want to park and snipe the Sniper Jackals, then sword-fly to the Wraiths. You can carry over a Sniper Rifle from [[Outskirts]] for this purpose.&lt;br /&gt;
&lt;br /&gt;
You can yolo it and board-nade the Wraiths without killing the snipers, but you'll need 2 frags to do the early Scarab trick. Plasmas carried over from Outskirts can be used to substitute frags for the Wraith boarding, but you can also use them to stick the Scarab pilots later.&lt;br /&gt;
&lt;br /&gt;
Grab a plasma rifle and get a BR for a ghetto noob combo to clear the Scarab. The Ghost drivers on the Phantom will drop plasma rifles on the ground when they die. Cpl. Perez also has a plasma rifle.&lt;br /&gt;
&lt;br /&gt;
===Early Scarab===&lt;br /&gt;
&lt;br /&gt;
Getting on the Scarab early only saves about 10 seconds, so if you mess it up, just continue through the level as intended.&lt;br /&gt;
&lt;br /&gt;
====''Method 1: Grenade Jump[[File:Halo 2 Early Scarab Trick|full|right|300 px]]''====&lt;br /&gt;
&lt;br /&gt;
You need 2 frags for this trick. Refer to the video for the setup. Text instructions:&lt;br /&gt;
&lt;br /&gt;
Jump onto the lightpost and then grenade-jump onto the tall metal post. (It's wobbly, so if you mess up, you'll probably knock it over.) Align yourself with the edge of the far wall. When Sgt. Banks pauses between &amp;quot;I don't think it's stopping&amp;quot; and &amp;quot;Keep your head down,&amp;quot; throw a grenade, and run+jump forwards. You should bounce off the Scarab's &amp;quot;eye&amp;quot; and onto the roof.&lt;br /&gt;
&lt;br /&gt;
====''Method 2: [[Game-Specific Tricks|Superbouncing]]''====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;instructions go here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scarab Clear===&lt;br /&gt;
&lt;br /&gt;
NOTE: If you go through this level too quickly, you can deload the Scarab. Monopoli does it all the time. There's nothing you can do but reset.&lt;br /&gt;
&lt;br /&gt;
Once you get on the Scarab, the enemies will spawn after a set time, but you must manually trigger the pilots to spawn. The trigger to spawn the Scarab pilots is at the bottom of the ramp. There will be 3 in total, one of which is white.&lt;br /&gt;
&lt;br /&gt;
====''On easy''====&lt;br /&gt;
&lt;br /&gt;
Wait at the bottom of the ramp for the enemies to spawn, then run forward and shotgun the pilots.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
A relatively safe way to kill the Scarab pilots is to [[noob combo]] them through a wall. After boarding the Scarab early, wait below for the enemies to spawn. Quickly run back to the front of the Scarab, and drop down, just to the side of its &amp;quot;eye&amp;quot;. If you push against the wall, you should be able to see the pilots and kill them through the wall. Sometimes an Elite may seek cover behind a wall, so you might have to flush him out with your remaining grenades.&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=966</id>
		<title>Outskirts</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=966"/>
				<updated>2014-11-08T03:53:58Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Outskirts&lt;br /&gt;
| image = [[File:Outskirts.jpg|300px]]&lt;br /&gt;
| caption = Over the rooftops and through the beach...&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx Legendary: sub-5:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Outskirts''' is the third playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Outskirts (level)|Outskirts (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Rooftops===&lt;br /&gt;
The first thing you want to do is get out of bounds. Grenade-jump onto the steel beam, then jump up to the ledge.&lt;br /&gt;
*If you have difficulty with the first grenade jump, an alternate (slower) strategy is to go into the tunnel and jump on top of one of the lights, then crouch-jump onto the ramped ledge. Once on the roof, turn around and crouch-jump/nade-jump onto the ledge.&lt;br /&gt;
Follow the route in the video over the rooftops to Hotel Zanzibar. If you miss a jump, there's usually a slower backup route.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
The first thing you do should be to turn around and grab the sniper rifle from Johnson. Then proceed to the rooftops.&lt;br /&gt;
===Hotel Zanzibar===&lt;br /&gt;
====''On easy''====&lt;br /&gt;
Grab the pistol from just inside the window, and waste all its ammo. Having a gun with empty ammo prevents you from carrying over weapons to Metropolis. This is good because on Metropolis the game will give you 4 more grenades. Run to the ghost.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
When dropping back into bounds at Hotel Zanzibar, anger the white elite until he pulls out a sword. The sniper can stun him if he's not cooperating. Backsmack him while he's raging and trade your second weapon for the sword. You should now have sniper+sword. Sword-cancel over the enemies in the hotel and get to the ghost.&lt;br /&gt;
&lt;br /&gt;
In a full game run, it helps to have at least 2 frags for Metro. You can sometimes pick up frags from the dead sergeant and by killing a marine.&lt;br /&gt;
&lt;br /&gt;
===The Beach===&lt;br /&gt;
Boost the Ghost through the next section. Use quickturning (LT+A) to make tight turns without losing much speed. If you are have trouble squeezing between the wall and the shipping container, you want to try to get your right wing in first. This is done by going slightly to the right and then tapping 'A' to raise the front right as you get there.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
A safer strategy for the shipping container is to park the ghost at the far wall, get out and snipe the grunt on the turret, as well as the Jackal in the tower. Then continue to boost through the level. If you skipped the sniper, park the ghost and wait for the grunt to get off the turret, then take the opportunity to boost through. This is riskier and slower.&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
The Shadows will switch lanes and generally force you to juke them, losing time. To avoid that, start riding the ledge just before you reach them.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
Travel forwards into the first tunnel to trigger a Warthog to spawn behind you, then switch your Ghost for the Warthog. If the marine driver is in a certain animation when he gets out, he'll get in the passenger seat right away (#MagicMarine). Make sure to bring both Marines - they will draw fire and let you survive. Ride the ledges on the sides of the road to avoid enemies and stay safe.&lt;br /&gt;
[[Category:Levels|2-03]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=965</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=965"/>
				<updated>2014-11-08T03:52:28Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = Easy: ~5:10; Legendary: sub-10:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==First Encounter + Courtyard==&lt;br /&gt;
Wait to the side of the door. As soon as you see enemies on your radar, you can start moving. Try to get dual plasma rifles as fast as possible because they kill enemies quickly and don't need reloading. You can start with dual SMGs, get a plasma pistol/SMG combo, or noob combo to kill Elites and get the PRs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Jump up above the initial door, and wait for the 4 enemies to run out the door before you drop down behind them. If you don't get a plasma pistol here, drop into the first courtyard, take the route to the left and kill the Grunt for his PP. Otherwise, jump up above the courtyard as shown. If you don't kill the Elite in the hall, you can conserve some valuable plasma pistol ammo.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
Kill everything with dual plasma rifles. After clearing the first room, look at the Malta - if you killed everything it will have white ships leaving it. Looking at it makes it blow up faster and saves time. When the dialogue finishes, stay out of the blast radius of the exit door.&lt;br /&gt;
 &lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing the Elites. When there's one Elite left from a wave, the next one will spawn. Throw frags as the Grunts drop out of the tube. Plasmas may cause the Elites to roll and take cover, slowing you down. If you run out of PP ammo, jump down. You can also BR blue Elites to conserve PP ammo.&lt;br /&gt;
&lt;br /&gt;
When there's one Elite left after the third wave, an invisible timer starts. When it ends, a dual-wielding white Elite and two Grunts will spawn. Spawnkill the white Elite, or he'll tear you up. After you clear the enemies, you can kill your allies if you want more frags - they will drop 0-2.&lt;br /&gt;
&lt;br /&gt;
When the door blows, stay up top, then drop behind the enemies. There's BR ammo by the turret - you'll need it.&lt;br /&gt;
&lt;br /&gt;
If you stand and wait near the Pelican's left wing, you can sometimes get a CP before the drop.&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
Second room is much like the first. Kill the turret grunts, then dual plasma rifle everything.&lt;br /&gt;
&lt;br /&gt;
Look at the Athens after you clear the room, like the Malta it blows up faster if you look at it. Go into the back room during the dialogue to grab frag grenades, then go down the stairs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
This hangar is much harder due to more cover and tougher enemy spawns. The turret grunts drop 100% plasma pistols - it's advisable to dual-wield them and jump up the boxes and to the walkway. Also, picking them up prevents them from deloading. Then noob combo like the first hangar, switching PPs as they run out. You can either jump back and forth from the large green box or strafe at the railing. You can also stay downstairs, but it's very risky and dependent on Elite behavior.&lt;br /&gt;
&lt;br /&gt;
At one Elite left on the third wave, two dual-plasma-rifle white elites and a gold swordsman will spawn. Be very careful with the dual wielders. If you care to dance with them (very risky), you can piss them off so they pull out swords. This actually makes them less dangerous and you can engage from afar.&lt;br /&gt;
&lt;br /&gt;
Once they're dead, get the ammo and grenades in the side room. Juggle a plasma pistol and sword down the stairs. The sword will allow for sword flying throughout the level, though most of the sword-flys are risky. You should continue juggling the sword through the next section.&lt;br /&gt;
&lt;br /&gt;
If you wait before heading into the tunnels, you can sometimes get a CP. You can also backtrack to the first hangar for a CP.&lt;br /&gt;
&lt;br /&gt;
==The Armory==&lt;br /&gt;
Run through to the armory. You can noob combo the camo Elite in the door if you have a PP. Take Master Guns' shotgun after the elites kill him. This will make the bomb room go faster. Turn right out of the Armory, shoot the glass and jump off the light fixture and up to the turret. (this will take some practice)&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
There's 2 Elites and 3-4 Grunts in the tunnels below. Noob combo the Elites and BR the grunts. At the far door, stick the Elite as it opens, then turn and noob combo the Elite coming through the other door. You can also melee the Elite to stun him, so you can go around and backsmack. Juggle your sword forward once everything below is dead. Open the hatch, noob combo the two elites in the armory, then pick up the sword for good.&lt;br /&gt;
&lt;br /&gt;
The yolo approach is to take the sword from the gold Elite and sword cancel off an enemy through the tunnel. Stick/sword lunge the Stealth Elites, as well as the two Elites in the armory.&lt;br /&gt;
&lt;br /&gt;
Now you want to swordfly to the turret. To make it over the turret, you have to jump+swordfly+jump (A, YXR, A). In case you miss it, just revert to checkpoint, you should have gotten one immediately before. A safer strat is to go up onto the roof above the Armory, kill the sword fly target, and jump down.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if too many enemies are killed before you reach the end, more enemies will spawn ahead of you. You can swordfly, but it can be risky. If you get into trouble, kill the Elite and the Grunts should panic and stop shooting you.&lt;br /&gt;
&lt;br /&gt;
Sword both jetpack Elites in the airlock. Jump up the ramp, then turn around.&lt;br /&gt;
&lt;br /&gt;
====Method 1: Out of Bounds (1/5)====&lt;br /&gt;
*Grenade jump up on top of the space station and walk around to the door. You shouldn't have to kill the reinforcements.&lt;br /&gt;
&lt;br /&gt;
====Method 2: The Swordfly (?/5)====&lt;br /&gt;
*If there is a jetpack Elite floating between you and the door, and he is floating still, you can swordfly off of him. If you get the swordfly just right, you will loop up over and beyond the Elite, and land somewhere near the door.&lt;br /&gt;
*If you want to be safer, you can tap A while doing the swordfly, and you should land on top of the space station, beyond the Elite. Then you can drop down to the door.&lt;br /&gt;
*If you mess up and the Elite is moving, the swordfly will stop right above him. This is major trouble, and you'll have to sneak/kill your way to the door somehow.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
In the large hangar room, drones will fly up and land in a row on the lip of the ramp. Bounce a frag or two off the lip, and jump down to the door. You need to kill 4-5 drones to trigger the door at the bottom to open. Ideally, you want to get to the door right as it opens. If you're too slow getting to the door, the lift will start moving up, and you'll have to press the button to make it go down. Alternately, if you get down there and the door isn't open, kill more drones.&lt;br /&gt;
&lt;br /&gt;
Killing all the enemies in the airlock makes the door open faster. Use grenades and you should kill pretty fast. You know you got slow doors if you are only able to exit after the line &amp;quot;follow my lead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
If you go off to the right, save a nade for the murdersquad that will fly in behind you. They will often land near the stairs and a frag tossed below it should kill them, you can draw them there by shooting. Pick up a plasma pistol.&lt;br /&gt;
&lt;br /&gt;
If you want to try a risky swordfly off the space turret, juggle the sword to the bottom of the elevator. Otherwise ditch it. If you got a really fast Drones clear, you can potentially sword fly off a Grunt into the airlock.&lt;br /&gt;
&lt;br /&gt;
The elevator will probably be coming up, so hit the switch. If you stay on the top level of the elevator, you can noob combo the Elites, kill the Grunts and get in the airlock. Juggle the sword into the airlock if going for yolo.&lt;br /&gt;
&lt;br /&gt;
Watch out for the Grunts, they have a tendency to toss grenades when you're behind the switch. You can kill some by bouncing a frag or two off the top level.&lt;br /&gt;
&lt;br /&gt;
==Space (again)==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The risky strat is to swordfly off the turret, as shown. If you don't get to the door fast enough, you will likely be killed by the jetpack Elites coming over the wall beyond the turret.&lt;br /&gt;
&lt;br /&gt;
The safer strat is to pick up a PP and noob combo. If you're good at aiming, you can noob combo the turret, even though the PP won't track at that distance. Noob combo the two jetpack guys either way. If you have a plasma nade you can go for the MLG stick on the Elites coming over the wall - BR them from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room (Pickle Room)==&lt;br /&gt;
Shotgun+stick everything. The level ends when everything dies.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
It's really risky to attack this room with the sword. The safest strat is to noob combo (if you kept the PP) or grab a plasma rifle. It's generally best to engage the Elites from the left side, although you can try your luck from the far right cubby near the boxes. There's a marine in the back of the room who you can give your PP to and when you kill him, your PP ammo will be replenished.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=964</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=964"/>
				<updated>2014-11-08T03:52:09Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = Easy: ~5:10; Legendary: sub-10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==First Encounter + Courtyard==&lt;br /&gt;
Wait to the side of the door. As soon as you see enemies on your radar, you can start moving. Try to get dual plasma rifles as fast as possible because they kill enemies quickly and don't need reloading. You can start with dual SMGs, get a plasma pistol/SMG combo, or noob combo to kill Elites and get the PRs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Jump up above the initial door, and wait for the 4 enemies to run out the door before you drop down behind them. If you don't get a plasma pistol here, drop into the first courtyard, take the route to the left and kill the Grunt for his PP. Otherwise, jump up above the courtyard as shown. If you don't kill the Elite in the hall, you can conserve some valuable plasma pistol ammo.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
Kill everything with dual plasma rifles. After clearing the first room, look at the Malta - if you killed everything it will have white ships leaving it. Looking at it makes it blow up faster and saves time. When the dialogue finishes, stay out of the blast radius of the exit door.&lt;br /&gt;
 &lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing the Elites. When there's one Elite left from a wave, the next one will spawn. Throw frags as the Grunts drop out of the tube. Plasmas may cause the Elites to roll and take cover, slowing you down. If you run out of PP ammo, jump down. You can also BR blue Elites to conserve PP ammo.&lt;br /&gt;
&lt;br /&gt;
When there's one Elite left after the third wave, an invisible timer starts. When it ends, a dual-wielding white Elite and two Grunts will spawn. Spawnkill the white Elite, or he'll tear you up. After you clear the enemies, you can kill your allies if you want more frags - they will drop 0-2.&lt;br /&gt;
&lt;br /&gt;
When the door blows, stay up top, then drop behind the enemies. There's BR ammo by the turret - you'll need it.&lt;br /&gt;
&lt;br /&gt;
If you stand and wait near the Pelican's left wing, you can sometimes get a CP before the drop.&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
Second room is much like the first. Kill the turret grunts, then dual plasma rifle everything.&lt;br /&gt;
&lt;br /&gt;
Look at the Athens after you clear the room, like the Malta it blows up faster if you look at it. Go into the back room during the dialogue to grab frag grenades, then go down the stairs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
This hangar is much harder due to more cover and tougher enemy spawns. The turret grunts drop 100% plasma pistols - it's advisable to dual-wield them and jump up the boxes and to the walkway. Also, picking them up prevents them from deloading. Then noob combo like the first hangar, switching PPs as they run out. You can either jump back and forth from the large green box or strafe at the railing. You can also stay downstairs, but it's very risky and dependent on Elite behavior.&lt;br /&gt;
&lt;br /&gt;
At one Elite left on the third wave, two dual-plasma-rifle white elites and a gold swordsman will spawn. Be very careful with the dual wielders. If you care to dance with them (very risky), you can piss them off so they pull out swords. This actually makes them less dangerous and you can engage from afar.&lt;br /&gt;
&lt;br /&gt;
Once they're dead, get the ammo and grenades in the side room. Juggle a plasma pistol and sword down the stairs. The sword will allow for sword flying throughout the level, though most of the sword-flys are risky. You should continue juggling the sword through the next section.&lt;br /&gt;
&lt;br /&gt;
If you wait before heading into the tunnels, you can sometimes get a CP. You can also backtrack to the first hangar for a CP.&lt;br /&gt;
&lt;br /&gt;
==The Armory==&lt;br /&gt;
Run through to the armory. You can noob combo the camo Elite in the door if you have a PP. Take Master Guns' shotgun after the elites kill him. This will make the bomb room go faster. Turn right out of the Armory, shoot the glass and jump off the light fixture and up to the turret. (this will take some practice)&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
There's 2 Elites and 3-4 Grunts in the tunnels below. Noob combo the Elites and BR the grunts. At the far door, stick the Elite as it opens, then turn and noob combo the Elite coming through the other door. You can also melee the Elite to stun him, so you can go around and backsmack. Juggle your sword forward once everything below is dead. Open the hatch, noob combo the two elites in the armory, then pick up the sword for good.&lt;br /&gt;
&lt;br /&gt;
The yolo approach is to take the sword from the gold Elite and sword cancel off an enemy through the tunnel. Stick/sword lunge the Stealth Elites, as well as the two Elites in the armory.&lt;br /&gt;
&lt;br /&gt;
Now you want to swordfly to the turret. To make it over the turret, you have to jump+swordfly+jump (A, YXR, A). In case you miss it, just revert to checkpoint, you should have gotten one immediately before. A safer strat is to go up onto the roof above the Armory, kill the sword fly target, and jump down.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if too many enemies are killed before you reach the end, more enemies will spawn ahead of you. You can swordfly, but it can be risky. If you get into trouble, kill the Elite and the Grunts should panic and stop shooting you.&lt;br /&gt;
&lt;br /&gt;
Sword both jetpack Elites in the airlock. Jump up the ramp, then turn around.&lt;br /&gt;
&lt;br /&gt;
====Method 1: Out of Bounds (1/5)====&lt;br /&gt;
*Grenade jump up on top of the space station and walk around to the door. You shouldn't have to kill the reinforcements.&lt;br /&gt;
&lt;br /&gt;
====Method 2: The Swordfly (?/5)====&lt;br /&gt;
*If there is a jetpack Elite floating between you and the door, and he is floating still, you can swordfly off of him. If you get the swordfly just right, you will loop up over and beyond the Elite, and land somewhere near the door.&lt;br /&gt;
*If you want to be safer, you can tap A while doing the swordfly, and you should land on top of the space station, beyond the Elite. Then you can drop down to the door.&lt;br /&gt;
*If you mess up and the Elite is moving, the swordfly will stop right above him. This is major trouble, and you'll have to sneak/kill your way to the door somehow.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
In the large hangar room, drones will fly up and land in a row on the lip of the ramp. Bounce a frag or two off the lip, and jump down to the door. You need to kill 4-5 drones to trigger the door at the bottom to open. Ideally, you want to get to the door right as it opens. If you're too slow getting to the door, the lift will start moving up, and you'll have to press the button to make it go down. Alternately, if you get down there and the door isn't open, kill more drones.&lt;br /&gt;
&lt;br /&gt;
Killing all the enemies in the airlock makes the door open faster. Use grenades and you should kill pretty fast. You know you got slow doors if you are only able to exit after the line &amp;quot;follow my lead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
