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	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sacred_Icon&amp;diff=21738</id>
		<title>Sacred Icon</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sacred_Icon&amp;diff=21738"/>
				<updated>2017-01-08T12:14:48Z</updated>
		
		<summary type="html">&lt;p&gt;Tommygun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sacred Icon&lt;br /&gt;
| image = [[File:SacredIcon.jpg|300px]]&lt;br /&gt;
| caption = The most pointless level&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = x:xx&lt;br /&gt;
| previous = [[Regret]]&lt;br /&gt;
| next = [[Quarantine Zone]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sacred Icon''' is the ninth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Sacred Icon|Sacred Icon (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
== Easy ==&lt;br /&gt;
&lt;br /&gt;
Immediately upon spawning, turn right and grab the two Plasma Rifles from the container. Use these to shoot the Piston in the corner as you approach, so that you drop down without having to wait.&lt;br /&gt;
Much of Sacred Icon is just long stretches of walking, with no enemies that need killing. Timesave is therefore mostly in taking the most optimal path to the next area that you can. Whenever you shoot a piston and fall down the curving slopes, you can go faster by landing on an edge at each turn and crouching, conserving momentum. On two occasions in identical rooms you can give yourself a boost using wall-mounted Sentinel spawners as shown, one of which is in the room after the first piston.&lt;br /&gt;
&lt;br /&gt;
[[https://youtu.be/3fR72ajdO7s Example]]&lt;br /&gt;
&lt;br /&gt;
==== The Enforcers ====&lt;br /&gt;
&lt;br /&gt;
When you come across the large room with four 'Plug Locks' as pictured in the Level Image, you needn't kill the enforcer; It explodes along with all the other Sentinels if you simply shoot or activate all the plug locks followed by the panel that pops up on the front of the gondola. &lt;br /&gt;
After a respite, the gondola reaches the other side with a similar room, with Flood and Forerunner enemies. The only one that needs to die is the Enforcer, so shoot it's 'arms' off with a Carbine when it comes into sight and then kill it with Plasma Grenades. Head out through the slatted door that opens when it dies.&lt;br /&gt;
&lt;br /&gt;
Beyond this, there are no more enemies that need to die until you get outside. Simply move through the following rooms as quickly as you can, picking up a Battle Rifle on the floor in the large open room (if it spawns), and then the sword to the right in the final room before you get out.&lt;br /&gt;
&lt;br /&gt;
==== The Fight ====&lt;br /&gt;
&lt;br /&gt;
Once outside, you can perform one of a few different swordflies across the pitfall directly ahead, spawns permitting. Otherwise, just walk across through the cylindrical walkway to the right. A bit further on lies the final area of the mission, in which you and Halfjaw hold out against waves of Flood. There are five Combat Forms initially in the area. Kill them and Halfjaw will move to a specific spot and say &amp;quot;Arbiter, what are you doing here?&amp;quot;, at which point the waves will begin. Focus the Combat Forms; The Carrier Forms do not matter. When you hear/see the Phantom coming, it is best to kill anything remaining as sometimes the end of the level is delayed because the Phantom turrets are aggro'd to Flood.&lt;br /&gt;
&lt;br /&gt;
Here are some diagrams than can help you predict the waves of Flood, showing you the positions they can spawn at, and with which weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Sacred_Icon_Ending.png|500px]][[File:Sacred_Icon_Ending_Directions.png|280px]]&lt;br /&gt;
== Legendary ==&lt;br /&gt;
&lt;br /&gt;
This level is largely the same on Legendary, with the one main difference being that the final fight has additional waves of Flood. Care should be taken in the room with the first Enforcer, as it can kill you quite easily. Shoot the four Plugs and get down to the lower area of the gondola, using camo to come back up and activate the panel. The hallway in which you hear marines shouting 'Suppressive fire!&amp;quot; is quite nasty, as it has a large amount of Carrier forms to navigate around that will kill you if you try to simply run through. There's also a good chance of Shotgun-wielding Combat Forms here, which will ruin your day. You can jump across the pitfall on the right to avoid some of these, which is advised. This combined with good camo usage and frag grenades to scatter Carrier Forms should get you through. &lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-09]]&lt;/div&gt;</summary>
