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		<updated>2026-05-13T01:26:51Z</updated>
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	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Pillar_of_Autumn_(Halo:_Reach)&amp;diff=22560</id>
		<title>The Pillar of Autumn (Halo: Reach)</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Pillar_of_Autumn_(Halo:_Reach)&amp;diff=22560"/>
				<updated>2025-09-09T02:00:10Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: added wr runs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Pillar of Autumn&lt;br /&gt;
| image = [[File:ThePillarOfAutumnReach.jpg|300px]]&lt;br /&gt;
| caption = My countdown is no-abort&lt;br /&gt;
| game = [[Halo: Reach]]&lt;br /&gt;
| time = Easy: ~ 8:45; Legendary: ~ 12:15&lt;br /&gt;
| time2 = Easy: ~ 8:20; Legendary: ~ 10:45&lt;br /&gt;
| time3 = Easy: ~ 7:55; Legendary: ~ 9:20&lt;br /&gt;
| time4 = Easy: ~ 7:33; Legendary: ~ 8:34&lt;br /&gt;
| time5 = Easy: ~ 6:54; Legendary: ~ 6:54&lt;br /&gt;
| previous = [[The Package]]&lt;br /&gt;
| next = [[Lone Wolf]]&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
== Pillar of Autumn - Halo: Reach ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Background: ===&lt;br /&gt;
The '''Pillar of Autumn''' is the final mission of *Halo: Reach*, where players must help the surviving members of Noble Team secure the ship and its crew. It culminates in the launch of the *Pillar of Autumn* for its journey to the Halo ringworld, where the events of *Halo: Combat Evolved* begin. As the final chapter in *Halo: Reach*, the mission is significant for both its emotional narrative conclusion and its intense action.&lt;br /&gt;
&lt;br /&gt;
For detailed information on the mission, visit the [http://www.halopedia.org/Pillar_of_Autumn Halopedia: Pillar of Autumn] page.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Start: ===&lt;br /&gt;
&lt;br /&gt;
==== Easy: ====&lt;br /&gt;
&lt;br /&gt;
* '''Beginner:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_easy_start_beginner}}&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_easy_start_intermediate}}&lt;br /&gt;
&lt;br /&gt;
* '''Advanced:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_easy_start_advanced}}&lt;br /&gt;
&lt;br /&gt;
==== Legendary: ====&lt;br /&gt;
&lt;br /&gt;
* '''Beginner:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_start_beginner}}&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_start_intermediate}}&lt;br /&gt;
&lt;br /&gt;
* '''Advanced:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_easy_boiler_room_advanced}}&lt;br /&gt;
&lt;br /&gt;
==== Legendary: ====&lt;br /&gt;
&lt;br /&gt;
* '''Beginner:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_boiler_room_beginner}}&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_boiler_room_intermediate}}&lt;br /&gt;
&lt;br /&gt;
* '''Advanced:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_boiler_room_advanced}}&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== End Fight: ===&lt;br /&gt;
&lt;br /&gt;
#### Easy: ====&lt;br /&gt;
&lt;br /&gt;
* '''Beginner:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_easy_end_fight_beginner}}&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_easy_end_fight_intermediate}}&lt;br /&gt;
&lt;br /&gt;
* '''Advanced:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_easy_end_fight_advanced}}&lt;br /&gt;
&lt;br /&gt;
==== Legendary: ====&lt;br /&gt;
&lt;br /&gt;
* '''Beginner:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_end_fight_beginner}}&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_end_fight_intermediate}}&lt;br /&gt;
&lt;br /&gt;
* '''Advanced:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_end_fight_advanced}}&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Current World Records: ===&lt;br /&gt;
&lt;br /&gt;
'''Solo Easy Record:'''  &lt;br /&gt;
*https://youtu.be/QOJj4Ckhkyw*  &lt;br /&gt;
- Time: 7:33 &lt;br /&gt;
- Recorded by: Seclusive &lt;br /&gt;
- Platform: PC &lt;br /&gt;
&lt;br /&gt;
'''Solo Legendary Record:'''  &lt;br /&gt;
*https://youtu.be/gqOj7fxARss*  &lt;br /&gt;
- Time: 8:34&lt;br /&gt;
- Recorded by: Seclusive &lt;br /&gt;
- Platform: PC &lt;br /&gt;
&lt;br /&gt;
'''Co-op Easy Record:'''  &lt;br /&gt;
*https://youtu.be/M8GmDmwEam4*  &lt;br /&gt;
- Time: 7:28&lt;br /&gt;
- Recorded by: McThumbs, Caboose, qup01, koma  &lt;br /&gt;
- Platform: PC&lt;br /&gt;
&lt;br /&gt;
'''Co-op Legendary Record:'''  &lt;br /&gt;
*https://youtu.be/azQDHKnPO10*  &lt;br /&gt;
- Time: 8:14&lt;br /&gt;
- Recorded by: Milftana, Caboose, qup01, koma  &lt;br /&gt;
- Platform: PC&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Potential Strategies and Knowledge Base ===&lt;br /&gt;
&lt;br /&gt;
Throughout the development of this level, several strategies have been discovered or developed that could offer time-saving opportunities in future speedruns. These are either techniques that were once popular but became too difficult to execute consistently, or new methods that are still being explored.&lt;br /&gt;
&lt;br /&gt;
The following sections are dedicated to the exploration and documentation of potential strategies that may shape future runs.&lt;br /&gt;
&lt;br /&gt;
==== Historical Strategies ====&lt;br /&gt;
* '''Example 1''' - Example 1&lt;br /&gt;
&lt;br /&gt;
==== Potential Strategies ====&lt;br /&gt;
* '''Example 1''' - Example 1&lt;br /&gt;
&lt;br /&gt;
==== Knowledge Base ====&lt;br /&gt;
* '''Example 1''' - Example 1&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-09]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Pillar_of_Autumn_(Halo:_Reach)&amp;diff=22559</id>
		<title>The Pillar of Autumn (Halo: Reach)</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Pillar_of_Autumn_(Halo:_Reach)&amp;diff=22559"/>
				<updated>2025-09-09T01:53:35Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: Basic Formatting for the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Pillar of Autumn&lt;br /&gt;
| image = [[File:ThePillarOfAutumnReach.jpg|300px]]&lt;br /&gt;
| caption = My countdown is no-abort&lt;br /&gt;
| game = [[Halo: Reach]]&lt;br /&gt;
| time = Easy: ~ 8:45; Legendary: ~ 12:15&lt;br /&gt;
| time2 = Easy: ~ 8:20; Legendary: ~ 10:45&lt;br /&gt;
| time3 = Easy: ~ 7:55; Legendary: ~ 9:20&lt;br /&gt;
| time4 = Easy: ~ 7:33; Legendary: ~ 8:34&lt;br /&gt;
| time5 = Easy: ~ 6:54; Legendary: ~ 6:54&lt;br /&gt;
| previous = [[The Package]]&lt;br /&gt;
| next = [[Lone Wolf]]&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
== Pillar of Autumn - Halo: Reach ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Background: ===&lt;br /&gt;
The '''Pillar of Autumn''' is the final mission of *Halo: Reach*, where players must help the surviving members of Noble Team secure the ship and its crew. It culminates in the launch of the *Pillar of Autumn* for its journey to the Halo ringworld, where the events of *Halo: Combat Evolved* begin. As the final chapter in *Halo: Reach*, the mission is significant for both its emotional narrative conclusion and its intense action.&lt;br /&gt;
&lt;br /&gt;
For detailed information on the mission, visit the [http://www.halopedia.org/Pillar_of_Autumn Halopedia: Pillar of Autumn] page.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Start: ===&lt;br /&gt;
&lt;br /&gt;
==== Easy: ====&lt;br /&gt;
&lt;br /&gt;
* '''Beginner:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_easy_start_beginner}}&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_easy_start_intermediate}}&lt;br /&gt;
&lt;br /&gt;
* '''Advanced:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_easy_start_advanced}}&lt;br /&gt;
&lt;br /&gt;
==== Legendary: ====&lt;br /&gt;
&lt;br /&gt;
* '''Beginner:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_start_beginner}}&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_start_intermediate}}&lt;br /&gt;
&lt;br /&gt;
* '''Advanced:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_easy_boiler_room_advanced}}&lt;br /&gt;
&lt;br /&gt;
==== Legendary: ====&lt;br /&gt;
&lt;br /&gt;
* '''Beginner:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_boiler_room_beginner}}&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_boiler_room_intermediate}}&lt;br /&gt;
&lt;br /&gt;
* '''Advanced:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_boiler_room_advanced}}&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== End Fight: ===&lt;br /&gt;
&lt;br /&gt;
#### Easy: ====&lt;br /&gt;
&lt;br /&gt;
* '''Beginner:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_easy_end_fight_beginner}}&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_easy_end_fight_intermediate}}&lt;br /&gt;
&lt;br /&gt;
* '''Advanced:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_easy_end_fight_advanced}}&lt;br /&gt;
&lt;br /&gt;
==== Legendary: ====&lt;br /&gt;
&lt;br /&gt;
* '''Beginner:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_end_fight_beginner}}&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_end_fight_intermediate}}&lt;br /&gt;
&lt;br /&gt;
* '''Advanced:''' &lt;br /&gt;
    - **Strategy:** Basic Format for each page is as below&lt;br /&gt;
    - **Tip:** Basic Format for each page is as below&lt;br /&gt;
    - '''Video Tutorial:'''&lt;br /&gt;
    {{#ev:youtube|Video_ID_legendary_end_fight_advanced}}&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Current World Records: ===&lt;br /&gt;
&lt;br /&gt;
'''Solo Record:'''  &lt;br /&gt;
*Embed current solo world record video here.*  &lt;br /&gt;
- Time: X:XX  &lt;br /&gt;
- Recorded by: [Player Name]  &lt;br /&gt;
- Platform: [Console/PC]  &lt;br /&gt;
&lt;br /&gt;
'''Co-op Record:'''  &lt;br /&gt;
*Embed current co-op world record video here.*  &lt;br /&gt;
- Time: X:XX  &lt;br /&gt;
- Recorded by: [Player Name]  &lt;br /&gt;
- Platform: [Console/PC]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Potential Strategies and Knowledge Base ===&lt;br /&gt;
&lt;br /&gt;
Throughout the development of this level, several strategies have been discovered or developed that could offer time-saving opportunities in future speedruns. These are either techniques that were once popular but became too difficult to execute consistently, or new methods that are still being explored.&lt;br /&gt;
&lt;br /&gt;
The following sections are dedicated to the exploration and documentation of potential strategies that may shape future runs.&lt;br /&gt;
&lt;br /&gt;
==== Historical Strategies ====&lt;br /&gt;
* '''Example 1''' - Example 1&lt;br /&gt;
&lt;br /&gt;
==== Potential Strategies ====&lt;br /&gt;
* '''Example 1''' - Example 1&lt;br /&gt;
&lt;br /&gt;
==== Knowledge Base ====&lt;br /&gt;
* '''Example 1''' - Example 1&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-09]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Lone_Wolf&amp;diff=22558</id>
		<title>Lone Wolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Lone_Wolf&amp;diff=22558"/>
				<updated>2025-09-09T01:42:45Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Lone Wolf&lt;br /&gt;
| image = [[File:LoneWolf.jpg|300px]]&lt;br /&gt;
| caption = Spartans never die. They're just missing in action...&lt;br /&gt;
| game = [[Halo: Reach]]&lt;br /&gt;
| time = Easy: ~ 0:03; Legendary: ~ 0:03&lt;br /&gt;
| time2 = Easy: ~ 0:02; Legendary: ~ 0:02&lt;br /&gt;
| time3 = Easy: ~ 0:01; Legendary: ~ 0:01&lt;br /&gt;
| time4 = Easy: ~ 0:01; Legendary: ~ 0:01&lt;br /&gt;
| time5 = Easy: ~ 0:00; Legendary: ~ 0:00&lt;br /&gt;
| previous = [[The Pillar of Autumn (Halo: Reach)|The Pillar of Autumn]]&lt;br /&gt;
| next = -&lt;br /&gt;
}} &lt;br /&gt;
'''Lone Wolf''' is the final playable level in Halo: Reach and is considered a post-credits mission, following the Thank You message from Bungie. Due to its placement after the conclusion of the main story, it is not considered part of the game's official completion time for speedrun purposes. As such, it has no individual level entry (IL) on [http://haloruns.com HaloRuns].&lt;br /&gt;
&lt;br /&gt;
In Lone Wolf, players take on the role of Noble Six in a final stand against overwhelming Covenant forces, with the mission ending once the player’s character is killed. The fastest strategy for this level, particularly in speedrunning contexts, is to deliberately die as quickly as possible. Since the mission serves as a symbolic epilogue and the conclusion of the story, it is not counted in the Halo: Reach full-game speedrun times.&lt;br /&gt;
&lt;br /&gt;
This level is unique in that its sole objective is to survive for as long as possible, but given the nature of speedrunning, the fastest method is to rush to death rather than attempt to survive. However, some players have attempted to survive for as long as possible on Lone Wolf. The current record for surviving in this level, played on Legendary difficulty, is over 100 hours long, though this is not recognized in the main speedrunning community as it does not align with the speedrun ethos of completing the game as fast as possible.&lt;br /&gt;
&lt;br /&gt;
For more detailed information, including lore and gameplay specifics about Lone Wolf, visit [https://www.halopedia.org/Lone_Wolf Halopedia: Lone Wolf].&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-10]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Lone_Wolf&amp;diff=22557</id>
		<title>Lone Wolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Lone_Wolf&amp;diff=22557"/>
				<updated>2025-09-09T01:41:38Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: General description of lone wolf written by chatgpt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Lone Wolf&lt;br /&gt;
| image = [[File:LoneWolf.jpg|300px]]&lt;br /&gt;
| caption = Objective: Survive&lt;br /&gt;
| game = [[Halo: Reach]]&lt;br /&gt;
| time = Easy: ~ 0:03; Legendary: ~ 0:03&lt;br /&gt;
| time2 = Easy: ~ 0:02; Legendary: ~ 0:02&lt;br /&gt;
| time3 = Easy: ~ 0:01; Legendary: ~ 0:01&lt;br /&gt;
| time4 = Easy: ~ 0:01; Legendary: ~ 0:01&lt;br /&gt;
| time5 = Easy: ~ 0:00; Legendary: ~ 0:00&lt;br /&gt;
| previous = [[The Pillar of Autumn (Halo: Reach)|The Pillar of Autumn]]&lt;br /&gt;
| next = -&lt;br /&gt;
}} &lt;br /&gt;
'''Lone Wolf''' is the final playable level in Halo: Reach and is considered a post-credits mission, following the Thank You message from Bungie. Due to its placement after the conclusion of the main story, it is not considered part of the game's official completion time for speedrun purposes. As such, it has no individual level entry (IL) on [http://haloruns.com HaloRuns].&lt;br /&gt;
&lt;br /&gt;
In Lone Wolf, players take on the role of Noble Six in a final stand against overwhelming Covenant forces, with the mission ending once the player’s character is killed. The fastest strategy for this level, particularly in speedrunning contexts, is to deliberately die as quickly as possible. Since the mission serves as a symbolic epilogue and the conclusion of the story, it is not counted in the Halo: Reach full-game speedrun times.&lt;br /&gt;
&lt;br /&gt;
This level is unique in that its sole objective is to survive for as long as possible, but given the nature of speedrunning, the fastest method is to rush to death rather than attempt to survive. However, some players have attempted to survive for as long as possible on Lone Wolf. The current record for surviving in this level, played on Legendary difficulty, is over 100 hours long, though this is not recognized in the main speedrunning community as it does not align with the speedrun ethos of completing the game as fast as possible.&lt;br /&gt;
&lt;br /&gt;
For more detailed information, including lore and gameplay specifics about Lone Wolf, visit [https://www.halopedia.org/Lone_Wolf Halopedia: Lone Wolf].&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-10]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Lone_Wolf&amp;diff=22556</id>
		<title>Lone Wolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Lone_Wolf&amp;diff=22556"/>
				<updated>2025-09-08T23:38:48Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Lone Wolf&lt;br /&gt;
| image = [[File:LoneWolf.jpg|300px]]&lt;br /&gt;
| caption = Objective: Survive&lt;br /&gt;
| game = [[Halo: Reach]]&lt;br /&gt;
| time = Easy: ~ 0:03; Legendary: ~ 0:03&lt;br /&gt;
| time2 = Easy: ~ 0:02; Legendary: ~ 0:02&lt;br /&gt;
| time3 = Easy: ~ 0:01; Legendary: ~ 0:01&lt;br /&gt;
| time4 = Easy: ~ 0:01; Legendary: ~ 0:01&lt;br /&gt;
| time5 = Easy: ~ 0:00; Legendary: ~ 0:00&lt;br /&gt;
| previous = [[The Pillar of Autumn (Halo: Reach)|The Pillar of Autumn]]&lt;br /&gt;
| next = -&lt;br /&gt;
}} &lt;br /&gt;
Lone Wolf is the tenth playable level in [[Halo: Reach]]. See [http://www.halopedia.org/Lone_Wolf Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
As Lone Wolf comes after the Thank You note from Bungie, it is considered to be 'after the end' of the game, and is not counted in Reach full-game timing. It has no IL entry on HaloRuns, as the fastest strategy is to kill yourself as fast as possible.&lt;br /&gt;
[[Category:Levels|R-10]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Pillar_of_Autumn_(Halo:_Reach)&amp;diff=22555</id>
		<title>The Pillar of Autumn (Halo: Reach)</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Pillar_of_Autumn_(Halo:_Reach)&amp;diff=22555"/>
				<updated>2025-09-08T23:37:58Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Pillar of Autumn&lt;br /&gt;
| image = [[File:ThePillarOfAutumnReach.jpg|300px]]&lt;br /&gt;
| caption = My countdown is no-abort&lt;br /&gt;
| game = [[Halo: Reach]]&lt;br /&gt;
| time = Easy: ~ 8:45; Legendary: ~ 12:15&lt;br /&gt;
| time2 = Easy: ~ 8:20; Legendary: ~ 10:45&lt;br /&gt;
| time3 = Easy: ~ 7:55; Legendary: ~ 9:20&lt;br /&gt;
| time4 = Easy: ~ 7:33; Legendary: ~ 8:34&lt;br /&gt;
| time5 = Easy: ~ 6:54; Legendary: ~ 6:54&lt;br /&gt;
| previous = [[The Package]]&lt;br /&gt;
| next = [[Lone Wolf]]&lt;br /&gt;
}} &lt;br /&gt;
The Pillar of Autumn is the ninth playable level in [[Halo: Reach]]. See [http://www.halopedia.org/The_Pillar_of_Autumn_%28Halo:_Reach_level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
Make you way to the Mongoose. Some people do a cool slide jump, but they're pretty difficult. You can try Backflip's, Dark’s, or Auraxade’s. Make sure you grab one of the Rocket Launchers on the inside of the building, so that it will be full. Go for a drive, and don’t get out of your Mongoose until you're at the Bugger cutscene. Run through the Buggers, and run through the boneyard. When you reach the Shade Turrets, head for the door with Grunts walking out of it. Find the grunt with a Fuel Rod Gun and borrow it from him. Keep running through the level until you reach the Hunters. Run for the door that opens when the Hunters are dead. Crouch a couple feet away from the window that is closest to that door, then jump through the window. It’s a bit tricky, but if you practice it a few times, you'll get it. After you make it through the window, touch the other side of the door to trigger the loadzone to load the enemies. Keep running through the level until you reach the dry dock. Head for the huddle of Jackals and Grunts, and take them out with Nades and Fuel Rods. Make sure that all of them are dead. If some are still alive, kill them after the first wave of enemies. Just rocket each group of Brutes and Grunts that drops out of the first Dropship. For the second wave (“hold them off until Keyes gets here”), situate yourself in a spot where you can see where both groups of enemies will land. When the first group jumps out (a Brute Chieftain with a Fuel Rod Gun and some Grunts), shoot two rockets at them and immediately reload. You'll have just enough time to reload before the other group of enemies jumps out. Shoot one rocket at the group (it should kill all of them, but Fuel Rod any stragglers), then turn back to where the first group was. There should be another Brute Chieftain with a Gravity Hammer heading toward you. Rocket/Fuel Rod him to death, then sprint for the Dropship that drops enemies on the elevated structure. Try to make it there before the enemies drop with a reloaded Rocket Launcher. Due to a glitch similar to the one on Long Night of Solace, if you kill the Brute Chieftain right when he lands, the game will think that all the enemies are dead and Keyes will leave for the landing pad. This only works if every previous enemy is dead. If you don’t kill him fast enough or didn't kill all the enemies, just kill everyone else and go trigger the cutscene. After the cutscene, simply run to the MAC gun and trigger the timer to end the level. The trigger is the last flight of stairs to the MAC gun. Regardless of how many enemies are dead, the game will start a timer that’s something like 1:20 long. When you hear dramatic music and “fire now, Lieutenant, hit her in the gut,” do as you're told!&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=6vuMECVoW88&amp;amp;feature=youtu.be&lt;br /&gt;
[[Category:Levels|R-09]]&lt;br /&gt;
&lt;br /&gt;
==Legendary==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=V3q2c-nyRio&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Package&amp;diff=22554</id>