If you go off to the right, save a nade for the murdersquad that will fly in behind you. They will often land near the stairs and a frag tossed below it should kill them, you can draw them there by shooting. Pick up a plasma pistol.&lt;br /&gt;
&lt;br /&gt;
If you want to try a risky swordfly off the space turret, juggle the sword to the bottom of the elevator. Otherwise ditch it. If you got a really fast Drones clear, you can potentially sword fly off a Grunt into the airlock.&lt;br /&gt;
&lt;br /&gt;
The elevator will probably be coming up, so hit the switch. If you stay on the top level of the elevator, you can noob combo the Elites, kill the Grunts and get in the airlock. Juggle the sword into the airlock if going for yolo.&lt;br /&gt;
&lt;br /&gt;
Watch out for the Grunts, they have a tendency to toss grenades when you're behind the switch. You can kill some by bouncing a frag or two off the top level.&lt;br /&gt;
&lt;br /&gt;
==Space (again)==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The risky strat is to swordfly off the turret, as shown. If you don't get to the door fast enough, you will likely be killed by the jetpack Elites coming over the wall beyond the turret.&lt;br /&gt;
&lt;br /&gt;
The safer strat is to pick up a PP and noob combo. If you're good at aiming, you can noob combo the turret, even though the PP won't track at that distance. Noob combo the two jetpack guys either way. If you have a plasma nade you can go for the MLG stick on the Elites coming over the wall - BR them from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room (Pickle Room)==&lt;br /&gt;
Shotgun+stick everything. The level ends when everything dies.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
It's really risky to attack this room with the sword. The safest strat is to noob combo (if you kept the PP) or grab a plasma rifle. It's generally best to engage the Elites from the left side, although you can try your luck from the far right cubby near the boxes. There's a marine in the back of the room who you can give your PP to and when you kill him, your PP ammo will be replenished.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=879</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=879"/>
				<updated>2014-09-18T01:45:47Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HaloRunsLogo.png|link=http://haloruns.com|center]]&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. For more detail, go to a level's dedicated level page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Recommended Routes and Tutorials&amp;lt;/span&amp;gt;&lt;br /&gt;
*[http://www.twitch.tv/vetroxity/c/4757317 Halo CE, by Vetroxity] (Easy)&lt;br /&gt;
*[http://andrew.gg Halo CE, by goatrope] (Easy)&lt;br /&gt;
*[http://pastebin.com/qSfuGSiv Halo 2, by Monopoli] (Easy)&lt;br /&gt;
*[http://www.twitch.tv/hockeyfan48/c/4583912 Halo 2, by Hockeyfan] (Easy)&lt;br /&gt;
*[http://www.twitch.tv/slidingghost/c/4755405 Halo 2, by SG] (Easy)&lt;br /&gt;
*[http://www.twitch.tv/hiipfire/c/3797007 Halo 3, by HiipFire] (Easy)&lt;br /&gt;
*[http://i.imgur.com/C6smk5N.jpg Halo 3: ODST, by Chappified] (Easy &amp;amp; Legendary]&lt;br /&gt;
*[http://pastebin.com/rEYwRXvX Halo: Reach, by Backflip] (Easy)&lt;br /&gt;
*[https://www.youtube.com/watch?v=9HVhHAQxHqs Halo 4, By HLGNagato] (Easy)&lt;br /&gt;
*[https://www.youtube.com/watch?v=lfoaDojc6xM&amp;amp;list=UUa3APv9X_AdxstE3U1EIVKQ Halo 4, by ProAceJOKER] (Legendary)&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;
Timing rules are listed [http://haloruns.com/forums?t=3 here]. Check the list of [http://haloruns.com/records World Records], then sign up and add your personal best times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;IRC&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feel free to join the discussion on the SpeedRunsLive IRC server (irc2.speedrunslive.com) in channel #halo. If you go to http://speedrunslive.com/channel/ and join that way, you can type &amp;quot;/join #halo&amp;quot; to talk with others currently running games in the series.&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;
'''[[Basic Tricks]]''' - Click here if you're new to Halo speedrunning!&lt;br /&gt;
&lt;br /&gt;
Click the game you want to run:&lt;br /&gt;
*'''''[[Halo: Combat Evolved]]'''''&lt;br /&gt;
*'''''[[Halo 2]]'''''&lt;br /&gt;
*'''''[[Halo 3]]'''''&lt;br /&gt;
*'''''[[Halo 3: ODST]]'''''&lt;br /&gt;
*'''''[[Halo: Reach]]'''''&lt;br /&gt;
*'''''[[Halo 4]]'''''&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;100%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;33.3%&amp;quot;|&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;
&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;33.3%&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;
&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;33.3%&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;
&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;
|}&lt;br /&gt;
&lt;br /&gt;
'''Wiki Progress'''&lt;br /&gt;
&lt;br /&gt;
TODO:&lt;br /&gt;
*Fix all existing level pages&lt;br /&gt;
*Port content from goatrope/monopoli tutorials&lt;br /&gt;
*Add better way of navigating between levels (e.g. forward/back through levels)&lt;br /&gt;
*Get dark theme to match main site&lt;br /&gt;
*Link to most current HaloRuns WR videos for level pages&lt;br /&gt;
*CE - Add content to 343GS, Library, TB&lt;br /&gt;
*H2 - Add content after Metro&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=877</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=877"/>
				<updated>2014-09-05T18:19:53Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HaloRunsLogo.png|link=http://haloruns.com|center]]&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. For more detail, go to a level's dedicated level page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Recommended Routes and Tutorials&amp;lt;/span&amp;gt;&lt;br /&gt;
*[http://www.twitch.tv/vetroxity/c/4757317 Halo CE, by Vetroxity] (Easy)&lt;br /&gt;
*[http://andrew.gg Halo CE, by goatrope] (Easy)&lt;br /&gt;
*[http://pastebin.com/qSfuGSiv Halo 2, by Monopoli] (Easy)&lt;br /&gt;
*[http://www.twitch.tv/hockeyfan48/c/4583912 Halo 2, by Hockeyfan] (Easy)&lt;br /&gt;
*[http://www.twitch.tv/hiipfire/c/3797007 Halo 3, by HiipFire] (Easy)&lt;br /&gt;
*[http://i.imgur.com/C6smk5N.jpg Halo 3: ODST, by Chappified] (Easy &amp;amp; Legendary]&lt;br /&gt;
*[http://pastebin.com/rEYwRXvX Halo: Reach, by Backflip] (Easy)&lt;br /&gt;
*[https://www.youtube.com/watch?v=9HVhHAQxHqs Halo 4, By HLGNagato] (Easy)&lt;br /&gt;
*[https://www.youtube.com/watch?v=lfoaDojc6xM&amp;amp;list=UUa3APv9X_AdxstE3U1EIVKQ Halo 4, by ProAceJOKER] (Legendary)&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;
Timing rules are listed [http://haloruns.com/forums?t=3 here]. Check the list of [http://haloruns.com/records World Records], then sign up and add your personal best times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;IRC&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feel free to join the discussion on the SpeedRunsLive IRC server (irc2.speedrunslive.com) in channel #halo. If you go to http://speedrunslive.com/channel/ and join that way, you can type &amp;quot;/join #halo&amp;quot; to talk with others currently running games in the series.&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;
'''[[Basic Tricks]]''' - Click here if you're new to Halo speedrunning!&lt;br /&gt;
&lt;br /&gt;
Click the game you want to run:&lt;br /&gt;
*'''''[[Halo: Combat Evolved]]'''''&lt;br /&gt;
*'''''[[Halo 2]]'''''&lt;br /&gt;
*'''''[[Halo 3]]'''''&lt;br /&gt;
*'''''[[Halo 3: ODST]]'''''&lt;br /&gt;
*'''''[[Halo: Reach]]'''''&lt;br /&gt;
*'''''[[Halo 4]]'''''&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;100%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;33.3%&amp;quot;|&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;
&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;33.3%&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;
&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;33.3%&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;
&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;
|}&lt;br /&gt;
&lt;br /&gt;
'''Wiki Progress'''&lt;br /&gt;
&lt;br /&gt;
TODO:&lt;br /&gt;
*Fix all existing level pages&lt;br /&gt;
*Port content from goatrope/monopoli tutorials&lt;br /&gt;
*Add better way of navigating between levels (e.g. forward/back through levels)&lt;br /&gt;
*Get dark theme to match main site&lt;br /&gt;
*Link to most current HaloRuns WR videos for level pages&lt;br /&gt;
*CE - Add content to 343GS, Library, TB&lt;br /&gt;
*H2 - Add content after Metro&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=855</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=855"/>
				<updated>2014-07-31T03:11:37Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HaloRunsLogo.png|link=http://haloruns.com|center]]&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. For more detail, go to a level's dedicated level page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Recommended Routes and Tutorials&amp;lt;/span&amp;gt;&lt;br /&gt;
*[http://www.twitch.tv/vetroxity/c/4757317 Halo CE, by Vetroxity] (Easy)&lt;br /&gt;
*[http://andrew.gg Halo CE, by goatrope] (Easy)&lt;br /&gt;
*[http://pastebin.com/qSfuGSiv Halo 2, by Monopoli] (Easy)&lt;br /&gt;
*[http://www.twitch.tv/hockeyfan48/c/4583912 Halo 2, by Hockeyfan] (Easy)&lt;br /&gt;
*[http://www.twitch.tv/slidingghost/c/4755405 Halo 2, by SlidingGhost] (Easy)&lt;br /&gt;
*[http://www.twitch.tv/hiipfire/c/3797007 Halo 3, by HiipFire] (Easy)&lt;br /&gt;
*[http://i.imgur.com/C6smk5N.jpg Halo 3: ODST, by Chappified] (Easy &amp;amp; Legendary]&lt;br /&gt;
*[http://pastebin.com/rEYwRXvX Halo: Reach, by Backflip] (Easy)&lt;br /&gt;
*[https://www.youtube.com/watch?v=9HVhHAQxHqs Halo 4, By HLGNagato] (Easy)&lt;br /&gt;
*[https://www.youtube.com/watch?v=dqgUoOka68M Halo 4, by ProAceJOKER] (Legendary)&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;
Timing rules are listed [http://haloruns.com/forums?t=3 here]. Check the list of [http://haloruns.com/records World Records], then sign up and add your personal best times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;IRC&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feel free to join the discussion on the SpeedRunsLive IRC server (irc2.speedrunslive.com) in channel #halo. If you go to http://speedrunslive.com/channel/ and join that way, you can type &amp;quot;/join #halo&amp;quot; to talk with others currently running games in the series.&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;
'''[[Basic Tricks]]''' - Click here if you're new to Halo speedrunning!&lt;br /&gt;
&lt;br /&gt;
Click the game you want to run:&lt;br /&gt;
*'''''[[Halo: Combat Evolved]]'''''&lt;br /&gt;
*'''''[[Halo 2]]'''''&lt;br /&gt;
*'''''[[Halo 3]]'''''&lt;br /&gt;
*'''''[[Halo 3: ODST]]'''''&lt;br /&gt;
*'''''[[Halo: Reach]]'''''&lt;br /&gt;
*'''''[[Halo 4]]'''''&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;100%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;33.3%&amp;quot;|&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;
&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;33.3%&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;
&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;33.3%&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;
&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;
|}&lt;br /&gt;
&lt;br /&gt;
'''Wiki Progress'''&lt;br /&gt;
&lt;br /&gt;
TODO:&lt;br /&gt;
*Fix all existing level pages&lt;br /&gt;
*Port content from goatrope/monopoli tutorials&lt;br /&gt;
*Add better way of navigating between levels (e.g. forward/back through levels)&lt;br /&gt;
*Get dark theme to match main site&lt;br /&gt;
*Link to most current HaloRuns WR videos for level pages&lt;br /&gt;
*CE - Add content to 343GS, Library, TB&lt;br /&gt;
*H2 - Add content after Metro&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=854</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=854"/>
				<updated>2014-07-27T22:06:46Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HaloRunsLogo.png|link=http://haloruns.com|center]]&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. For more detail, go to a level's dedicated level page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Recommended Routes and Tutorials&amp;lt;/span&amp;gt;&lt;br /&gt;
*[http://andrew.gg Halo CE, by goatrope] (Easy)&lt;br /&gt;
*[http://pastebin.com/qSfuGSiv Halo 2, by Monopoli] (Easy)&lt;br /&gt;
*[http://www.twitch.tv/hockeyfan48/c/4583912 Halo 2, by Hockeyfan] (Easy)&lt;br /&gt;
*[http://www.twitch.tv/slidingghost/c/4755405 Halo 2, by SlidingGhost] (Easy)&lt;br /&gt;
*[http://www.twitch.tv/hiipfire/c/3797007 Halo 3, by HiipFire] (Easy)&lt;br /&gt;
*[http://i.imgur.com/C6smk5N.jpg Halo 3: ODST, by Chappified] (Easy &amp;amp; Legendary]&lt;br /&gt;
*[http://pastebin.com/rEYwRXvX Halo: Reach, by Backflip] (Easy)&lt;br /&gt;
*[https://www.youtube.com/watch?v=9HVhHAQxHqs Halo 4, By HLGNagato] (Easy)&lt;br /&gt;
*[https://www.youtube.com/watch?v=dqgUoOka68M Halo 4, by ProAceJOKER] (Legendary)&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;
Timing rules are listed [http://haloruns.com/forums?t=3 here]. Check the list of [http://haloruns.com/records World Records], then sign up and add your personal best times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;IRC&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feel free to join the discussion on the SpeedRunsLive IRC server (irc2.speedrunslive.com) in channel #halo. If you go to http://speedrunslive.com/channel/ and join that way, you can type &amp;quot;/join #halo&amp;quot; to talk with others currently running games in the series.&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;
'''[[Basic Tricks]]''' - Click here if you're new to Halo speedrunning!&lt;br /&gt;
&lt;br /&gt;
Click the game you want to run:&lt;br /&gt;
*'''''[[Halo: Combat Evolved]]'''''&lt;br /&gt;
*'''''[[Halo 2]]'''''&lt;br /&gt;
*'''''[[Halo 3]]'''''&lt;br /&gt;
*'''''[[Halo 3: ODST]]'''''&lt;br /&gt;
*'''''[[Halo: Reach]]'''''&lt;br /&gt;
*'''''[[Halo 4]]'''''&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;100%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;33.3%&amp;quot;|&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;
&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;33.3%&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;
&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;33.3%&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;
&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;
|}&lt;br /&gt;
&lt;br /&gt;
'''Wiki Progress'''&lt;br /&gt;
&lt;br /&gt;
TODO:&lt;br /&gt;
*Fix all existing level pages&lt;br /&gt;
*Port content from goatrope/monopoli tutorials&lt;br /&gt;
*Add better way of navigating between levels (e.g. forward/back through levels)&lt;br /&gt;
*Get dark theme to match main site&lt;br /&gt;
*Link to most current HaloRuns WR videos for level pages&lt;br /&gt;
*CE - Add content to 343GS, Library, TB&lt;br /&gt;
*H2 - Add content after Metro&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Two_Betrayals&amp;diff=849</id>
		<title>Two Betrayals</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Two_Betrayals&amp;diff=849"/>
				<updated>2014-07-06T19:25:23Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &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;
&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;
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;
&lt;br /&gt;
==Final Run==&lt;br /&gt;
[[Category:Levels|1-08]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Regret&amp;diff=847</id>
		<title>Regret</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Regret&amp;diff=847"/>
				<updated>2014-07-04T01:54:26Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* Legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Regret&lt;br /&gt;
| image = [[File:Regret.jpg|300px]]&lt;br /&gt;
| caption = They'll regret that too&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Regret''' is the eighth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Regret (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
'''Early Gondola:''' Strategy depends upon the location of the Jackal spawns. In order from fastest to slowest:&lt;br /&gt;
*Sword-fly to middle platform, sword-cancel over enemy onto departing gondola. The enemy must be standing still.&lt;br /&gt;
*Sword-fly to far platform, jump to gondola, stand on railing and trigger enemies, run+jump onto departing gondola.&lt;br /&gt;
*If you don't see any Jackals, run all the way to the little ledge, grenade jump onto central platform, sword-cancel to gondola. (risky) You can also draw out snipers on the far platform by firing a rocket anywhere or throwing a nade near them. You can also get lucky and have a sniper spawn far back on the middle platform, you can sword fly from the little ledge to the gondola, hitting the trigger in the process.&lt;br /&gt;
*If you didn't carry over a sword from Delta Halo, reset :^)&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
IL Start: Ways to obtain a sword for Individual Level attempts:&lt;br /&gt;
* First group, white Elite in the front: shoot the back Elite with the beam rifle twice, wait a little before firing the second shot, and then backsmack him. If you kill him too quickly, another Elite will take his place. Get the white Elite to berserk and backsmack.&lt;br /&gt;
* First group, white Elite in the back: &lt;br /&gt;
* Second group, white Elite in the front: &lt;br /&gt;
* Second group, white Elite in the back: &lt;br /&gt;
&lt;br /&gt;
Checkpoint Manipulation:&lt;br /&gt;
&lt;br /&gt;
At the start of Regret, killing the 1 Elite that spawns after the usual two, the 2 Grunts, and 2-3 snipers will usually give a CP. If you sword fly to the Jackal at the other temple and kill 1 Jackal sniper and the Elite on the bridge, you can sometimes get a CP. If you sword fly to the Jackal sniper on the middle platform and kill the sniper, you can sometimes force a CP by cloaking.&lt;br /&gt;
&lt;br /&gt;
After the first elevator ride, you can delay the CP and get it right before the sword fly/cancel off the Grunt.&lt;br /&gt;
&lt;br /&gt;
After getting past the Hunters, you can get a CP before engaging the Stealth Elites.&lt;br /&gt;
&lt;br /&gt;
After the second elevator ride, you can do a poor sword cancel off of the Elite and force a CP before the mountain cancel by cloaking. You can also cloak and cancel off the Elite to get a CP.&lt;br /&gt;
&lt;br /&gt;
On the final gondola ride, you do not want to get a CP as you're firing a rocket at the Banshees or you will have wasted a rocket if you revert!&lt;br /&gt;
&lt;br /&gt;
By killing the enemies coming out of Regret's chamber, in addition to the turret Grunts, you should be able to get a checkpoint directly before the fight. You can minimize the amount of enemies coming out of it by not killing anything before triggering the cutscene.&lt;br /&gt;
&lt;br /&gt;
During the Regret fight, you can [https://www.youtube.com/watch?v=bvypX3shVbI#t=18m22s cloak] to force a CP. You can also backtrack to the temple entrance to get a CP.&lt;br /&gt;
[[Category:Levels|2-08]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Regret&amp;diff=846</id>
		<title>Regret</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Regret&amp;diff=846"/>
				<updated>2014-07-04T01:50:07Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* Legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Regret&lt;br /&gt;
| image = [[File:Regret.jpg|300px]]&lt;br /&gt;
| caption = They'll regret that too&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Regret''' is the eighth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Regret (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
'''Early Gondola:''' Strategy depends upon the location of the Jackal spawns. In order from fastest to slowest:&lt;br /&gt;
*Sword-fly to middle platform, sword-cancel over enemy onto departing gondola. The enemy must be standing still.&lt;br /&gt;
*Sword-fly to far platform, jump to gondola, stand on railing and trigger enemies, run+jump onto departing gondola.&lt;br /&gt;
*If you don't see any Jackals, run all the way to the little ledge, grenade jump onto central platform, sword-cancel to gondola. (risky) You can also draw out snipers on the far platform by firing a rocket anywhere or throwing a nade near them. You can also get lucky and have a sniper spawn far back on the middle platform, you can sword fly from the little ledge to the gondola, hitting the trigger in the process.&lt;br /&gt;
*If you didn't carry over a sword from Delta Halo, reset :^)&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
IL Start: Ways to obtain a sword for Individual Level attempts:&lt;br /&gt;
* First group, white Elite in the front: shoot the back Elite with the beam rifle twice, wait a little before firing the second shot, and then backsmack him. If you kill him too quickly, another Elite will take his place. Get the white Elite to berserk and backsmack.&lt;br /&gt;
* First group, white Elite in the back: &lt;br /&gt;
* Second group, white Elite in the front: &lt;br /&gt;
* Second group, white Elite in the back: &lt;br /&gt;
&lt;br /&gt;
Checkpoint Manipulation:&lt;br /&gt;
&lt;br /&gt;
At the start of Regret, killing the 1 Elite that spawns after the usual two, the 2 Grunts, and 2-3 snipers will usually give a CP. If you sword fly to the Jackal at the other temple and kill 1 Jackal sniper and the Elite on the bridge, you can sometimes get a CP. If you sword fly to the Jackal sniper on the middle platform and kill the sniper, you can sometimes force a CP by cloaking.&lt;br /&gt;
&lt;br /&gt;
After the first elevator ride, you can delay the CP and get it right before the sword fly/cancel off the Grunt.&lt;br /&gt;
&lt;br /&gt;
After getting past the Hunters, you can get a CP before engaging the Stealth Elites.&lt;br /&gt;
&lt;br /&gt;
After the second elevator ride, you can do a poor sword cancel off of the Elite and force a CP before the mountain cancel by cloaking. You can also cloak and cancel off the Elite to get a CP.&lt;br /&gt;
&lt;br /&gt;
On the final gondola ride, you do not want to get a CP as you're firing a rocket at the Banshees or you will have wasted a rocket!&lt;br /&gt;
&lt;br /&gt;
By killing the enemies coming out of Regret's chamber, in addition to the turret Grunts, you should be able to get a checkpoint directly before the fight.&lt;br /&gt;
&lt;br /&gt;
During the Regret fight, you can [https://www.youtube.com/watch?v=bvypX3shVbI#t=18m22s cloak] to force a CP. You can also backtrack to the temple entrance to get a CP.&lt;br /&gt;
[[Category:Levels|2-08]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Regret&amp;diff=845</id>
		<title>Regret</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Regret&amp;diff=845"/>
				<updated>2014-07-04T01:47:27Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Regret&lt;br /&gt;
| image = [[File:Regret.jpg|300px]]&lt;br /&gt;
| caption = They'll regret that too&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Regret''' is the eighth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Regret (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
'''Early Gondola:''' Strategy depends upon the location of the Jackal spawns. In order from fastest to slowest:&lt;br /&gt;
*Sword-fly to middle platform, sword-cancel over enemy onto departing gondola. The enemy must be standing still.&lt;br /&gt;
*Sword-fly to far platform, jump to gondola, stand on railing and trigger enemies, run+jump onto departing gondola.&lt;br /&gt;