		<author><name>Tommygun</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Sacred_Icon&amp;diff=21618</id>
		<title>Sacred Icon</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Sacred_Icon&amp;diff=21618"/>
				<updated>2016-12-22T11:38:56Z</updated>
		
		<summary type="html">&lt;p&gt;Tommygun: Added detail to Easy section, added Legendary section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Sacred Icon&lt;br /&gt;
| image = [[File:SacredIcon.jpg|300px]]&lt;br /&gt;
| caption = The most pointless level&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = x:xx&lt;br /&gt;
| previous = [[Regret]]&lt;br /&gt;
| next = [[Quarantine Zone]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sacred Icon''' is the ninth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Sacred Icon|Sacred Icon (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
== Easy ==&lt;br /&gt;
&lt;br /&gt;
Immediately upon spawning, turn right and grab the two Plasma Rifles from the container. Use these to shoot the Piston in the corner as you approach, so that you drop down without having to wait.&lt;br /&gt;
Much of Sacred Icon is just long stretches of walking, with no enemies that need killing. Timesave is therefore mostly in taking the most optimal path to the next area that you can. Whenever you shoot a piston and fall down the curving slopes, you can go faster by landing on an edge at each turn and crouching, conserving momentum. On two occasions in identical rooms you can give yourself a boost using wall-mounted Sentinel spawners as shown, one of which is in the room after the first piston.&lt;br /&gt;
&lt;br /&gt;
[[https://youtu.be/3fR72ajdO7s Example]]&lt;br /&gt;
&lt;br /&gt;
==== The Enforcers ====&lt;br /&gt;
&lt;br /&gt;
When you come across the large room with four 'Plug Locks' as pictured in the Level Image, you needn't kill the enforcer; It explodes along with all the other Sentinels if you simply shoot or activate all the plug locks followed by the panel that pops up on the front of the gondola. &lt;br /&gt;
After a respite, the gondola reaches the other side with a similar room, with Flood and Forerunner enemies. The only one that needs to die is the Enforcer, so shoot it's 'arms' off with a Carbine when it comes into sight and then kill it with Plasma Grenades. Head out through the slatted door that opens when it dies.&lt;br /&gt;
&lt;br /&gt;
Beyond this, there are no more enemies that need to die until you get outside. Simply move through the following rooms as quickly as you can, picking up a Battle Rifle on the floor in the large open room (if it spawns), and then the sword to the right in the final room before you get out.&lt;br /&gt;
&lt;br /&gt;
==== The Fight ====&lt;br /&gt;
&lt;br /&gt;
Once outside, you can perform one of a few different swordflies across the pitfall directly ahead, spawns permitting. Otherwise, just walk across through the cylindrical walkway to the right. A bit further on lies the final area of the mission, in which you and Halfjaw hold out against waves of Flood. There are five Combat Forms initially in the area. Kill them and Halfjaw will move to a specific spot and say &amp;quot;Arbiter, what are you doing here?&amp;quot;, at which point the waves will begin. Focus the Combat Forms; The Carrier Forms do not matter. When you hear/see the Phantom coming, it is best to kill anything remaining as sometimes the end of the level is delayed because the Phantom turrets are aggro'd to Flood.&lt;br /&gt;
&lt;br /&gt;
== Legendary ==&lt;br /&gt;
&lt;br /&gt;
This level is largely the same on Legendary, with the one main difference being that the final fight has additional waves of Flood, with more Flood per wave. Care should be taken in the room with the first Enforcer, as it can kill you quite easily. Shoot the four Plugs and get down to the lower area of the gondola, using camo to come back up and activate the panel. The hallway in which you hear marines shouting 'Suppressive fire!&amp;quot; is quite nasty, as it has a large amount of Carrier forms to navigate around that will kill you if you try to simply run through. There's also a good chance of Shotgun-wielding Combat Forms here, which will ruin your day. You can jump across the pitfall on the right to avoid some of these, which is advised. This combined with good camo usage and frag grenades to scatter Carrier Forms should get you through. &lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-09]]&lt;/div&gt;</summary>