		<title>The Package</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Package&amp;diff=22554"/>
				<updated>2025-09-08T23:36:05Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Package&lt;br /&gt;
| image = [[File:ThePackage.jpg|300px]]&lt;br /&gt;
| caption = &lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~ 8:15; Legendary: ~ 13:00&lt;br /&gt;
| time2 = Easy: ~ 7:30 Legendary: ~ 11:00&lt;br /&gt;
| time3 = Easy: ~ 7:00; Legendary: ~ 9:00&lt;br /&gt;
| time4 = Easy: ~ 6:27; Legendary: ~ 7:59&lt;br /&gt;
| time5 = Easy: ~ 6:05; Legendary: ~ 6:50&lt;br /&gt;
| previous = [[New Alexandria]]&lt;br /&gt;
| next = [[The Pillar of Autumn (Halo: Reach)|The Pillar of Autumn]]&lt;br /&gt;
}} &lt;br /&gt;
The Package is the eighth playable level in [[Halo: Reach]]. See [http://www.halopedia.org/The_Package_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
Run straight for the Ghost. If you're good at shooting Grunts out of Ghosts, then go for it, but otherwise, chase it down and hijack. He rarely does a good job of evading you, so that won't be too difficult.  Drive the Ghost to the Revenant that’s just past the tank. Hop into the Revenant and make your way to the AA Guns.  For each AA Gun, wedge your Revenant inside and take down the shield, then shoot the core and move on. After the second AA Gun explodes, a timer starts counting down from about 1:14.  you have until it reaches zero to kill both Fuel Rod Shade Turrets, so take your time, don't get splattered by the Revenant.  If both turrets are dead when the timer reaches zero, the door to Sword Base will open.  If they're not dead when the timer reaches zero, the door wont open until both turrets are dead.  Anyway, once you blow up the second AA gun, drive up to the Ghost and hop in. Drive to a point between the two Fuel Rod Shade Turrets and DMR both of them. From here, drive over to the Revenant next to the entrance to Sword Base and kill the driver without getting splattered.  Once the door opens, drive your way in and make your way to the room with a long spiral ramp leading to the top. Walk up the steeply slanted pillar thing in the middle and make your way up by crouch jumping onto the platforms. Make your way to the multiplayer map and run to the activate button. The fight is so large and there are so many enemies at any given time that there’s no way to explain “how” to do it. I suggest practicing the level multiple times and watching the world record run. You'll get a feel for it eventually.&lt;br /&gt;
[[Category:Levels|R-08]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=New_Alexandria&amp;diff=22553</id>
		<title>New Alexandria</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=New_Alexandria&amp;diff=22553"/>
				<updated>2025-09-08T23:34:14Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = New Alexandria&lt;br /&gt;
| image = [[File:NewAlexandria.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Provide air support in a forest of crumbling skyscrapers.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~ 7:45; Legendary: ~ 8:30&lt;br /&gt;
| time2 = Easy: ~ 7:10; Legendary: ~ 7:45&lt;br /&gt;
| time3 = Easy: ~ 6:40; Legendary: ~ 6:50&lt;br /&gt;
| time4 = Easy: ~ 6:07; Legendary: ~ 6:13&lt;br /&gt;
| time5 = Easy: ~ 5:54; Legendary: ~ 5:54&lt;br /&gt;
| previous = [[Exodus]]&lt;br /&gt;
| next = [[The Package]]&lt;br /&gt;
}} &lt;br /&gt;
New Alexandria is the seventh playable level in [[Halo: Reach]]. See [http://www.halopedia.org/New_Alexandria_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://haloruns.com/records?lb=507 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Easy and Legendary==&lt;br /&gt;
New Alexandria is arguably the worst speedrunning mission in all the Halo shooters. It's not because the mission is difficult, it's because the mission is random. ''Completely'' random. Everything from the objectives to their order is determined by pure RNG. Fortunately, the mission itself is very easy compared to some others in Reach. The infamy comes from the fact that the amount of time it takes to complete the mission is based solely on your luck. This guide is intended to assist you in overcoming the randomness factor and becoming consistent at such an inconsistent level (this is the best NA guide you will find!). So, without further ado, let's talk about the mission. Since there is no specific route here, I will just go over the objectives individually and go from there.&lt;br /&gt;
&lt;br /&gt;
===General Info===&lt;br /&gt;
&lt;br /&gt;
Before I start, here is some very basic info. The way this mission works is there are 5 objectives assigned to you before the final fight at the ONI Tower. Three of them are &amp;quot;main objectives&amp;quot; that you will always receive when playing this mission. They are the objectives that require you to enter a building and overload a jammer in the midst of a bunch of enemies. Their order is completely random on Legendary, but on Easy for some reason the Hospital is always first. The other 2 assignments you receive are known as &amp;quot;side objectives.&amp;quot; These are what can vary completely when you play through NA. Each one is chosen at random from a pool of 12 options (divided into 4 groups of 3--see side objective section below). They can range from helping Marines to escorting a Falcon to disabling a fourth jammer. If you can memorize the locations, dialogue, and other telltale signs for each main and side objective, then you can really cut down time on this level. The sequence of objectives you obtain is '''''Main Objective - Side Objective - Main Objective - Side Objective - Main Objective - ONI Tower.'''''&lt;br /&gt;
&lt;br /&gt;
Banshees are scattered throughout the entire city, usually in pairs. They spawn at the very beginning of the mission and stay flying around the whole time. If you kill some, more will spawn to take their places. Where do they spawn, you ask? Take a wild guess. Yes, it's random like the rest of the mission. As you play through NA, there will be a pretty large group of them following you everywhere. While this may seem like a concern on Legendary, they don't pose much of a threat as long as you keep moving. Your Falcon can easily outrun them at full speed. If absolutely necessary, you can meander around buildings and drop altitude to shake them off. If you happen to land on a rooftop, the Banshees will circle around above you like vultures, but they never shoot unless you're flying the Falcon.&lt;br /&gt;
&lt;br /&gt;
Also randomly distributed throughout the city are special Shade Turrets that shoot large, long range plasma bursts. They look like ordinary Shade Turrets, but instead of a driver, these turrets have a bright blue &amp;quot;screen&amp;quot; around the cockpit. If you see one on Legendary, '''stay away or kill it immediately.''' They will destroy an unharmed Falcon in mere seconds if they hit you directly. It is recommended to either fly out of their radius or underneath the rooftop on which they are located. If you decide to kill one, do it quickly so it doesn't have time to shoot back.&lt;br /&gt;
&lt;br /&gt;
Other vehicles flying around include Pelicans and Phantoms, but they are pretty uncommon. Phantoms usually fly too low to pose a threat anyway, so don't mind them. If you do come across a Phantom during a side objective or the ONI Tower, know that the Grunts on the side turrets are far more dangerous than the Concussion turret in the front. Kill them and keep moving to dodge the concussion shots.&lt;br /&gt;
&lt;br /&gt;
===The Main Objectives===&lt;br /&gt;
These are the three objectives you are guaranteed to get in each playthrough of this mission. Each one involves you fighting through some enemies in order to overload some communication jammers. Fortunately for you, the &amp;quot;fighting&amp;quot; part is optional. Their order is random, except the Hospital is always the first objective on Easy ''only.'' You can tell where to go before seeing a waypoint by the dialogue that precedes it. &lt;br /&gt;
&lt;br /&gt;
====The Hospital====&lt;br /&gt;
'''Kat:''' &amp;quot;''Standby Six. One of our trooper squads went silent after the Hospital got hit. I'll mark the location. Complete their mission and take out the jammer.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Hospital is the tall building in the northeast corner of the area. It is easily identified by the small blue sign on it. On Easy, this objective is as easy as running in, overloading the jammer, and running out. On Legendary, however, things aren't so simple. There are tons of enemies in the first staircase room and the long hallway to the jammer, and there are lots and lots of Elite Rangers that arrive on the way out. All of this can be skipped, however, with the help of the famous Banshee skip. Note that the Banshee skip is the fastest approach to this area, so it should always be used in an IL run of this mission, even on Easy.&lt;br /&gt;
&lt;br /&gt;
=====The Banshee Skip=====&lt;br /&gt;
&lt;br /&gt;
Step one of the Banshee skip is the hardest by far: obtain a Banshee. There are two main methods of doing this. The faster and very risky method is to perform a midair hijack directly from your Falcon. The safer method is to shoot one down. Start by killing the two Marines on your Falcon's side turrets. You'll get new ones after the Hospital, and you don't want them shooting your Banshee while you're trying to hijack it. Next, locate the Banshee you'll want to take. This seems obvious, but the randomness of their spawns can make it harder than you might think. If you're performing this trick at the very beginning of the mission, look around the edges of the map. Your Falcon's radar has exceptional range so watch it carefully. If you're looking for a Banshee midway through the mission, the best place to look is behind you. Chances are, there are five or six of them following you. Now comes the hard part. &lt;br /&gt;
&lt;br /&gt;
Rule number one of skyjacking is to always approach the Banshee from the front. You can technically go from behind, but the Banshee almost always swerves around a lot, especially on Legendary. If you're in front of the Banshee, it flies toward you to try to shoot you, giving it much more predictable behavior. Just make sure to watch out for the occasional Banshee bomb. Rule number two: stay above the Banshee. Try to stay a good 100-150 meters above as you approach the Banshee. You don't want to drop down below it during the hijack. Now, as you near the Banshee, start slowing down your Falcon and beginning the descent. Try to make it so that the cockpit of your Falcon lands on one of the wings of the Banshee. Just before you &amp;quot;land&amp;quot; on it, look toward the side of the Banshee and get out of the Falcon. Time your dismount so that you're out just as the Falcon makes contact with the Banshee. Now hope and pray that luck is with you and allows you to board and jack the Banshee. Voila! This technique takes a lot of practice and you will mess up many times before getting used to it. Until then, I recommend using the other method of obtaining a Banshee.&lt;br /&gt;
&lt;br /&gt;
The easier way to get a Banshee is to land on a rooftop and shoot down a Banshee with a PP or jack one using a jetpack. Besides the obvious fact that it's slower, this method requires you to have gone through a different main objective before the Hospital in order to obtain your PP or Jetpack and gather a group of Banshees to follow you.&lt;br /&gt;
&lt;br /&gt;
So, now that you have a Banshee, you can fly to the Hospital and land it by the door. Get out and immediately press down on your D-Pad to call for evac. You won't be teleported to the start, but a Falcon will now begin flying to the Hospital so that you have a vehicle to fly after you get out. Next, either punch or shoot the right wing off your Banshee. Get back in the Banshee and position it right in front of the entrance, slightly to the right of center (so you fit through). Since the door won't open while you're in a Banshee, you have to get out again, approach the door so that it opens, then get back in and fly into the building. There is a pretty large risk that your Banshee can get stuck in the doorway then crushed by the closing doors, so make sure to line it up well before attempting to enter. Now fly down to the bottom of the room by circling around it counterclockwise in the small walkways. Now fly through the small doorway into the long hallway that contains the jammer. Make sure to fly through to the right of the plants in the doorway (this is why you broke your wing off). Now fly all the way to the jammer and disable it. Note that the hallway is completely deserted. After disabling the jammer, get back into the Banshee and fly into the wall behind the jammer. Keep an eye on the 2 jetpack AA's on the ground. They will despawn after a few seconds. When they do, get out of the Banshee and wait. After a few more seconds, you suddenly teleport to the exit of the Hospital! This skips having to fight through the Rangers and walking to the exit. Assuming you called for evac before entering the Hospital, a Falcon should be just now arriving for you to take with a new pair of Marines. And the Hospital is done! The Banshee trick may seem long and difficult in text O_o, but a quick glance at a speedrun reveals the trick's actual simplicity.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT!!!!!'''&lt;br /&gt;
This trick will only work if the Hospital is the first or second main objective you receive. If it is the third one, DO NOT get back into the Banshee after overloading the jammer! You will not teleport outside, and the door to exit will lock, trapping you inside. You can still fly into the building, but stay out of the Banshee after disabling the jammer. Even if you end up receiving it last in a full game Legendary run, it is highly recommended to snag a Banshee and fly inside as it allows you quickly reach the jammer and skip a large number of spawns in the process, including the Rangers that normally arrive.&lt;br /&gt;
&lt;br /&gt;
====Sinoviet====&lt;br /&gt;
'''7D19:''' &amp;quot;''Mayday, mayday, 7 Delta 1 Niner to all UNSC forces.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''What's your status 1 Niner?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''7D19:''' &amp;quot;''We found the jammer, but we're getting hit. Request immediate assistance. Sinoviet Center is *augh!*''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''You still with me 1 Niner? 7 Delta 1 Niner, do you copy? Six, I'm uploading coordinates now. Get to Sinoviet Center. Help those troopers if you can, but get that jammer offline either way.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sinoviet Center can be found to the south of the area. It is the large building with the big green arrow pointing down on the sides.&lt;br /&gt;
&lt;br /&gt;
This is the easiest main objective of the three. Normally, you'd have to fight off a couple of Shade turrets on the building's landing pad and then several enemies to reach the elevators, but you can instead go to the back left corner of the building and fly up into it. There is a large opening big enough for a Falcon to fit through underneath the elevators there. Simply fly into the building, land right in front of the elevators while ignoring the enemies, and wait for the elevators to open if they aren't already. When you come back, the enemies will be gone.&lt;br /&gt;
&lt;br /&gt;
Take the left elevator to the top of the tower. Sprint to the jammer and overload it. Suddenly, a bunch of Drones will appear. Ignore them and sprint immediately back to your elevator before they even have time to be aware of your presence. Even on SLASO, sprinting to the elevator is perfectly safe. After that, fly the Falcon out of the building the same way you came in and move on.&lt;br /&gt;
&lt;br /&gt;
====Vyrant====&lt;br /&gt;
'''4C27:''' &amp;quot;''4 Charlie 27 to command. Request immediate assistance.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Go ahead 27.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''4C27:''' &amp;quot;''We're at the Vyrant Telecom Tower. Got Hunters between us and the jammer.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Copy 27, help is on the way. Noble Six, I'm sending you coordinates for the Vyrant Tower. Go get those troopers un-stuck.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Vyrant tower is located to the north of the city. It is easily identified by the big orange sign near the top. The landing pad is located on the side of the building, guarded by a pair of FRG Shades.&lt;br /&gt;
&lt;br /&gt;
The easiest way to enter the tower is to kill the Shades, fly the Falcon directly toward the door without landing on the pad, and run straight into the building. The enemies will be gone when you return, and they will not shoot the Marines on your Falcon while you are gone. The only way the Falcon could be destroyed when you return is if they threw a grenade at it as you were entering. If you arrive before the enemies even spawn, you can shoot all of them while they pour out of the building; the doors inside take a while to open. Inside, there are about 4 Hunters fighting some Marines. The jammer is in the back, guarded by 2 of them. Run around the right or left side of the room (depending on the side you entered) and up the stairs to the jammer. Watch out for the Hunter at the top; he will try to melee you or shoot you on your way up. Hit the jammer and immediately run and jump down to the bottom of the room before the 2 Hunters can shoot you. Sprint past the Hunter at the bottom. Try to induce it to melee attack, but dodge it. This will buy you enough time to be well on your way to the exit before it can try to shoot you. Get back in your Falcon and fly out the same way you flew in.&lt;br /&gt;
&lt;br /&gt;
===The Side Objectives===&lt;br /&gt;
Two of these are chosen at random for you to complete in each playthrough. There are a total of 12 side-objectives, divided into 4 groups of 3 based on what they are. For example, the helping Marines group involves saving Marines from some enemies, and the Buck group has all the escort missions. In an individual playthrough, you cannot get 2 side objectives within the same group. As I detail each side mission, I will state the fastest approach to each.&lt;br /&gt;
&lt;br /&gt;
====Helping Marines====&lt;br /&gt;
As the name suggests, these missions tell you to go assist some Marines in killing enemies. For all 3 of thee missions, the fastest way to complete them is to actually kill the Marines instead of the enemies. If you kill the enemies, you'll have to wait for a Pelican to slowly fly to the building, pick up the Marines, and fly away. This process can cost more than 30 seconds. So make sure to kill the Marines.&lt;br /&gt;
&lt;br /&gt;
=====Vs. Brutes=====&lt;br /&gt;
'''1A3:''' &amp;quot;''1 Alpha 3 to Command. Covies got us pinned down on a roof top. We need help pronto. Uploading the waypoint, over.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Copy 1 Alpha 3. Noble Six, proceed to waypoint and give those Troopers a hand.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This objective is located NE of the ONI Tower, just outside the ring of structures that Shades are put on at the end. There are bright blue lit up signs with a very faint DEK on them. Note that this objective can be detected before the dialogue starts if you spot the Phantom that drops off the Brutes. It comes up from the bottom of the map next to the building.&lt;br /&gt;
&lt;br /&gt;
=====Vs. Hunters=====&lt;br /&gt;
'''F21:''' &amp;quot;''This is Foxtrot 21 on the DNBM Financial Tower, is anybody out there?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Copy 21, go ahead.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''F21:''' &amp;quot;''We got Hunters tearing us a new one!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Hang on. Noble Six, uploading coordinates.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This building is located immediately east of the Vyrant Tower. You can't miss it. Since it begins almost immediately and ends immediately if you kill the Marines, this is one of the fastest side objectives in the mission. There are no Phantoms that drop off the Hunters.&lt;br /&gt;
&lt;br /&gt;
=====Vs. Jackals=====&lt;br /&gt;
'''7C40:''' &amp;quot;''7 Charlie 40 to HQ, we've got incoming hostiles on top of the Maines-Traiger building. Requesting immediate assistance.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This objective is located on the purple-lit tower to the west of the Hospital. There are several Jackals with PPs and Needlers, so be on watch for EMP shots. This is also an objective that has a Phantom dropping off the enemies before the dialogue starts, so check here if a side objective is taking a while to begin.&lt;br /&gt;
&lt;br /&gt;
====3 Enemies====&lt;br /&gt;
These side objectives all require you to kill three enemies. They are pretty quick for the most part if done well. None of them begin with a Phantom dropping off enemies, so they commence quickly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Shade Turrets=====&lt;br /&gt;