*If you don't see any Jackals, run all the way to the little ledge, grenade jump onto central platform, sword-cancel to gondola. (risky) You can also draw out snipers on the far platform by firing a rocket anywhere or throwing a nade near them. You can also get lucky and have a sniper spawn far back on the middle platform, you can sword fly from the little ledge to the gondola, hitting the trigger in the process.&lt;br /&gt;
*If you didn't carry over a sword from Delta Halo, reset :^)&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
IL Start: Ways to obtain a sword for Individual Level attempts:&lt;br /&gt;
* First group, white Elite in the front: shoot the back Elite with the beam rifle twice, wait a little before firing the second shot, and then backsmack him. If you kill him too quickly, another Elite will take his place. Get the white Elite to berserk and backsmack.&lt;br /&gt;
* First group, white Elite in the back: &lt;br /&gt;
* Second group, white Elite in the front: &lt;br /&gt;
* Second group, white Elite in the back: &lt;br /&gt;
&lt;br /&gt;
Checkpoint Manipulation:&lt;br /&gt;
&lt;br /&gt;
At the start of Regret, killing the 1 Elite that spawns after the usual two, the 2 Grunts, and 2-3 snipers will usually give a CP. If you sword fly to the Jackal at the other temple and kill 1 Jackal sniper and the Elite on the bridge, you can sometimes get a CP. If you sword fly to the Jackal sniper on the middle platform and kill the sniper, you can sometimes force a CP by cloaking.&lt;br /&gt;
&lt;br /&gt;
After the first elevator ride, you can delay the CP and get it right before the sword fly/cancel off the Grunt.&lt;br /&gt;
&lt;br /&gt;
After getting past the Hunters, you can get a CP before engaging the Stealth Elites.&lt;br /&gt;
&lt;br /&gt;
After the second elevator ride, you can do a poor sword cancel off of the Elite and force a CP before the mountain cancel by cloaking. You can also cloak and cancel off the Elite to get a CP.&lt;br /&gt;
&lt;br /&gt;
On the final gondola ride, you do not want to get a CP as you're firing a rocket at the Banshees or you will have wasted a rocket!&lt;br /&gt;
&lt;br /&gt;
By killing the enemies coming out of Regret's chamber, in addition to the turret Grunts, you should be able to get a checkpoint directly before the fight.&lt;br /&gt;
&lt;br /&gt;
During the Regret fight, you can cloak and [https://www.youtube.com/watch?v=bvypX3shVbI#t=18m22s go up the ramps] to force a CP. You can also backtrack to the temple entrance to get a CP.&lt;br /&gt;
[[Category:Levels|2-08]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Regret&amp;diff=844</id>
		<title>Regret</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Regret&amp;diff=844"/>
				<updated>2014-07-04T01:47:09Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* Legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Regret&lt;br /&gt;
| image = [[File:Regret.jpg|300px]]&lt;br /&gt;
| caption = They'll regret that too&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Regret''' is the eighth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Regret (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
'''Early Gondola:''' Strategy depends upon the location of the Jackal spawns. In order from fastest to slowest:&lt;br /&gt;
*Sword-fly to middle platform, sword-cancel over enemy onto departing gondola. The enemy must be standing still.&lt;br /&gt;
*Sword-fly to far platform, jump to gondola, stand on railing and trigger enemies, run+jump onto departing gondola.&lt;br /&gt;
*If you don't see any Jackals, run all the way to the little ledge, grenade jump onto central platform, sword-cancel to gondola. (risky) You can also draw out snipers on the far platform by firing a rocket anywhere or throwing a nade near them. You can also get lucky and have a sniper spawn far back on the middle platform, you can sword fly from the little ledge to the gondola, hitting the trigger in the process.&lt;br /&gt;
*If you didn't carry over a sword from Delta Halo, reset :^)&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
IL Start: Ways to obtain a sword for Individual Level attempts:&lt;br /&gt;
* First group, white Elite in the front: shoot the back Elite with the beam rifle twice, wait a little before firing the second shot, and then backsmack him. If you kill him too quickly, another Elite will take his place. Get the white Elite to berserk and backsmack.&lt;br /&gt;
* First group, white Elite in the back: &lt;br /&gt;
* Second group, white Elite in the front: &lt;br /&gt;
* Second group, white Elite in the back: &lt;br /&gt;
&lt;br /&gt;
Checkpoint Manipulation:&lt;br /&gt;
At the start of Regret, killing the 1 Elite that spawns after the usual two, the 2 Grunts, and 2-3 snipers will usually give a CP. If you sword fly to the Jackal at the other temple and kill 1 Jackal sniper and the Elite on the bridge, you can sometimes get a CP. If you sword fly to the Jackal sniper on the middle platform and kill the sniper, you can sometimes force a CP by cloaking.&lt;br /&gt;
&lt;br /&gt;
After the first elevator ride, you can delay the CP and get it right before the sword fly/cancel off the Grunt.&lt;br /&gt;
&lt;br /&gt;
After getting past the Hunters, you can get a CP before engaging the Stealth Elites.&lt;br /&gt;
&lt;br /&gt;
After the second elevator ride, you can do a poor sword cancel off of the Elite and force a CP before the mountain cancel by cloaking. You can also cloak and cancel off the Elite to get a CP.&lt;br /&gt;
&lt;br /&gt;
On the final gondola ride, you do not want to get a CP as you're firing a rocket at the Banshees or you will have wasted a rocket!&lt;br /&gt;
&lt;br /&gt;
By killing the enemies coming out of Regret's chamber, in addition to the turret Grunts, you should be able to get a checkpoint directly before the fight.&lt;br /&gt;
&lt;br /&gt;
During the Regret fight, you can cloak and [https://www.youtube.com/watch?v=bvypX3shVbI#t=18m22s go up the ramps] to force a CP. You can also backtrack to the temple entrance to get a CP.&lt;br /&gt;
[[Category:Levels|2-08]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Great_Journey&amp;diff=843</id>
		<title>The Great Journey</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Great_Journey&amp;diff=843"/>
				<updated>2014-07-04T01:27:07Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* Legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Great Journey&lt;br /&gt;
| image = [[File:TheGreatJourney.jpg|300px]]&lt;br /&gt;
| caption = It's Fuck With Tartarus Day and everyone's invited&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Great Journey''' is the fourteenth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:The Great Journey (level)|The Great Journey (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
If the cutscene at the Scarab doesn't trigger, check if a Brute fell off the ledge and survived. All the Brutes must be dead.&lt;br /&gt;
==Legendary==&lt;br /&gt;
Kill the Elite who brings forth the Spectre. Drive ahead and park it behind the rock up ahead, hijack a Ghost. Or leave the Spectre where the Elite parked it, which will guarantee that it doesn't get destroyed when you leave it behind.&lt;br /&gt;
&lt;br /&gt;
At the door guarded by 2 Wraiths and several Brutes, you can get rid of them by making the game deload them. Basically drive up to the door, get to cover, face away from the enemies and wait.&lt;br /&gt;
&lt;br /&gt;
Easiest way to ensure the deload is to backtrack and then come back. You can delay the CP to get it closer; on your way back to the Wraiths by looking downward and shooting at the ground. Another way to do the deload is to take cover near the Scarab platform and wait 10 seconds while looking away from the Wraiths. You can fire the Ghost's turrets to delay a CP.&lt;br /&gt;
&lt;br /&gt;
Drive into the building and past the enemies. When you've reached the garden room, drive the Ghost across the gap. Hold A to lift the front of the Ghost up. You don't want to hit the Ghost's wings on anything and Brutes can be very annoying when they get in your way. It helps a lot to get out and cloak before attempting this jump. If you carried over a sword from Uprising, you can sword fly off of a Brute to the other side.&lt;br /&gt;
&lt;br /&gt;
For the bridge, killing Jackals risks spawning more Drones. Park the Ghost on the left side of the bridge, get out and cloak. Drive across carefully, shooting the Jackal sniper with the Ghost. You can snipe the Jackal sniper before attempting this. If you carried over sword, you can cloak and sword fly to the Jackal sniper.&lt;br /&gt;
&lt;br /&gt;
Driving the Ghost:&lt;br /&gt;
Release the Hunters, kill 3 Brutes to open the door and drive past the reinforcements. Sword strat: sword fly to the Brute closest to the Hunters, stick the left Brute, cloak and backsmack a third Brute.&lt;br /&gt;
&lt;br /&gt;
Outside Scarab:&lt;br /&gt;
Shoot all the Brutes down with the Ghost. Sword strat: sword fly to the closest Brute, stick a second Brute, and backsmack the Brute shot Brute to make the last one berserk. Do not move or shoot so the ending cutscene happens faster.&lt;br /&gt;
&lt;br /&gt;
Deloading Wraiths:&lt;br /&gt;
Immediately after the cutscene ends, go back to the previous room. If done correctly, the 3 Wraiths should have their drivers removed from the game, allowing the Scarab to proceed. Make sure you have at least 2 plasmas.&lt;br /&gt;
&lt;br /&gt;
Spectre Drop:&lt;br /&gt;
Drive the Spectre to the spot that allows you to enter the control room early. Wait for Scarab to blow up the door, then park the Spectre near the edge, facing the structure, and get out. Time it so you trigger the cutscene as the Spectre is about to fall off. If done correctly, it should be waiting for you in the backroom.&lt;br /&gt;
&lt;br /&gt;
Tartarus:&lt;br /&gt;
The start isn't very hard, but it's possible to be killed by the 4 Brutes flanking Tartarus. If you have a spare plasma, you can toss one at them, cloak, and jump back. It will usually help you get out of that situation.&lt;br /&gt;
&lt;br /&gt;
Get Johnson on the Spectre. Make sure to kill non-gold Elites so they don't get in. Park the Spectre at the edge of the platform where Johnson runs to. Johnson should respawn at the same time as Miranda, look at where Keyes will spawn. When you have 2 or 3 Johnsons in your Spectre, just drive down to Tartarus, stick it with a plasma, and enjoy the carnage. Dual wield plasma rifles and shoot Tartarus.&lt;br /&gt;
&lt;br /&gt;
Sometimes Johnson will not clone and reverting will not change this. A good backup strat is to get Miranda Keyes on the turret, drive to Tartarus, destroy the Spectre, and allow her to distract him. It will take longer to kill him but it will still be an easy fight, if nothing goes wrong.&lt;br /&gt;
&lt;br /&gt;
==Individual Level / Segmented==&lt;br /&gt;
[[Category:Levels|2-14]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Uprising&amp;diff=842</id>
		<title>Uprising</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Uprising&amp;diff=842"/>
				<updated>2014-07-04T00:47:11Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* Legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Uprising&lt;br /&gt;
| image = [[File:Uprising.jpg|300px]]&lt;br /&gt;
| caption = It ended so soon...&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Uprising''' is the twelfth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Uprising (level)|Uprising (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
After skipping cutscene, immediately turn to the left and start walking forward, shoot plasma rifle in advance to alert Brutes sooner. Get a sword cancel off the Brute over the rock or just jump over it. Shoot plasma rifle again to draw Brutes out of the door sooner, sword fly to one or wait for him to get close and sword cancel. Crouch jump up to the Grunts, get Carbine, and either sword fly or sword cancel off the Jackal. Reinforcements can randomly spawn at the door and obstruct you, try to jump over them if it happens. Alert the enemies in the next room to make one of them head to the next area faster and sword fly to him. If he's ahead of you, you can angle a sword cancel so you fly right down to the door, otherwise just walk down. In the next room, sword fly or sword cancel off the Shade turret, you can sometimes avoid bouncing off the turret if you do a grounded sword fly. Drop Carbine for the Fuel Rod Gun. When you get to 'Step Aside, Let the Man Go Through', cloak before the door opens, and do a grounded sword cancel off the Jackal. It is very important that you have the right angle or you will hit something and lose all of your momentum. Head to the tree and either fuel rod jump up or jump in between the tree and wall. If you miss the fuel rod jump, you have to wait a little more after your shield has recharged or you will still kill yourself. If you do the tree jump, don't jump from right up against the tree, that makes it easier to over jump. There's a rock near the tree, jump onto it from there. Walk over to the ending trigger, crouch on the black spot to end level.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
Shoot plasma rifle right before picking up the sword to draw the Brutes away from the door area, jump over the wall, cloak. Sword fly to one of the door Brutes or wait for him to get close and sword cancel. Sometimes you can get a CP before this.&lt;br /&gt;
&lt;br /&gt;
You'll get another CP before the next area. If your shield hasn't recharged when you've reached the door to the next area, it might be ideal to avoid getting it (delay by meleeing with sword) so you don't get one before jumping up to the Grunts.&lt;br /&gt;
&lt;br /&gt;
Get the Carbine. You can either sword fly to the Jackal coming out of the door or sword cancel off of him. Be sure to cloak. You sometimes get a CP before this. Ideally, you want to avoid spawning the reinforcements.&lt;br /&gt;
&lt;br /&gt;
Sword fly to the retreating Brute in the next room. You can make him retreat sooner by shooting your gun. Sometimes it'll be a Jackal. You can get a CP if you wait before attempting it.&lt;br /&gt;
&lt;br /&gt;
Wait for the retreating Brute to come to a stop so you can sword cancel off of him or kill him and jump down. Usually a lone Brute will come out of the next Brute (you can kill him to get a CP). If you land above the doorway from the sword cancel, you can skip spawning the enemies in the next room.&lt;br /&gt;
&lt;br /&gt;
You can either sword fly off the turret Brute or off the Brute coming out of the door. You can sometimes draw him out sooner by shooting. If you end up bouncing off the turret, that can spell death. If you really want to be safe, just cloak and walk to the door. Shoot after walking past the turret to minimize wait for camo recharge.&lt;br /&gt;
&lt;br /&gt;
There's a fuel rod gun right before the final section of this speedrun but think about it for a moment.&lt;br /&gt;
&lt;br /&gt;
Pickup Fuel Rod:&lt;br /&gt;
* faster OoB with fuel rod jump, risky on Legendary&lt;br /&gt;
* no nade carryover to Great Journey (you'll spawn with 4 nades on GJ and you'll want some nades to stick the Spectre at the end of the level)&lt;br /&gt;
&lt;br /&gt;
Keep Carbine:&lt;br /&gt;
* slower OoB method of tree jump&lt;br /&gt;
* carryover sword to Great Journey (allows for alternative, yolo strats on GJ)&lt;br /&gt;
&lt;br /&gt;
Sword cancel off the Jackal. Don't move back or jump, just keep your crosshair angled over his head. Occasionally, you might land on the rock near the tree (the god cancel). If you chose to go with fuel rod, in the event that you get a bad sword cancel, there is [https://www.youtube.com/watch?v=txiRQAXYzV4 a route] you should learn. If you chose to go with carbine, you can just intercept the Jackal sniper with a headshot. You can wait for camo to recharge before attempting the OoB.&lt;br /&gt;
&lt;br /&gt;
Crouch on the black spot to end level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-12]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Uprising&amp;diff=841</id>
		<title>Uprising</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Uprising&amp;diff=841"/>
				<updated>2014-07-04T00:41:31Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* Legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Uprising&lt;br /&gt;
| image = [[File:Uprising.jpg|300px]]&lt;br /&gt;
| caption = It ended so soon...&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Uprising''' is the twelfth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Uprising (level)|Uprising (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
After skipping cutscene, immediately turn to the left and start walking forward, shoot plasma rifle in advance to alert Brutes sooner. Get a sword cancel off the Brute over the rock or just jump over it. Shoot plasma rifle again to draw Brutes out of the door sooner, sword fly to one or wait for him to get close and sword cancel. Crouch jump up to the Grunts, get Carbine, and either sword fly or sword cancel off the Jackal. Reinforcements can randomly spawn at the door and obstruct you, try to jump over them if it happens. Alert the enemies in the next room to make one of them head to the next area faster and sword fly to him. If he's ahead of you, you can angle a sword cancel so you fly right down to the door, otherwise just walk down. In the next room, sword fly or sword cancel off the Shade turret, you can sometimes avoid bouncing off the turret if you do a grounded sword fly. Drop Carbine for the Fuel Rod Gun. When you get to 'Step Aside, Let the Man Go Through', cloak before the door opens, and do a grounded sword cancel off the Jackal. It is very important that you have the right angle or you will hit something and lose all of your momentum. Head to the tree and either fuel rod jump up or jump in between the tree and wall. If you miss the fuel rod jump, you have to wait a little more after your shield has recharged or you will still kill yourself. If you do the tree jump, don't jump from right up against the tree, that makes it easier to over jump. There's a rock near the tree, jump onto it from there. Walk over to the ending trigger, crouch on the black spot to end level.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
Shoot plasma rifle right before picking up the sword to draw the Brutes away from the door area, jump over the wall, cloak. Sword fly to one of the door Brutes or wait for him to get close and sword cancel. Sometimes you can get a CP before this.&lt;br /&gt;
&lt;br /&gt;
You'll get another CP before the next area. If your shield hasn't recharged when you've reached the door to the next area, it might be ideal to avoid getting it (delay by meleeing with sword) so you don't get one before jumping up to the Grunts.&lt;br /&gt;
&lt;br /&gt;
Get the Carbine. You can either sword fly to the Jackal coming out of the door or sword cancel off of him. Be sure to cloak. You sometimes get a CP before this. Ideally, you want to avoid spawning the reinforcements.&lt;br /&gt;
&lt;br /&gt;
Sword fly to the retreating Brute in the next room. You can make him retreat sooner by shooting your gun. Sometimes it'll be a Jackal. You can get a CP if you wait before attempting it.&lt;br /&gt;
&lt;br /&gt;
Wait for the retreating Brute to come to a stop so you can sword cancel off of him or kill him and jump down. Usually a lone Brute will come out of the next Brute (you can kill him to get a CP). If you land above the doorway from the sword cancel, you can skip spawning the enemies in the next room.&lt;br /&gt;
&lt;br /&gt;
You can either sword fly off the turret Brute or off the Brute coming out of the door. You can sometimes draw him out sooner by shooting. If you end up bouncing off the turret, that can spell death. If you really want to be safe, just cloak and walk to the door. Shoot after walking past the turret to minimize wait for camo recharge.&lt;br /&gt;
&lt;br /&gt;
There's a fuel rod gun right before the final section of this speedrun but think about it for a moment.&lt;br /&gt;
&lt;br /&gt;
Pickup Fuel Rod:&lt;br /&gt;
* faster OoB with fuel rod jump, risky on Legendary&lt;br /&gt;
* no nade carryover to Great Journey&lt;br /&gt;
&lt;br /&gt;
Keep Carbine:&lt;br /&gt;
* slower OoB method of tree jump&lt;br /&gt;
* carryover sword to Great Journey&lt;br /&gt;
&lt;br /&gt;
If you choose to go with fuel rod, in the event that you get a bad sword cancel, there is [https://www.youtube.com/watch?v=txiRQAXYzV4 a route] you should learn. If you choose to go with carbine, you can just intercept the Jackal sniper with a headshot.&lt;br /&gt;
&lt;br /&gt;
Crouch on the black spot to end level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-12]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Uprising&amp;diff=840</id>
		<title>Uprising</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Uprising&amp;diff=840"/>
				<updated>2014-07-04T00:37:18Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Uprising&lt;br /&gt;
| image = [[File:Uprising.jpg|300px]]&lt;br /&gt;
| caption = It ended so soon...&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Uprising''' is the twelfth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Uprising (level)|Uprising (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
After skipping cutscene, immediately turn to the left and start walking forward, shoot plasma rifle in advance to alert Brutes sooner. Get a sword cancel off the Brute over the rock or just jump over it. Shoot plasma rifle again to draw Brutes out of the door sooner, sword fly to one or wait for him to get close and sword cancel. Crouch jump up to the Grunts, get Carbine, and either sword fly or sword cancel off the Jackal. Reinforcements can randomly spawn at the door and obstruct you, try to jump over them if it happens. Alert the enemies in the next room to make one of them head to the next area faster and sword fly to him. If he's ahead of you, you can angle a sword cancel so you fly right down to the door, otherwise just walk down. In the next room, sword fly or sword cancel off the Shade turret, you can sometimes avoid bouncing off the turret if you do a grounded sword fly. Drop Carbine for the Fuel Rod Gun. When you get to 'Step Aside, Let the Man Go Through', cloak before the door opens, and do a grounded sword cancel off the Jackal. It is very important that you have the right angle or you will hit something and lose all of your momentum. Head to the tree and either fuel rod jump up or jump in between the tree and wall. If you miss the fuel rod jump, you have to wait a little more after your shield has recharged or you will still kill yourself. If you do the tree jump, don't jump from right up against the tree, that makes it easier to over jump. There's a rock near the tree, jump onto it from there. Walk over to the ending trigger, crouch on the black spot to end level.&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
Shoot plasma rifle right before picking up the sword to draw the Brutes away from the door area, jump over the wall, cloak. Sword fly to one of the door Brutes or wait for him to get close and sword cancel. Sometimes you can get a CP before this.&lt;br /&gt;
&lt;br /&gt;
You'll get another CP before the next area. If your shield hasn't recharged when you've reached the door to the next area, it might be ideal to avoid getting it (delay by meleeing with sword) so you don't get one before jumping up to the Grunts.&lt;br /&gt;
&lt;br /&gt;
Get the Carbine. You can either sword fly to the Jackal coming out of the door or sword cancel off of him. Be sure to cloak. You sometimes get a CP before this. Ideally, you want to avoid spawning the reinforcements.&lt;br /&gt;