		<author><name>Tommygun</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Halo_2&amp;diff=21590</id>
		<title>Halo 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Halo_2&amp;diff=21590"/>
				<updated>2016-12-22T07:24:30Z</updated>
		
		<summary type="html">&lt;p&gt;Tommygun: Added language variations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo 2 is one of the more technical speedruns in the series. With the addition of glitches such as sword flying and sword canceling, movement in Halo 2 is much faster than Halo 1. However, Glitches can also work against you, as there are several run-killing glitches that can occur.&lt;br /&gt;
&lt;br /&gt;
Halo 2 legendary is absolutely brutal. It is recommended that you be familiar with both the speedrunning tricks and casual play on legendary before attempting to speedrun it.&lt;br /&gt;
&lt;br /&gt;
Halo 2 is mostly identical between NTSC and PAL, with the exception of one clip on Arbiter that saves about 10 seconds on PAL. You should run the 1.0 version on 360 to reduce lag, and for the smaller controller (helps swordflying). Halo 2 Vista (the PC version) is slower due to sword flying being patched, and the addition of loading screens between levels. However, it should still be possible to get a sub-1:35 time.&lt;br /&gt;
&lt;br /&gt;
There are some slight differences across languages, since certain events in-game are scripted to happen at the end of character dialogue, which varies in duration.&lt;br /&gt;
The Japanese version is currently considered the fastest, though the timesave compared to English is only around ten to fifteen seconds across the whole run.&lt;br /&gt;
&lt;br /&gt;
Halo Runs record page: http://www.haloruns.com/records?lb=200 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Looking for [[Halo_2_MCC|Halo 2 MCC]]?&lt;br /&gt;
&lt;br /&gt;
==Level Strategies==&lt;br /&gt;
*[[The Armory]]&lt;br /&gt;
*[[Cairo Station]]&lt;br /&gt;
*[[Outskirts]]&lt;br /&gt;
*[[Metropolis]]&lt;br /&gt;
*[[The Arbiter]]&lt;br /&gt;
*[[Oracle]]&lt;br /&gt;
*[[Delta Halo]]&lt;br /&gt;
*[[Regret]]&lt;br /&gt;
*[[Sacred Icon]]&lt;br /&gt;
*[[Quarantine Zone]]&lt;br /&gt;
*[[Gravemind]]&lt;br /&gt;
*[[Uprising]]&lt;br /&gt;
*[[High Charity]]&lt;br /&gt;
*[[The Great Journey]]&lt;br /&gt;
&lt;br /&gt;
==Movement Techniques==&lt;br /&gt;
&lt;br /&gt;
===Sword Flying===&lt;br /&gt;
{{#ev:youtube|GNLvuECAfbY|300|right|Two handed sword flying demo, by scurty.}}&lt;br /&gt;
Sword flying lets you lunge towards enemies across long distances. Unlike the normal limit on the sword's lunge distance, sword flying allows you to cover vast distances at high speed.&lt;br /&gt;
&lt;br /&gt;
via scurty:&lt;br /&gt;
: First off, you need to make sure you have two things: The Xbox Live update NOT installed and a sword with another weapon of your choice.&lt;br /&gt;
: Sword flying is a simple three button combination that is quick to master because it has a rhythm to it. '''The button combination goes in this order: (Y) (X) (Right Trigger)''' The first two are hit in rapid succession (usually by the sliding of your thumb) while the third button is hit slower than the first two are spaced apart. Watch the video to hear how it sounds.&lt;br /&gt;
: '''Your reticule must be red''' for this to work on your gun when you switch to your sword (by pressing Y). You also don't have to be zoomed if if you don't want to, although in most cases you will be zoomed in.&lt;br /&gt;
Most people find it easier to swordfly with an Xbox 360 controller than with an Xbox controller. To swordfly with one hand, slide your thumb from Y to X, then press R. Alternatively, you can swordfly while clawing by rolling your index finger from Y to X, then pressing R with your middle finger. This allows you to aim while preparing to swordfly.&lt;br /&gt;
'''If an enemy is standing still, you will be able to swordfly over its head and past it.''' If it is moving, the swordfly will stop when it is above the enemy's original position.&lt;br /&gt;
&lt;br /&gt;