'''W39:''' &amp;quot;''Whiskey 3-Niner requesting immediate assistance.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Copy 3-Niner. Go ahead.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''W39:''' &amp;quot;''Just picked up some evacuees, but we're surrounded by long range shade turrets.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Solid copy 3-Niner. Lieutenant, proceed to the waypoint and eliminate those shade turrets.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is a really good objective to receive as it is located right in the center of the 3 main objectives and goes very quickly. The FRG Shade Turrets are each located on one of three damaged towers surrounding a smaller one NE of Sinoviet and SW of the Hospital. Simply kill each one with the chain gun and fly away. Marine support also helps a lot to take them out.&lt;br /&gt;
&lt;br /&gt;
=====Banshees=====&lt;br /&gt;
'''G27:''' &amp;quot;''Golf 27 to HQ. We're on the Jonto building. Got Banshees all over us.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Lieutenant, I'm sending you Jonto's coordinates. neutralize those Banshees.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Jonto building is located to the north of the holy building (the large ring-shaped one). There are 3 Banshees circling the rooftop with Marines down below. You have to kill the Banshees whether the Marines survive or not. However, I recommend killing the Marines anyway before targeting the Banshees so that you don't have to wait for a Pelican to pick them up afterwards.&lt;br /&gt;
&lt;br /&gt;
=====Jackal Snipers=====&lt;br /&gt;
'''O18:''' &amp;quot;''Oscar 18 reporting. Just took out a jammer and we're waiting for evac but taking sniper fire.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Understood 18. Six, clear that LZ.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The buildings you are looking for here are located at the far southeast corner of the city. You are more likely to see the Focus Rifle beams than the Jackals themselves, so aim for their sources. They will target you once you start shooting them or if the Marines all die, but they are not too threatening.&lt;br /&gt;
&lt;br /&gt;
====Covenant Causing Trouble====&lt;br /&gt;
These missions have you killing a group of Covenant enemies on a single rooftop to halt their plans. These are overall kinda slow, especially on Legendary, but they are still better than some other objectives. It is best to have both of your Marines on your Falcon to assist in shooting.&lt;br /&gt;
&lt;br /&gt;
=====Elites and Engineers=====&lt;br /&gt;
'''Kat:''' &amp;quot;''Noble Six, we're getting reports of Elites and Engineers trying to break into the Misriah Complex. Take them out.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Misriah Complex is the purple-lit building directly in front of the south end of the Vyrant Tower. A Phantom drops off the Elites before the dialogue begins. The best approach to this one is to target all 3 of the Engineers first so that the Elites are not so menacing. Then finish the rest. The Elites carry Needle Rifles and FRGs, so watch out for those green fuel rods coming at you.&lt;br /&gt;
&lt;br /&gt;
=====Shades=====&lt;br /&gt;
'''Kat:''' &amp;quot;''Noble Six, we've got an evac op being harassed by a Covenant Shade Turret. Neutralize it so we can get those people out of there.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are 2 FRG Shade Turrets, 3 FRG Grunts, and a Concussion Rifle Brute to kill on top of the ring-shaped holy building. This objectives goes by quickly, but can cost some time due to the fact it is so high and far away from everything else. Target the Shades and then the infantry. If you keep moving, you really shouldn't take any hits at all.&lt;br /&gt;
&lt;br /&gt;
=====Mobile Jammer=====&lt;br /&gt;
'''Kat:''' &amp;quot;''Six, Covies brought out a mobile jammer to mess with our short range. Sending you the waypoint. Go deal with it.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The jammer can be found just west of Sinoviet. A Phantom drops it off along with the enemies before the dialogue starts. You have 5 Brutes carrying Needle Rifles and Concussion Rifles with 3 Grunts, one with a FRG. Overload the jammer like the others: get out and activate the button. While you might think you can just overload the jammer without killing enemies to complete the objective, you actually have to kill the enemies as well. So, target the Brutes and then the Grunts with your chain gun while the Marines help. The large number of needles being shot at you can deal a surprising amount of damage, so if you need to recover, descend below the rooftop so they can't get an angle on you. Then take out the jammer and get on your way.&lt;br /&gt;
&lt;br /&gt;
====Buck Escort Missions====&lt;br /&gt;
These are the side objectives you ''don't'' want. The 3 escort missions require you to follow an invincible Falcon through the city for a considerable distance and time while a large swarm of Banshees shoot you. If you ever hear Buck's voice in a full game run, revert immediately. You will almost always have a CP just before the side objective is chosen, so a new one will be given to you. It is worth the revert to avoid these 1.5-2 minute missions that are extremely dangerous on Legendary. &lt;br /&gt;
&lt;br /&gt;
In the event you are forced to do these side objectives, the best you can do is just stay close to the Falcon and fend off the Banshees. Don't worry about your ally; it is invulnerable. Know that there are specific locations or &amp;quot;checkpoints&amp;quot; the Falcon pauses at and stops moving unless you are within 100 meters of it. Otherwise, you can get pretty far away from it between &amp;quot;checkpoints.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There will inevitably be quite an army of Banshees coming at you during these missions, so use the advice I give at the beginning of this guide to deal with them. Shoot them at a distance and circle around buildings to avoid their fire. You can also lure them close to the Falcon you're escorting, and it will start to shoot them with the grenade launchers mounted on the sides.&lt;br /&gt;
&lt;br /&gt;
=====Phantom=====&lt;br /&gt;
'''Buck:''' &amp;quot;''Command, this is Gunnery Sergeant Buck of the 11th ODST, over.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Copy Gunnery Sergeant. Go ahead.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Buck:''' &amp;quot;''Phantom's got one of my squads pinned. I need to take it out and evac my troopers.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Falcon spawns north of Vyrant Tower, circling the building there. There is one checkpoint when the Falcon is NW of Sinoviet. Your destination is a building SSW of Sinoviet. When you arrive there, you have to blow up the Phantom to finish the objective. Once it is dead, you can leave.&lt;br /&gt;
&lt;br /&gt;
=====Pinned Squad=====&lt;br /&gt;
'''Buck:''' &amp;quot;''Command, this is Gunnery Sergeant Buck of the 11th ODST, over.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Copy Gunnery Sergeant. Go ahead.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Buck:''' &amp;quot;''My guys got caught in a fire fight in the Nobolose Tower; roof collapsed. I gotta get over there to get them out.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Solid copy. Noble Six will escort your Falcon to the Tower.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Falcon is found in the southeast corner of the city on a tall building with struts in the center. The first checkpoint is in front of Sinoviet. The second checkpoint is at the Misriah Complex (purple-lit building in front of Vyrant). Then it flies to the destination.&lt;br /&gt;
&lt;br /&gt;
=====Classified Op=====&lt;br /&gt;
'''Buck:''' &amp;quot;''Command, this is Gunnery Sergeant Buck of the 11th ODST, over.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Copy Gunnery Sergeant. Go ahead.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Buck:''' &amp;quot;''Need escort on a classified op. Send someone who knows how to fly a tight formation.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Falcon spawns on a tower SE of the ONI Tower. The first checkpoint is right next to the same building after it takes off, so just stay close to it until then. The second checkpoint is between 2 buildings in Sinoviet's direction. Finally, it goes to a tower in the southeast corner of the city (right next to the starting point in the &amp;quot;pinned squad&amp;quot; objective above). Then it flies out of the map.&lt;br /&gt;
&lt;br /&gt;
===The Final Objective: ONI Tower===&lt;br /&gt;
'''Kat:''' &amp;quot;''Noble 2 to Noble Leader, all jammers are down.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Carter:''' &amp;quot;''Solid copy Noble 2. New orders: all personnel are to be evacuated from ONI HQ. Say 'confirm.'''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Confirm. ONI Tower evac is... *ugh*''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(More dialogue)&lt;br /&gt;
&lt;br /&gt;
So, once you finally complete all 3 main objectives and 2 side objectives, the final objective commences. There are 3 Phantoms that ascend from the bottom of the map next to 3 buildings around the tower. Each one carries 2 AA Shade Turrets. They each drop off one shade on the building next to which they came up, then the other Shade on an adjacent building. They spawn as soon as you enter your Falcon coming out of the last main objective. I recommend memorizing the order in which the Shades are dropped off so that you waste no time in taking them out. There will be a '''''ton''''' of Banshees flying around as you fight the turrets, so you need to be fast enough that they don't kill you.&lt;br /&gt;
&lt;br /&gt;
If your final objective was Vyrant or Sinoviet, you can actually blow up one of the Phantoms before in even drops off either of its turrets. This allows you to kill 2 turrets early and still follow the regular sequence of turrets as they are dropped. Target the one coming up next to the building SE of the ONI Tower (between the ONI HQ and Sinoviet). Fly close to it so that both of your Marines can also begin shooting. It should blow up just before dropping its first turret. Then, look to the other side of the ONI Tower to catch another Phantom dropping off the very first turret. Shoot it from a distance, then turn left to see the second turret. Fly towards it while you shoot it. Then turn right to see the third one. Fly toward it and shoot. Finally, turn around and begin to descend to the final turret. As mentioned before, it is important to be fast to prevent the Banshees from killing you. As soon as every turret is dead, all the enemy air vehicles will begin to fly away. The Banshees stop shooting you, but be aware that Grunts on a Phantom's side turret will shoot you, so keep your distance from them. Fly up to the highest landing pad on the southeast side of the tower (marked by flashing red lights) to finish the mission.&lt;br /&gt;
&lt;br /&gt;
===The Ideal Route===&lt;br /&gt;
Okay, so now you know all the objectives from their locations to the best approach to each one. But in an IL, what is the most ideal set? Well, after considering lengths of side objectives and their locations in respect to the main objectives, here is the best route I came up with thus far:&lt;br /&gt;
&lt;br /&gt;
Hospital&lt;br /&gt;
3 Shades&lt;br /&gt;
Vyrant Tower&lt;br /&gt;
Marines vs. Hunters&lt;br /&gt;
Sinoviet&lt;br /&gt;
ONI Tower&lt;br /&gt;
&lt;br /&gt;
The Hospital is first for multiple reasons. One, it is closest to the start of the level. Two, since this is the very beginning, you can manipulate Banshee spawns so that they appear in predictable locations. Three, this is the best opportunity to get rid of your Marines. Right after skipping the cutscene, bounce a grenade off the side of the Falcon and immediately get in and take off. The Marines that try to get in the Falcon with you will be too busy evading the grenade. So, you can easily take off without them. Then, turn right and fly over the building toward the Hospital. You want to manipulate a pair of Banshees to spawn there so that you can jack one and fly straight to the Hospital (see below for tips on Banshee manipulation). If you're really good, you can boost into a wall and damage your Banshee enough for it to lose its wings so you don't have to punch the right one off for the Hospital skip. Perform the Hospital skip and take off in your Falcon toward the 3 Shade turrets at about 1000 m altitude. On Legendary, I recommend waiting for the Falcon's pilot to enter the left turret before taking off. On Easy, the 2nd Marine isn't as important (though still helpful).&lt;br /&gt;
&lt;br /&gt;
You want the Shade turrets second because the side objective activates almost immediately, ends immediately, and is super easy. Start by flying over the nearest of the 3 towers to the Hospital. Shoot the turret a couple of times and let your Marines finish the job. Try not to slow down too much. Kill the other two and fly straight to Vyrant.&lt;br /&gt;
&lt;br /&gt;
When you reach Vyrant, destroy the 2 Shades at the landing pad and fly to the door, get out, and enter. Ideally, you want to get there before the inner doors even open. Then just follow the directions above.&lt;br /&gt;
&lt;br /&gt;
I chose the Marine vs. Hunters side objective because it is fast, easy, and literally right next to Vyrant Tower. That is also why Vyrant is my desired second main objective. When you get in your Falcon, immediately start ascending up the tower before the side objective is even announced. You can reach the top just after the Marines and Hunters spawn. Quickly kill the Marines with the Hunters' help and beeline to Sinoviet.&lt;br /&gt;
&lt;br /&gt;
Sinoviet is the third main objective partly because Marines vs. Hunters is closer to Vyrant, but also because you immediately have a line of sight on one of the Phantoms with Shade Turrets at the end. You can blow it up much earlier than you could coming from Vyrant.&lt;br /&gt;
&lt;br /&gt;
Finally, finish up ONI and bask in your glory of being one of the few people crazy enough to IL New Alexandria for an ideal route!&lt;br /&gt;
&lt;br /&gt;
You can see this route in action in the Easy IL record of this mission.&lt;br /&gt;
&lt;br /&gt;
You might think &amp;quot;oh, I can be patient enough to IL this mission&amp;quot; at first glance. But trust me, luck manipulating the objectives is extremely difficult. The likelihood you will get all these objectives in the proper order is 1/648 on Legendary and 1/216 on Easy (since Hospital is always first on Easy but not on Legendary). You ''will'' get very frustrated with this mission unless you have impressive patience. You have been warned :P&lt;br /&gt;
&lt;br /&gt;
=====Banshee Manipulation=====&lt;br /&gt;
When doing IL attempts, you need to know how to manipulate Banshee spawns so that they are consistent in your attempts and allow you to remove a major variable in the mission. When you first start the mission from the Campaign menu, get in your Falcon and fly a little to the right of the Hospital. Look for a pair of Banshees flying around near its entrance. If they are not there, save and quit, change a setting to delete your saved progress, and try again. If they are there, you can do attempts! The trick is to reset your attempts by selecting &amp;quot;Restart Mission&amp;quot; in the pause menu rather than saving and quitting and deleting the save. By restarting from the pause menu, the Banshee spawns remain exactly the same as before instead of being shuffled. This also wastes less of your time because there is less time between resets! :D  The only negative of this is you'll have to go back into Theater Mode and record your run afterwards in a long film. You can alleviate this by periodically saving and quitting and then ''resuming'' without deleting your progress. Then restart the mission right away from the pause menu and keep doing attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Congratulations! You survived to the end of the guide! Wow! Very impressive! And thanks for reading! You are officially an expert of New Alexandria! This guide may seem overly complicated and confusing at first, but you'll understand this mission more once you start playing it a lot like me. If you have questions about New Alexandria, you can ask me (Auraxade) via Twitch PM, Haloruns PM, or in a Halo stream's chat. I will do my best to answer and update this guide accordingly.&lt;br /&gt;
[[Category:Levels|R-07]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=New_Alexandria&amp;diff=22552</id>
		<title>New Alexandria</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=New_Alexandria&amp;diff=22552"/>
				<updated>2025-09-08T23:33:53Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = New Alexandria&lt;br /&gt;
| image = [[File:NewAlexandria.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Provide air support in a forest of crumbling skyscrapers.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~ 7:45; Legendary: ~ 8:30&lt;br /&gt;
| time2 = Easy: ~ 7:10; Legendary: ~ 7:45&lt;br /&gt;
| time3 = Easy: ~ 6:30; Legendary: ~ 6:50&lt;br /&gt;
| time4 = Easy: ~ 6:07; Legendary: ~ 6:13&lt;br /&gt;
| time5 = Easy: ~ 5:54; Legendary: ~ 5:54&lt;br /&gt;
| previous = [[Exodus]]&lt;br /&gt;
| next = [[The Package]]&lt;br /&gt;
}} &lt;br /&gt;
New Alexandria is the seventh playable level in [[Halo: Reach]]. See [http://www.halopedia.org/New_Alexandria_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://haloruns.com/records?lb=507 (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
==Easy and Legendary==&lt;br /&gt;
New Alexandria is arguably the worst speedrunning mission in all the Halo shooters. It's not because the mission is difficult, it's because the mission is random. ''Completely'' random. Everything from the objectives to their order is determined by pure RNG. Fortunately, the mission itself is very easy compared to some others in Reach. The infamy comes from the fact that the amount of time it takes to complete the mission is based solely on your luck. This guide is intended to assist you in overcoming the randomness factor and becoming consistent at such an inconsistent level (this is the best NA guide you will find!). So, without further ado, let's talk about the mission. Since there is no specific route here, I will just go over the objectives individually and go from there.&lt;br /&gt;
&lt;br /&gt;
===General Info===&lt;br /&gt;
&lt;br /&gt;
Before I start, here is some very basic info. The way this mission works is there are 5 objectives assigned to you before the final fight at the ONI Tower. Three of them are &amp;quot;main objectives&amp;quot; that you will always receive when playing this mission. They are the objectives that require you to enter a building and overload a jammer in the midst of a bunch of enemies. Their order is completely random on Legendary, but on Easy for some reason the Hospital is always first. The other 2 assignments you receive are known as &amp;quot;side objectives.&amp;quot; These are what can vary completely when you play through NA. Each one is chosen at random from a pool of 12 options (divided into 4 groups of 3--see side objective section below). They can range from helping Marines to escorting a Falcon to disabling a fourth jammer. If you can memorize the locations, dialogue, and other telltale signs for each main and side objective, then you can really cut down time on this level. The sequence of objectives you obtain is '''''Main Objective - Side Objective - Main Objective - Side Objective - Main Objective - ONI Tower.'''''&lt;br /&gt;
&lt;br /&gt;
Banshees are scattered throughout the entire city, usually in pairs. They spawn at the very beginning of the mission and stay flying around the whole time. If you kill some, more will spawn to take their places. Where do they spawn, you ask? Take a wild guess. Yes, it's random like the rest of the mission. As you play through NA, there will be a pretty large group of them following you everywhere. While this may seem like a concern on Legendary, they don't pose much of a threat as long as you keep moving. Your Falcon can easily outrun them at full speed. If absolutely necessary, you can meander around buildings and drop altitude to shake them off. If you happen to land on a rooftop, the Banshees will circle around above you like vultures, but they never shoot unless you're flying the Falcon.&lt;br /&gt;
&lt;br /&gt;
Also randomly distributed throughout the city are special Shade Turrets that shoot large, long range plasma bursts. They look like ordinary Shade Turrets, but instead of a driver, these turrets have a bright blue &amp;quot;screen&amp;quot; around the cockpit. If you see one on Legendary, '''stay away or kill it immediately.''' They will destroy an unharmed Falcon in mere seconds if they hit you directly. It is recommended to either fly out of their radius or underneath the rooftop on which they are located. If you decide to kill one, do it quickly so it doesn't have time to shoot back.&lt;br /&gt;