&lt;br /&gt;
Sword fly to the retreating Brute in the next room. You can make him retreat sooner by shooting your gun. Sometimes it'll be a Jackal. You can get a CP if you wait near the top.&lt;br /&gt;
&lt;br /&gt;
Wait for the retreating Brute to come to a stop so you can sword cancel off of him or kill him and jump down. Usually a lone Brute will come out of the next Brute (you can kill him to get a CP). If you land above the doorway from the sword cancel, you can skip spawning the enemies in the next room.&lt;br /&gt;
&lt;br /&gt;
You can either sword fly off the turret Brute or off the Brute coming out of the door. You can sometimes draw him out sooner by shooting. If you end up bouncing off the turret, that can spell death. If you really want to be safe, just cloak and walk to the door. Shoot after walking past the turret to minimize wait for camo recharge.&lt;br /&gt;
&lt;br /&gt;
There's a fuel rod gun right before the final section of this speedrun but think about it for a moment.&lt;br /&gt;
&lt;br /&gt;
Pickup Fuel Rod:&lt;br /&gt;
* faster OoB with fuel rod jump, risky on Legendary&lt;br /&gt;
* no nade carryover to Great Journey&lt;br /&gt;
&lt;br /&gt;
Keep Carbine:&lt;br /&gt;
* slower OoB method of tree jump&lt;br /&gt;
* carryover sword to Great Journey&lt;br /&gt;
&lt;br /&gt;
If you choose to go with fuel rod, in the event that you get a bad sword cancel, there is [https://www.youtube.com/watch?v=txiRQAXYzV4 a route] you should learn. If you choose to go with carbine, you can just intercept the Jackal sniper with it.&lt;br /&gt;
&lt;br /&gt;
Crouch on the black spot to end level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-12]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Delta_Halo&amp;diff=839</id>
		<title>Delta Halo</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Delta_Halo&amp;diff=839"/>
				<updated>2014-07-03T22:47:06Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Delta Halo&lt;br /&gt;
| image = [[File:DeltaHalo.jpg|300px]]&lt;br /&gt;
| caption = Enjoy the scenery&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Delta Halo''' is the seventh playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Delta Halo (level)|Delta Halo (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
the best level&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
Get the BR from ODST, kill the closest turret and any Grunts in your way, do the OoB trick. If a sniper spawns near the distant turret at the temple, fire a rocket at it as you're going up, it'll let you walk straight to the trigger. Otherwise stick to the right to avoid being sniped.&lt;br /&gt;
&lt;br /&gt;
Head over to the trigger then walk over to the Ghosts. The Wraith won't spawn and you'll have skipped a lot of heavy fighting. Destroy the other Ghost to prevent it from being used. You can either launch to the waterfall, launch to the side of the waterfall, launch to where the Wraith would be, or extend the bridge (slowest).&lt;br /&gt;
&lt;br /&gt;
Next area is a pain, a lot of Shade turrets and random Ghost spawns. If you manage to get through all that, get out and retrieve Envy skull. Drop down into the room below and get sword. Nade jump back up and sword cancel off the stealth Elite to get over the wall.&lt;br /&gt;
&lt;br /&gt;
Kill the waterfall Jackal, sword fly to the Elite in the cave on the left (don't kill him or you'll spawn the Drones). Cloak and walk to the next area.&lt;br /&gt;
&lt;br /&gt;
Pick up the 3 frags if you're doing a full game run, sword fly to the Jackal snipers on the roof. Drop down, spawn the honor guard Elites, stealthily dispatch them to prevent more from spawning.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-07]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=838</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=838"/>
				<updated>2014-07-03T22:22:53Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* On legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Metropolis&lt;br /&gt;
| image = [[File:Metro.jpg|300px]]&lt;br /&gt;
| caption = Don't take the left&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~4:10 &amp;lt;br&amp;gt;Legendary: ~5:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Metropolis''' is the fourth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Metropolis (level)|Metropolis (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Bridge===&lt;br /&gt;
Take the Warthog, drive to the tunnels. On legendary, make sure you take both Marines for damage absorption. You may have to drive to the far left to avoid the Wraith gunner.&lt;br /&gt;
&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
&lt;br /&gt;
This level is easy until the tunnel section, which requires precise driving. Take the route shown. You shouldn't need to powerslide. Turn left and whip right to get onto the ledge.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
If your Hog is badly damaged, you can wait for marines to bring in a second Hog and take that one instead. You can headshot the 2 Jackals at the first gate to minimize damage.&lt;br /&gt;
&lt;br /&gt;
If you slow down after successfully exiting the tunnels, you can get a CP.&lt;br /&gt;
&lt;br /&gt;
===The Parks===&lt;br /&gt;
&lt;br /&gt;
In the next area, turn via powersliding (LT). Continue powersliding for the turns beyond the Wraith.&lt;br /&gt;
&lt;br /&gt;
===The Plaza===&lt;br /&gt;
&lt;br /&gt;
The door will not open until the Wraiths and Phantom are dead. Use the [[Game-Specific Tricks|board-nade glitch]] to kill the left-most Wraith easily. (Board the wraith and throw a grenade at the exact same time. This puts the grenade inside of the wraith and kills the driver almost instantly.) Then use the wraith to kill the other wraith and the phantom that drops off enemies. If you do not kill the left Wraith first, another Wraith will spawn.&lt;br /&gt;
&lt;br /&gt;
====''On easy''====&lt;br /&gt;
&lt;br /&gt;
Getting shotgun+rocket from the Marines on the stairs makes it easy to clear the Scarab later.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
You may want to park and snipe the Sniper Jackals, then sword-fly to the Wraiths. You can carry over a Sniper Rifle from [[Outskirts]] for this purpose.&lt;br /&gt;
&lt;br /&gt;
You can yolo it and board-nade the Wraiths without killing the snipers, but you'll need 2 frags to do the early Scarab trick. Plasmas carried over from Outskirts can be used to substitute frags for the Wraith boarding, but you can also use them to stick the Scarab pilots later.&lt;br /&gt;
&lt;br /&gt;
Grab a plasma rifle and get a BR for a ghetto noob combo to clear the Scarab. The Ghost drivers on the Phantom will drop plasma rifles on the ground when they die. Cpl. Perez also has a plasma rifle.&lt;br /&gt;
&lt;br /&gt;
===Early Scarab===&lt;br /&gt;
&lt;br /&gt;
Getting on the Scarab early only saves about 10 seconds, so if you mess it up, just continue through the level as intended.&lt;br /&gt;
&lt;br /&gt;
====''Method 1: Grenade Jump[[File:Halo 2 Early Scarab Trick|full|right|300 px]]''====&lt;br /&gt;
&lt;br /&gt;
You need 2 frags for this trick. Refer to the video for the setup. Text instructions:&lt;br /&gt;
&lt;br /&gt;
Jump onto the lightpost and then grenade-jump onto the tall metal post. (It's wobbly, so if you mess up, you'll probably knock it over.) Align yourself with the edge of the far wall. When Sgt. Banks pauses between &amp;quot;I don't think it's stopping&amp;quot; and &amp;quot;Keep your head down,&amp;quot; throw a grenade, and run+jump forwards. You should bounce off the Scarab's &amp;quot;eye&amp;quot; and onto the roof.&lt;br /&gt;
&lt;br /&gt;
====''Method 2: [[Game-Specific Tricks|Superbouncing]]''====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;instructions go here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scarab Clear===&lt;br /&gt;
&lt;br /&gt;
NOTE: If you go through this level too quickly, you can deload the Scarab. Monopoli does it all the time. There's nothing you can do but reset.&lt;br /&gt;
&lt;br /&gt;
Once you get on the Scarab, the enemies will spawn after a set time, but you must manually trigger the pilots to spawn. The trigger to spawn the Scarab pilots is at the bottom of the ramp. There will be 3 in total, one of which is white.&lt;br /&gt;
&lt;br /&gt;
====''On easy''====&lt;br /&gt;
&lt;br /&gt;
Wait at the bottom of the ramp for the enemies to spawn, then run forward and shotgun the pilots.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
A relatively safe way to kill the Scarab pilots is to [[noob combo]] them through a wall. After boarding the Scarab early, wait below for the enemies to spawn. Quickly run back to the front of the Scarab, and drop down, just to the side of its &amp;quot;eye&amp;quot;. If you push against the wall, you should be able to see the pilots and kill them through the wall. Sometimes an Elite may seek cover behind a wall, so you might have to flush him out with your remaining grenades.&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=837</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=837"/>
				<updated>2014-07-03T22:21:24Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* On legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Metropolis&lt;br /&gt;
| image = [[File:Metro.jpg|300px]]&lt;br /&gt;
| caption = Don't take the left&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~4:10 &amp;lt;br&amp;gt;Legendary: ~5:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Metropolis''' is the fourth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Metropolis (level)|Metropolis (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Bridge===&lt;br /&gt;
Take the Warthog, drive to the tunnels. On legendary, make sure you take both Marines for damage absorption. You may have to drive to the far left to avoid the Wraith gunner.&lt;br /&gt;
&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
&lt;br /&gt;
This level is easy until the tunnel section, which requires precise driving. Take the route shown. You shouldn't need to powerslide. Turn left and whip right to get onto the ledge.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
If your Hog is badly damaged, you can wait for marines to bring in a second Hog and take that one instead. You can headshot the 2 Jackals at the first gate to minimize damage.&lt;br /&gt;
&lt;br /&gt;
If you slow down after successfully exiting the tunnels, you can get a CP.&lt;br /&gt;
&lt;br /&gt;
===The Parks===&lt;br /&gt;
&lt;br /&gt;
In the next area, turn via powersliding (LT). Continue powersliding for the turns beyond the Wraith.&lt;br /&gt;
&lt;br /&gt;
===The Plaza===&lt;br /&gt;
&lt;br /&gt;
The door will not open until the Wraiths and Phantom are dead. Use the [[Game-Specific Tricks|board-nade glitch]] to kill the left-most Wraith easily. (Board the wraith and throw a grenade at the exact same time. This puts the grenade inside of the wraith and kills the driver almost instantly.) Then use the wraith to kill the other wraith and the phantom that drops off enemies. If you do not kill the left Wraith first, another Wraith will spawn.&lt;br /&gt;
&lt;br /&gt;
====''On easy''====&lt;br /&gt;
&lt;br /&gt;
Getting shotgun+rocket from the Marines on the stairs makes it easy to clear the Scarab later.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
You may want to park and snipe the Sniper Jackals, then sword-fly to the Wraiths. You can carry over a Sniper Rifle from [[Outskirts]] for this purpose.&lt;br /&gt;
&lt;br /&gt;
You can yolo it and board-nade the Wraiths without killing the snipers, but you'll need 2 frags to board the Scarab earlier. Plasmas carried over from Outskirts can be used to substitute frags for the board, but you can also use them to stick the Scarab pilots later.&lt;br /&gt;
&lt;br /&gt;
Grab a plasma rifle and get a BR for a ghetto noob combo to clear the Scarab. The Ghost drivers on the Phantom will drop plasma rifles on the ground when they die. Cpl. Perez also has a plasma rifle.&lt;br /&gt;
&lt;br /&gt;
===Early Scarab===&lt;br /&gt;
&lt;br /&gt;
Getting on the Scarab early only saves about 10 seconds, so if you mess it up, just continue through the level as intended.&lt;br /&gt;
&lt;br /&gt;
====''Method 1: Grenade Jump[[File:Halo 2 Early Scarab Trick|full|right|300 px]]''====&lt;br /&gt;
&lt;br /&gt;
You need 2 frags for this trick. Refer to the video for the setup. Text instructions:&lt;br /&gt;
&lt;br /&gt;
Jump onto the lightpost and then grenade-jump onto the tall metal post. (It's wobbly, so if you mess up, you'll probably knock it over.) Align yourself with the edge of the far wall. When Sgt. Banks pauses between &amp;quot;I don't think it's stopping&amp;quot; and &amp;quot;Keep your head down,&amp;quot; throw a grenade, and run+jump forwards. You should bounce off the Scarab's &amp;quot;eye&amp;quot; and onto the roof.&lt;br /&gt;
&lt;br /&gt;
====''Method 2: [[Game-Specific Tricks|Superbouncing]]''====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;instructions go here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scarab Clear===&lt;br /&gt;
&lt;br /&gt;
NOTE: If you go through this level too quickly, you can deload the Scarab. Monopoli does it all the time. There's nothing you can do but reset.&lt;br /&gt;
&lt;br /&gt;
Once you get on the Scarab, the enemies will spawn after a set time, but you must manually trigger the pilots to spawn. The trigger to spawn the Scarab pilots is at the bottom of the ramp. There will be 3 in total, one of which is white.&lt;br /&gt;
&lt;br /&gt;
====''On easy''====&lt;br /&gt;
&lt;br /&gt;
Wait at the bottom of the ramp for the enemies to spawn, then run forward and shotgun the pilots.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
A relatively safe way to kill the Scarab pilots is to [[noob combo]] them through a wall. After boarding the Scarab early, wait below for the enemies to spawn. Quickly run back to the front of the Scarab, and drop down, just to the side of its &amp;quot;eye&amp;quot;. If you push against the wall, you should be able to see the pilots and kill them through the wall. Sometimes an Elite may seek cover behind a wall, so you might have to flush him out with your remaining grenades.&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=836</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=836"/>
				<updated>2014-07-03T22:19:42Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* The Plaza */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Metropolis&lt;br /&gt;
| image = [[File:Metro.jpg|300px]]&lt;br /&gt;
| caption = Don't take the left&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~4:10 &amp;lt;br&amp;gt;Legendary: ~5:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Metropolis''' is the fourth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Metropolis (level)|Metropolis (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Bridge===&lt;br /&gt;
Take the Warthog, drive to the tunnels. On legendary, make sure you take both Marines for damage absorption. You may have to drive to the far left to avoid the Wraith gunner.&lt;br /&gt;
&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
&lt;br /&gt;
This level is easy until the tunnel section, which requires precise driving. Take the route shown. You shouldn't need to powerslide. Turn left and whip right to get onto the ledge.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
If your Hog is badly damaged, you can wait for marines to bring in a second Hog and take that one instead. You can headshot the 2 Jackals at the first gate to minimize damage.&lt;br /&gt;
&lt;br /&gt;
If you slow down after successfully exiting the tunnels, you can get a CP.&lt;br /&gt;
&lt;br /&gt;
===The Parks===&lt;br /&gt;
&lt;br /&gt;
In the next area, turn via powersliding (LT). Continue powersliding for the turns beyond the Wraith.&lt;br /&gt;
&lt;br /&gt;
===The Plaza===&lt;br /&gt;
&lt;br /&gt;
The door will not open until the Wraiths and Phantom are dead. Use the [[Game-Specific Tricks|board-nade glitch]] to kill the left-most Wraith easily. (Board the wraith and throw a grenade at the exact same time. This puts the grenade inside of the wraith and kills the driver almost instantly.) Then use the wraith to kill the other wraith and the phantom that drops off enemies. If you do not kill the left Wraith first, another Wraith will spawn.&lt;br /&gt;
&lt;br /&gt;
====''On easy''====&lt;br /&gt;
&lt;br /&gt;
Getting shotgun+rocket from the Marines on the stairs makes it easy to clear the Scarab later.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
You may want to park and snipe the Sniper Jackals, then sword-fly to the Wraiths. You can carry over a Sniper Rifle from [[Outskirts]] for this purpose.&lt;br /&gt;
&lt;br /&gt;
You can yolo it and board-nade the Wraiths without killing the snipers, but you'll need 2 frags to board the Scarab earlier. Plasmas carried over from Outskirts can be used to substitute frags for the board, but you can also use them to stick Elite pilots.&lt;br /&gt;
&lt;br /&gt;
Grab a plasma rifle and get a BR for a ghetto noob combo to clear the Scarab. The Ghost drivers on the Phantom will drop plasma rifles on the ground when they die. Cpl. Perez also has a plasma rifle.&lt;br /&gt;
&lt;br /&gt;
===Early Scarab===&lt;br /&gt;
&lt;br /&gt;
Getting on the Scarab early only saves about 10 seconds, so if you mess it up, just continue through the level as intended.&lt;br /&gt;
&lt;br /&gt;
====''Method 1: Grenade Jump[[File:Halo 2 Early Scarab Trick|full|right|300 px]]''====&lt;br /&gt;
&lt;br /&gt;
You need 2 frags for this trick. Refer to the video for the setup. Text instructions:&lt;br /&gt;
&lt;br /&gt;
Jump onto the lightpost and then grenade-jump onto the tall metal post. (It's wobbly, so if you mess up, you'll probably knock it over.) Align yourself with the edge of the far wall. When Sgt. Banks pauses between &amp;quot;I don't think it's stopping&amp;quot; and &amp;quot;Keep your head down,&amp;quot; throw a grenade, and run+jump forwards. You should bounce off the Scarab's &amp;quot;eye&amp;quot; and onto the roof.&lt;br /&gt;
&lt;br /&gt;
====''Method 2: [[Game-Specific Tricks|Superbouncing]]''====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;instructions go here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scarab Clear===&lt;br /&gt;
&lt;br /&gt;
NOTE: If you go through this level too quickly, you can deload the Scarab. Monopoli does it all the time. There's nothing you can do but reset.&lt;br /&gt;
&lt;br /&gt;
Once you get on the Scarab, the enemies will spawn after a set time, but you must manually trigger the pilots to spawn. The trigger to spawn the Scarab pilots is at the bottom of the ramp. There will be 3 in total, one of which is white.&lt;br /&gt;
&lt;br /&gt;
====''On easy''====&lt;br /&gt;
&lt;br /&gt;
Wait at the bottom of the ramp for the enemies to spawn, then run forward and shotgun the pilots.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
A relatively safe way to kill the Scarab pilots is to [[noob combo]] them through a wall. After boarding the Scarab early, wait below for the enemies to spawn. Quickly run back to the front of the Scarab, and drop down, just to the side of its &amp;quot;eye&amp;quot;. If you push against the wall, you should be able to see the pilots and kill them through the wall. Sometimes an Elite may seek cover behind a wall, so you might have to flush him out with your remaining grenades.&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=835</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=835"/>
				<updated>2014-07-03T22:14:54Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* On legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Metropolis&lt;br /&gt;
| image = [[File:Metro.jpg|300px]]&lt;br /&gt;
| caption = Don't take the left&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~4:10 &amp;lt;br&amp;gt;Legendary: ~5:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Metropolis''' is the fourth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Metropolis (level)|Metropolis (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Bridge===&lt;br /&gt;
Take the Warthog, drive to the tunnels. On legendary, make sure you take both Marines for damage absorption. You may have to drive to the far left to avoid the Wraith gunner.&lt;br /&gt;
&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
&lt;br /&gt;
This level is easy until the tunnel section, which requires precise driving. Take the route shown. You shouldn't need to powerslide. Turn left and whip right to get onto the ledge.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
If your Hog is badly damaged, you can wait for marines to bring in a second Hog and take that one instead. You can headshot the 2 Jackals at the first gate to minimize damage.&lt;br /&gt;
&lt;br /&gt;
If you slow down after successfully exiting the tunnels, you can get a CP.&lt;br /&gt;
&lt;br /&gt;
===The Parks===&lt;br /&gt;
&lt;br /&gt;
In the next area, turn via powersliding (LT). Continue powersliding for the turns beyond the Wraith.&lt;br /&gt;
&lt;br /&gt;
===The Plaza===&lt;br /&gt;
&lt;br /&gt;
The door will not open until the Wraiths and Phantom are dead. Use the [[Game-Specific Tricks|board-nade glitch]] to kill the left-most Wraith easily. (Board the wraith and throw a grenade at the exact same time. This puts the grenade inside of the wraith and kills the driver almost instantly.) Then use the wraith to kill the other wraith and the phantom that drops off enemies. If you do not kill the left Wraith first, another Wraith will spawn.&lt;br /&gt;
&lt;br /&gt;
====''On easy''====&lt;br /&gt;
&lt;br /&gt;
Getting shotgun+rocket from the Marines on the stairs makes it easy to clear the Scarab later.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
You may want to park and snipe the Sniper Jackals, then sword-fly to the Wraiths. You can carry over a Sniper Rifle from [[Outskirts]] for this purpose. You can board-nade the Wraiths, but keep in mind stickies are useful to kill the Scarab pilots faster.&lt;br /&gt;
&lt;br /&gt;
Grab a plasma rifle and get a BR for a ghetto noob combo to clear the Scarab. The Ghost drivers on the Phantom will drop plasma rifles on the ground when they die. Cpl. Perez also has a plasma rifle.&lt;br /&gt;
&lt;br /&gt;
===Early Scarab===&lt;br /&gt;
&lt;br /&gt;
Getting on the Scarab early only saves about 10 seconds, so if you mess it up, just continue through the level as intended.&lt;br /&gt;
&lt;br /&gt;
====''Method 1: Grenade Jump[[File:Halo 2 Early Scarab Trick|full|right|300 px]]''====&lt;br /&gt;
&lt;br /&gt;
You need 2 frags for this trick. Refer to the video for the setup. Text instructions:&lt;br /&gt;
&lt;br /&gt;
Jump onto the lightpost and then grenade-jump onto the tall metal post. (It's wobbly, so if you mess up, you'll probably knock it over.) Align yourself with the edge of the far wall. When Sgt. Banks pauses between &amp;quot;I don't think it's stopping&amp;quot; and &amp;quot;Keep your head down,&amp;quot; throw a grenade, and run+jump forwards. You should bounce off the Scarab's &amp;quot;eye&amp;quot; and onto the roof.&lt;br /&gt;
&lt;br /&gt;
====''Method 2: [[Game-Specific Tricks|Superbouncing]]''====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;instructions go here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scarab Clear===&lt;br /&gt;
&lt;br /&gt;
NOTE: If you go through this level too quickly, you can deload the Scarab. Monopoli does it all the time. There's nothing you can do but reset.&lt;br /&gt;