The Rocket Launcher is one of the most useful weapons to swordfly with, because it has a large reticule and 2x scope, and turns red at fairly long distances without much aiming.&lt;br /&gt;
&lt;br /&gt;
===Sword Canceling===&lt;br /&gt;
&lt;br /&gt;
Sword canceling is a movement technique. In its simplest form, sword canceling is the ability to &amp;quot;cancel&amp;quot; the effects of a sword lunge. If you press R to lunge, you can press X (Reload) to cancel the impact of the lunge any time before it hits.&lt;br /&gt;
&lt;br /&gt;
This can be utilized to travel long distances in tight quarters. To swordcancel past an enemy, press R+X+A simultaneously (Fire+Reload+Jump). R+X will perform the sword cancel, and jumping will make you rise in height as you lunge, thus letting you fly through the air.&lt;br /&gt;
&lt;br /&gt;
To swordcancel over an enemy's head, press A, then R+X+A simultaneously. The first jump gives you height to get over the enemy.&lt;br /&gt;
&lt;br /&gt;
===Ghost Wheelie/Quickturn===&lt;br /&gt;
While boosting in a Ghost, hold A to lean back and raise the nose of the Ghost. This lets you turn more sharply while maintaining your boost. It also makes you prone to flipping, so be careful.&lt;br /&gt;
&lt;br /&gt;
Holding A can also be useful for getting enough air on certain jumps.&lt;br /&gt;
&lt;br /&gt;
===Superbouncing===&lt;br /&gt;
Superbouncing is a variation of a pressure launch. If the player model intersects with the geometry, the game will apply a large amount of force to try and push the player out. By going into auto-crouch, you can glitch the player model. Then when you jump on a polygon seam, you will intersect, and the game will push you out. Superbounces differ between PAL and NTSC, because different framerates means different intervals for collision detection.&lt;br /&gt;
&lt;br /&gt;
The only place superbouncing is useful is as a method to board the Scarab early in [[Metropolis]].&lt;br /&gt;
&lt;br /&gt;
===Melee Boost===&lt;br /&gt;
http://www.twitch.tv/ranabundana/c/4491742&lt;br /&gt;
&lt;br /&gt;
Button Combo: B-X, X-B, Y-B, B-Y&lt;br /&gt;
Keep your crosshair over the enemy so you fly past him (crouching helps a lot). It can be timed perfectly but it may be easier to spam the required buttons.&lt;br /&gt;
&lt;br /&gt;
==Combat Techniques==&lt;br /&gt;
&lt;br /&gt;
===Double Shot===&lt;br /&gt;
&lt;br /&gt;
By pressing Fire twice and then Reload (RRX), you can fire two Battle Rifle bursts in quick succession. The timing of X is around when the last bullet of the first burst is fired. After the doubleshot, the BR will reload itself, unless you perform another doubleshot.&lt;br /&gt;
&lt;br /&gt;
You can chain together doubleshots by tapping YY to switch away and back to the BR. With the right timing, you can double shot until the clip is empty - RRX YY RRX YY etc.&lt;br /&gt;
&lt;br /&gt;
===Double Grenade===&lt;br /&gt;
Fire a plasma pistol overcharge. When the overheat bar is at halfway, quickly tap L twice. You should throw two grenades in quick succession. This is useful for some launches, such as the [[Delta Halo]] Ghost launch.&lt;br /&gt;
&lt;br /&gt;
You can also double nade with a beam rifle overheat, but the timing is different.&lt;br /&gt;
&lt;br /&gt;
===Double Melee===&lt;br /&gt;
In addition to the BLB method from Halo CE, you can also do BXB or BYB to melee twice in quick succession. It's not as useful for speedrunning due to the low melee damage of Halo 2 1.0.&lt;br /&gt;
&lt;br /&gt;
===Quick Reload===&lt;br /&gt;
After a certain point in the reload animation (usually after the clip is in the weapon), the weapon counts as reloaded. At this point, you can cancel the rest of the animation by pressing YY to quickly switch away and back to your main weapon. If you are only carrying one weapon, you can melee and hit X to cancel the melee. When using a scoped weapon, it can be faster to zoom out by pressing YY. You can press YY after a sword lunge as well.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
In Halo 2, some enemy types were added.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Ultra Elites are known for their raw firepower and strong shielding. They will usually pull out a sword when you close the distance, this is a good opportunity for a backsmack or grenade stick. However, be very careful of dual-wielding Ultras. They are some of the most dangerous enemies in the game.&lt;br /&gt;
&lt;br /&gt;