&lt;br /&gt;
Other vehicles flying around include Pelicans and Phantoms, but they are pretty uncommon. Phantoms usually fly too low to pose a threat anyway, so don't mind them. If you do come across a Phantom during a side objective or the ONI Tower, know that the Grunts on the side turrets are far more dangerous than the Concussion turret in the front. Kill them and keep moving to dodge the concussion shots.&lt;br /&gt;
&lt;br /&gt;
===The Main Objectives===&lt;br /&gt;
These are the three objectives you are guaranteed to get in each playthrough of this mission. Each one involves you fighting through some enemies in order to overload some communication jammers. Fortunately for you, the &amp;quot;fighting&amp;quot; part is optional. Their order is random, except the Hospital is always the first objective on Easy ''only.'' You can tell where to go before seeing a waypoint by the dialogue that precedes it. &lt;br /&gt;
&lt;br /&gt;
====The Hospital====&lt;br /&gt;
'''Kat:''' &amp;quot;''Standby Six. One of our trooper squads went silent after the Hospital got hit. I'll mark the location. Complete their mission and take out the jammer.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Hospital is the tall building in the northeast corner of the area. It is easily identified by the small blue sign on it. On Easy, this objective is as easy as running in, overloading the jammer, and running out. On Legendary, however, things aren't so simple. There are tons of enemies in the first staircase room and the long hallway to the jammer, and there are lots and lots of Elite Rangers that arrive on the way out. All of this can be skipped, however, with the help of the famous Banshee skip. Note that the Banshee skip is the fastest approach to this area, so it should always be used in an IL run of this mission, even on Easy.&lt;br /&gt;
&lt;br /&gt;
=====The Banshee Skip=====&lt;br /&gt;
&lt;br /&gt;
Step one of the Banshee skip is the hardest by far: obtain a Banshee. There are two main methods of doing this. The faster and very risky method is to perform a midair hijack directly from your Falcon. The safer method is to shoot one down. Start by killing the two Marines on your Falcon's side turrets. You'll get new ones after the Hospital, and you don't want them shooting your Banshee while you're trying to hijack it. Next, locate the Banshee you'll want to take. This seems obvious, but the randomness of their spawns can make it harder than you might think. If you're performing this trick at the very beginning of the mission, look around the edges of the map. Your Falcon's radar has exceptional range so watch it carefully. If you're looking for a Banshee midway through the mission, the best place to look is behind you. Chances are, there are five or six of them following you. Now comes the hard part. &lt;br /&gt;
&lt;br /&gt;
Rule number one of skyjacking is to always approach the Banshee from the front. You can technically go from behind, but the Banshee almost always swerves around a lot, especially on Legendary. If you're in front of the Banshee, it flies toward you to try to shoot you, giving it much more predictable behavior. Just make sure to watch out for the occasional Banshee bomb. Rule number two: stay above the Banshee. Try to stay a good 100-150 meters above as you approach the Banshee. You don't want to drop down below it during the hijack. Now, as you near the Banshee, start slowing down your Falcon and beginning the descent. Try to make it so that the cockpit of your Falcon lands on one of the wings of the Banshee. Just before you &amp;quot;land&amp;quot; on it, look toward the side of the Banshee and get out of the Falcon. Time your dismount so that you're out just as the Falcon makes contact with the Banshee. Now hope and pray that luck is with you and allows you to board and jack the Banshee. Voila! This technique takes a lot of practice and you will mess up many times before getting used to it. Until then, I recommend using the other method of obtaining a Banshee.&lt;br /&gt;
&lt;br /&gt;
The easier way to get a Banshee is to land on a rooftop and shoot down a Banshee with a PP or jack one using a jetpack. Besides the obvious fact that it's slower, this method requires you to have gone through a different main objective before the Hospital in order to obtain your PP or Jetpack and gather a group of Banshees to follow you.&lt;br /&gt;
&lt;br /&gt;
So, now that you have a Banshee, you can fly to the Hospital and land it by the door. Get out and immediately press down on your D-Pad to call for evac. You won't be teleported to the start, but a Falcon will now begin flying to the Hospital so that you have a vehicle to fly after you get out. Next, either punch or shoot the right wing off your Banshee. Get back in the Banshee and position it right in front of the entrance, slightly to the right of center (so you fit through). Since the door won't open while you're in a Banshee, you have to get out again, approach the door so that it opens, then get back in and fly into the building. There is a pretty large risk that your Banshee can get stuck in the doorway then crushed by the closing doors, so make sure to line it up well before attempting to enter. Now fly down to the bottom of the room by circling around it counterclockwise in the small walkways. Now fly through the small doorway into the long hallway that contains the jammer. Make sure to fly through to the right of the plants in the doorway (this is why you broke your wing off). Now fly all the way to the jammer and disable it. Note that the hallway is completely deserted. After disabling the jammer, get back into the Banshee and fly into the wall behind the jammer. Keep an eye on the 2 jetpack AA's on the ground. They will despawn after a few seconds. When they do, get out of the Banshee and wait. After a few more seconds, you suddenly teleport to the exit of the Hospital! This skips having to fight through the Rangers and walking to the exit. Assuming you called for evac before entering the Hospital, a Falcon should be just now arriving for you to take with a new pair of Marines. And the Hospital is done! The Banshee trick may seem long and difficult in text O_o, but a quick glance at a speedrun reveals the trick's actual simplicity.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT!!!!!'''&lt;br /&gt;
This trick will only work if the Hospital is the first or second main objective you receive. If it is the third one, DO NOT get back into the Banshee after overloading the jammer! You will not teleport outside, and the door to exit will lock, trapping you inside. You can still fly into the building, but stay out of the Banshee after disabling the jammer. Even if you end up receiving it last in a full game Legendary run, it is highly recommended to snag a Banshee and fly inside as it allows you quickly reach the jammer and skip a large number of spawns in the process, including the Rangers that normally arrive.&lt;br /&gt;
&lt;br /&gt;
====Sinoviet====&lt;br /&gt;
'''7D19:''' &amp;quot;''Mayday, mayday, 7 Delta 1 Niner to all UNSC forces.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''What's your status 1 Niner?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''7D19:''' &amp;quot;''We found the jammer, but we're getting hit. Request immediate assistance. Sinoviet Center is *augh!*''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''You still with me 1 Niner? 7 Delta 1 Niner, do you copy? Six, I'm uploading coordinates now. Get to Sinoviet Center. Help those troopers if you can, but get that jammer offline either way.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sinoviet Center can be found to the south of the area. It is the large building with the big green arrow pointing down on the sides.&lt;br /&gt;
&lt;br /&gt;
This is the easiest main objective of the three. Normally, you'd have to fight off a couple of Shade turrets on the building's landing pad and then several enemies to reach the elevators, but you can instead go to the back left corner of the building and fly up into it. There is a large opening big enough for a Falcon to fit through underneath the elevators there. Simply fly into the building, land right in front of the elevators while ignoring the enemies, and wait for the elevators to open if they aren't already. When you come back, the enemies will be gone.&lt;br /&gt;
&lt;br /&gt;
Take the left elevator to the top of the tower. Sprint to the jammer and overload it. Suddenly, a bunch of Drones will appear. Ignore them and sprint immediately back to your elevator before they even have time to be aware of your presence. Even on SLASO, sprinting to the elevator is perfectly safe. After that, fly the Falcon out of the building the same way you came in and move on.&lt;br /&gt;
&lt;br /&gt;
====Vyrant====&lt;br /&gt;
'''4C27:''' &amp;quot;''4 Charlie 27 to command. Request immediate assistance.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Go ahead 27.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''4C27:''' &amp;quot;''We're at the Vyrant Telecom Tower. Got Hunters between us and the jammer.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Copy 27, help is on the way. Noble Six, I'm sending you coordinates for the Vyrant Tower. Go get those troopers un-stuck.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Vyrant tower is located to the north of the city. It is easily identified by the big orange sign near the top. The landing pad is located on the side of the building, guarded by a pair of FRG Shades.&lt;br /&gt;
&lt;br /&gt;
The easiest way to enter the tower is to kill the Shades, fly the Falcon directly toward the door without landing on the pad, and run straight into the building. The enemies will be gone when you return, and they will not shoot the Marines on your Falcon while you are gone. The only way the Falcon could be destroyed when you return is if they threw a grenade at it as you were entering. If you arrive before the enemies even spawn, you can shoot all of them while they pour out of the building; the doors inside take a while to open. Inside, there are about 4 Hunters fighting some Marines. The jammer is in the back, guarded by 2 of them. Run around the right or left side of the room (depending on the side you entered) and up the stairs to the jammer. Watch out for the Hunter at the top; he will try to melee you or shoot you on your way up. Hit the jammer and immediately run and jump down to the bottom of the room before the 2 Hunters can shoot you. Sprint past the Hunter at the bottom. Try to induce it to melee attack, but dodge it. This will buy you enough time to be well on your way to the exit before it can try to shoot you. Get back in your Falcon and fly out the same way you flew in.&lt;br /&gt;
&lt;br /&gt;
===The Side Objectives===&lt;br /&gt;
Two of these are chosen at random for you to complete in each playthrough. There are a total of 12 side-objectives, divided into 4 groups of 3 based on what they are. For example, the helping Marines group involves saving Marines from some enemies, and the Buck group has all the escort missions. In an individual playthrough, you cannot get 2 side objectives within the same group. As I detail each side mission, I will state the fastest approach to each.&lt;br /&gt;
&lt;br /&gt;
====Helping Marines====&lt;br /&gt;
As the name suggests, these missions tell you to go assist some Marines in killing enemies. For all 3 of thee missions, the fastest way to complete them is to actually kill the Marines instead of the enemies. If you kill the enemies, you'll have to wait for a Pelican to slowly fly to the building, pick up the Marines, and fly away. This process can cost more than 30 seconds. So make sure to kill the Marines.&lt;br /&gt;
&lt;br /&gt;
=====Vs. Brutes=====&lt;br /&gt;
'''1A3:''' &amp;quot;''1 Alpha 3 to Command. Covies got us pinned down on a roof top. We need help pronto. Uploading the waypoint, over.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Copy 1 Alpha 3. Noble Six, proceed to waypoint and give those Troopers a hand.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This objective is located NE of the ONI Tower, just outside the ring of structures that Shades are put on at the end. There are bright blue lit up signs with a very faint DEK on them. Note that this objective can be detected before the dialogue starts if you spot the Phantom that drops off the Brutes. It comes up from the bottom of the map next to the building.&lt;br /&gt;
&lt;br /&gt;
=====Vs. Hunters=====&lt;br /&gt;
'''F21:''' &amp;quot;''This is Foxtrot 21 on the DNBM Financial Tower, is anybody out there?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Copy 21, go ahead.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''F21:''' &amp;quot;''We got Hunters tearing us a new one!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Hang on. Noble Six, uploading coordinates.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This building is located immediately east of the Vyrant Tower. You can't miss it. Since it begins almost immediately and ends immediately if you kill the Marines, this is one of the fastest side objectives in the mission. There are no Phantoms that drop off the Hunters.&lt;br /&gt;
&lt;br /&gt;
=====Vs. Jackals=====&lt;br /&gt;
'''7C40:''' &amp;quot;''7 Charlie 40 to HQ, we've got incoming hostiles on top of the Maines-Traiger building. Requesting immediate assistance.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This objective is located on the purple-lit tower to the west of the Hospital. There are several Jackals with PPs and Needlers, so be on watch for EMP shots. This is also an objective that has a Phantom dropping off the enemies before the dialogue starts, so check here if a side objective is taking a while to begin.&lt;br /&gt;
&lt;br /&gt;
====3 Enemies====&lt;br /&gt;
These side objectives all require you to kill three enemies. They are pretty quick for the most part if done well. None of them begin with a Phantom dropping off enemies, so they commence quickly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Shade Turrets=====&lt;br /&gt;
'''W39:''' &amp;quot;''Whiskey 3-Niner requesting immediate assistance.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Copy 3-Niner. Go ahead.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''W39:''' &amp;quot;''Just picked up some evacuees, but we're surrounded by long range shade turrets.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Solid copy 3-Niner. Lieutenant, proceed to the waypoint and eliminate those shade turrets.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is a really good objective to receive as it is located right in the center of the 3 main objectives and goes very quickly. The FRG Shade Turrets are each located on one of three damaged towers surrounding a smaller one NE of Sinoviet and SW of the Hospital. Simply kill each one with the chain gun and fly away. Marine support also helps a lot to take them out.&lt;br /&gt;
&lt;br /&gt;
=====Banshees=====&lt;br /&gt;
'''G27:''' &amp;quot;''Golf 27 to HQ. We're on the Jonto building. Got Banshees all over us.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Lieutenant, I'm sending you Jonto's coordinates. neutralize those Banshees.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Jonto building is located to the north of the holy building (the large ring-shaped one). There are 3 Banshees circling the rooftop with Marines down below. You have to kill the Banshees whether the Marines survive or not. However, I recommend killing the Marines anyway before targeting the Banshees so that you don't have to wait for a Pelican to pick them up afterwards.&lt;br /&gt;
&lt;br /&gt;
=====Jackal Snipers=====&lt;br /&gt;
'''O18:''' &amp;quot;''Oscar 18 reporting. Just took out a jammer and we're waiting for evac but taking sniper fire.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Understood 18. Six, clear that LZ.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The buildings you are looking for here are located at the far southeast corner of the city. You are more likely to see the Focus Rifle beams than the Jackals themselves, so aim for their sources. They will target you once you start shooting them or if the Marines all die, but they are not too threatening.&lt;br /&gt;
&lt;br /&gt;
====Covenant Causing Trouble====&lt;br /&gt;
These missions have you killing a group of Covenant enemies on a single rooftop to halt their plans. These are overall kinda slow, especially on Legendary, but they are still better than some other objectives. It is best to have both of your Marines on your Falcon to assist in shooting.&lt;br /&gt;
&lt;br /&gt;
=====Elites and Engineers=====&lt;br /&gt;
'''Kat:''' &amp;quot;''Noble Six, we're getting reports of Elites and Engineers trying to break into the Misriah Complex. Take them out.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Misriah Complex is the purple-lit building directly in front of the south end of the Vyrant Tower. A Phantom drops off the Elites before the dialogue begins. The best approach to this one is to target all 3 of the Engineers first so that the Elites are not so menacing. Then finish the rest. The Elites carry Needle Rifles and FRGs, so watch out for those green fuel rods coming at you.&lt;br /&gt;
&lt;br /&gt;
=====Shades=====&lt;br /&gt;
'''Kat:''' &amp;quot;''Noble Six, we've got an evac op being harassed by a Covenant Shade Turret. Neutralize it so we can get those people out of there.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are 2 FRG Shade Turrets, 3 FRG Grunts, and a Concussion Rifle Brute to kill on top of the ring-shaped holy building. This objectives goes by quickly, but can cost some time due to the fact it is so high and far away from everything else. Target the Shades and then the infantry. If you keep moving, you really shouldn't take any hits at all.&lt;br /&gt;
&lt;br /&gt;
=====Mobile Jammer=====&lt;br /&gt;
'''Kat:''' &amp;quot;''Six, Covies brought out a mobile jammer to mess with our short range. Sending you the waypoint. Go deal with it.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The jammer can be found just west of Sinoviet. A Phantom drops it off along with the enemies before the dialogue starts. You have 5 Brutes carrying Needle Rifles and Concussion Rifles with 3 Grunts, one with a FRG. Overload the jammer like the others: get out and activate the button. While you might think you can just overload the jammer without killing enemies to complete the objective, you actually have to kill the enemies as well. So, target the Brutes and then the Grunts with your chain gun while the Marines help. The large number of needles being shot at you can deal a surprising amount of damage, so if you need to recover, descend below the rooftop so they can't get an angle on you. Then take out the jammer and get on your way.&lt;br /&gt;
&lt;br /&gt;
====Buck Escort Missions====&lt;br /&gt;
These are the side objectives you ''don't'' want. The 3 escort missions require you to follow an invincible Falcon through the city for a considerable distance and time while a large swarm of Banshees shoot you. If you ever hear Buck's voice in a full game run, revert immediately. You will almost always have a CP just before the side objective is chosen, so a new one will be given to you. It is worth the revert to avoid these 1.5-2 minute missions that are extremely dangerous on Legendary. &lt;br /&gt;
&lt;br /&gt;
In the event you are forced to do these side objectives, the best you can do is just stay close to the Falcon and fend off the Banshees. Don't worry about your ally; it is invulnerable. Know that there are specific locations or &amp;quot;checkpoints&amp;quot; the Falcon pauses at and stops moving unless you are within 100 meters of it. Otherwise, you can get pretty far away from it between &amp;quot;checkpoints.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There will inevitably be quite an army of Banshees coming at you during these missions, so use the advice I give at the beginning of this guide to deal with them. Shoot them at a distance and circle around buildings to avoid their fire. You can also lure them close to the Falcon you're escorting, and it will start to shoot them with the grenade launchers mounted on the sides.&lt;br /&gt;
&lt;br /&gt;
=====Phantom=====&lt;br /&gt;
'''Buck:''' &amp;quot;''Command, this is Gunnery Sergeant Buck of the 11th ODST, over.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Copy Gunnery Sergeant. Go ahead.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Buck:''' &amp;quot;''Phantom's got one of my squads pinned. I need to take it out and evac my troopers.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Falcon spawns north of Vyrant Tower, circling the building there. There is one checkpoint when the Falcon is NW of Sinoviet. Your destination is a building SSW of Sinoviet. When you arrive there, you have to blow up the Phantom to finish the objective. Once it is dead, you can leave.&lt;br /&gt;