&lt;br /&gt;
Once you get on the Scarab, the enemies will spawn after a set time, but you must manually trigger the pilots to spawn. The trigger to spawn the Scarab pilots is at the bottom of the ramp. There will be 3 in total, one of which is white.&lt;br /&gt;
&lt;br /&gt;
====''On easy''====&lt;br /&gt;
&lt;br /&gt;
Wait at the bottom of the ramp for the enemies to spawn, then run forward and shotgun the pilots.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
A relatively safe way to kill the Scarab pilots is to [[noob combo]] them through a wall. After boarding the Scarab early, wait below for the enemies to spawn. Quickly run back to the front of the Scarab, and drop down, just to the side of its &amp;quot;eye&amp;quot;. If you push against the wall, you should be able to see the pilots and kill them through the wall. Sometimes an Elite may seek cover behind a wall, so you might have to flush him out with your remaining grenades.&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=834</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=834"/>
				<updated>2014-07-03T22:11:43Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* On legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Metropolis&lt;br /&gt;
| image = [[File:Metro.jpg|300px]]&lt;br /&gt;
| caption = Don't take the left&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~4:10 &amp;lt;br&amp;gt;Legendary: ~5:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Metropolis''' is the fourth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Metropolis (level)|Metropolis (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Bridge===&lt;br /&gt;
Take the Warthog, drive to the tunnels. On legendary, make sure you take both Marines for damage absorption. You may have to drive to the far left to avoid the Wraith gunner.&lt;br /&gt;
&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
&lt;br /&gt;
This level is easy until the tunnel section, which requires precise driving. Take the route shown. You shouldn't need to powerslide. Turn left and whip right to get onto the ledge.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
If your Hog is badly damaged, you can wait for marines to bring in a second Hog and take that one instead. You can headshot the 2 Jackals at the first gate to minimize damage.&lt;br /&gt;
&lt;br /&gt;
===The Parks===&lt;br /&gt;
&lt;br /&gt;
In the next area, turn via powersliding (LT). Continue powersliding for the turns beyond the Wraith.&lt;br /&gt;
&lt;br /&gt;
===The Plaza===&lt;br /&gt;
&lt;br /&gt;
The door will not open until the Wraiths and Phantom are dead. Use the [[Game-Specific Tricks|board-nade glitch]] to kill the left-most Wraith easily. (Board the wraith and throw a grenade at the exact same time. This puts the grenade inside of the wraith and kills the driver almost instantly.) Then use the wraith to kill the other wraith and the phantom that drops off enemies. If you do not kill the left Wraith first, another Wraith will spawn.&lt;br /&gt;
&lt;br /&gt;
====''On easy''====&lt;br /&gt;
&lt;br /&gt;
Getting shotgun+rocket from the Marines on the stairs makes it easy to clear the Scarab later.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
You may want to park and snipe the Sniper Jackals, then sword-fly to the Wraiths. You can carry over a Sniper Rifle from [[Outskirts]] for this purpose. You can board-nade the Wraiths, but keep in mind stickies are useful to kill the Scarab pilots faster.&lt;br /&gt;
&lt;br /&gt;
Grab a plasma rifle and get a BR for a ghetto noob combo to clear the Scarab. The Ghost drivers on the Phantom will drop plasma rifles on the ground when they die. Cpl. Perez also has a plasma rifle.&lt;br /&gt;
&lt;br /&gt;
===Early Scarab===&lt;br /&gt;
&lt;br /&gt;
Getting on the Scarab early only saves about 10 seconds, so if you mess it up, just continue through the level as intended.&lt;br /&gt;
&lt;br /&gt;
====''Method 1: Grenade Jump[[File:Halo 2 Early Scarab Trick|full|right|300 px]]''====&lt;br /&gt;
&lt;br /&gt;
You need 2 frags for this trick. Refer to the video for the setup. Text instructions:&lt;br /&gt;
&lt;br /&gt;
Jump onto the lightpost and then grenade-jump onto the tall metal post. (It's wobbly, so if you mess up, you'll probably knock it over.) Align yourself with the edge of the far wall. When Sgt. Banks pauses between &amp;quot;I don't think it's stopping&amp;quot; and &amp;quot;Keep your head down,&amp;quot; throw a grenade, and run+jump forwards. You should bounce off the Scarab's &amp;quot;eye&amp;quot; and onto the roof.&lt;br /&gt;
&lt;br /&gt;
====''Method 2: [[Game-Specific Tricks|Superbouncing]]''====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;instructions go here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scarab Clear===&lt;br /&gt;
&lt;br /&gt;
NOTE: If you go through this level too quickly, you can deload the Scarab. Monopoli does it all the time. There's nothing you can do but reset.&lt;br /&gt;
&lt;br /&gt;
Once you get on the Scarab, the enemies will spawn after a set time, but you must manually trigger the pilots to spawn. The trigger to spawn the Scarab pilots is at the bottom of the ramp. There will be 3 in total, one of which is white.&lt;br /&gt;
&lt;br /&gt;
====''On easy''====&lt;br /&gt;
&lt;br /&gt;
Wait at the bottom of the ramp for the enemies to spawn, then run forward and shotgun the pilots.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
A relatively safe way to kill the Scarab pilots is to [[noob combo]] them through a wall. After boarding the Scarab early, wait below for the enemies to spawn. Quickly run back to the front of the Scarab, and drop down, just to the side of its &amp;quot;eye&amp;quot;. If you push against the wall, you should be able to see the pilots and kill them through the wall. Sometimes an Elite may seek cover behind a wall, so you might have to flush him out with your remaining grenades.&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=833</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=833"/>
				<updated>2014-07-03T22:10:47Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* The Tunnels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Metropolis&lt;br /&gt;
| image = [[File:Metro.jpg|300px]]&lt;br /&gt;
| caption = Don't take the left&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~4:10 &amp;lt;br&amp;gt;Legendary: ~5:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Metropolis''' is the fourth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Metropolis (level)|Metropolis (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Bridge===&lt;br /&gt;
Take the Warthog, drive to the tunnels. On legendary, make sure you take both Marines for damage absorption. You may have to drive to the far left to avoid the Wraith gunner.&lt;br /&gt;
&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
&lt;br /&gt;
This level is easy until the tunnel section, which requires precise driving. Take the route shown. You shouldn't need to powerslide. Turn left and whip right to get onto the ledge.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
If your Hog is badly damaged, you can wait for marines to bring in a second Hog and take that one instead. You can kill the 2 Jackals at the first gate to minimize damage.&lt;br /&gt;
&lt;br /&gt;
===The Parks===&lt;br /&gt;
&lt;br /&gt;
In the next area, turn via powersliding (LT). Continue powersliding for the turns beyond the Wraith.&lt;br /&gt;
&lt;br /&gt;
===The Plaza===&lt;br /&gt;
&lt;br /&gt;
The door will not open until the Wraiths and Phantom are dead. Use the [[Game-Specific Tricks|board-nade glitch]] to kill the left-most Wraith easily. (Board the wraith and throw a grenade at the exact same time. This puts the grenade inside of the wraith and kills the driver almost instantly.) Then use the wraith to kill the other wraith and the phantom that drops off enemies. If you do not kill the left Wraith first, another Wraith will spawn.&lt;br /&gt;
&lt;br /&gt;
====''On easy''====&lt;br /&gt;
&lt;br /&gt;
Getting shotgun+rocket from the Marines on the stairs makes it easy to clear the Scarab later.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
You may want to park and snipe the Sniper Jackals, then sword-fly to the Wraiths. You can carry over a Sniper Rifle from [[Outskirts]] for this purpose. You can board-nade the Wraiths, but keep in mind stickies are useful to kill the Scarab pilots faster.&lt;br /&gt;
&lt;br /&gt;
Grab a plasma rifle and get a BR for a ghetto noob combo to clear the Scarab. The Ghost drivers on the Phantom will drop plasma rifles on the ground when they die. Cpl. Perez also has a plasma rifle.&lt;br /&gt;
&lt;br /&gt;
===Early Scarab===&lt;br /&gt;
&lt;br /&gt;
Getting on the Scarab early only saves about 10 seconds, so if you mess it up, just continue through the level as intended.&lt;br /&gt;
&lt;br /&gt;
====''Method 1: Grenade Jump[[File:Halo 2 Early Scarab Trick|full|right|300 px]]''====&lt;br /&gt;
&lt;br /&gt;
You need 2 frags for this trick. Refer to the video for the setup. Text instructions:&lt;br /&gt;
&lt;br /&gt;
Jump onto the lightpost and then grenade-jump onto the tall metal post. (It's wobbly, so if you mess up, you'll probably knock it over.) Align yourself with the edge of the far wall. When Sgt. Banks pauses between &amp;quot;I don't think it's stopping&amp;quot; and &amp;quot;Keep your head down,&amp;quot; throw a grenade, and run+jump forwards. You should bounce off the Scarab's &amp;quot;eye&amp;quot; and onto the roof.&lt;br /&gt;
&lt;br /&gt;
====''Method 2: [[Game-Specific Tricks|Superbouncing]]''====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;instructions go here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scarab Clear===&lt;br /&gt;
&lt;br /&gt;
NOTE: If you go through this level too quickly, you can deload the Scarab. Monopoli does it all the time. There's nothing you can do but reset.&lt;br /&gt;
&lt;br /&gt;
Once you get on the Scarab, the enemies will spawn after a set time, but you must manually trigger the pilots to spawn. The trigger to spawn the Scarab pilots is at the bottom of the ramp. There will be 3 in total, one of which is white.&lt;br /&gt;
&lt;br /&gt;
====''On easy''====&lt;br /&gt;
&lt;br /&gt;
Wait at the bottom of the ramp for the enemies to spawn, then run forward and shotgun the pilots.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
A relatively safe way to kill the Scarab pilots is to [[noob combo]] them through a wall. After boarding the Scarab early, wait below for the enemies to spawn. Quickly run back to the front of the Scarab, and drop down, just to the side of its &amp;quot;eye&amp;quot;. If you push against the wall, you should be able to see the pilots and kill them through the wall. Sometimes an Elite may seek cover behind a wall, so you might have to flush him out with your remaining grenades.&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=832</id>
		<title>Outskirts</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=832"/>
				<updated>2014-07-03T21:58:59Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* On legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Outskirts&lt;br /&gt;
| image = [[File:Outskirts.jpg|300px]]&lt;br /&gt;
| caption = Over the rooftops and through the beach...&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Outskirts''' is the third playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Outskirts (level)|Outskirts (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Rooftops===&lt;br /&gt;
The first thing you want to do is get out of bounds. Grenade-jump onto the steel beam, then jump up to the ledge.&lt;br /&gt;
*If you have difficulty with the first grenade jump, an alternate (slower) strategy is to go into the tunnel and jump on top of one of the lights, then crouch-jump onto the ramped ledge. Once on the roof, turn around and crouch-jump/nade-jump onto the ledge.&lt;br /&gt;
Follow the route in the video over the rooftops to Hotel Zanzibar. If you miss a jump, there's usually a slower backup route.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
The first thing you do should be to turn around and grab the sniper rifle from Johnson. Then proceed to the rooftops.&lt;br /&gt;
===Hotel Zanzibar===&lt;br /&gt;
====''On easy''====&lt;br /&gt;
Grab the pistol from just inside the window, and waste all its ammo. Having a gun with empty ammo prevents you from carrying over weapons to Metropolis. This is good because on Metropolis the game will give you 4 more grenades. Run to the ghost.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
When dropping back into bounds at Hotel Zanzibar, anger the white elite until he pulls out a sword. The sniper can stun him if he's not cooperating. Backsmack him while he's raging and trade your second weapon for the sword. You should now have sniper+sword. Sword-cancel over the enemies in the hotel and get to the ghost.&lt;br /&gt;
&lt;br /&gt;
In a full game run, it helps to have at least 2 frags for Metro. You can sometimes pick up frags from the dead sergeant and by killing a marine.&lt;br /&gt;
&lt;br /&gt;
===The Beach===&lt;br /&gt;
Boost the Ghost through the next section. Use quickturning (LT+A) to make tight turns without losing much speed. If you are have trouble squeezing between the wall and the shipping container, you want to try to get your right wing in first. This is done by going slightly to the right and then tapping 'A' to raise the front right as you get there.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
A safer strategy for the shipping container is to park the ghost at the far wall, get out and snipe the grunt on the turret, as well as the Jackal in the tower. Then continue to boost through the level. If you skipped the sniper, park the ghost and wait for the grunt to get off the turret, then take the opportunity to boost through. This is riskier and slower.&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
The Shadows will switch lanes and generally force you to juke them, losing time. To avoid that, start riding the ledge just before you reach them.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
Travel forwards into the first tunnel to trigger a Warthog to spawn behind you, then switch your Ghost for the Warthog. If the marine driver is in a certain animation when he gets out, he'll get in the passenger seat right away (#MagicMarine). Make sure to bring both Marines - they will draw fire and let you survive. Ride the ledges on the sides of the road to avoid enemies and stay safe.&lt;br /&gt;
[[Category:Levels|2-03]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=831</id>
		<title>Outskirts</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=831"/>
				<updated>2014-07-03T21:52:36Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* On legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Outskirts&lt;br /&gt;
| image = [[File:Outskirts.jpg|300px]]&lt;br /&gt;
| caption = Over the rooftops and through the beach...&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Outskirts''' is the third playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Outskirts (level)|Outskirts (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==The Strats==&lt;br /&gt;
&lt;br /&gt;
===The Rooftops===&lt;br /&gt;
The first thing you want to do is get out of bounds. Grenade-jump onto the steel beam, then jump up to the ledge.&lt;br /&gt;
*If you have difficulty with the first grenade jump, an alternate (slower) strategy is to go into the tunnel and jump on top of one of the lights, then crouch-jump onto the ramped ledge. Once on the roof, turn around and crouch-jump/nade-jump onto the ledge.&lt;br /&gt;
Follow the route in the video over the rooftops to Hotel Zanzibar. If you miss a jump, there's usually a slower backup route.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
The first thing you do should be to turn around and grab the sniper rifle from Johnson. Then proceed to the rooftops.&lt;br /&gt;
===Hotel Zanzibar===&lt;br /&gt;
====''On easy''====&lt;br /&gt;
Grab the pistol from just inside the window, and waste all its ammo. Having a gun with empty ammo prevents you from carrying over weapons to Metropolis. This is good because on Metropolis the game will give you 4 more grenades. Run to the ghost.&lt;br /&gt;
&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
When dropping back into bounds at Hotel Zanzibar, anger the white elite until he pulls out a sword. Kill him (preferably via backsmack) and trade your second weapon for the sword. You should now have sniper+sword. Sword-cancel over the enemies in the hotel and get to the ghost.&lt;br /&gt;
===The Beach===&lt;br /&gt;
Boost the Ghost through the next section. Use quickturning (LT+A) to make tight turns without losing much speed. If you are have trouble squeezing between the wall and the shipping container, you want to try to get your right wing in first. This is done by going slightly to the right and then tapping 'A' to raise the front right as you get there.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
A safer strategy for the shipping container is to park the ghost at the far wall, get out and snipe the grunt on the turret, as well as the Jackal in the tower. Then continue to boost through the level. If you skipped the sniper, park the ghost and wait for the grunt to get off the turret, then take the opportunity to boost through. This is riskier and slower.&lt;br /&gt;
===The Tunnels===&lt;br /&gt;
The Shadows will switch lanes and generally force you to juke them, losing time. To avoid that, start riding the ledge just before you reach them.&lt;br /&gt;
====''On legendary''====&lt;br /&gt;
&lt;br /&gt;
Travel forwards into the first tunnel to trigger a Warthog to spawn behind you, then switch your Ghost for the Warthog. If the marine driver is in a certain animation when he gets out, he'll get in the passenger seat right away (#MagicMarine). Make sure to bring both Marines - they will draw fire and let you survive. Ride the ledges on the sides of the road to avoid enemies and stay safe.&lt;br /&gt;
[[Category:Levels|2-03]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=830</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=830"/>
				<updated>2014-07-03T21:50:30Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* On legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = Easy: ~5:10; Legendary: ~9:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==First Encounter + Courtyard==&lt;br /&gt;
Wait to the side of the door. As soon as you see enemies on your radar, you can start moving. Try to get dual plasma rifles as fast as possible because they kill enemies quickly and don't need reloading. You can start with dual SMGs, get a plasma pistol/SMG combo, or noob combo to kill Elites and get the PRs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Jump up above the initial door, and wait for the 4 enemies to run out the door before you drop down behind them. If you don't get a plasma pistol here, drop into the first courtyard, take the route to the left and kill the Grunt for his PP. Otherwise, jump up above the courtyard as shown. If you don't kill the Elite in the hall, you can conserve some valuable plasma pistol ammo.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
Kill everything with dual plasma rifles. After clearing the first room, look at the Malta - if you killed everything it will have white ships leaving it. Looking at it makes it blow up faster and saves time. When the dialogue finishes, stay out of the blast radius of the exit door.&lt;br /&gt;
 &lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing the Elites. When there's one Elite left from a wave, the next one will spawn. Throw frags as the Grunts drop out of the tube. Plasmas may cause the Elites to roll and take cover, slowing you down. If you run out of PP ammo, jump down. You can also BR blue Elites to conserve PP ammo.&lt;br /&gt;
&lt;br /&gt;
When there's one Elite left after the third wave, an invisible timer starts. When it ends, a dual-wielding white Elite and two Grunts will spawn. Spawnkill the white Elite, or he'll tear you up. After you clear the enemies, you can kill your allies if you want more frags - they will drop 0-2.&lt;br /&gt;
&lt;br /&gt;
When the door blows, stay up top, then drop behind the enemies. There's BR ammo by the turret - you'll need it.&lt;br /&gt;
&lt;br /&gt;
If you stand and wait near the Pelican's left wing, you can sometimes get a CP before the drop.&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
Second room is much like the first. Kill the turret grunts, then dual plasma rifle everything.&lt;br /&gt;
&lt;br /&gt;
Look at the Athens after you clear the room, like the Malta it blows up faster if you look at it. Go into the back room during the dialogue to grab frag grenades, then go down the stairs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
This hangar is much harder due to more cover and tougher enemy spawns. The turret grunts drop 100% plasma pistols - it's advisable to dual-wield them and jump up the boxes and to the walkway. Also, picking them up prevents them from deloading. Then noob combo like the first hangar, switching PPs as they run out. You can either jump back and forth from the large green box or strafe at the railing. You can also stay downstairs, but it's very risky and dependent on Elite behavior.&lt;br /&gt;
&lt;br /&gt;
At one Elite left on the third wave, two dual-plasma-rifle white elites and a gold swordsman will spawn. Be very careful with the dual wielders. If you care to dance with them (very risky), you can piss them off so they pull out swords. This actually makes them less dangerous and you can engage from afar.&lt;br /&gt;
&lt;br /&gt;
Once they're dead, get the ammo and grenades in the side room. Juggle a plasma pistol and sword down the stairs. The sword will allow for sword flying throughout the level, though most of the sword-flys are risky. You should continue juggling the sword through the next section.&lt;br /&gt;
&lt;br /&gt;
If you wait before heading into the tunnels, you can sometimes get a CP. You can also backtrack to the first hangar for a CP.&lt;br /&gt;
&lt;br /&gt;
==The Armory==&lt;br /&gt;
Run through to the armory. You can noob combo the camo Elite in the door if you have a PP. Take Master Guns' shotgun after the elites kill him. This will make the bomb room go faster. Turn right out of the Armory, shoot the glass and jump off the light fixture and up to the turret. (this will take some practice)&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
There's 2 Elites and 3-4 Grunts in the tunnels below. Noob combo the Elites and BR the grunts. At the far door, stick the Elite as it opens, then turn and noob combo the Elite coming through the other door. You can also melee the Elite to stun him, so you can go around and backsmack. Juggle your sword forward once everything below is dead. Open the hatch, noob combo the two elites in the armory, then pick up the sword for good.&lt;br /&gt;
&lt;br /&gt;
The yolo approach is to take the sword from the gold Elite and sword cancel off an enemy through the tunnel. Stick/sword lunge the Stealth Elites, as well as the two Elites in the armory.&lt;br /&gt;
&lt;br /&gt;
Now you want to swordfly to the turret. To make it over the turret, you have to jump+swordfly+jump (A, YXR, A). In case you miss it, just revert to checkpoint, you should have gotten one immediately before. A safer strat is to go up onto the roof above the Armory, kill the sword fly target, and jump down.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if too many enemies are killed before you reach the end, more enemies will spawn ahead of you. You can swordfly, but it can be risky. If you get into trouble, kill the Elite and the Grunts should panic and stop shooting you.&lt;br /&gt;