Jetpack Elites are usually dual-wielding Plasma Rifles. Generally, you want to home in on them with a plasma pistol overcharge or snipe them with a ranged weapon.  Their shields are weaker than normal Elites, a sword lunge will do them in if you can close the distance.&lt;br /&gt;
&lt;br /&gt;
Stealth Elites have the weakest shields of any Elite but this is compensated for by their fast shield recharge rate, which makes them extremely durable. Like all cloaked enemies, they do not turn the reticule red. In all instances upon spawning, they will be briefly uncloaked so you can get a sword fly off of them. You can force them to uncloak by shooting them. A sniper weapon has enough stunning power to keep them immobilized. Melee attacks are also a good way of de-camoing enemies, as well as stunning them. A sword lunge will either kill them or remove their shield completely. Getting them caught in a grenade explosion can expose them.&lt;br /&gt;
&lt;br /&gt;
Zealots are rare in Halo 2, and only appear in a few locations, such as Hangar B in [[Cairo Station]], the tunnels on [[Metropolis]], and the last enemy on [[Gravemind]]. They always spawn with swords but their shield isn't different from a blue Elite.&lt;br /&gt;
&lt;br /&gt;
===Flood===&lt;br /&gt;
Infection Forms in Halo 2 do a lot of damage, especially against unshielded players. Don't try to melee them with anything but the sword, as your melee range is nerfed from Halo: Combat Evolved. They can glitch out and refuse to pop when they hit you. This wouldn't be a problem except for the fact that they do damage ''per frame'' - aka one-shot you. It's advisable to keep distance.&lt;br /&gt;
&lt;br /&gt;
Carrier Forms are also very damaging, although their movement has been nerfed from Halo: Combat Evolved. Also, they deploy fewer Infection Forms than before. A fast killing method is to make it fall down and stick it with a plasma grenade, but there's a small window of time for the stick.&lt;br /&gt;
&lt;br /&gt;
Combat Form whips have weird properties, sometimes they can gain the ability to assassinate you. Again, keep distance. You should destroy dead Combat Forms so they won't be re-animated by Infection Forms.&lt;br /&gt;
&lt;br /&gt;
===Other Enemies===&lt;br /&gt;
Heretic Grunts almost always have Needlers. Their projectiles can easily hit you, even when you're behind cover, due to the large hitboxes.&lt;br /&gt;
&lt;br /&gt;
Fuel Rod Grunts can hit you through thin walls, again due to the hitboxes. Fortunately, there is no longer a kill switch on their weapons.&lt;br /&gt;
&lt;br /&gt;
Jackal Snipers are MLG on Legendary. They can easily snipe you out of your seat when driving a Ghost or Hog.&lt;br /&gt;
&lt;br /&gt;
Most Brutes can tear through shields in an instant with their weapons. Best to keep your distance. Having a sword or brute shot can make a huge difference in close encounters. Stick them when you can, especially when they berserk. Dual-wielding Needlers is also efficient though rarely used.&lt;br /&gt;
&lt;br /&gt;
On Legendary, any encounter with a shotgun wielding enemy will prove fatal, they have extraordinary range with their shots.&lt;/div&gt;</summary>
		<author><name>Tommygun</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Oracle&amp;diff=21566</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Oracle&amp;diff=21566"/>
				<updated>2016-12-22T04:55:46Z</updated>
		
		<summary type="html">&lt;p&gt;Tommygun: Updated Easy strats, added Legendary section. Made some grammatical improvements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Oracle&lt;br /&gt;
| image = [[File:Oracle.jpg|300px]]&lt;br /&gt;
| caption = Elevator music&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx &amp;lt;br&amp;gt;Legendary: ~x:xx&lt;br /&gt;
| previous = [[The Arbiter]]&lt;br /&gt;
| next = [[Delta Halo]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Oracle''' is the sixth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Oracle (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
&lt;br /&gt;
==== The First Room ====&lt;br /&gt;
&lt;br /&gt;
In the first room, the one with the hologram of the Heretic Leader, there are five combat flood forms on the ground. You should firstly sword all of these bodies, so that they don't get revived. Killing the two allied Grunts saves time by skipping dialogue, but you should take care to avoid aggravating the Elites. One way to do this is to kill one Grunt immediately as the level begins, and then to kill the other immediately after the Heretic Leader hologram appears.&lt;br /&gt;