&lt;br /&gt;
=====Pinned Squad=====&lt;br /&gt;
'''Buck:''' &amp;quot;''Command, this is Gunnery Sergeant Buck of the 11th ODST, over.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Copy Gunnery Sergeant. Go ahead.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Buck:''' &amp;quot;''My guys got caught in a fire fight in the Nobolose Tower; roof collapsed. I gotta get over there to get them out.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Solid copy. Noble Six will escort your Falcon to the Tower.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Falcon is found in the southeast corner of the city on a tall building with struts in the center. The first checkpoint is in front of Sinoviet. The second checkpoint is at the Misriah Complex (purple-lit building in front of Vyrant). Then it flies to the destination.&lt;br /&gt;
&lt;br /&gt;
=====Classified Op=====&lt;br /&gt;
'''Buck:''' &amp;quot;''Command, this is Gunnery Sergeant Buck of the 11th ODST, over.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Copy Gunnery Sergeant. Go ahead.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Buck:''' &amp;quot;''Need escort on a classified op. Send someone who knows how to fly a tight formation.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Falcon spawns on a tower SE of the ONI Tower. The first checkpoint is right next to the same building after it takes off, so just stay close to it until then. The second checkpoint is between 2 buildings in Sinoviet's direction. Finally, it goes to a tower in the southeast corner of the city (right next to the starting point in the &amp;quot;pinned squad&amp;quot; objective above). Then it flies out of the map.&lt;br /&gt;
&lt;br /&gt;
===The Final Objective: ONI Tower===&lt;br /&gt;
'''Kat:''' &amp;quot;''Noble 2 to Noble Leader, all jammers are down.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Carter:''' &amp;quot;''Solid copy Noble 2. New orders: all personnel are to be evacuated from ONI HQ. Say 'confirm.'''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kat:''' &amp;quot;''Confirm. ONI Tower evac is... *ugh*''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(More dialogue)&lt;br /&gt;
&lt;br /&gt;
So, once you finally complete all 3 main objectives and 2 side objectives, the final objective commences. There are 3 Phantoms that ascend from the bottom of the map next to 3 buildings around the tower. Each one carries 2 AA Shade Turrets. They each drop off one shade on the building next to which they came up, then the other Shade on an adjacent building. They spawn as soon as you enter your Falcon coming out of the last main objective. I recommend memorizing the order in which the Shades are dropped off so that you waste no time in taking them out. There will be a '''''ton''''' of Banshees flying around as you fight the turrets, so you need to be fast enough that they don't kill you.&lt;br /&gt;
&lt;br /&gt;
If your final objective was Vyrant or Sinoviet, you can actually blow up one of the Phantoms before in even drops off either of its turrets. This allows you to kill 2 turrets early and still follow the regular sequence of turrets as they are dropped. Target the one coming up next to the building SE of the ONI Tower (between the ONI HQ and Sinoviet). Fly close to it so that both of your Marines can also begin shooting. It should blow up just before dropping its first turret. Then, look to the other side of the ONI Tower to catch another Phantom dropping off the very first turret. Shoot it from a distance, then turn left to see the second turret. Fly towards it while you shoot it. Then turn right to see the third one. Fly toward it and shoot. Finally, turn around and begin to descend to the final turret. As mentioned before, it is important to be fast to prevent the Banshees from killing you. As soon as every turret is dead, all the enemy air vehicles will begin to fly away. The Banshees stop shooting you, but be aware that Grunts on a Phantom's side turret will shoot you, so keep your distance from them. Fly up to the highest landing pad on the southeast side of the tower (marked by flashing red lights) to finish the mission.&lt;br /&gt;
&lt;br /&gt;
===The Ideal Route===&lt;br /&gt;
Okay, so now you know all the objectives from their locations to the best approach to each one. But in an IL, what is the most ideal set? Well, after considering lengths of side objectives and their locations in respect to the main objectives, here is the best route I came up with thus far:&lt;br /&gt;
&lt;br /&gt;
Hospital&lt;br /&gt;
3 Shades&lt;br /&gt;
Vyrant Tower&lt;br /&gt;
Marines vs. Hunters&lt;br /&gt;
Sinoviet&lt;br /&gt;
ONI Tower&lt;br /&gt;
&lt;br /&gt;
The Hospital is first for multiple reasons. One, it is closest to the start of the level. Two, since this is the very beginning, you can manipulate Banshee spawns so that they appear in predictable locations. Three, this is the best opportunity to get rid of your Marines. Right after skipping the cutscene, bounce a grenade off the side of the Falcon and immediately get in and take off. The Marines that try to get in the Falcon with you will be too busy evading the grenade. So, you can easily take off without them. Then, turn right and fly over the building toward the Hospital. You want to manipulate a pair of Banshees to spawn there so that you can jack one and fly straight to the Hospital (see below for tips on Banshee manipulation). If you're really good, you can boost into a wall and damage your Banshee enough for it to lose its wings so you don't have to punch the right one off for the Hospital skip. Perform the Hospital skip and take off in your Falcon toward the 3 Shade turrets at about 1000 m altitude. On Legendary, I recommend waiting for the Falcon's pilot to enter the left turret before taking off. On Easy, the 2nd Marine isn't as important (though still helpful).&lt;br /&gt;
&lt;br /&gt;
You want the Shade turrets second because the side objective activates almost immediately, ends immediately, and is super easy. Start by flying over the nearest of the 3 towers to the Hospital. Shoot the turret a couple of times and let your Marines finish the job. Try not to slow down too much. Kill the other two and fly straight to Vyrant.&lt;br /&gt;
&lt;br /&gt;
When you reach Vyrant, destroy the 2 Shades at the landing pad and fly to the door, get out, and enter. Ideally, you want to get there before the inner doors even open. Then just follow the directions above.&lt;br /&gt;
&lt;br /&gt;
I chose the Marine vs. Hunters side objective because it is fast, easy, and literally right next to Vyrant Tower. That is also why Vyrant is my desired second main objective. When you get in your Falcon, immediately start ascending up the tower before the side objective is even announced. You can reach the top just after the Marines and Hunters spawn. Quickly kill the Marines with the Hunters' help and beeline to Sinoviet.&lt;br /&gt;
&lt;br /&gt;
Sinoviet is the third main objective partly because Marines vs. Hunters is closer to Vyrant, but also because you immediately have a line of sight on one of the Phantoms with Shade Turrets at the end. You can blow it up much earlier than you could coming from Vyrant.&lt;br /&gt;
&lt;br /&gt;
Finally, finish up ONI and bask in your glory of being one of the few people crazy enough to IL New Alexandria for an ideal route!&lt;br /&gt;
&lt;br /&gt;
You can see this route in action in the Easy IL record of this mission.&lt;br /&gt;
&lt;br /&gt;
You might think &amp;quot;oh, I can be patient enough to IL this mission&amp;quot; at first glance. But trust me, luck manipulating the objectives is extremely difficult. The likelihood you will get all these objectives in the proper order is 1/648 on Legendary and 1/216 on Easy (since Hospital is always first on Easy but not on Legendary). You ''will'' get very frustrated with this mission unless you have impressive patience. You have been warned :P&lt;br /&gt;
&lt;br /&gt;
=====Banshee Manipulation=====&lt;br /&gt;
When doing IL attempts, you need to know how to manipulate Banshee spawns so that they are consistent in your attempts and allow you to remove a major variable in the mission. When you first start the mission from the Campaign menu, get in your Falcon and fly a little to the right of the Hospital. Look for a pair of Banshees flying around near its entrance. If they are not there, save and quit, change a setting to delete your saved progress, and try again. If they are there, you can do attempts! The trick is to reset your attempts by selecting &amp;quot;Restart Mission&amp;quot; in the pause menu rather than saving and quitting and deleting the save. By restarting from the pause menu, the Banshee spawns remain exactly the same as before instead of being shuffled. This also wastes less of your time because there is less time between resets! :D  The only negative of this is you'll have to go back into Theater Mode and record your run afterwards in a long film. You can alleviate this by periodically saving and quitting and then ''resuming'' without deleting your progress. Then restart the mission right away from the pause menu and keep doing attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Congratulations! You survived to the end of the guide! Wow! Very impressive! And thanks for reading! You are officially an expert of New Alexandria! This guide may seem overly complicated and confusing at first, but you'll understand this mission more once you start playing it a lot like me. If you have questions about New Alexandria, you can ask me (Auraxade) via Twitch PM, Haloruns PM, or in a Halo stream's chat. I will do my best to answer and update this guide accordingly.&lt;br /&gt;
[[Category:Levels|R-07]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Exodus&amp;diff=22551</id>
		<title>Exodus</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Exodus&amp;diff=22551"/>
				<updated>2025-09-08T23:32:26Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Exodus&lt;br /&gt;
| image = [[File:Exodus.jpg|300px]]&lt;br /&gt;
| caption = &lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~ 9:45; Legendary: ~ 13:00&lt;br /&gt;
| time2 = Easy: ~ 9:15; Legendary: ~ 11:30&lt;br /&gt;
| time3 = Easy: ~ 8:50; Legendary: ~ 9:45&lt;br /&gt;
| time4 = Easy: ~ 8:15; Legendary: ~ 9:08&lt;br /&gt;
| time5 = Easy: ~ 7:59; Legendary: ~ 7:59&lt;br /&gt;
| previous = [[Long Night of Solace]]&lt;br /&gt;
| next = [[New Alexandria]]&lt;br /&gt;
}} &lt;br /&gt;
Exodus is the sixth playable level in [[Halo: Reach]]. See [http://www.halopedia.org/Exodus_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
When you reach the Jackals, kill one of them and borrow their PP. Switch back to your Magnum and use it to headshot the suicide Grunts. It’s on Easy, so don’t worry too much about damage. When you see the first Brute, try to PP pepper him. If he’s not dead by the time he’s in striking distance, melee. Kill the other Brutes using the same method. For the Brutes that come out of the phantom, try to place a Frag in the middle of the three of them. A well placed Frag can kill all 3. When the next door opens, ignore the Brute and 3 Jackals on the other side. Simply run past them and head for the Grunts on the right. PP or Magnum them and grab the Shotgun (the individual level WR run doesn't use a shotgun, but I recommend it, as it can take out a Brute in one shot). Kill enemies along the way, but activate the elevator as quick as you can - that’s the key to getting a good time on this level. Clean up the rest of the enemies until you hear &amp;quot;okay, everyone find some cover, stay sharp.&amp;quot; When you hear that, grab a DMR (keep your Shotgun), head for the courtyard where you first encountered Brutes, and wait for the Dropship. Nade the enemies that come out and head back to the elevator. Kill everyone you see until you hear “damn, Lieutenant,” then get in the elevator as it opens. Have a deep conversation about politics and financial issues with the Marine in the elevator. When the door opens bid him goodbye and head straight for the Jetpacks. When you acquire the Jetpack, take the most direct route possible to the next area (if you're confused, watch the WR video here: https://www.youtube.com/watch?v=lSLPPmmk0jw.) When you get past the Concussion Rifle Brute and you enter a very tall room, come to a complete stop right in front of the doorway, then jump and jetpack up. Head towards the waypoint. Grab the Rocket Launcher that is next to the weapon crate, then walk toward the tall building. After walking towards the building for a second or two, throw a Frag Grenade against the railing of the platform and jump over it, making sure to hold down the Jetpack button after you jump. The Frag should propel you to the top of the tall building, skipping much of the level. The door in front of you will open; behind it are Grunts with Fuel Rods, and Jackals. Unleash your rockets upon their souls, but watch where the Fuel Rod Guns land. Pick up the Fuel Rods and clean up all of the Brutes. When you're in the Falcon, tweet about how this game has a lot of Falcon rides. Once you're out of the Falcon, head straight for the Warthog and park it on the ground as close to each missile battery as possible before you leave to activate it. Do this for each battery and the big red button, and you're done with Exodus.&lt;br /&gt;
[[Category:Levels|R-06]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Long_Night_of_Solace&amp;diff=22550</id>
		<title>Long Night of Solace</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Long_Night_of_Solace&amp;diff=22550"/>
				<updated>2025-09-08T23:29:52Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Long Night of Solace&lt;br /&gt;
| image = [[File:LongNightOfSolace.jpg|300px]]&lt;br /&gt;
| caption = &lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~ 12:30; Legendary: ~ 16:00&lt;br /&gt;
| time2 = Easy: ~ 11:15; Legendary: ~ 13:30&lt;br /&gt;
| time3 = Easy: ~ 10:30; Legendary: ~ 12:15&lt;br /&gt;
| time4 = Easy: ~ 10:04; Legendary: ~ 11:35&lt;br /&gt;
| time5 = Easy: ~ 9:10; Legendary: ~ 9:10&lt;br /&gt;
| previous = [[Tip of the Spear]]&lt;br /&gt;
| next = [[Exodus]]&lt;br /&gt;
}} &lt;br /&gt;
Long Night of Solace is the fifth playable level in [[Halo: Reach]]. See [http://www.halopedia.org/Long_Night_of_Solace_%28level%29 Halopedia] for general information.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: http://haloruns.com/records?lb=505 (click the timestamps for video links)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Information===&lt;br /&gt;
&lt;br /&gt;
Long Night of Solace is the first level in the Halo series to feature ship-to-ship combat in space, through the use of the YSS-1000 Prototype Anti-Ship Spaceplane Starfighter, better known as the Sabre, in two sections of the overall level. The level itself is split into numerous locations as a result: The Beachhead &amp;amp; Sabre Facility, The Defense of Anchor 9, The Exterior Assault on the Corvette, and The Infiltration of the Corvette. The level is also infamous for the fact that you cannot skip the majority of the in-game cutscenes; The landing on the Beach, Sabre Takeoff, Docking at Anchor 9 and Approach to the Corvette cutscenes cannot be skipped, however all other cutscenes in the level can be skipped through the standard A &amp;gt; Y button combination.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The level itself is mostly linear, requiring you to play through the objectives in the standard order with no deviation. The only slight deviation from this is during the Sabre sections; objectives progress based on the number of enemies killed, and the playspace is confined to a roughly box-shaped area that encompasses Anchor 9, the nearby ship docking stations, and a large portion of empty space around the area.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Easy and Legendary==&lt;br /&gt;
&lt;br /&gt;
Long Night of Solace is one of the harder levels of the Reach campaign, noticeably more so on Legendary than Easy. General combat is the same across both difficulties, but the inclusion of ship-to-ship combat adds a new factor of difficulty, primarily in the case of Legendary. Seraphs are one of the main threats on Legendary; they are fast, will often attempt to flank you and get behind you, and will often constantly dog you if ignored. As a result, you may find yourself going from full shields in the Sabre, to being dead in a matter of seconds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Corvette's interior also presents several hurdles on Legendary; the often tight corridors and lack of cover can lead to many early deaths or close encounters. The hangar also presents a major challenge on Legendary in that the player needs to defeat numerous initial enemies on both visits, and several waves of enemies after returning from the Corvette's Bridge. The first visit mainly has Ultra Grunts and Elite Rangers (who wield Focus Rifles on Legendary), and a lone Engineer that flies around the top of the room constantly giving overshields to its allies. The return visit has numerous Grunts and Jackals and an Elite assaulting Jorge, and then leads to 5 separate groups of enemies; a squad of 4 Jackals and 2 Jackal Marksmen, a squad of Grunts and an Elite, a large squad of Grunts, 2 high ranking Elites, and 3 (4 on Legendary) Ultra Elites wielding powerful weapons (Plasma Repeater, Dual Plasma Rifles, Plasma Launcher, and Energy Sword (Legendary only). Once the final Ultras are taken care of, Jorge asks the player to come to his position and the level finishes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Main Objectives===&lt;br /&gt;
&lt;br /&gt;
Within the levels 4 main locations, the players main objectives involve: &amp;lt;br /&amp;gt;&lt;br /&gt;
- Moving up the Beach and entering the Sabre Facility, &amp;lt;br /&amp;gt;&lt;br /&gt;
- Defending Anchor 9 from the approaching Covenant assault forces, &amp;lt;br /&amp;gt;&lt;br /&gt;
- Taking out the Corvettes engines and Seraph escorts, &amp;lt;br /&amp;gt;&lt;br /&gt;
- Infiltrating the Corvette and disabling the Hangar's shields, &amp;lt;br /&amp;gt;&lt;br /&gt;
- Assaulting the Corvette's bridge and setting it on a refueling course for the Covenant Super-Carrier, ''Long Night of Solace'', and &amp;lt;br /&amp;gt;&lt;br /&gt;
- Defending the Pelican's Slipspace Bomb from attacking Covenant&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Beachhead &amp;amp; Sabre Facility====&lt;br /&gt;
&lt;br /&gt;
This level begins at the far side of the Beach, but can be sped up considerably with a challenging enemy combat trigger skip that requires you to very quickly kill an Elite Ultra that spawns from a Covenant Drop Pod.  When you can see the first group of grunts, scope in with your Magnum and try to find a grunt with a Plasma Pistol.  Make sure the grunt doesn't have a Needler though, as they're capable of spawning with a Needler as well.  As soon as you're sure the grunt has a Plasma Pistol, take him out and swap out your Assault Rifle for the Plasma Pistol.  You need to keep your Magnum to ensure you can take out the Elite Ultra further up on the Beach. Immediately head up the Beach to the Sabre Facility entrance where the Elite Ultra's Drop Pod spawns. If you're quick, you should be only a few meters from the Drop Pod when it lands.  When you hear the telltale sound of the Drop Pod coming down to land, begin charging your Plasma Pistol. When it lands, wait for the Drop Pod's hatch to blow off, and as soon as you can see the Elite Ultra in his drop pod, release your overcharge and pull out your Magnum. You may need to fire a second earlier to accommodate for the travel time of the overcharged shot. Shoot him in the head immediately, before he can land on the Beach and begin to move. If done correctly, the Ultra will die before he causes the other enemies to be included in the normal trigger for opening the Sabre Facility door and the door to the Facility will open early. When moving through the Facility, be sure to grab both a DMR and the Energy Sword off the dead Elite; both of which are necessary later in the level.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Difficulty notes: On Easy, the Beach skip is relatively simple. On Legendary however, you may need to kamikaze the Beach due to the increased number of enemies, as well as the fact that you'll die much more quickly, making the skip itself much harder purely because you're likely to die before even getting to the far end of the Beach.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Defense of Anchor 9====&lt;br /&gt;