&lt;br /&gt;
Sword both jetpack Elites in the airlock. Jump up the ramp, then turn around.&lt;br /&gt;
&lt;br /&gt;
====Method 1: Out of Bounds (1/5)====&lt;br /&gt;
*Grenade jump up on top of the space station and walk around to the door. You shouldn't have to kill the reinforcements.&lt;br /&gt;
&lt;br /&gt;
====Method 2: The Swordfly (?/5)====&lt;br /&gt;
*If there is a jetpack Elite floating between you and the door, and he is floating still, you can swordfly off of him. If you get the swordfly just right, you will loop up over and beyond the Elite, and land somewhere near the door.&lt;br /&gt;
*If you want to be safer, you can tap A while doing the swordfly, and you should land on top of the space station, beyond the Elite. Then you can drop down to the door.&lt;br /&gt;
*If you mess up and the Elite is moving, the swordfly will stop right above him. This is major trouble, and you'll have to sneak/kill your way to the door somehow.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
In the large hangar room, drones will fly up and land in a row on the lip of the ramp. Bounce a frag or two off the lip, and jump down to the door. You need to kill 4-5 drones to trigger the door at the bottom to open. Ideally, you want to get to the door right as it opens. If you're too slow getting to the door, the lift will start moving up, and you'll have to press the button to make it go down. Alternately, if you get down there and the door isn't open, kill more drones.&lt;br /&gt;
&lt;br /&gt;
Killing all the enemies in the airlock makes the door open faster. Use grenades and you should kill pretty fast. You know you got slow doors if you are only able to exit after the line &amp;quot;follow my lead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
If you go off to the right, save a nade for the murdersquad that will fly in behind you. They will often land near the stairs and a frag tossed below it should kill them, you can draw them there by shooting. Pick up a plasma pistol.&lt;br /&gt;
&lt;br /&gt;
If you want to try a risky swordfly off the space turret, juggle the sword to the bottom of the elevator. Otherwise ditch it. If you got a really fast Drones clear, you can potentially sword fly off a Grunt into the airlock.&lt;br /&gt;
&lt;br /&gt;
The elevator will probably be coming up, so hit the switch. If you stay on the top level of the elevator, you can noob combo the Elites, kill the Grunts and get in the airlock. Juggle the sword into the airlock if going for yolo.&lt;br /&gt;
&lt;br /&gt;
Watch out for the Grunts, they have a tendency to toss grenades when you're behind the switch. You can kill some by bouncing a frag or two off the top level.&lt;br /&gt;
&lt;br /&gt;
==Space (again)==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The risky strat is to swordfly off the turret, as shown. If you don't get to the door fast enough, you will likely be killed by the jetpack Elites coming over the wall beyond the turret.&lt;br /&gt;
&lt;br /&gt;
The safer strat is to pick up a PP and noob combo. If you're good at aiming, you can noob combo the turret, even though the PP won't track at that distance. Noob combo the two jetpack guys either way. If you have a plasma nade you can go for the MLG stick on the Elites coming over the wall - BR them from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room (Pickle Room)==&lt;br /&gt;
Shotgun+stick everything. The level ends when everything dies.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
It's really risky to attack this room with the sword. The safest strat is to noob combo (if you kept the PP) or grab a plasma rifle. It's generally best to engage the Elites from the left side, although you can try your luck from the far right cubby near the boxes. There's a marine in the back of the room who you can give your PP to and when you kill him, your PP ammo will be replenished.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=829</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=829"/>
				<updated>2014-07-03T21:47:35Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* On legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = Easy: ~5:10; Legendary: ~9:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==First Encounter + Courtyard==&lt;br /&gt;
Wait to the side of the door. As soon as you see enemies on your radar, you can start moving. Try to get dual plasma rifles as fast as possible because they kill enemies quickly and don't need reloading. You can start with dual SMGs, get a plasma pistol/SMG combo, or noob combo to kill Elites and get the PRs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Jump up above the initial door, and wait for the 4 enemies to run out the door before you drop down behind them. If you don't get a plasma pistol here, drop into the first courtyard, take the route to the left and kill the Grunt for his PP. Otherwise, jump up above the courtyard as shown. If you don't kill the Elite in the hall, you can conserve some valuable plasma pistol ammo.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
Kill everything with dual plasma rifles. After clearing the first room, look at the Malta - if you killed everything it will have white ships leaving it. Looking at it makes it blow up faster and saves time. When the dialogue finishes, stay out of the blast radius of the exit door.&lt;br /&gt;
 &lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing the Elites. When there's one Elite left from a wave, the next one will spawn. Throw frags as the Grunts drop out of the tube. Plasmas may cause the Elites to roll and take cover, slowing you down. If you run out of PP ammo, jump down. You can also BR blue Elites to conserve PP ammo.&lt;br /&gt;
&lt;br /&gt;
When there's one Elite left after the third wave, an invisible timer starts. When it ends, a dual-wielding white Elite and two Grunts will spawn. Spawnkill the white Elite, or he'll tear you up. After you clear the enemies, you can kill your allies if you want more frags - they will drop 0-2.&lt;br /&gt;
&lt;br /&gt;
When the door blows, stay up top, then drop behind the enemies. There's BR ammo by the turret - you'll need it.&lt;br /&gt;
&lt;br /&gt;
If you stand and wait near the Pelican's left wing, you can sometimes get a CP before the drop.&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
Second room is much like the first. Kill the turret grunts, then dual plasma rifle everything.&lt;br /&gt;
&lt;br /&gt;
Look at the Athens after you clear the room, like the Malta it blows up faster if you look at it. Go into the back room during the dialogue to grab frag grenades, then go down the stairs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
This hangar is much harder due to more cover and tougher enemy spawns. The turret grunts drop 100% plasma pistols - it's advisable to dual-wield them and jump up the boxes and to the walkway. Also, picking them up prevents them from deloading. Then noob combo like the first hangar, switching PPs as they run out. You can either jump back and forth from the large green box or strafe at the railing. You can also stay downstairs, but it's very risky and dependent on Elite behavior.&lt;br /&gt;
&lt;br /&gt;
At one Elite left on the third wave, two dual-plasma-rifle white elites and a gold swordsman will spawn. Be very careful with the dual wielders. If you care to dance with them (very risky), you can piss them off so they pull out swords. This actually makes them less dangerous and you can engage from afar.&lt;br /&gt;
&lt;br /&gt;
Once they're dead, get the ammo and grenades in the side room. Juggle a plasma pistol and sword down the stairs. The sword will allow for sword flying throughout the level, though most of the sword-flys are risky. You should continue juggling the sword through the next section.&lt;br /&gt;
&lt;br /&gt;
If you wait before heading into the tunnels, you can sometimes get a CP. You can also backtrack to the first hangar for a CP.&lt;br /&gt;
&lt;br /&gt;
==The Armory==&lt;br /&gt;
Run through to the armory. You can noob combo the camo Elite in the door if you have a PP. Take Master Guns' shotgun after the elites kill him. This will make the bomb room go faster. Turn right out of the Armory, shoot the glass and jump off the light fixture and up to the turret. (this will take some practice)&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
There's 2 Elites and 3-4 Grunts in the tunnels below. Noob combo the Elites and BR the grunts. At the far door, stick the Elite as it opens, then turn and noob combo the Elite coming through the other door. You can also melee the Elite to stun him, so you can go around and backsmack. Juggle your sword forward once everything below is dead. Open the hatch, noob combo the two elites in the armory, then pick up the sword for good.&lt;br /&gt;
&lt;br /&gt;
The yolo approach is to take the sword from the gold Elite and sword cancel off an enemy through the tunnel. Stick/sword lunge the Stealth Elites, as well as the two Elites in the armory.&lt;br /&gt;
&lt;br /&gt;
Now you want to swordfly to the turret. To make it over the turret, you have to jump+swordfly+jump (A, YXR, A). In case you miss it, just revert to checkpoint, you should have gotten one immediately before. A safer strat is to go up onto the roof above the Armory, kill the sword fly target, and jump down.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if too many enemies are killed before you reach the end, more enemies will spawn ahead of you. You can swordfly, but it can be risky. If you get into trouble, kill the Elite and the Grunts should panic and stop shooting you.&lt;br /&gt;
&lt;br /&gt;
Sword both jetpack Elites in the airlock. Jump up the ramp, then turn around.&lt;br /&gt;
&lt;br /&gt;
====Method 1: Out of Bounds (1/5)====&lt;br /&gt;
*Grenade jump up on top of the space station and walk around to the door. You shouldn't have to kill the reinforcements.&lt;br /&gt;
&lt;br /&gt;
====Method 2: The Swordfly (?/5)====&lt;br /&gt;
*If there is a jetpack Elite floating between you and the door, and he is floating still, you can swordfly off of him. If you get the swordfly just right, you will loop up over and beyond the Elite, and land somewhere near the door.&lt;br /&gt;
*If you want to be safer, you can tap A while doing the swordfly, and you should land on top of the space station, beyond the Elite. Then you can drop down to the door.&lt;br /&gt;
*If you mess up and the Elite is moving, the swordfly will stop right above him. This is major trouble, and you'll have to sneak/kill your way to the door somehow.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
In the large hangar room, drones will fly up and land in a row on the lip of the ramp. Bounce a frag or two off the lip, and jump down to the door. You need to kill 4-5 drones to trigger the door at the bottom to open. Ideally, you want to get to the door right as it opens. If you're too slow getting to the door, the lift will start moving up, and you'll have to press the button to make it go down. Alternately, if you get down there and the door isn't open, kill more drones.&lt;br /&gt;
&lt;br /&gt;
Killing all the enemies in the airlock makes the door open faster. Use grenades and you should kill pretty fast. You know you got slow doors if you are only able to exit after the line &amp;quot;follow my lead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
If you go off to the right, save a nade for the murdersquad that will fly in behind you. They will often land near the stairs and a frag tossed below it should kill them, you can draw them there by shooting. Pick up a plasma pistol.&lt;br /&gt;
&lt;br /&gt;
If you want to try a risky swordfly off the space turret, juggle the sword to the bottom of the elevator. Otherwise ditch it. If you got a really fast Drones clear, you can potentially sword fly off a Grunt into the airlock.&lt;br /&gt;
&lt;br /&gt;
The elevator will probably be coming up, so hit the switch. If you stay on the top level of the elevator, you can noob combo the Elites, kill the Grunts and get in the airlock. Juggle the sword into the airlock if going for yolo.&lt;br /&gt;
&lt;br /&gt;
Watch out for the Grunts, they have a tendency to toss grenades when you're behind the switch. You can kill some by bouncing a frag or two off the top level.&lt;br /&gt;
&lt;br /&gt;
==Space (again)==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The risky strat is to swordfly off the turret, as shown. If you don't get to the door fast enough, you will likely be killed by the jetpack Elites coming over the wall beyond the turret.&lt;br /&gt;
&lt;br /&gt;
The safer strat is to pick up a PP and noob combo. If you're good at aiming, you can noob combo the turret, even though the PP won't track at that distance. Noob combo the two jetpack guys either way. If you have a plasma nade you can go for the MLG stick on the Elites coming over the wall - BR them from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room (Pickle Room)==&lt;br /&gt;
Shotgun+stick everything. The level ends when everything dies.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
It's really risky to attack this room with the sword. The safest strat is to noob combo (if you kept the PP) or grab a plasma rifle. It's generally best to engage the Elites from the left side, although you can try your luck from the far right cubby near the boxes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=828</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=828"/>
				<updated>2014-07-03T21:45:27Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* On legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = Easy: ~5:10; Legendary: ~9:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==First Encounter + Courtyard==&lt;br /&gt;
Wait to the side of the door. As soon as you see enemies on your radar, you can start moving. Try to get dual plasma rifles as fast as possible because they kill enemies quickly and don't need reloading. You can start with dual SMGs, get a plasma pistol/SMG combo, or noob combo to kill Elites and get the PRs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Jump up above the initial door, and wait for the 4 enemies to run out the door before you drop down behind them. If you don't get a plasma pistol here, drop into the first courtyard, take the route to the left and kill the Grunt for his PP. Otherwise, jump up above the courtyard as shown. If you don't kill the Elite in the hall, you can conserve some valuable plasma pistol ammo.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
Kill everything with dual plasma rifles. After clearing the first room, look at the Malta - if you killed everything it will have white ships leaving it. Looking at it makes it blow up faster and saves time. When the dialogue finishes, stay out of the blast radius of the exit door.&lt;br /&gt;
 &lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing the Elites. When there's one Elite left from a wave, the next one will spawn. Throw frags as the Grunts drop out of the tube. Plasmas may cause the Elites to roll and take cover, slowing you down. If you run out of PP ammo, jump down. You can also BR blue Elites to conserve PP ammo.&lt;br /&gt;
&lt;br /&gt;
When there's one Elite left after the third wave, an invisible timer starts. When it ends, a dual-wielding white Elite and two Grunts will spawn. Spawnkill the white Elite, or he'll tear you up. After you clear the enemies, you can kill your allies if you want more frags - they will drop 0-2.&lt;br /&gt;
&lt;br /&gt;
When the door blows, stay up top, then drop behind the enemies. There's BR ammo by the turret - you'll need it.&lt;br /&gt;
&lt;br /&gt;
If you stand and wait near the Pelican's left wing, you can sometimes get a CP before the drop.&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
Second room is much like the first. Kill the turret grunts, then dual plasma rifle everything.&lt;br /&gt;
&lt;br /&gt;
Look at the Athens after you clear the room, like the Malta it blows up faster if you look at it. Go into the back room during the dialogue to grab frag grenades, then go down the stairs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
This hangar is much harder due to more cover and tougher enemy spawns. The turret grunts drop 100% plasma pistols - it's advisable to dual-wield them and jump up the boxes and to the walkway. Also, picking them up prevents them from deloading. Then noob combo like the first hangar, switching PPs as they run out. You can either jump back and forth from the large green box or strafe at the railing. You can also stay downstairs, but it's very risky and dependent on Elite behavior.&lt;br /&gt;
&lt;br /&gt;
At one Elite left on the third wave, two dual-plasma-rifle white elites and a gold swordsman will spawn. Be very careful with the dual wielders. If you care to dance with them (very risky), you can piss them off so they pull out swords. This actually makes them less dangerous and you can engage from afar.&lt;br /&gt;
&lt;br /&gt;
Once they're dead, get the ammo and grenades in the side room. Juggle a plasma pistol and sword down the stairs. The sword will allow for sword flying throughout the level, though most of the sword-flys are risky. You should continue juggling the sword through the next section.&lt;br /&gt;
&lt;br /&gt;
If you wait before heading into the tunnels, you can sometimes get a CP. You can also backtrack to the first hangar for a CP.&lt;br /&gt;
&lt;br /&gt;
==The Armory==&lt;br /&gt;
Run through to the armory. You can noob combo the camo Elite in the door if you have a PP. Take Master Guns' shotgun after the elites kill him. This will make the bomb room go faster. Turn right out of the Armory, shoot the glass and jump off the light fixture and up to the turret. (this will take some practice)&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
There's 2 Elites and 3-4 Grunts in the tunnels below. Noob combo the Elites and BR the grunts. At the far door, stick the Elite as it opens, then turn and noob combo the Elite coming through the other door. You can also melee the Elite to stun him, so you can go around and backsmack. Juggle your sword forward once everything below is dead. Open the hatch, noob combo the two elites in the armory, then pick up the sword for good.&lt;br /&gt;
&lt;br /&gt;
The yolo approach is to take the sword from the gold Elite and sword cancel off an enemy through the tunnel. Stick/sword lunge the Stealth Elites, as well as the two Elites in the armory.&lt;br /&gt;
&lt;br /&gt;
Now you want to swordfly to the turret. To make it over the turret, you have to jump+swordfly+jump (A, YXR, A). In case you miss it, just revert to checkpoint, you should have gotten one immediately before. A safer strat is to go up onto the roof above the Armory, kill the sword fly target, and jump down.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if too many enemies are killed before you reach the end, more enemies will spawn ahead of you. You can swordfly, but it can be risky. If you get into trouble, kill the Elite and the Grunts should panic and stop shooting you.&lt;br /&gt;
&lt;br /&gt;
Sword both jetpack Elites in the airlock. Jump up the ramp, then turn around.&lt;br /&gt;
&lt;br /&gt;
====Method 1: Out of Bounds (1/5)====&lt;br /&gt;
*Grenade jump up on top of the space station and walk around to the door. You shouldn't have to kill the reinforcements.&lt;br /&gt;
&lt;br /&gt;
====Method 2: The Swordfly (?/5)====&lt;br /&gt;
*If there is a jetpack Elite floating between you and the door, and he is floating still, you can swordfly off of him. If you get the swordfly just right, you will loop up over and beyond the Elite, and land somewhere near the door.&lt;br /&gt;
*If you want to be safer, you can tap A while doing the swordfly, and you should land on top of the space station, beyond the Elite. Then you can drop down to the door.&lt;br /&gt;
*If you mess up and the Elite is moving, the swordfly will stop right above him. This is major trouble, and you'll have to sneak/kill your way to the door somehow.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
In the large hangar room, drones will fly up and land in a row on the lip of the ramp. Bounce a frag or two off the lip, and jump down to the door. You need to kill 4-5 drones to trigger the door at the bottom to open. Ideally, you want to get to the door right as it opens. If you're too slow getting to the door, the lift will start moving up, and you'll have to press the button to make it go down. Alternately, if you get down there and the door isn't open, kill more drones.&lt;br /&gt;
&lt;br /&gt;
Killing all the enemies in the airlock makes the door open faster. Use grenades and you should kill pretty fast. You know you got slow doors if you are only able to exit after the line &amp;quot;follow my lead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
If you go off to the right, save a nade for the murdersquad that will fly in behind you. They will often land near the stairs and a frag tossed below it should kill them, you can draw them there by shooting. Pick up a plasma pistol.&lt;br /&gt;
&lt;br /&gt;
If you want to try a risky swordfly off the space turret, juggle the sword to the bottom of the elevator (and into the airlock after killing the enemies). Otherwise ditch it. If you got a really fast Drones clear, you can potentially sword fly off a Grunt coming out of the airlock, skipping the upcoming fight.&lt;br /&gt;
&lt;br /&gt;
The elevator will probably be coming up, so hit the switch. If you stay on the top level of the elevator, you can noob combo the Elites, kill the Grunts and get in the airlock.&lt;br /&gt;
&lt;br /&gt;
Watch out for the Grunts, they have a tendency to toss grenades when you're behind the switch. You can kill some by bouncing a frag or two off the top level. At this point, there may be no further use for your frags.&lt;br /&gt;
&lt;br /&gt;
==Space (again)==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The risky strat is to swordfly off the turret, as shown. If you don't get to the door fast enough, you will likely be killed by the jetpack Elites coming over the wall beyond the turret.&lt;br /&gt;
&lt;br /&gt;
The safer strat is to pick up a PP and noob combo. If you're good at aiming, you can noob combo the turret, even though the PP won't track at that distance. Noob combo the two jetpack guys either way. If you have a plasma nade you can go for the MLG stick on the Elites coming over the wall - BR them from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room (Pickle Room)==&lt;br /&gt;
Shotgun+stick everything. The level ends when everything dies.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
It's really risky to attack this room with the sword. The safest strat is to noob combo (if you kept the PP) or grab a plasma rifle. It's generally best to engage the Elites from the left side, although you can try your luck from the far right cubby near the boxes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=827</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=827"/>
				<updated>2014-07-03T21:44:05Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* On legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = Easy: ~5:10; Legendary: ~9:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==First Encounter + Courtyard==&lt;br /&gt;