Next, pick up a new sword and pick up a sentinel beam (both found on the dead bodies of the flood combat forms). Dropping your carbine near the exit door is recommended; this way when the door opens you can swap it with your sentinel beam without losing any time.&lt;br /&gt;
Afterwards, jump up onto the pillars, or further up into the rafters of the room. It is about to flood (literally) with infection forms. The waves can spawn in any of the various holes around the upper walls. Two initial waves spawn in these holes, then two in the center, then two in the holes again, then two in the center followed by a final wave from the holes. Be ready by the door as the final wave spawns.&lt;br /&gt;
&lt;br /&gt;
[[https://www.youtube.com/watch?v=aqDQLA7SXmk#t=0m08s First Room Example]]&lt;br /&gt;
&lt;br /&gt;
==== The Elevator ====&lt;br /&gt;
&lt;br /&gt;
The elevator is an auto-scroller as far as anyone knows. So long as you avoid death, there is no real timesave or timeloss for the first few minutes. The flood combat forms can be killed from afar before they reach the elevator, and a lot of the time the real threat is posed by your elite allies, who can melee you to death and stick you. Punching them off the edge or just flat-out killing them is advisable for this reason, though it should be noted that the second one may be aggravated.&lt;br /&gt;
Eventually, there will be a wave of sentinels that spawns. A canister of gas on the elevator floor will begin to rise, and if you watch it you will see it change color when it emerges fully. At this precise moment, the kill-floor beneath the elevator despawns and you can drop down to the platform to continue the level (be sure to drop down on the correct side, with the canister on your left if facing the center of the elevator). The audio cue that plays shortly afterwards can alternatively be used as timing. You have to drop down in two stages to avoid dying to fall-timer. It will likely take some practice to consistently drop down without bouncing off into empty space.&lt;br /&gt;
&lt;br /&gt;
Sword cancel down the hallway after the elevator and you will be in the Flood/Hell room.&lt;br /&gt;
&lt;br /&gt;
==== Flood Room ====&lt;br /&gt;
&lt;br /&gt;
This room takes some practice to execute correctly. There is a Sentinel Beam by your feet as you enter, which you should pick up before dropping down.&lt;br /&gt;
The initial wave of enemies that are already in the room include a number of Carrier Forms, two Heretic Grunts on turrets, and one Heretic Elite. Also, there are dead Combat Forms on the ground. It's recommended to take care of the Grunts and Heretic Elite first, destroying the Combat Form bodies as well if you can. Next, kill the Carrier Forms with the sentinel beam as fast as possible. &lt;br /&gt;
Take note that when you kill the carrier flood there will be a lot of infection forms running around. After you eliminate all those enemies mentioned, the next wave will spawn. This wave will include three Heretic Elites, who enter via the same door that you do, and Carrier/Combat Forms that spawn near the roof of the room. It's recommended to kill the Elites first, by catching them as they enter the room; you can jump back up to the upper level through any of the windows if you first jump onto one of the ledges that sit between them. &lt;br /&gt;
The flood will sometimes sit up in the rafters for some time, so be sure to check that they've all jumped down or been killed. After you kill all of them, the music will change, and for the next minute exactly the room will continually spawn more combat forms as you kill them, keeping the total at four. It's therefore futile to kill more flood during this time. Instead, it is best to jump up onto the small ledge atop the exit door, herding the combat forms to that area. Keep an eye on your timer, and kill them as soon as the sixty seconds have elapsed. &lt;br /&gt;
The door will then open, with Heretic covenant on the other side. Kill these as quickly as possible and wait in the airlock for the door to lock behind you. It is not necessary for all enemies to be dead; if they are sufficiently far from the airlock it will lock anyway.&lt;br /&gt;
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==== The Second Elevator Room ==== &lt;br /&gt;