On Easy you'll need to follow the Sabre flight tutorial prompts to actually get the rest of the mission underway. On Legendary you don't need to worry about it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The enemies in this section all spawn on the far side of the area, facing Anchor 9. When the first wave of Banshees are about to spawn, try and face them on their side, rather than head on. A good point of reference is to be about 500-600 meters from the objective marker for the best chance of taking them down one after the other.  This in-turn gives you the best chance of killing all of them right when they spawn.  For the second wave of Seraphs, just hit them wit sustained cannon fire until they lose their shields and then hit them with your missiles.  When the final wave spawns (Banshees and Seraphs, later Phantoms), Anchor 9 will also have restored its defensive turrets and will lend support. Ignore the Seraphs at first and try to hit as many Banshees as possible when they first spawn. Once the banshees have dispersed, begin to target the closest ships to you, or alternatively, target any enemies Anchor 9 is attacking, specifically Seraphs. Anchor 9 does a very good job at taking down their shields, leaving them open for easy missile kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you're notified of approaching Phantoms (based on enemies destroyed), disregard the other enemies, switch to your missiles, and look towards the new objective markers. Each Phantom takes a few missile barrages to destroy. Once all 6 are destroyed, the remaining enemies will retreat, however if you destroy them before they do so you can save a few seconds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Difficulty notes: The basic approach to this section is the same for both Easy and Legendary, but you'll face much more resistance on Legendary and will have a harder time outmaneuvering enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Exterior Assault on the Corvette====&lt;br /&gt;
&lt;br /&gt;
After the cutscene, immediately boost down towards the Corvette.  On your way down, switch to your Missiles and take out one of the Corvette's engines, preferably the one closest to you.  When you're close to the Corvette, aim further down so that you'll fly directly under the ship and if you look up, you'll see many Banshees attached to the bottom of the Corvette. Try and take as many down as you can before they detach from the Corvette and disperse. After the Banshees are dealt with turn around and head for the stern (rear) of the Corvette and take out the remaining engines as quickly as you can. When they've been destroyed, numerous Seraphs will jump in to assist the Corvette.  A good idea is to co-ordinate your fire with the UNSC Savannah's; the Savannah's main cannons do a very good job of tracking the Seraph's and taking down their shields in a very short amount of time, so with co-ordinated cannon/missile fire you can easily take out Seraphs one after the other. Once they're all destroyed, approach on the Corvette's top-side landing pad to continue the mission.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Difficulty notes: On Easy this section's relatively tame, and the only real problem you may face is from the Corvette's plasma torpedoes. On Legendary the same applies, however they'll decimate your shields in 2-3 shots, and kill you in another 2-3. The Seraphs are also a concern and co-ordinating with the Savannah to destroy them is crucial; you don't want to have 3 Seraphs targeting you when the Savannah's on the opposite side of the area.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Infiltration of the Corvette====&lt;br /&gt;
&lt;br /&gt;
After you've landed, pull out your Energy Sword and sprint for the blue shield.  Make sure not to jump, as you'll be in the air for quite some time due to the lack of gravity.  Stop sprinting right before you fall into the shield and look down. You should see a Elite Ranger preparing to jump up to the surface to the Sabres. If you time it right, you can hit him with your Energy Sword on your way down AND land on the top level of the room, allowing easy kills on the other three Ranger Elites in the Comms Room. When you enter the Hangar, take out the Engineer that is flying around as soon as you can with your DMR, otherwise you'll have to keep attacking overshielded enemies, while sustaining heavy damage. The most efficient way to take care of the enemies in the room is with melees (on easy), as 1-2 hits will kill a grunt, and a single sword swipe will kill an Elite. Also keep in mind that jumping is detrimental still due to the lack of gravity, and shooting the grunts is slow due to their helmets. There should be one elite that has a Needle Rifle instead of a Plasma Repeater that hangs around near the rear of the room and the Hangar's Shield Control button. After you've killed all the enemies immediately jump up to the button before the gravity turns back on and trigger it to progress to the next part of the mission.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The next part of this level is made up of several corridors and enemies that lead to the Bridge, however many of the enemies on the way don't need to be killed. After the cutscene, there are three doors that will open with numerous grunts and 2 Elites inside. Try and kill at least 2 Grunts and 1 Elite on your way past, as they add to the total number of enemies when you come back later. Afterwards just keep heading through to the Bridge, ignoring enemies on your way. Once you reach the Bridge, you will notice a large spherical projection in the center of the room and a Spec Ops Elite and maybe a Grunt in front of it. Depending on enemy placement, you can safely assassinate every enemy in the room, otherwise you will have to kill them all normally. You also have to kill every enemy in this room, even the Golden Ranger BoB if he spawns, as he will usually not despawn like normal BoBs. Prioritise the Spec Op Elites first, then the Elite General, and finally the Grunts. Once everyone's dead, trigger the refueling sequence and make your way back to the Hangar. You'll see a lot of enemies on your way back but you don't need to kill them. Once you kill the enemies in the Hangar, Jorge will say that it was &amp;quot;good of you to come&amp;quot;, and the next 5 waves of enemies will start spawning in roughly 5-10 seconds from this point. Behind the Pelican there are several crates of ammo, including Rockets, a Sniper Rifle, and a DMR which can help out considerably. Starting from the lower side of the room by the 3 doors, 4 Shielded Jackals will spawn, with 2 Jackal Marksmen spawning on the platform above, followed by a group of Grunts and an Elite from the opposite side of the room on the lower floor, then a large number of Grunts (usually 6) from the corridor that leads to the Comms Room, then 2 Elites from the platform above, and finally 3-4 Elite Ultras on the opposite side of the room where the Hangar Shield controls where. When all the enemies are dead, Jorge will ask you to come to his position, and the level will end at this point.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Difficulty notes: This final section has the largest number of differences between Easy and Legendary. On Easy, the majority of the fights are straightforward, and you can more-or-less just run through everything, and kill everything with relative ease. On Legendary however, the approach you need to take changes drastically:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Jumping down headfirst into the Comms Room is likely to get you killed. Instead wait for 1-2 Rangers to jump up and kill them when they're still airborne as they can't attack, then drop damn and take out the stragglers.&amp;lt;br /&amp;gt;&lt;br /&gt;
- The Hangar is made considerably harder with the fact that two of the Ranger Elites have Focus Rifles, so your best bet is to hide on the walkways that lead to the top floor as they offer sufficient cover. Be mindful of being flanked though as Grunts and even the occasional Elite will try and run up to your position.&amp;lt;br /&amp;gt;&lt;br /&gt;
- On your way to the Bridge you need to be much more careful, and you will likely want to kill everything in your way as quickly and efficiently as possible to avoid having more enemies to deal with on your way back.&amp;lt;br /&amp;gt;&lt;br /&gt;
- If you can stealthily kill the enemies on the Bridge, it is much better than attacking them head-on. The Elite General presents a major threat with his Concussion Rifle, so taking him out first may actually be preferable.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Once back at the Hangar, avoid charging in and instead pick off Enemies from the sidelines. When the waves of enemies begin to spawn, it's highly recommended to use grenades and the Rockets to clear out the enemies faster, especially when it comes to the Elites.&amp;lt;br /&amp;gt;&lt;br /&gt;
- The final 4 Ultras present a major threat, however there's a way to kill them with relative ease. The Pelican's Gun in the Hangar can actually be used by crouching near the front right of the Pelican, holding your action button (RB, B etc) and moving back and forth along the side until you hop in. The only issue with this is that unless the Pelican's gun is shot off, it'll fill up your entire HUD. So you may need to toss a grenade or two at the Gun, and quickly get in in order to physically remove the Gun while you're still inside it. This won't stop you from getting back out however, but once it's gone, you can't re-enter it.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Alternatively, consider using a Plasma Pistol and DMR/Needle Rifle combo to take out the Ultras, as it's easily one of your best options.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-05]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Tip_of_the_Spear&amp;diff=22549</id>
		<title>Tip of the Spear</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Tip_of_the_Spear&amp;diff=22549"/>
				<updated>2025-09-08T23:27:48Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Tip of the Spear&lt;br /&gt;
| image = [[File:TipOfTheSpear.jpg|300px]]&lt;br /&gt;
| caption = &lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~ 6:20; Legendary: ~ 7:30&lt;br /&gt;
| time2 = Easy: ~ 6:00; Legendary: ~ 6:45&lt;br /&gt;
| time3 = Easy: ~ 5:48; Legendary: ~ 6:05&lt;br /&gt;
| time4 = Easy: ~ 4:32; Legendary: ~ 5:46&lt;br /&gt;
| time5 = Easy: ~ 4:12; Legendary: ~ 4:22&lt;br /&gt;
| previous = [[Nightfall]]&lt;br /&gt;
| next = [[Long Night of Solace]]&lt;br /&gt;
}} &lt;br /&gt;
Tip of the Spear is the fourth playable level in [[Halo: Reach]]. See [http://www.halopedia.org/Tip_of_the_Spear Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
==Easy==&lt;br /&gt;
Run straight up the hill so that you can see both of the Grunts in the Shade Turrets, then DMR them out as quickly as you can. This will trigger the Pelican to make its way over to the road to drop the Warthog. While the Pelican is flying to the road, backsmack the Elite with the Concussion Rifle, as it is required for a skip at the mining facility later on. There are other options for skipping the mining facility which I'll explain later, but if you're experienced with concussion jumping, I recommend bringing along the Concussion Rifle. Get in the Warthog and make your way to the first AA Gun. When you can see the AA Gun, head towards it to the right, and you should pass a little slope with a tree at the top of it on the left. Drive up it, park your 'Hog next to the AA Gun, destroy the Gun by any means (I shoot the shield then toss a grenade into the core but anything works), then get back into your Warthog and drive it to the Ghost that lies upside down past the AA Gun. Take the Ghost up to where the bridge drops, wait for the bridge, then head for the mining facility. When you come into the clearing and can see the mining facility, save up some boost, then approach the wall of rock on the right of the mining facility. Drive your Ghost up and along the wall so that you end up on the other side of the bridge. Now get on top of the stack of metal sheets and stand facing away from the slanted roof, then concussion jump to the lowest point on the slanted roof. Continue through the rest of the mining facility. When you get to the ordinance you should have a Concussion Rifle from the Elite at the beginning and a DMR that you spawned with. Switch the Plasma Launcher for the Concussion Rifle. Hop into the Revenant and continue towards the second AA Gun. When you see the Warthog on the bridge, head down the road to your right until you see the AA Gun on your left. Save up some boost and boost your way up the slope to the AA Gun with your Revenant. Hop out and run inside the Gun. You'll see a pair of Hunters.  Shoot a few Grenades at them with the Plasma Launcher to weaken them for later. If you haven’t thrown any Nades since the first AA Gun, you should have a Plasma Nade. Throw it into the core before the shield generates, but after you shoot the Hunters. Head back to your Revenant and take out the enemies as quickly as you can. I recommend shooting groups of enemies and splattering. Watch out for the Wraith though, as somehow - even on Easy - it can kill you by splattering you IN YOUR REVENANT. Tweet how you're on WR pace in Halo Reach while you're in the Falcon. After the cutscene, run to the left, grab the Health Pack and a Plasma Pistol, but only if a Grunt spawns in your path. You'll be running towards the truck on the left side of the map, so some of the Grunt spawns aren't worth the time loss to go pick up their gun. Drive the truck the base of the Spire and take the elevator. Try to nade most of the Grunts and backsmack the sword Elite before he finishes drawing his sword. Activate the button and you're done.&lt;br /&gt;
[[Category:Levels|R-04]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=ONI:_Sword_Base&amp;diff=22548</id>
		<title>ONI: Sword Base</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=ONI:_Sword_Base&amp;diff=22548"/>
				<updated>2025-09-08T23:24:13Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = ONI: Sword Base&lt;br /&gt;
| image = [[File:Sword_Base.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;Climbing the stairway to heaven.&amp;quot;&lt;br /&gt;
| game = [[Halo: Reach]]&lt;br /&gt;
| time = Easy: ~5:30; Legendary: ~7:00&lt;br /&gt;
| time2 = Easy: ~5:00; Legendary: ~6:10&lt;br /&gt;
| time3 = Easy: ~4:30; Legendary: ~5:20&lt;br /&gt;
| time4 = Easy: ~4:12; Legendary: ~4:38&lt;br /&gt;
| time5 = Easy: ~3:46; Legendary: ~3:54&lt;br /&gt;
| previous = [[Winter Contingency]]&lt;br /&gt;
| next = [[Nightfall]]&lt;br /&gt;
}} &lt;br /&gt;
ONI: Sword Base is the second playable level in [[Halo: Reach]]. See [http://www.halopedia.org/ONI:_Sword_Base Halopedia] for general information. There are different strats between Easy, Legendary, and Co-op, and they will be covered in this page.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/reach/solo/oni/Easy (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 [https://haloruns.com/leaderboards/reach/solo/oni/Easy Individual Level] or the [https://haloruns.com/leaderboards/reach/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for some specific tricks indicated on this page. Be sure to check #reach-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
Your first task is to kill all of the enemies in the courtyard and grab the Target Locator. &lt;br /&gt;
&lt;br /&gt;
===Easy Start===&lt;br /&gt;
The fastest way is to run past all of the enemies and fire a well-placed Target Locator shot in their midst. Make sure to kill the four grunts that are under the bridge directly in front of you at spawn and the four Skirmishes that are closer to the Target Locator. Grab a plasma pistol for later in the level. Grab the target locator and aim at the [https://youtu.be/yI2UXIxr6Ks?feature=shared&amp;amp;t=12 left barricade at the top of the hill.] If all enemies die, the door will open and you can proceed with the level.&lt;br /&gt;
&lt;br /&gt;
===Legendary Start===&lt;br /&gt;
There are two start variations depending on full game or individual level runs.&lt;br /&gt;
=====Full Game Method=====&lt;br /&gt;
*Beginner/Intermediate/Full Game Strategy&lt;br /&gt;
Start by going to the left, once in the ramp, [https://www.twitch.tv/videos/837791858?t=00h00m04s throw a grenade] to the grunts under the bridge and another one to the jackals in front of you. Grab a Plasma Pistol and sprint towards the Sniper (at the end of the walkway in front of you), start killing everything while taking cover from the phantom that drops elites. Use your plasma pistol to quickly eliminate them. Once all enemies are dead, take the Target Locator and the door will open.&lt;br /&gt;
&lt;br /&gt;
=====Target Locator Rush=====&lt;br /&gt;
* World Class/IL Record Strategy&lt;br /&gt;
You can try a variation of the easy strat by running to the right and swap your Assault Rifle for a Shotgun with one Marine. [https://youtu.be/zKMGnClWdLU?feature=shared&amp;amp;t=1 Sprint up the ramp and kill the elite] either by backsmacking or a shotgun + melee, then walk over the right side and throw a grenade to distract and if possible kill some grunts. While the grenade is traveling, sprint towards the Target Locator and throw another grenade to protect your back, try to headshot all of the Skirmishes on your way to the Target Locator. Finish off the clear with the target locator, like the [[#Easy Start|Easy Method]].&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Co-op Start===&lt;br /&gt;
Similar to the easy start, you will want to kill everything as fast as possible; however, it is faster to not use the target locator. Here is  the breakdown of what each player should do:&lt;br /&gt;
=====Player 1 (Host)=====&lt;br /&gt;
=====Player 2=====&lt;br /&gt;
=====Player 3=====&lt;br /&gt;
=====Player 4=====&lt;br /&gt;
&lt;br /&gt;
==Beach==&lt;br /&gt;
Once the door is open, you need to go around the beach and hit 3 buttons in two possible orders, from left to right or from right to left. For the speedrun, we will take the right side of the beach first and this makes a ghost and some grunts spawn, if you are in co-op and they don't spawn is because there is someone on the left side triggering the spawn before you can trigger it in your side.&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
=====Hog Grab=====&lt;br /&gt;
You should have a plasma pistol at this point. [https://youtu.be/yI2UXIxr6Ks?feature=shared&amp;amp;t=51 EMP the warthog] that is supposed to blow up by leading your shot well ahead of the driving path. You need to hit the EMP into the warthog before it gets closer to the wraiths, remove the marine from the driver seat and drive the warthog to the right side where the ghost is located. In case that the warthog explodes you need to retry the EMP because the hog is now inside the explosive area/timer.&lt;br /&gt;
=====First and Second Button=====&lt;br /&gt;
You will go over a hill and see a ghost. Hijack the ghost and start driving to the first button at the AA gun.&lt;br /&gt;
This first button is located in the corner of the rooftop. Instead of going upstairs, jump from outside the building and hit the button, you will know that the button is activated because the turret will start to move and shoot enemies. A quick tip is to hold the activate button before jumping to make sure that you press it as soon as possible.&lt;br /&gt;
*Individual Level Strategy for MCC - Use a grenade and ghost to launch up to the top of the AA gun building. EMP the conc elite and grab his conc. You will use this later for the third button and for the ending jumps. [https://youtu.be/yI2UXIxr6Ks?feature=shared&amp;amp;t=88 This strat can save 8 seconds] but is tough.&lt;br /&gt;
&lt;br /&gt;
For the second button, drive the ghost to the right of the door. When you get out, you can press the button through the wall.&lt;br /&gt;
&lt;br /&gt;
=====Third Button=====&lt;br /&gt;
'''MCC:'''&lt;br /&gt;
*Conc: [https://youtu.be/yI2UXIxr6Ks?feature=shared&amp;amp;t=126 stand by the power pole], use one conc shot to get on the top railing, and one more to get to the top button. You can hit this button from the back.&lt;br /&gt;
'''Xbox 360 and other MCC methods:'''&lt;br /&gt;
*Grenade Jump: you can run through the doorway, up the stairs and jump on the railing. Use a grenade to jump up to the button.&lt;br /&gt;
*Box Jump: once on the second floor, push the box towards the railing, and jump from beneath to hit the button.&lt;br /&gt;
'''Alternative Methods:'''&lt;br /&gt;
*Pedro Exit Method: Position [https://youtu.be/36RdeupXxN0?feature=shared&amp;amp;t=35 the ghost at an angle at the power pole] and get out in the direction of the building. You will exit at the second floor on the railing. Do the grenade jump or box jump after.&lt;br /&gt;
*Ghost Launch: Position the ghost by the rock, throw a grenade at the edge of the left wing, and jump above the wing before the grenade goes off. This will launch you straight to the button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After hitting the button, get back in the ghost, and go back to the gate from the start. Hit the button. [https://youtu.be/O-_pzEpXLgw?feature=shared Go on this route to hit the trigger for the gate earlier.]&lt;br /&gt;