Wait to the side of the door. As soon as you see enemies on your radar, you can start moving. Try to get dual plasma rifles as fast as possible because they kill enemies quickly and don't need reloading. You can start with dual SMGs, get a plasma pistol/SMG combo, or noob combo to kill Elites and get the PRs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Jump up above the initial door, and wait for the 4 enemies to run out the door before you drop down behind them. If you don't get a plasma pistol here, drop into the first courtyard, take the route to the left and kill the Grunt for his PP. Otherwise, jump up above the courtyard as shown. If you don't kill the Elite in the hall, you can conserve some valuable plasma pistol ammo.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
Kill everything with dual plasma rifles. After clearing the first room, look at the Malta - if you killed everything it will have white ships leaving it. Looking at it makes it blow up faster and saves time. When the dialogue finishes, stay out of the blast radius of the exit door.&lt;br /&gt;
 &lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing the Elites. When there's one Elite left from a wave, the next one will spawn. Throw frags as the Grunts drop out of the tube. Plasmas may cause the Elites to roll and take cover, slowing you down. If you run out of PP ammo, jump down. You can also BR blue Elites to conserve PP ammo.&lt;br /&gt;
&lt;br /&gt;
When there's one Elite left after the third wave, an invisible timer starts. When it ends, a dual-wielding white Elite and two Grunts will spawn. Spawnkill the white Elite, or he'll tear you up. After you clear the enemies, you can kill your allies if you want more frags - they will drop 0-2.&lt;br /&gt;
&lt;br /&gt;
When the door blows, stay up top, then drop behind the enemies. There's BR ammo by the turret - you'll need it.&lt;br /&gt;
&lt;br /&gt;
If you stand and wait near the Pelican's left wing, you can sometimes get a CP before the drop.&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
Second room is much like the first. Kill the turret grunts, then dual plasma rifle everything.&lt;br /&gt;
&lt;br /&gt;
Look at the Athens after you clear the room, like the Malta it blows up faster if you look at it. Go into the back room during the dialogue to grab frag grenades, then go down the stairs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
This hangar is much harder due to more cover and tougher enemy spawns. The turret grunts drop 100% plasma pistols - it's advisable to dual-wield them and jump up the boxes and to the walkway. Also, picking them up prevents them from deloading. Then noob combo like the first hangar, switching PPs as they run out. You can either jump back and forth from the large green box or strafe at the railing. You can also stay downstairs, but it's very risky and dependent on Elite behavior.&lt;br /&gt;
&lt;br /&gt;
At one Elite left on the third wave, two dual-plasma-rifle white elites and a gold swordsman will spawn. Be very careful with the dual wielders. If you care to dance with them (very risky), you can piss them off so they pull out swords. This actually makes them less dangerous and you can engage from afar.&lt;br /&gt;
&lt;br /&gt;
Once they're dead, get the ammo and grenades in the side room. Juggle a plasma pistol and sword down the stairs. The sword will allow for sword flying throughout the level, though most of the sword-flys are risky. You should continue juggling the sword through the next section.&lt;br /&gt;
&lt;br /&gt;
If you wait before heading into the tunnels, you can sometimes get a CP. You can also backtrack to the first hangar for a CP.&lt;br /&gt;
&lt;br /&gt;
==The Armory==&lt;br /&gt;
Run through to the armory. You can noob combo the camo Elite in the door if you have a PP. Take Master Guns' shotgun after the elites kill him. This will make the bomb room go faster. Turn right out of the Armory, shoot the glass and jump off the light fixture and up to the turret. (this will take some practice)&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
There's 2 Elites and 3-4 Grunts in the tunnels below. Noob combo the Elites and BR the grunts. At the far door, stick the Elite as it opens, then turn and noob combo the Elite coming through the other door. You can also melee the Elite to stun him, so you can go around and backsmack. Juggle your sword forward once everything below is dead. Open the hatch, noob combo the two elites in the armory, then pick up the sword for good.&lt;br /&gt;
&lt;br /&gt;
The yolo approach is to take the sword from the gold Elite and sword cancel off an enemy through the tunnel. Stick/sword lunge the Stealth Elites, as well as the two Elites in the armory.&lt;br /&gt;
&lt;br /&gt;
Now you want to swordfly to the turret. To make it over the turret, you have to jump+swordfly+jump (A, YXR, A). In case you miss it, just revert to checkpoint, you should have gotten one immediately before. A safer strat is to go up onto the roof above the Armory, kill the sword fly target, and jump down.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if too many enemies are killed before you reach the end, more enemies will spawn ahead of you. You can swordfly, but it can be risky. If you get into trouble, kill the Elite and the Grunts should panic and stop shooting you.&lt;br /&gt;
&lt;br /&gt;
Sword both jetpack Elites in the airlock. Jump up the ramp, then turn around.&lt;br /&gt;
&lt;br /&gt;
====Method 1: Out of Bounds (1/5)====&lt;br /&gt;
*Grenade jump up on top of the space station and walk around to the door. You shouldn't have to kill the reinforcements.&lt;br /&gt;
&lt;br /&gt;
====Method 2: The Swordfly (?/5)====&lt;br /&gt;
*If there is a jetpack Elite floating between you and the door, and he is floating still, you can swordfly off of him. If you get the swordfly just right, you will loop up over and beyond the Elite, and land somewhere near the door.&lt;br /&gt;
*If you want to be safer, you can tap A while doing the swordfly, and you should land on top of the space station, beyond the Elite. Then you can drop down to the door.&lt;br /&gt;
*If you mess up and the Elite is moving, the swordfly will stop right above him. This is major trouble, and you'll have to sneak/kill your way to the door somehow.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
In the large hangar room, drones will fly up and land in a row on the lip of the ramp. Bounce a frag or two off the lip, and jump down to the door. You need to kill 4-5 drones to trigger the door at the bottom to open. Ideally, you want to get to the door right as it opens. If you're too slow getting to the door, the lift will start moving up, and you'll have to press the button to make it go down. Alternately, if you get down there and the door isn't open, kill more drones.&lt;br /&gt;
&lt;br /&gt;
Killing all the enemies in the airlock makes the door open faster. Use grenades and you should kill pretty fast. You know you got slow doors if you are only able to exit after the line &amp;quot;follow my lead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
If you go off to the right, save a nade for the murdersquad that will fly in behind you. They will often land near the stairs and a frag tossed below it should kill them, you can draw them there by shooting. Pick up a plasma pistol.&lt;br /&gt;
&lt;br /&gt;
If you want to try a risky swordfly off the space turret, juggle the sword to the bottom of the elevator (and into the airlock after killing the enemies). Otherwise ditch it. If you got a really fast Drones clear, you can potentially sword fly off a Grunt coming out of the airlock, skipping the upcoming fight.&lt;br /&gt;
&lt;br /&gt;
The elevator will probably be coming up, so hit the switch. If you stay on the top level of the elevator, you can noob combo the Elites, kill the Grunts and get in the airlock. Watch out for the Grunts, they have a tendency to toss grenades when you're behind the switch. You can kill some by bouncing a frag or two off the top level. At this point, there may be no further use for your frags.&lt;br /&gt;
&lt;br /&gt;
==Space (again)==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The risky strat is to swordfly off the turret, as shown. If you don't get to the door fast enough, you will likely be killed by the jetpack Elites coming over the wall beyond the turret.&lt;br /&gt;
&lt;br /&gt;
The safer strat is to pick up a PP and noob combo. If you're good at aiming, you can noob combo the turret, even though the PP won't track at that distance. Noob combo the two jetpack guys either way. If you have a plasma nade you can go for the MLG stick on the Elites coming over the wall - BR them from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room (Pickle Room)==&lt;br /&gt;
Shotgun+stick everything. The level ends when everything dies.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
It's really risky to attack this room with the sword. The safest strat is to noob combo (if you kept the PP) or grab a plasma rifle. It's generally best to engage the Elites from the left side, although you can try your luck from the far right cubby near the boxes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=826</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=826"/>
				<updated>2014-07-03T21:39:00Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* On legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = Easy: ~5:10; Legendary: ~9:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==First Encounter + Courtyard==&lt;br /&gt;
Wait to the side of the door. As soon as you see enemies on your radar, you can start moving. Try to get dual plasma rifles as fast as possible because they kill enemies quickly and don't need reloading. You can start with dual SMGs, get a plasma pistol/SMG combo, or noob combo to kill Elites and get the PRs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Jump up above the initial door, and wait for the 4 enemies to run out the door before you drop down behind them. If you don't get a plasma pistol here, drop into the first courtyard, take the route to the left and kill the Grunt for his PP. Otherwise, jump up above the courtyard as shown. If you don't kill the Elite in the hall, you can conserve some valuable plasma pistol ammo.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
Kill everything with dual plasma rifles. After clearing the first room, look at the Malta - if you killed everything it will have white ships leaving it. Looking at it makes it blow up faster and saves time. When the dialogue finishes, stay out of the blast radius of the exit door.&lt;br /&gt;
 &lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing the Elites. When there's one Elite left from a wave, the next one will spawn. Throw frags as the Grunts drop out of the tube. Plasmas may cause the Elites to roll and take cover, slowing you down. If you run out of PP ammo, jump down. You can also BR blue Elites to conserve PP ammo.&lt;br /&gt;
&lt;br /&gt;
When there's one Elite left after the third wave, an invisible timer starts. When it ends, a dual-wielding white Elite and two Grunts will spawn. Spawnkill the white Elite, or he'll tear you up. After you clear the enemies, you can kill your allies if you want more frags - they will drop 0-2.&lt;br /&gt;
&lt;br /&gt;
When the door blows, stay up top, then drop behind the enemies. There's BR ammo by the turret - you'll need it.&lt;br /&gt;
&lt;br /&gt;
If you stand and wait near the Pelican's left wing, you can sometimes get a CP before the drop.&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
Second room is much like the first. Kill the turret grunts, then dual plasma rifle everything.&lt;br /&gt;
&lt;br /&gt;
Look at the Athens after you clear the room, like the Malta it blows up faster if you look at it. Go into the back room during the dialogue to grab frag grenades, then go down the stairs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
This hangar is much harder due to more cover and tougher enemy spawns. The turret grunts drop 100% plasma pistols - it's advisable to dual-wield them and jump up the boxes and to the walkway. Also, picking them up prevents them from deloading. Then noob combo like the first hangar, switching PPs as they run out. You can either jump back and forth from the large green box or strafe at the railing. You can also stay downstairs, but it's very risky and dependent on Elite behavior.&lt;br /&gt;
&lt;br /&gt;
At one Elite left on the third wave, two dual-plasma-rifle white elites and a gold swordsman will spawn. Be very careful with the dual wielders. If you care to dance with them (very risky), you can piss them off so they pull out swords. This actually makes them less dangerous and you can engage from afar.&lt;br /&gt;
&lt;br /&gt;
Once they're dead, get the ammo and grenades in the side room. Juggle a plasma pistol and sword down the stairs. The sword will allow for sword flying throughout the level, though most of the sword-flys are risky. You should continue juggling the sword through the next section.&lt;br /&gt;
&lt;br /&gt;
If you wait before heading into the tunnels, you can sometimes get a CP. You can also backtrack to the first hangar for a CP.&lt;br /&gt;
&lt;br /&gt;
==The Armory==&lt;br /&gt;
Run through to the armory. You can noob combo the camo Elite in the door if you have a PP. Take Master Guns' shotgun after the elites kill him. This will make the bomb room go faster. Turn right out of the Armory, shoot the glass and jump off the light fixture and up to the turret. (this will take some practice)&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
There's 2 Elites and 3-4 Grunts in the tunnels below. Noob combo the Elites and BR the grunts. At the far door, stick the Elite as it opens, then turn and noob combo the Elite coming through the other door. You can also melee the Elite to stun him, so you can go around and backsmack. Juggle your sword forward once everything below is dead. Open the hatch, noob combo the two elites in the armory, then pick up the sword for good.&lt;br /&gt;
&lt;br /&gt;
The yolo approach is to take the sword from the gold Elite and sword cancel off an enemy through the tunnel. Stick/sword lunge the Stealth Elites, as well as the two Elites in the armory.&lt;br /&gt;
&lt;br /&gt;
Now you want to swordfly to the turret. To make it over the turret, you have to jump+swordfly+jump (A, YXR, A). In case you miss it, just revert to checkpoint, you should have gotten one immediately before. A safer strat is to go up onto the roof above the Armory, kill the sword fly target, and jump down.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if too many enemies are killed before you reach the end, more enemies will spawn ahead of you. You can swordfly, but it can be risky. If you get into trouble, kill the Elite and the Grunts should panic and stop shooting you.&lt;br /&gt;
&lt;br /&gt;
Sword both jetpack Elites in the airlock. Jump up the ramp, then turn around.&lt;br /&gt;
&lt;br /&gt;
====Method 1: Out of Bounds (1/5)====&lt;br /&gt;
*Grenade jump up on top of the space station and walk around to the door. You shouldn't have to kill the reinforcements.&lt;br /&gt;
&lt;br /&gt;
====Method 2: The Swordfly (?/5)====&lt;br /&gt;
*If there is a jetpack Elite floating between you and the door, and he is floating still, you can swordfly off of him. If you get the swordfly just right, you will loop up over and beyond the Elite, and land somewhere near the door.&lt;br /&gt;
*If you want to be safer, you can tap A while doing the swordfly, and you should land on top of the space station, beyond the Elite. Then you can drop down to the door.&lt;br /&gt;
*If you mess up and the Elite is moving, the swordfly will stop right above him. This is major trouble, and you'll have to sneak/kill your way to the door somehow.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
In the large hangar room, drones will fly up and land in a row on the lip of the ramp. Bounce a frag or two off the lip, and jump down to the door. You need to kill 4-5 drones to trigger the door at the bottom to open. Ideally, you want to get to the door right as it opens. If you're too slow getting to the door, the lift will start moving up, and you'll have to press the button to make it go down. Alternately, if you get down there and the door isn't open, kill more drones.&lt;br /&gt;
&lt;br /&gt;
Killing all the enemies in the airlock makes the door open faster. Use grenades and you should kill pretty fast. You know you got slow doors if you are only able to exit after the line &amp;quot;follow my lead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
If you go off to the right, save a nade for the murdersquad that will fly in behind you. They will often land near the stairs and a frag tossed below it should kill them, you can draw them there by shooting. Pick up a plasma pistol. If you want to try a risky swordfly off the space turret, juggle the sword to the bottom of the elevator. Otherwise ditch it.&lt;br /&gt;
&lt;br /&gt;
The elevator will probably be coming up, so hit the switch. If you stay on the top level of the elevator, you can noob combo the Elites, kill the Grunts and get in the airlock. Be wary of the Grunts, they have a tendency to toss grenades when you're behind the switch. You can sometimes kill most of them by bouncing frags off the top level. Juggle the sword into the airlock if you want to go for yolo.&lt;br /&gt;
&lt;br /&gt;
==Space (again)==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The risky strat is to swordfly off the turret, as shown. If you don't get to the door fast enough, you will likely be killed by the jetpack Elites coming over the wall beyond the turret.&lt;br /&gt;
&lt;br /&gt;
The safer strat is to pick up a PP and noob combo. If you're good at aiming, you can noob combo the turret, even though the PP won't track at that distance. Noob combo the two jetpack guys either way. If you have a plasma nade you can go for the MLG stick on the Elites coming over the wall - BR them from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room (Pickle Room)==&lt;br /&gt;
Shotgun+stick everything. The level ends when everything dies.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
It's really risky to attack this room with the sword. The safest strat is to noob combo (if you kept the PP) or grab a plasma rifle. It's generally best to engage the Elites from the left side, although you can try your luck from the far right cubby near the boxes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=825</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=825"/>
				<updated>2014-07-03T21:30:19Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* On legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = Easy: ~5:10; Legendary: ~9:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==First Encounter + Courtyard==&lt;br /&gt;
Wait to the side of the door. As soon as you see enemies on your radar, you can start moving. Try to get dual plasma rifles as fast as possible because they kill enemies quickly and don't need reloading. You can start with dual SMGs, get a plasma pistol/SMG combo, or noob combo to kill Elites and get the PRs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Jump up above the initial door, and wait for the 4 enemies to run out the door before you drop down behind them. If you don't get a plasma pistol here, drop into the first courtyard, take the route to the left and kill the Grunt for his PP. Otherwise, jump up above the courtyard as shown. If you don't kill the Elite in the hall, you can conserve some valuable plasma pistol ammo.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
Kill everything with dual plasma rifles. After clearing the first room, look at the Malta - if you killed everything it will have white ships leaving it. Looking at it makes it blow up faster and saves time. When the dialogue finishes, stay out of the blast radius of the exit door.&lt;br /&gt;
 &lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing the Elites. When there's one Elite left from a wave, the next one will spawn. Throw frags as the Grunts drop out of the tube. Plasmas may cause the Elites to roll and take cover, slowing you down. If you run out of PP ammo, jump down. You can also BR blue Elites to conserve PP ammo.&lt;br /&gt;
&lt;br /&gt;
When there's one Elite left after the third wave, an invisible timer starts. When it ends, a dual-wielding white Elite and two Grunts will spawn. Spawnkill the white Elite, or he'll tear you up. After you clear the enemies, you can kill your allies if you want more frags - they will drop 0-2.&lt;br /&gt;
&lt;br /&gt;
When the door blows, stay up top, then drop behind the enemies. There's BR ammo by the turret - you'll need it.&lt;br /&gt;
&lt;br /&gt;
If you stand and wait near the Pelican's left wing, you can sometimes get a CP before the drop.&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
Second room is much like the first. Kill the turret grunts, then dual plasma rifle everything.&lt;br /&gt;
&lt;br /&gt;
Look at the Athens after you clear the room, like the Malta it blows up faster if you look at it. Go into the back room during the dialogue to grab frag grenades, then go down the stairs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
This hangar is much harder due to more cover and tougher enemy spawns. The turret grunts drop 100% plasma pistols - it's advisable to dual-wield them and jump up the boxes and to the walkway. Also, picking them up prevents them from deloading. Then noob combo like the first hangar, switching PPs as they run out. You can either jump back and forth from the large green box or strafe at the railing. You can also stay downstairs, but it's very risky and dependent on Elite behavior.&lt;br /&gt;
&lt;br /&gt;
At one Elite left on the third wave, two dual-plasma-rifle white elites and a gold swordsman will spawn. Be very careful with the dual wielders. If you care to dance with them (very risky), you can piss them off so they pull out swords. This actually makes them less dangerous and you can engage from afar.&lt;br /&gt;
&lt;br /&gt;
Once they're dead, get the ammo and grenades in the side room. Juggle a plasma pistol and sword down the stairs. The sword will allow for sword flying throughout the level, though most of the sword-flys are risky. You should continue juggling the sword through the next section.&lt;br /&gt;
&lt;br /&gt;
If you wait before heading into the tunnels, you can sometimes get a CP. You can also backtrack to the first hangar for a CP.&lt;br /&gt;
&lt;br /&gt;
==The Armory==&lt;br /&gt;
Run through to the armory. You can noob combo the camo Elite in the door if you have a PP. Take Master Guns' shotgun after the elites kill him. This will make the bomb room go faster. Turn right out of the Armory, shoot the glass and jump off the light fixture and up to the turret. (this will take some practice)&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
There's 2 Elites and 3-4 Grunts in the tunnels below. Noob combo the Elites and BR the grunts. At the far door, stick the Elite as it opens, then turn and noob combo the Elite coming through the other door. You can also melee the Elite to stun him, so you can go around and backsmack. Juggle your sword forward once everything below is dead. Open the hatch, noob combo the two elites in the armory, then pick up the sword for good.&lt;br /&gt;
&lt;br /&gt;
The yolo approach is to take the sword from the gold Elite and sword cancel off an enemy through the tunnel. Stick/sword lunge the Stealth Elites, as well as the two Elites in the armory.&lt;br /&gt;
&lt;br /&gt;