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Make your way across the open bridge, heading either left or right (there's a nice swordfly towards the right side, available off of the closest Carrier Form) to head towards the next room. There are three Sentinels and four Combat Flood Forms in this room (usually). Kill them as fast as possible and the screen will fade to white. Skip the cutscene and you are now tasked to go up the elevator and cut the cables at the top. There are shortcuts to get to the elevator faster, using a combination of crouch jumps and optionally a sword fly. Once you get to the elevator and go to the top, there will be three cables to cut using your Energy Sword (or alternatively by shooting them on their outer face). The order you cut the cables in doesn't matter. You can cut the first cable as soon as you can get to it, but the next two can only be destroyed once Halfjaw has finished his respective line of dialogue. Once all three are cut, the Combat Forms and Sentinels will turn passive and pose no further threat. Head back to the elevator in the center and hold X while facing the panel to begin the ride back down as soon as possible.&lt;br /&gt;
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==== The Escape ==== &lt;br /&gt;
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As you travel back down, look slightly to the right, at about a one-o-clock orientation from the panel at the top. Drop down to the bottom level and continue through the door in front of you. There's no need to call up the elevator here; you can just drop down, but be careful as the fall-timer will kill you if you don't walk straight off. In the next room, you can either attempt a sword cancel across (spawns permitting), or simply go around to either side. A cutscene triggers once you pass through the door on the opposite side, but be careful as you can often die to a sword in the back from two Heretic Elites that spawn in there. &lt;br /&gt;
A very brief Banshee section ensues. The flying debris from below can kill you, so it's wise to fly over the beam near the far platform. Continue through the level normally, backtracking through the rooms of The Arbiter in the opposite direction. Eventually you'll find your way back to the hangar room and will fight the Heretic Leader. &lt;br /&gt;
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==== The Showdown ====&lt;br /&gt;
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Skip the cutscene that triggers as you enter, and move to the right side of the Seraph Fighter. The real Heretic Leader is the one furthest from you when you start. Kill him as quickly as you can, using sword lunges, a Plasma Grenade, or your Carbine. The two at the front are holograms and will vanish when the real Leader is dead.&lt;br /&gt;
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== Legendary ==&lt;br /&gt;
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Playing through this mission on Legendary is largely similar, with some notable differences. First and foremost, there is obviously a much greater risk of dying and losing time at essentially every part of the mission past the initial room.&lt;br /&gt;
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==== The Elevator ====&lt;br /&gt;
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The Elevator has to be played more cautiously. Keeping your allied Elites alive is more advisable to reduce the likelihood of being overwhelmed by Flood, though the same risks of them killing you apply. It can help to swap the one carrying a single Plasma Rifle for a Carbine, as he'll be much more effective with it. The other one will throw grenades during the elevator ride if you give him a Carbine, so this is best avoided (he otherwise does not, as he is dual-wielding). If you start running low on Carbine ammo, keep an eye out for Combat Forms carrying a Carbine and try to take the ammo from them.&lt;br /&gt;
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==== Flood Room ====&lt;br /&gt;
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The order in which you kill the enemies in The Flood Room is the same. It is very important that you jump up to the Heretic Elites that enter via the entrance door as soon as possible, as they pose little threat to you in close quarters (their melee attacks are unlikely to damage you in most cases). If they spread out or head towards the turrets in the middle, you're losing time and are in much greater danger of dying. Instead of waiting above the airlock door for the sixty seconds, jump up through one of the windows and wait up there. The Heretic reinforcements in the airlock can be killed quite quickly and consistently using a well-placed Plasma Grenade or two, followed by sword lunges and Carbine headshots.&lt;br /&gt;