*Note: A common mistake for new runners is to press the gate button multiple times. This will confuse the game and cause the gate to not open. Make sure to press the button only a single time.&lt;br /&gt;
-----&lt;br /&gt;
===Legendary===&lt;br /&gt;
For individual levels, you will follow the same strategies as the [[#Hog Grab|Easy Strat]], with a small route modification on the route to second button. You can view that route [here.]&lt;br /&gt;
=====Ghost Grab=====&lt;br /&gt;
Once the gate opens, stay on the [https://www.twitch.tv/videos/837791858?t=00h01m23s right side and use the rocks] and big hill to avoid enemy aggro. Run over the big hill by the ghost and try to remain hidden from the AI until you get close. Hijack the ghost.&lt;br /&gt;
&lt;br /&gt;
When you are in the ghost and are on the way to the first button, stop at the top of the hill so you have a clear view of the AA gun. [https://www.twitch.tv/videos/837791858?t=00h02m08s Shoot a target locator shot] by where the button is to clear away some enemies. Once the shooting dies down, hit the button.&lt;br /&gt;
&lt;br /&gt;
=====Second Button=====&lt;br /&gt;
The route from first to second button is slightly different from easy. Once you draw the ghost aggro, go around the rock to your [https://youtu.be/zKMGnClWdLU?feature=shared&amp;amp;t=94 right to distract the ghost], then proceed over the hill quickly to second button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Third button and the route to the gate are the same as [[#Third Button|Easy.]] You can see a clip on legendary [https://youtu.be/zKMGnClWdLU?feature=shared&amp;amp;t=116 here.]&lt;br /&gt;
-----&lt;br /&gt;
===Co-op===&lt;br /&gt;
Just like before, the strats to be mentioned here are the same for Easy and Legendary, and will be broken down by what each player should accomplish.&lt;br /&gt;
=====Player 1 (Host)=====&lt;br /&gt;
=====Player 2=====&lt;br /&gt;
=====Player 3=====&lt;br /&gt;
=====Player 4=====&lt;br /&gt;
==Hunter Skip==&lt;br /&gt;
Hunter Skip is a trick that skips having to kill the two hunters in the garage. It is vital to hit this skip in a run, especially on legendary, to avoid a large amount of time loss. The way that hunter skip works, requires that you do not cross [this line] until you are ready to complete the trick (refer to the image to the right). Because of it's importance, there have been many methods for the trick over the years, so they will be broken down into skill level. All methods work the same on Easy, Legendary, and Co-op.&lt;br /&gt;
*Note: If you plan on running for [[#Overload|overload]], bring the ghost into the elevator after finishing hunter skip.&lt;br /&gt;
===Yolo Method===&lt;br /&gt;
*Intermediate/World Class/IL Record Strategy&lt;br /&gt;
You will need to melee the wings off both sides of the ghost for this trick. Do this while you are waiting for the gate to open. Once the gate opens, line up the ghost similarly to this [run], or the image to the right. When you start to boost forwards, make sure to land behind the line [[#Hunter Skip|referenced above]]. When ready, boost along [https://youtu.be/yI2UXIxr6Ks?feature=shared&amp;amp;t=176 this path]. You must go as fast as possible until you fully enter the garage, roughly the bottom part of the downward sloping ramp. You will know the trick worked if the elevator button appears while the hunters are alive. Proceed to elevator.&lt;br /&gt;
*Note: If the hunters spawn but the elevator button does not appear, you may have invincible hunters. This occurs from going slow (often bumping a barrier or enemy), and you should revert immediately when this happens to avoid a softlock.&lt;br /&gt;
===Grenade Method===&lt;br /&gt;
*Beginner/Intermediate Strategy&lt;br /&gt;
Instead of boosting over the barriers, we will use a grenade to launch the ghost over the barriers. Start by lining up the ghost parallel to the barriers facing the left wall. Throw a grenade at the circle-engine part behind the wings. This will launch the ghost over, and proceed with the route as mentioned in the [[#Yolo Method|Yolo Method.]] You do not have to destroy the wings for this ghost, but it may be easier.&lt;br /&gt;
===Armor Lock Method===&lt;br /&gt;
*Beginner Strategy&lt;br /&gt;
We will line up the ghost the same as the [[#Grenade Method|grenade method], however, we will use an armor lock to launch the ghost over. Juggle the armor lock from the crate with sprint, and standing by the circle-engine part of the ghost, charge roughly to the fist part of the icon (about 70% charge), then let go of armorlock. This will launch the ghost over, and continue the route like with the [[#Yolo Method|Yolo Method.]]&lt;br /&gt;
===Co-op Considerations===&lt;br /&gt;
There is a small adjustment to the [[#Yolo Method|Yolo Method]] strategy that Player 2 will perform. With the rockets equip, Player 2 will shoot at the barricade [https://youtu.be/oLtUXycvo6E?feature=shared&amp;amp;t=97 at this position] to increase consistency and speed for the trick.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Sword Base==&lt;br /&gt;
There is a major difference at the end of the mission between the MCC and Xbox 360 version of the ending clear. There is an overload that can cause all banshees and the phantom to never spawn due to entity cap, meaning the mission ending dialogue starts instantly after killing the two jackals by the rocket spawn. This trick can only be done on the Xbox 360 version and saves a good amount of time. The following section will be broken into game versions as appropriate.&lt;br /&gt;
===Overload Methods===&lt;br /&gt;
As of late 2023, there is no overload completions on legendary difficulty. It is possible to pull off, and if you plan on doing a legendary run with overload, should perform the [[#Ghost Driving|ghost driving]] method.&lt;br /&gt;
====Ghost Driving====&lt;br /&gt;
*IL Record Strategy&lt;br /&gt;
Starting in the elevator, carefully position your ghost in a way that allows for easy exit when getting to the top of the tower. Once the elevator stops, be careful to not kill '''ANY''' enemies while you go throughout Sword Base. When the doors open to Noble Team, drive to the left up the ramp, take a left and go through the halls, and take another left and drive up the entirety of the ramp until there is flat ground. Get out of the ghost here and shoot the Target Locator to spawn additional entities (the bullets count as entities, just like alive enemies). Take the [following route] and do a grenade jump up top, and quickly run into the doorway for the final clear. Kill the two jackals quickly (you will most likely need to melee since rockets will deload), and hopefully everything is deloaded. It is optimal to have less than 4 banshees and no phantom here, as having more will be slower than the fastest MCC clear. If the phantom spawns, it is a dead run. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If banshees do spawn, you will want to execute the target lock-on glitch, explained in the [[#Conc Jump Ending|conc jump ending]] section.&lt;br /&gt;
*Note: Do not melee the jackals with the Target Locator, as it does no melee damage.&lt;br /&gt;
====Sprint Overload====&lt;br /&gt;
*Beginner/Intermediate/World Class Strategy&lt;br /&gt;
Essentially the same as [[#Ghost Driving|ghost driving]], but you will just sprint the entire route. This method is generally easier since the ghost can be hard to handle through the hallways, but it usually leads to less consistent overloads. Recommended for those trying overload for the first time.&lt;br /&gt;
====Co-op Overload====&lt;br /&gt;
=====Player 1 (Host)=====&lt;br /&gt;
=====Player 2=====&lt;br /&gt;
=====Player 3=====&lt;br /&gt;
=====Player 4=====&lt;br /&gt;
-----&lt;br /&gt;
===MCC Methods===&lt;br /&gt;
Going through Sword Base, there are two methods currently being used in runs. The methods will be listed from fastest to slowest, and all the methods can be done on both Easy and Legendary.&lt;br /&gt;
*Note: On legendary, as you exit the elevator, an elite with a conc will spawn on the left side. If you plan on doing the conc jump method, kill this elite.&lt;br /&gt;
====Conc Jump Ending====&lt;br /&gt;
*Intermediate (Legendary)/World Class (Easy/Legendary) Strategy&lt;br /&gt;
Easy and Legendary can both perform this method (refer to [[#MCC Methods|MCC methods for explanation]]). Proceed through elevator and the first area with enemies. As you meet Noble Team, perform [these jumps] up the top of the tower. You can see a tutorial of the jumps [here.]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After the jumps, you will want to swap the conc for rockets. Shoot the two jackals, and start killing banshees. All banshees must die, as well as the phantom and the two camo elites that jump out of the phantom. &lt;br /&gt;
*Do not target the phantom until it has dropped off the elites and has started to move backwards. At this point the phantom is no longer invincible, and you may kill it with target locator. Until this happens, kill banshees.&lt;br /&gt;
Kill order should be the following: Some banshees-Elites that drop-Phantom Target Locator-Banshee clean up. To optimize the banshee killing, you may perform the Target Lock-on glitch.&lt;br /&gt;
*Target Lock-on Glitch: After firing a shot at a locked-on banshee, quickly look at a different banshee. If done fast enough, you will see that there are a few frames that the rockets are still targeting the new banshee. This glitch allows for you to have an instant lock-on for a few frames and speeds up the banshee kills. It is recommended to wait until the second rocket is ready to fire before going for this glitch.&lt;br /&gt;
====Sprint Standard Ending====&lt;br /&gt;
*Beginner/Intermediate (Easy) Strategy&lt;br /&gt;
This is essentially the [[#Sprint Overload|sprint overload]] route will a few shortcut which you can watch [here.] Main difference is the crouch jump halfway between the ramp and doorway. To do this jump, walk into the wall, jump, and crouch at the top of your jump. Proceed along the sprint overload route.&lt;br /&gt;
====MCC Co-op Ending====&lt;br /&gt;
Perform the same jumps as the [[#Conc Jump Ending|conc jump method]]. Once Player 1 reaches the top of the tower, have all other players die so they spawn up top. Everyone should grab a rocket, and proceed with killing all enemies. Everything should be dead when the phantom dies.&lt;br /&gt;
-----&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
*[https://youtu.be/fFSgkkOAxwM?feature=shared&amp;amp;t=90 Hijack Launching] Unknown, 2015. Has been done in IL runs before, however hunter skip is more difficult.&lt;br /&gt;
*[https://youtu.be/B2rJVgCkvCM?feature=shared Legendary Hog Strats] Pedrogas, 2018. Difficult to survive.&lt;br /&gt;
*[https://youtu.be/fbN3nfnKrAU?feature=shared Grenade/Conc Alternative Jump] Seclusive, 2020. Potential to save 1 second.&lt;br /&gt;
*Marine APL Seclusive, 2020. No consistent lineup.&lt;br /&gt;
*[https://youtu.be/v3_C_rk8Zqg?feature=shared&amp;amp;t=8 Harc's Forklift OOB] Harc, 2022. No known method to load hog yet.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
*[https://youtu.be/0mylvKqWqxo?feature=shared Xbox 360 OOB Method] Flaw, 2010.&lt;br /&gt;
*[https://youtu.be/Ls_JHF5JNgU?feature=shared TOOLBOX's Forklift OOB Method] TOOLBOX, 2012.&lt;br /&gt;
*[https://youtu.be/MGIEFbnC-Dw?feature=shared Garage Clip at Start] Jangoosed, 2016.&lt;br /&gt;
*[https://youtu.be/2YN2IXqRNyc?feature=shared Jun Jump] Unknown, Unknown.&lt;br /&gt;
*[https://youtu.be/MvLnL0vvFRE?feature=shared Third Button Mountain Route] SleeplessBlue, 2019.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-02]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22547</id>
		<title>Winter Contingency</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Winter_Contingency&amp;diff=22547"/>
				<updated>2025-09-08T23:23:49Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Winter Contingency&lt;br /&gt;
| image = [[File:WinterContingency.jpg|300px]]&lt;br /&gt;
| caption = &amp;quot;There's a disturbance on the frontier.&amp;quot;&lt;br /&gt;
| game = Halo: Reach&lt;br /&gt;
| time = Easy: ~ 6:30; Legendary: ~ 8:00&lt;br /&gt;
| time2 = Easy: ~ 5:30; Legendary: ~ 7:00&lt;br /&gt;
| time3 = Easy: ~ 4:35; Legendary: ~ 5:02&lt;br /&gt;
| time4 = Easy: ~ 4:12; Legendary: ~ 4:35&lt;br /&gt;
| time5 = Easy: ~ 3:57; Legendary: ~ 3:59&lt;br /&gt;
&lt;br /&gt;
| previous = -&lt;br /&gt;
| next = [[ONI: Sword Base]]&lt;br /&gt;
}} &lt;br /&gt;
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary, as well as co-op.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/reach/solo/wc/Easy (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 [https://haloruns.com/leaderboards/reach/solo/wc/Easy Individual Level] or the [https://haloruns.com/leaderboards/reach/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #reach-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
After 46 seconds inside the falcon, you will want to get out and sprint straight forward. You can either try the Barrier Jump on the hill on your left or do the classic route that involves some slide jumps around the hut. The barrier jumps save around 18 seconds but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes. Keep in mind, with gate clip the classic route only loses the 18 seconds.&lt;br /&gt;
&lt;br /&gt;
===Starting Routes===&lt;br /&gt;
[[File:Barrier Jumps.mp4|thumb|right|Barrier Jump Route]]&lt;br /&gt;
*'''MCC Barrier Jump Route'''&lt;br /&gt;
:In order to do the [[#Earliest Falcon|Earliest Falcon]] you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [[#Falcon Grab|Falcon Grab]].&lt;br /&gt;
:You can watch an in-depth [https://youtu.be/XsW2cyIdYqE?feature=shared&amp;amp;t=293 Video Tutorial] on how to do all the Barrier Jumps.&lt;br /&gt;
&lt;br /&gt;
*'''Xbox 360 Barrier Jump Route'''&lt;br /&gt;
:Very similar to the [[#MCC Barrier Jump Route|MCC barrier jumps]], however the jump line ups are slightly different. Refer to this video for the correct movement [https://youtu.be/Ynv8DTXO09U?feature=shared here.]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
==Falcon Grab==&lt;br /&gt;
You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before you are supposed to, skipping the falcon ride later in the mission. &lt;br /&gt;
&lt;br /&gt;
# As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.&lt;br /&gt;
# When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.&lt;br /&gt;
# This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).&lt;br /&gt;
&lt;br /&gt;
There are various methods to do the falcon grab, so they will be listed from fastest to slowest, listed by the color-coded names by the time barriers that can be achieved from the table at the top of the page. Outdated methods will be listed at the bottom of this page.&lt;br /&gt;
------&lt;br /&gt;
===Gate Clip===&lt;br /&gt;
* World Class/Easy IL Record Strategy&lt;br /&gt;
This is the current fastest method of grabbing the falcon as of 2023, and is done in both Full Game and Individual Level runs on the Easy Difficulty.&lt;br /&gt;
&lt;br /&gt;
After the barrier jumps, you will see a building with a gate attached on the left side. There is a small hole on the right side of that gate that is slightly the wrong size to walk through. Simply binding crouch to scroll wheel on the mouse will allow you to clip through this gap while holding forward. This part is very difficult on controller. Example [https://youtu.be/cHob5ARzWks?feature=shared&amp;amp;t=82 here.]&lt;br /&gt;
&lt;br /&gt;
Running through the building, you will want to jump and cut sprint while passing the pillar in the middle of the room headed towards the stairway door. This allows for the falcon AI to not break, and it will continue it's pathing over the building. Run outside, headshot a grunt or skirmisher, and EMP the falcon so it flips over. Sprint past the hut on the right side to trigger a load zone that spawns a spirit, the faster this load is hit, the better.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' getting [https://youtu.be/cHob5ARzWks?feature=shared&amp;amp;t=114 Carter into your falcon will save roughly 5 seconds], so it is suggested to grab Carter while waiting for  the drop ship.&lt;br /&gt;
------&lt;br /&gt;
===River Flip===&lt;br /&gt;
* World Class/Legendary IL Record Strategy&lt;br /&gt;
This is the current fastest method of grabbing the falcon on both Full Game and Individual Level runs on the Legendary Difficulty. Tutorial may be found [https://youtu.be/XsW2cyIdYqE?feature=shared&amp;amp;t=681 here.]&lt;br /&gt;
&lt;br /&gt;
After doing the [https://youtu.be/Ih8hKvYlv9E?feature=shared&amp;amp;t=76 OOB platforming] over the building, kill 1 enemy (skirmisher is best, this makes the falcon more consistent) and run inside the building to load the falcon. The route in the building is precise, so refer to the [https://youtu.be/XsW2cyIdYqE?feature=shared&amp;amp;t=621 tutorial] above. When you run out, sprint to the right side into the bunker and kill an enemy for a plasma pistol. Run out the other side and quickly EMP the falcon so it lands in the river. This methods spawns in the spirit quicker.&lt;br /&gt;
------&lt;br /&gt;
===Dyse's 10 Second Falcon===&lt;br /&gt;
* Intermediate Strategy&lt;br /&gt;
Very consistent method of grabbing falcon. This is the strategy recommended to most '''newer runners''' who are planning on running full game.&lt;br /&gt;
&lt;br /&gt;
After the OOB like in [[#River Flip|River Flip]], go back into the building and jump over the fence on your left and wait there until you the the falcon spawn on your radar. When it shows up, wait under the stairs for 2 seconds, exit the building, and walk to the left side. You will want to stand in a specific spot in the left bunker to EMP the falcon. This can be seen in this example [https://youtu.be/YvOZQPBseY8?feature=shared here.]&lt;br /&gt;
*Note: Make sure to skip the load by the containers at the top of the hill. You can skip it by jumping far left when you get on the hill. &lt;br /&gt;
------&lt;br /&gt;
===Classic Falcon Grab===&lt;br /&gt;
* Intermediate Strategy&lt;br /&gt;
Old method of grabbing the falcon from 2018. This is not the easiest, nor fastest method of grabbing the falcon, but has been a staple strategy for those interested in achieving intermediate-level times. A tutorial can be found [https://youtu.be/sbeuC9ORlRc?feature=shared&amp;amp;t=101 here.]&lt;br /&gt;
&lt;br /&gt;
After the OOB like in [[#River Flip|River Flip]], go back into the building and jump over the fence on your left and wait there until you the the falcon spawn on your radar. When it shows up, wait under the stairs for 2 seconds, exit the building, aim up and try to overcharge the falcon. A good hit will flip the falcon. This can be seen in this run [https://www.twitch.tv/videos/279936529?t=00h02m15s here.] Timing the EMP is important, so watching the [https://youtu.be/sbeuC9ORlRc?feature=shared&amp;amp;t=101 linked tutorial] is suggested.&lt;br /&gt;
------&lt;br /&gt;
===Hill Falcon===&lt;br /&gt;
* Beginner Strategy&lt;br /&gt;
This is the first version of the trick from late 2014, and is the easiest method (however, slowest) for grabbing the falcon.&lt;br /&gt;
&lt;br /&gt;
'''You must deload Jun for this trick to work.'''&lt;br /&gt;
*To do this, before you drop down the small cliff to get into the trucks, turn around and watch the falcon. As soon as it is in it's furthest away position (somewhere parallel to the mountain behind it), then it is safe to move forward. Note: if you do the barrier jumps at the start, and skip the building load, Jun will already be deloaded.&lt;br /&gt;
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will remain still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged plasma pistol shot at the Falcon. A good place to aim is the nose, just behind the chaingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.&lt;br /&gt;
------&lt;br /&gt;
==Out Of Bounds==&lt;br /&gt;
For the OOB part there are multiple ways to do it, explained [https://www.youtube.com/watch?v=XFtSessjtqI here].&lt;br /&gt;
====First Spirit OOB====&lt;br /&gt;
* Intermediate/World Class/IL Record Strategy&lt;br /&gt;
[https://youtu.be/sbeuC9ORlRc?t=478 Here is] a quick explanation of this trick.&lt;br /&gt;
&lt;br /&gt;
This is the hardest one to do and it is done with the very first dropship seen in the game, first you need to get the [[#Earliest Falcon|Earliest Falcon]].&lt;br /&gt;
&lt;br /&gt;
Wait with your falcon hovering over the big three that is near the right side of the hut that is located in the left part of the river. You will see the dropship coming, when it starts to go down quickly, move forward to trigger the dropship to leave. If you are using a mouse, watch the dropship and follow it's path, landing in the middle of the two dropship arms while being pushed OOB. For a consistent path, you can wait a few extra seconds until the dropship doors open up.&lt;br /&gt;
------&lt;br /&gt;
====Marine Spirit OOB====&lt;br /&gt;