Now you want to swordfly to the turret. To make it over the turret, you have to jump+swordfly+jump (A, YXR, A). In case you miss it, just revert to checkpoint, you should have gotten one immediately before. A safer strat is to go up onto the roof above the Armory, kill the sword fly target, and jump down.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if too many enemies are killed before you reach the end, more enemies will spawn ahead of you. You can swordfly, but it can be risky. If you get into trouble, kill the Elite and the Grunts should panic and stop shooting you.&lt;br /&gt;
&lt;br /&gt;
Sword both jetpack Elites in the airlock. Jump up the ramp, then turn around.&lt;br /&gt;
&lt;br /&gt;
====Method 1: Out of Bounds (1/5)====&lt;br /&gt;
*Grenade jump up on top of the space station and walk around to the door. You shouldn't have to kill the reinforcements.&lt;br /&gt;
&lt;br /&gt;
====Method 2: The Swordfly (?/5)====&lt;br /&gt;
*If there is a jetpack Elite floating between you and the door, and he is floating still, you can swordfly off of him. If you get the swordfly just right, you will loop up over and beyond the Elite, and land somewhere near the door.&lt;br /&gt;
*If you want to be safer, you can tap A while doing the swordfly, and you should land on top of the space station, beyond the Elite. Then you can drop down to the door.&lt;br /&gt;
*If you mess up and the Elite is moving, the swordfly will stop right above him. This is major trouble, and you'll have to sneak/kill your way to the door somehow.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
In the large hangar room, drones will fly up and land in a row on the lip of the ramp. Bounce a frag or two off the lip, and jump down to the door. You need to kill 4-5 drones to trigger the door at the bottom to open. Ideally, you want to get to the door right as it opens. If you're too slow getting to the door, the lift will start moving up, and you'll have to press the button to make it go down. Alternately, if you get down there and the door isn't open, kill more drones.&lt;br /&gt;
&lt;br /&gt;
Killing all the enemies in the airlock makes the door open faster. Use grenades and you should kill pretty fast. You know you got slow doors if you are only able to exit after the line &amp;quot;follow my lead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
If you go off to the right, save a nade for the murdersquad that will fly in behind you. Pick up a plasma pistol. If you want to try a risky swordfly off the space turret, juggle the sword to the bottom of the elevator. Otherwise ditch it.&lt;br /&gt;
&lt;br /&gt;
The elevator will probably be coming up, so hit the switch. If you stay on the top level of the elevator, you can noob combo the Elites, kill the Grunts and get in the airlock. Be wary of the Grunts, they have a tendency to toss grenades when you're behind the switch. Juggle the sword into the airlock.&lt;br /&gt;
&lt;br /&gt;
==Space (again)==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The risky strat is to swordfly off the turret, as shown. If you don't get to the door fast enough, you will likely be killed by the jetpack Elites coming over the wall beyond the turret.&lt;br /&gt;
&lt;br /&gt;
The safer strat is to pick up a PP and noob combo. If you're good at aiming, you can noob combo the turret, even though the PP won't track at that distance. Noob combo the two jetpack guys either way. If you have a plasma nade you can go for the MLG stick on the Elites coming over the wall - BR them from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room (Pickle Room)==&lt;br /&gt;
Shotgun+stick everything. The level ends when everything dies.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
It's really risky to attack this room with the sword. The safest strat is to noob combo (if you kept the PP) or grab a plasma rifle. It's generally best to engage the Elites from the left side, although you can try your luck from the far right cubby near the boxes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=824</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=824"/>
				<updated>2014-07-03T21:28:44Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* On legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = Easy: ~5:10; Legendary: ~9:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==First Encounter + Courtyard==&lt;br /&gt;
Wait to the side of the door. As soon as you see enemies on your radar, you can start moving. Try to get dual plasma rifles as fast as possible because they kill enemies quickly and don't need reloading. You can start with dual SMGs, get a plasma pistol/SMG combo, or noob combo to kill Elites and get the PRs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Jump up above the initial door, and wait for the 4 enemies to run out the door before you drop down behind them. If you don't get a plasma pistol here, drop into the first courtyard, take the route to the left and kill the Grunt for his PP. Otherwise, jump up above the courtyard as shown. If you don't kill the Elite in the hall, you can conserve some valuable plasma pistol ammo.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
Kill everything with dual plasma rifles. After clearing the first room, look at the Malta - if you killed everything it will have white ships leaving it. Looking at it makes it blow up faster and saves time. When the dialogue finishes, stay out of the blast radius of the exit door.&lt;br /&gt;
 &lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing the Elites. When there's one Elite left from a wave, the next one will spawn. Throw frags as the Grunts drop out of the tube. Plasmas may cause the Elites to roll and take cover, slowing you down. If you run out of PP ammo, jump down. You can also BR blue Elites to conserve PP ammo.&lt;br /&gt;
&lt;br /&gt;
When there's one Elite left after the third wave, an invisible timer starts. When it ends, a dual-wielding white Elite and two Grunts will spawn. Spawnkill the white Elite, or he'll tear you up. After you clear the enemies, you can kill your allies if you want more frags - they will drop 0-2.&lt;br /&gt;
&lt;br /&gt;
When the door blows, stay up top, then drop behind the enemies. There's BR ammo by the turret - you'll need it.&lt;br /&gt;
&lt;br /&gt;
If you stand and wait near the Pelican's left wing, you can sometimes get a CP before the drop.&lt;br /&gt;
&lt;br /&gt;
==Second Hangar==&lt;br /&gt;
Second room is much like the first. Kill the turret grunts, then dual plasma rifle everything.&lt;br /&gt;
&lt;br /&gt;
Look at the Athens after you clear the room, like the Malta it blows up faster if you look at it. Go into the back room during the dialogue to grab frag grenades, then go down the stairs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
This hangar is much harder due to more cover and tougher enemy spawns. The turret grunts drop 100% plasma pistols - it's advisable to dual-wield them and jump up the boxes and to the walkway. Also, picking them up prevents them from deloading. Then noob combo like the first hangar, switching PPs as they run out. You can either jump back and forth from the large green box or strafe at the railing. You can also stay downstairs, but it's very risky and dependent on Elite behavior.&lt;br /&gt;
&lt;br /&gt;
At one Elite left on the third wave, two dual-plasma-rifle white elites and a gold swordsman will spawn. Be very careful with the dual wielders. If you care to dance with them (very risky), you can piss them off so they pull out swords. This actually makes them less dangerous and you can engage from afar.&lt;br /&gt;
&lt;br /&gt;
Once they're dead, get the ammo and grenades in the side room. Juggle a plasma pistol and sword down the stairs. The sword will allow for sword flying throughout the level, though most of the sword-flys are risky. You should continue juggling the sword through the next section.&lt;br /&gt;
&lt;br /&gt;
==The Armory==&lt;br /&gt;
Run through to the armory. You can noob combo the camo Elite in the door if you have a PP. Take Master Guns' shotgun after the elites kill him. This will make the bomb room go faster. Turn right out of the Armory, shoot the glass and jump off the light fixture and up to the turret. (this will take some practice)&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
There's 2 Elites and 3-4 Grunts in the tunnels below. Noob combo the Elites and BR the grunts. At the far door, stick the Elite as it opens, then turn and noob combo the Elite coming through the other door. You can also melee the Elite to stun him, so you can go around and backsmack. Juggle your sword forward once everything below is dead. Open the hatch, noob combo the two elites in the armory, then pick up the sword for good.&lt;br /&gt;
&lt;br /&gt;
The yolo approach is to take the sword from the gold Elite and sword cancel off an enemy through the tunnel. Stick/sword lunge the Stealth Elites, as well as the two Elites in the armory.&lt;br /&gt;
&lt;br /&gt;
Now you want to swordfly to the turret. To make it over the turret, you have to jump+swordfly+jump (A, YXR, A). In case you miss it, just revert to checkpoint, you should have gotten one immediately before. A safer strat is to go up onto the roof above the Armory, kill the sword fly target, and jump down.&lt;br /&gt;
&lt;br /&gt;
==Space==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if too many enemies are killed before you reach the end, more enemies will spawn ahead of you. You can swordfly, but it can be risky. If you get into trouble, kill the Elite and the Grunts should panic and stop shooting you.&lt;br /&gt;
&lt;br /&gt;
Sword both jetpack Elites in the airlock. Jump up the ramp, then turn around.&lt;br /&gt;
&lt;br /&gt;
====Method 1: Out of Bounds (1/5)====&lt;br /&gt;
*Grenade jump up on top of the space station and walk around to the door. You shouldn't have to kill the reinforcements.&lt;br /&gt;
&lt;br /&gt;
====Method 2: The Swordfly (?/5)====&lt;br /&gt;
*If there is a jetpack Elite floating between you and the door, and he is floating still, you can swordfly off of him. If you get the swordfly just right, you will loop up over and beyond the Elite, and land somewhere near the door.&lt;br /&gt;
*If you want to be safer, you can tap A while doing the swordfly, and you should land on top of the space station, beyond the Elite. Then you can drop down to the door.&lt;br /&gt;
*If you mess up and the Elite is moving, the swordfly will stop right above him. This is major trouble, and you'll have to sneak/kill your way to the door somehow.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
In the large hangar room, drones will fly up and land in a row on the lip of the ramp. Bounce a frag or two off the lip, and jump down to the door. You need to kill 4-5 drones to trigger the door at the bottom to open. Ideally, you want to get to the door right as it opens. If you're too slow getting to the door, the lift will start moving up, and you'll have to press the button to make it go down. Alternately, if you get down there and the door isn't open, kill more drones.&lt;br /&gt;
&lt;br /&gt;
Killing all the enemies in the airlock makes the door open faster. Use grenades and you should kill pretty fast. You know you got slow doors if you are only able to exit after the line &amp;quot;follow my lead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
If you go off to the right, save a nade for the murdersquad that will fly in behind you. Pick up a plasma pistol. If you want to try a risky swordfly off the space turret, juggle the sword to the bottom of the elevator. Otherwise ditch it.&lt;br /&gt;
&lt;br /&gt;
The elevator will probably be coming up, so hit the switch. If you stay on the top level of the elevator, you can noob combo the Elites, kill the Grunts and get in the airlock. Be wary of the Grunts, they have a tendency to toss grenades when you're behind the switch. Juggle the sword into the airlock.&lt;br /&gt;
&lt;br /&gt;
==Space (again)==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The risky strat is to swordfly off the turret, as shown. If you don't get to the door fast enough, you will likely be killed by the jetpack Elites coming over the wall beyond the turret.&lt;br /&gt;
&lt;br /&gt;
The safer strat is to pick up a PP and noob combo. If you're good at aiming, you can noob combo the turret, even though the PP won't track at that distance. Noob combo the two jetpack guys either way. If you have a plasma nade you can go for the MLG stick on the Elites coming over the wall - BR them from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Bomb Room (Pickle Room)==&lt;br /&gt;
Shotgun+stick everything. The level ends when everything dies.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
It's really risky to attack this room with the sword. The safest strat is to noob combo (if you kept the PP) or grab a plasma rifle. It's generally best to engage the Elites from the left side, although you can try your luck from the far right cubby near the boxes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=823</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=823"/>
				<updated>2014-07-03T21:26:58Z</updated>
		
		<summary type="html">&lt;p&gt;SlidingGhost: /* On legendary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Cairo Station&lt;br /&gt;
| image = [[File:CairoStation.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Defend the station's MAC gun from Covenant boarders.&amp;quot;&lt;br /&gt;
| game = [[Halo 2]]&lt;br /&gt;
| time = Easy: ~5:10; Legendary: ~9:00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cairo Station''' is the second playable level in [[Halo 2]]. See [http://halopedia.org/Cairo_Station_(level) Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://www.haloruns.com/records?lb=201 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==First Encounter + Courtyard==&lt;br /&gt;
Wait to the side of the door. As soon as you see enemies on your radar, you can start moving. Try to get dual plasma rifles as fast as possible because they kill enemies quickly and don't need reloading. You can start with dual SMGs, get a plasma pistol/SMG combo, or noob combo to kill Elites and get the PRs.&lt;br /&gt;
&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
Jump up above the initial door, and wait for the 4 enemies to run out the door before you drop down behind them. If you don't get a plasma pistol here, drop into the first courtyard, take the route to the left and kill the Grunt for his PP. Otherwise, jump up above the courtyard as shown. If you don't kill the Elite in the hall, you can conserve some valuable plasma pistol ammo.&lt;br /&gt;
&lt;br /&gt;
==First Hangar==&lt;br /&gt;
Kill everything with dual plasma rifles. After clearing the first room, look at the Malta - if you killed everything it will have white ships leaving it. Looking at it makes it blow up faster and saves time. When the dialogue finishes, stay out of the blast radius of the exit door.&lt;br /&gt;
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===''On legendary''===&lt;br /&gt;
Stay up top and focus on noob comboing the Elites. When there's one Elite left from a wave, the next one will spawn. Throw frags as the Grunts drop out of the tube. Plasmas may cause the Elites to roll and take cover, slowing you down. If you run out of PP ammo, jump down.&lt;br /&gt;
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When there's one Elite left after the third wave, an invisible timer starts. When it ends, a dual-wielding white Elite and two Grunts will spawn. Spawnkill the white Elite, or he'll tear you up. After you clear the enemies, you can kill your allies if you want more frags - they will drop 0-2.&lt;br /&gt;
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When the door blows, stay up top, then drop behind the enemies. There's BR ammo by the turret - you'll need it.&lt;br /&gt;
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==Second Hangar==&lt;br /&gt;
Second room is much like the first. Kill the turret grunts, then dual plasma rifle everything.&lt;br /&gt;
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Look at the Athens after you clear the room, like the Malta it blows up faster if you look at it. Go into the back room during the dialogue to grab frag grenades, then go down the stairs.&lt;br /&gt;
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===''On legendary''===&lt;br /&gt;
This hangar is much harder due to more cover and tougher enemy spawns. The turret grunts drop 100% plasma pistols - it's advisable to dual-wield them and jump up the boxes and to the walkway. Also, picking them up prevents them from deloading. Then noob combo like the first hangar, switching PPs as they run out. You can either jump back and forth from the large green box or strafe at the railing. You can also stay downstairs, but it's very risky and dependent on Elite behavior.&lt;br /&gt;
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At one Elite left on the third wave, two dual-plasma-rifle white elites and a gold swordsman will spawn. Be very careful with the dual wielders. If you care to dance with them (very risky), you can piss them off so they pull out swords. This actually makes them less dangerous and you can engage from afar.&lt;br /&gt;
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Once they're dead, get the ammo and grenades in the side room. Juggle a plasma pistol and sword down the stairs. The sword will allow for sword flying throughout the level, though most of the sword-flys are risky. You should continue juggling the sword through the next section.&lt;br /&gt;
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==The Armory==&lt;br /&gt;
Run through to the armory. You can noob combo the camo Elite in the door if you have a PP. Take Master Guns' shotgun after the elites kill him. This will make the bomb room go faster. Turn right out of the Armory, shoot the glass and jump off the light fixture and up to the turret. (this will take some practice)&lt;br /&gt;
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===''On legendary''===&lt;br /&gt;
There's 2 Elites and 3-4 Grunts in the tunnels below. Noob combo the Elites and BR the grunts. At the far door, stick the Elite as it opens, then turn and noob combo the Elite coming through the other door. You can also melee the Elite to stun him, so you can go around and backsmack. Juggle your sword forward once everything below is dead. Open the hatch, noob combo the two elites in the armory, then pick up the sword for good.&lt;br /&gt;
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The yolo approach is to take the sword from the gold Elite and sword cancel off an enemy through the tunnel. Stick/sword lunge the Stealth Elites, as well as the two Elites in the armory.&lt;br /&gt;
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Now you want to swordfly to the turret. To make it over the turret, you have to jump+swordfly+jump (A, YXR, A). In case you miss it, just revert to checkpoint, you should have gotten one immediately before. A safer strat is to go up onto the roof above the Armory, kill the sword fly target, and jump down.&lt;br /&gt;
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==Space==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
You need to get down this hallway quickly, if too many enemies are killed before you reach the end, more enemies will spawn ahead of you. You can swordfly, but it can be risky. If you get into trouble, kill the Elite and the Grunts should panic and stop shooting you.&lt;br /&gt;
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Sword both jetpack Elites in the airlock. Jump up the ramp, then turn around.&lt;br /&gt;
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====Method 1: Out of Bounds (1/5)====&lt;br /&gt;
*Grenade jump up on top of the space station and walk around to the door. You shouldn't have to kill the reinforcements.&lt;br /&gt;
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====Method 2: The Swordfly (?/5)====&lt;br /&gt;
*If there is a jetpack Elite floating between you and the door, and he is floating still, you can swordfly off of him. If you get the swordfly just right, you will loop up over and beyond the Elite, and land somewhere near the door.&lt;br /&gt;
*If you want to be safer, you can tap A while doing the swordfly, and you should land on top of the space station, beyond the Elite. Then you can drop down to the door.&lt;br /&gt;
*If you mess up and the Elite is moving, the swordfly will stop right above him. This is major trouble, and you'll have to sneak/kill your way to the door somehow.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
In the large hangar room, drones will fly up and land in a row on the lip of the ramp. Bounce a frag or two off the lip, and jump down to the door. You need to kill 4-5 drones to trigger the door at the bottom to open. Ideally, you want to get to the door right as it opens. If you're too slow getting to the door, the lift will start moving up, and you'll have to press the button to make it go down. Alternately, if you get down there and the door isn't open, kill more drones.&lt;br /&gt;
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Killing all the enemies in the airlock makes the door open faster. Use grenades and you should kill pretty fast. You know you got slow doors if you are only able to exit after the line &amp;quot;follow my lead&amp;quot;.&lt;br /&gt;
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===''On legendary''===&lt;br /&gt;
If you go off to the right, save a nade for the murdersquad that will fly in behind you. Pick up a plasma pistol. If you want to try a risky swordfly off the space turret, juggle the sword to the bottom of the elevator. Otherwise ditch it.&lt;br /&gt;
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The elevator will probably be coming up, so hit the switch. If you stay on the top level of the elevator, you can noob combo the Elites, kill the Grunts and get in the airlock. Be wary of the Grunts, they have a tendency to toss grenades when you're behind the switch. Juggle the sword into the airlock.&lt;br /&gt;
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==Space (again)==&lt;br /&gt;
===''On legendary''===&lt;br /&gt;
The risky strat is to swordfly off the turret, as shown. If you don't get to the door fast enough, you will likely be killed by the jetpack Elites coming over the wall beyond the turret.&lt;br /&gt;
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The safer strat is to pick up a PP and noob combo. If you're good at aiming, you can noob combo the turret, even though the PP won't track at that distance. Noob combo the two jetpack guys either way. If you have a plasma nade you can go for the MLG stick on the Elites coming over the wall - BR them from a safe distance.&lt;br /&gt;
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==Bomb Room (Pickle Room)==&lt;br /&gt;
Shotgun+stick everything. The level ends when everything dies.&lt;br /&gt;
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===''On legendary''===&lt;br /&gt;
It's really risky to attack this room with the sword. The safest strat is to noob combo (if you kept the PP) or grab a plasma rifle. It's generally best to engage the Elites from the left side, although you can try your luck from the far right cubby near the boxes.&lt;br /&gt;
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[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>SlidingGhost</name></author>	</entry>

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