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==== The Second Elevator Room ==== &lt;br /&gt;
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The aforementioned swordly off of the closest Carrier Form is important on Legendary; you're unlikely to be able to simply run past everything without dying. Strategic camouflage usage is needed to safely get by the Heretic Elites that spawn on your way to the next room, and in the next room as you make your way up to the elevator. Cutting the cables plays out mostly the same, just take care not to be melted by Sentinels or melee'd by Combat Forms.  &lt;br /&gt;
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==== The Escape ====&lt;br /&gt;
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If you avoid killing anything in the first room of The Escape, there is typically not much to worry about in the next (although there is often a Heretic Elite and/or Combat Form in there). A tight crouch jump up to the ledge on your left as you enter is advised, as it is slightly faster and somewhat safer.&lt;br /&gt;
The hallways following this can get a bit scary, with various enemies spawning in from doors to the side. Ideally, you should swordfly past the Carrier Forms to the Heretic Elite running from you; if you kill him and the Grunt in the next hallway in time you stand a good chance of getting a Checkpoint before the next room, which can go very, very wrong. The typical safe way to approach this room is to head up the ramp to the left and jump across the railings to the far end, much like in The Arbiter only reversed. To be really safe, you can instead walk across and to the right of the room, and wait there for more camo to continue. Be wary of the explosive canisters lying in the center of the room, as they can easily kill you. It is best to shoot them first. &lt;br /&gt;
Lastly, you can attempt a swordly directly ahead on the Heretic Elite that (usually) is up on the far platform. Hit A mid-flight. If you do this well you can sometimes avoid spawning the two needler Grunts in the hallway heading out of the room.&lt;br /&gt;
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==== The Showdown ====&lt;br /&gt;
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The area that is most different on Legendary is the Heretic Leader fight. Instead of simply dying the first time you attack him, the Heretic Leader will fly up to one of the four tubes on the walls (the same ones that Sentinels appeared from in The Arbiter). From these tubes he delivers three different pieces of dialogue, and during each one he is passive and invincible. After each bit of dialogue he spawns more holograms and tries to resume the fight with you in the middle of the room. You should disallow this by swordflying to him each time, and swording him into submission as he finishes the dialogue. It is best to attack his side or back, as unlike other Heretic Elites his melee is typically an insta-kill and he can perform one if you attack him from the front.&lt;br /&gt;
After each repetition of this he will fly up his tube and appear again, sometimes in the same one. He can get stuck whilst doing this, if this happens just sword-lunge him and he should go up. If he takes too long to do this on the second one in particular, you will sometimes get additional dialogue from the Oracle that loses time.&lt;br /&gt;
Another complication can arise if you knock him out of the tube; he will not fly back up once you deal enough damage to him if he is too close to the wall. If you do this, just push him closer to the center of the Hangar using your sword and he should resume as normal.&lt;br /&gt;
On the third and final bit of dialogue, drop his shields with the sword, and back off to shoot him in the face with your Carbine as his dialogue ends. He will now finally die and the level will end.&lt;br /&gt;
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[[Category:Levels|2-06]]&lt;/div&gt;</summary>
		<author><name>Tommygun</name></author>	</entry>

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