* Beginner&lt;br /&gt;
For this one use your falcon to fly via the right side of the biggest hill so you can activate the dropship landing in the correct area, approach the marines and make sure to trigger the blue markers over their heads (YOU MUST DO IT), after the ship drops some grunts it will always fly in same path, if you want you can destroy it's turret, follow the ship and try to get stuck on it after it flies over (sometimes through) the hills. After a while it will push you through the elastic barrier, you will know you are done because you will take some damage (you sometimes don't take any damage). This is the most consistent way to go OOB, however much slower than the [[#First Spirit OOB|First Spirit OOB.]] Example seen [https://youtu.be/H9A83ECwN-E?feature=shared&amp;amp;t=286 here.]&lt;br /&gt;
------&lt;br /&gt;
==Relay Outpost==&lt;br /&gt;
There are multiple parts of this next section that differ between mouse/keyboard and controller. The assumption will be made that you (the player) are now OOB.&lt;br /&gt;
&lt;br /&gt;
===Loading the Outpost===&lt;br /&gt;
When doing the First Spirit OOB, you will want to fly directly to the mountain by the [https://youtu.be/LY5EddUTQFs?feature=shared relay outpost]. In order to avoid a potential splatter, fly at a height of over 400 (425 suggested). This can be measured on the right side of the HUD.&lt;br /&gt;
*Note: Since the Dec. 2020 update for the MCC, diagonal flying is now 35% faster for mouse and keyboard. When headed to the outpost, make sure to fly diagonally to save a few seconds.&lt;br /&gt;
&lt;br /&gt;
===Outpost Clear===&lt;br /&gt;
Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and [https://youtu.be/LY5EddUTQFs?feature=shared&amp;amp;t=55 kill '''every''' enemy with your Falcon.] After you make sure '''every''' enemy is dead (use your radar to double check) get out of your Falcon and then re-enter your Falcon, for safety land on top of the relay outpost but you can do this in mid air. This is a vital trigger that you must hit or else the level will not continue, after this you will get a checkpoint and if you did it right you will listen a Kat's dialog. If you do, it is safe to proceed with the deload. If you don't, go back and make sure '''every''' enemy is dead.&lt;br /&gt;
&lt;br /&gt;
===Outpost Deload and Kat Deload===&lt;br /&gt;
You will now need to deload the outpost to progress the mission. Two deload methods exist.&lt;br /&gt;
====Initial Area Deload====&lt;br /&gt;
This is the most consistent method of deloading the outpost, however this route can be difficult if you are on controller and plan to do Kat deload. &lt;br /&gt;
&lt;br /&gt;
You will want to fly back to the initial area and [https://youtu.be/cHob5ARzWks?feature=shared&amp;amp;t=164 hover over a small rock] sticking up (there are two rocks, a big one and a small one) at a height of about 145. After this, you can load back in the outpost again the same way as before, or go for [[#Kat Deload|Kat deload]]. Otherwise, when you load in the outpost, run inside. Once the &amp;quot;Fallback into Outpost&amp;quot; text appears, melee 5 times to deload the door. Stand a small amount away from the door, or you may splatter upon the new area loading in.&lt;br /&gt;
&lt;br /&gt;
====Truck Deload====&lt;br /&gt;
This method is not too inconsistent, but if performed incorrectly, can deload the falcon. Follow this [https://youtu.be/LY5EddUTQFs?feature=shared&amp;amp;t=162 tutorial.]&lt;br /&gt;
&lt;br /&gt;
You will want to fly back to the truck area at a height roughly between 215 and 230. Watching the tutorial here is suggested, as it is quite difficult to explain. Once you load in the old area, follow the steps as mentioned on the [[#Initial Area Deload|initial area deload section]].&lt;br /&gt;
====Kat Deload====&lt;br /&gt;
*World Class/IL Record Strategy&lt;br /&gt;
This trick saves around 10 seconds. &lt;br /&gt;
&lt;br /&gt;
After deloading the outpost, fly left of the outpost behind the mountain by where the trucks spawn. Stay at a height of 400 while going around the mountain. A good example of this route can be seen [https://youtu.be/S7q3ACX2h74?feature=shared&amp;amp;t=195 here.] Once you go around the mountain, load in the outpost again.&lt;br /&gt;
==Final Area==&lt;br /&gt;
===Easy===&lt;br /&gt;
After the cutscene, run for the first Zealot and back smack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random. Ignore the rest of the enemies and head up to the very last room. Before the last room will be 4 grunts, throw a grenade at them while you run through the final doorway. Throw a grenade in the final room to kill the grunts and run to the switch, the Zealot will be there messing around with the switch. Kill him with a [[Halo:_Reach#Noob_Combo|noob combo]], a ninja, or however you want to and finish the level. If you can't hit the switch, an enemy from the previous hall followed you and he needs to die.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
After the cutscene you want to kill everyone, grab a DMR and walk a bit to trigger the Zealot movement, don't go too far or he will go to the next room, shoot at the red tanks to make them explode and while they are in fire shoot to the Zealot, you will want to walk backwards while shooting at the tanks. If the Zealot aggros you hide behind the DMRs and let him engage Jorge, kill him and then proceed with the level while killing enemies. After the hall do the same as on easy, throw some grenades to the grunts and [[Halo:_Reach#Noob_Combo|noob combo]] the final Zealot.&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* [https://www.youtube.com/watch?v=mbNkr3qUxKo Start Building Skip] Unknown, 2010. Replaced by barrier jumps.&lt;br /&gt;
* [https://youtu.be/GkzcPZcm7Is?feature=shared&amp;amp;t=199 Falcon Teleport] Unknown, 2015. Replaced by early falcon grab&lt;br /&gt;
* [https://youtu.be/sbeuC9ORlRc?feature=shared&amp;amp;t=257 Soft Falcon Grab] Wolfy, 2015. Replaced by faster falcon grab&lt;br /&gt;
* [https://youtu.be/mbNkr3qUxKo?feature=shared&amp;amp;t=240 Early Marine Group OOB] Unknown, Unknown. Replaced by Early Spirit OOB&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* [https://youtu.be/0HtDU2-F_98 Window Jump] SleeplessBlue, Feb. 2018. Difficult, but can be implemented&lt;br /&gt;
* [https://www.twitch.tv/dyse/clip/PowerfulKitschyDunlinPeteZarollTie Ezhno Launch] Ezhno, Dec. 2019. Difficult, but can be implemented&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* [https://youtu.be/doTrN_SDhE8?feature=shared Gpro's Spiritless OOB] Gpro, June 2018. Potential OOB area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22542</id>
		<title>Dawn</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22542"/>
				<updated>2025-06-24T16:13:34Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Dawn&lt;br /&gt;
| image = [[File:Dawn.jpg|300px]]&lt;br /&gt;
| caption = ''&amp;quot;After four years adrift in space, Cortana awakens the Master Chief to investigate a disturbance on the Forward Unto Dawn.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 5:00; Legendary: ~ 5:30&lt;br /&gt;
| time2 = Easy: ~ 3:50; Legendary: ~ 3:55&lt;br /&gt;
| time3 = Easy: ~ 3:00; Legendary: ~ 3:00&lt;br /&gt;
| time4 = Easy: ~ 2:48; Legendary: ~ 2:52&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Halo (Halo 3)]]&lt;br /&gt;
| next = [[Requiem]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dawn''' is the second campaign level of Halo 4, and the first one with actual gameplay. After years of cryo-sleep, John-117 awakens to fight the resurgent Covenant in the wreckage of the UNSC Forward Unto Dawn. See [http://www.halopedia.org/Dawn_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/dawn/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=m-Y7gi8qVRo|right|caption=The current H4 world record for Dawn on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=awS3NQTbkwU|right|caption=The current H4 world record for Dawn on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
Note: This mission plays faster on the Master Chief Collection compared to the Xbox 360 version due to shorter load times, different enemy spawn locations, and altered enemy behavior.&lt;br /&gt;
&lt;br /&gt;
After sitting in a cryo tube for 47 seconds, you gain control of chief and are able to start the mission. At the start, we want to use the [[Muscle Run| muscle running]] technique to maintain full sprint throughout the hallways.&lt;br /&gt;
&lt;br /&gt;
* For an example of the most optimal muscle running cycles, [https://youtu.be/pK5HKTYTc-c?si=gdidDjFhP5Lpnzi5&amp;amp;t=49 view this example by VyPr.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: At this point, you must decide if you would like to proceed with the beginner or advanced route, which will determine where you go out-of-bounds for the level. Dawn Super Skip (DSS) is very time consuming to learn and is considered an advanced trick, so skip to the Dawn Skip section if you are a beginner to intermediate runner.'''&lt;br /&gt;
&lt;br /&gt;
==Dawn Skip==&lt;br /&gt;
Dawn Skip (initially performed by tricking group [[Termacious Trickocity]]) is a group of skips and tricks, grouped together to form what the Halo 4 community refers as Dawn Skip. This trick involves breaking out of the in-bounds map geometry through [[geometry holes|holes in the geo]], dropping down to the bottom of the outside section where we would normally release the missile, and completing the escape of the Dawn Ship Explosion while on top of the hallways. Due to the nature of this trick, it will be broken up into the following sections:&lt;br /&gt;
&lt;br /&gt;
* Dawn Skip Methods&lt;br /&gt;
* Fall Methods&lt;br /&gt;
* Final Escape Hall Platforming&lt;br /&gt;
&lt;br /&gt;
This trick is considered beginner friendly; however, it is understandable that some runners would wish to complete the level 100% in-bounds. The in-bounds route explanation will be linked below the Dawn Skip categories.&lt;br /&gt;
&lt;br /&gt;
===Dawn Skip 2022 Method===&lt;br /&gt;
This is the current suggested method of getting out-of-bounds for most runners. A video tutorial courtesy of [[User:VyPr Red|VyPr]] is available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/y2XLlyo4nNU?si=DJASu_ccZa_5x8zo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This method is quite difficult to explain through text, so it is highly recommended to refer to the video above. If you have difficulties with getting out-of-bounds, here are some recommendations:&lt;br /&gt;
* If you are bonking your head on the ceiling, you are moving too far backwards when jumping. You can solve this by angling more to the right when lining up for the nade throw, or hold S for a shorter period of time.&lt;br /&gt;
* If you are not getting enough height, you are jumping too early or too late. A good time to start moving is once the throwing animation finishes for the nade throw, while you are holding the Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Dawn Super Skip===&lt;br /&gt;
Just like Dawn Skip 2022 Method, this is even more technical and is suggested to refer to the video tutorial from [[User:VyPr Red|VyPr]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/R_5Ps1jWoic&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There will still be short overviews of each section below:&lt;br /&gt;
&lt;br /&gt;
====Out of Bounds Clip====&lt;br /&gt;
This initial out-of-bounds was discovered by [[Harc]] when the [[Acrophobia]] skull was first added to the game.&lt;br /&gt;
&lt;br /&gt;
For a quick technical explanation: every time you crouch and uncrouch while in the air, Master Chief's hitbox becomes slightly displaced. By performing a single crouch-uncrouch input at the apex of a jump—specifically at the pipe section—the top of Chief's hitbox is able to breach through to the other side. Since the player's camera is contained within this part of the hitbox, this allows the player to clip through and break to the other side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: There is a relatively new corner cut right after the out-of-bounds, which you can see an [https://youtu.be/t_dW56UbQcQ example of here.]&lt;br /&gt;
&lt;br /&gt;
====Elevator Climb====&lt;br /&gt;
After hitting the elevator load, there are two options to ascend the elevator.&lt;br /&gt;
&lt;br /&gt;
The first method (which is included in the trick tutorial above) is the recommended approach for full-game runs. Climbing the elevator is relatively simple, and the pressure launch method (detailed below) is inconsistent, making it difficult to recommend for full-game runs or new learners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pressure Launch Method''': Discovered by [[Harc]] in August 2023, this method is highly inconsistent and behaves differently between controller and mouse &amp;amp; keyboard setups. As demonstrated in the [https://youtu.be/GikrlIBfjfY tutorial here], even with a perfect lineup and input timing, you may achieve either too little or too much height. It is recommended not to attempt this method until reaching the sub-2:55 mark.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/GikrlIBfjfY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An updated tutorial with new information can be found below as well: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/3bYKWRukV4Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fall Methods==&lt;br /&gt;
There are four current drop methods that are used for various reasons. For simplicity, all runners should start by learning the '''Light Drop''' method, as it is the most consistent and applicable for full game runs.&lt;br /&gt;
&lt;br /&gt;
===Light Drop===&lt;br /&gt;
The most consistent method, this involves jumping from the top of the Observation deck, landing on the light, then falling to the ground. It is rare to die from this method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared&amp;amp;t=753 Light Drop guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===Cordi Bounce===&lt;br /&gt;
This is the optimal drop method when going for DSS (slightly faster method below but more difficult). By performing an [[edge bounce]] off of invisible geometry, chief's hitbox is able to be redirectly directly to the entrance of the escape hallways.&lt;br /&gt;
&lt;br /&gt;
Note:Need an embedded image here.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=QjI6ruKl11I&amp;amp;t=892s Cordi Bounce guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===VyPr's Refined Cordi Bounce===&lt;br /&gt;
Same as before, but further optimized for DSS, and saves about a half a second. Recommended for top IL times.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/IREUxreoCKo?si=mPh-HYspDebQu0C4 Refined Bounce by VyPr]&lt;br /&gt;
&lt;br /&gt;
===Harc Fall===&lt;br /&gt;
This is the optimal fall method for Dawn Skip (2022 Method). Using the same [[edge bounce]] technique, landing on a small rectangle geometry that's slightly elevated allows for a redirect without taking health or shield damage.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/b09KOxxXg4s Harc Fall Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
Note: There is a faster drop method for ILs, Danos Slip.&lt;br /&gt;
&lt;br /&gt;
===Danos Slip===&lt;br /&gt;
This is the fastest drop method for Dawn Skip (2022 Method), and is relatively inconsistent. Using the glass at the front of the Observation Deck, we sprint off at a very precise angle to hit the same geometry as from Harc Fall.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/lBj0GwJqZ_Y Danos Slip Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
==Escape Hallways==&lt;br /&gt;
After a fall method is completed, the escape hallway load needs to be hit in a specific way to not end up in-bounds.&lt;br /&gt;
&lt;br /&gt;
* Add embed image here.&lt;br /&gt;
&lt;br /&gt;
Once the hallway is loaded, it is recommended to follow [https://youtu.be/m-Y7gi8qVRo?si=8G2F9xKFOFMK_hfj&amp;amp;t=105 this route] and follow the sprint cycles used in Harc's record run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: If you have troubles with the double crouch jump after loading in the hallway, after the first crouch jump, look to the right and jump into the wall. This prevents the player from being pushed backwards. If you perform the Dawn Skip (2022 Method), you can also do a grenade jump here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final part of the platforming is the most difficult, and there is a separate [https://youtu.be/EefXxwZLT00 tutorial here.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In-Bounds Route==&lt;br /&gt;
This route is outdated. Some runners may find value in running in-bounds if they enjoy the combat or find Dawn Skip to be too difficult.&lt;br /&gt;
&lt;br /&gt;
Full Path Tutorials can be found below:&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/Kr534aiazxE?feature=shared&amp;amp;t=319 Full Path Easy Guide by Egg92]&lt;br /&gt;
* [https://youtu.be/9E4035xJqjw?si=hzAWW_0S1jsK9T_5 Full Path Legendary Guide by Cory123]&lt;br /&gt;
&lt;br /&gt;
===Observation Deck===&lt;br /&gt;
- Easy Clear [https://youtu.be/m4b_Jiu7ir8 Example].&lt;br /&gt;
&lt;br /&gt;
- Legendary Clear [https://youtu.be/cy8s2LoVS-U Example].&lt;br /&gt;
&lt;br /&gt;
- Note: &amp;lt;b&amp;gt;80%+ Plasma Pistol&amp;lt;/b&amp;gt; - Used on Legendary, take a plasma pistol after 1st clear and swap it with an assault rifle. The plasma pistol wont despawn so u can take it after 2nd clear. [https://www.youtube.com/watch?v=-b0m3tdr_n0 Tutorial] &lt;br /&gt;
&lt;br /&gt;
===Outside Routes From Slowest to Fastest on Legendary===&lt;br /&gt;
- Junk Jump: (Without Concussion Rifle) Used mostly on the 360 version of Halo 4 because the concussion rifle is not easy to obtain. [https://youtu.be/GvoX9QkDoG0 Example].&lt;br /&gt;
&lt;br /&gt;
- Slower Concussion Jump: (With Concussion Rifle) Faster than junk jump, but is the slower than the concussion jump. [https://youtu.be/ZkXjPFSV0qk Example].&lt;br /&gt;
&lt;br /&gt;
- Faster Concussion Jump: (With Concussion Rifle) Used on Legendary, very hard concussion jump, located next to the easy one. This one is very tricky, you need to use this [http://imgur.com/hMCJosi Setup] and shots 4 times with ur concussion rifle. [https://youtu.be/9uF2vCXVtqM?t=5m23s Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* [https://youtu.be/ZEAo2vBbnOA?si=bvSo_4np8bL9L3k7&amp;amp;t=422 Spring Jump DSS OOB] [[Harc]], Feb. 2023. Replaced by the edge jump OOB method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared Cordi's Dawn Skip Tutorial] Cordiaxiz, Apr. 2022. Replaced by Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/cEYkr6LPgAk?feature=shared Hobo's Dawn Skip Tutorial] A Royal Hobo, Jul. 2018. IL variation of Dawn Skip, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/IE3HfYlCfMg?si=Ndu-eiyPe-FIqwbK Cory123's Dawn Skip Method] Cory123, Jul. 2018. Full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/LBwQo_uAx-E?feature=shared Skull Kid's Dawn Skip Method] Skull Kid, Aug. 2018. Alternative full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/Hmu7u7E99ls?si=YfTCLk5fNmWopIu5&amp;amp;t=193 Original Dawn Skip] [[Termacious Trickocity]], May. 2016. Was originally done with skulls, was implemented first by [[sun100]] in Co-op.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* Dawn Pressure Launch #1 [[Harc]], Aug. 2023. No video currently, involves a pressure launch off a pipe when traversing over the didact room after DSS.&lt;br /&gt;
* [https://youtu.be/SiVactEaEAc?feature=shared VyPr's Sketchy Fall] [[User:VyPr Red|VyPr]], Apr. 2023. Difficult, can only be used with DSS.&lt;br /&gt;
* [https://youtu.be/sFIvL6oIkfE Co-op Spawn Launch] [[User:VyPr Red|VyPr]], Feb. 2023. Unknown reason for launching, would save time.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* [https://youtu.be/WCbiL2Gtk1o Dawn Pressure Launch #2] [[User:VyPr Red|VyPr]], Feb. 2023. Has no utility in current route, but could have use with the Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/16qGNvO_q2U Ending Cutscene in 3rd Person] [[Harc]], Nov. 2022. A perfectly timed death allows for a player to watch the cutscene in third person (co-op only).&lt;br /&gt;
* [https://www.halopedia.org/Infinite_Energy_Sword_on_Dawn Infinite Energy Sword Glitch] Unknown, Unknown. A Co-op glitch that spawns co-op members with weapons during the elevator cutscene. Able to kill the elite and take his sword, which has infinite ammo.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-1]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22541</id>
		<title>Dawn</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22541"/>
				<updated>2025-06-24T16:13:16Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Dawn&lt;br /&gt;
| image = [[File:Dawn.jpg|300px]]&lt;br /&gt;
| caption = ''&amp;quot;After four years adrift in space, Cortana awakens the Master Chief to investigate a disturbance on the Forward Unto Dawn.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 5:00; Legendary: ~ 5:30&lt;br /&gt;
| time2 = Easy: ~ 4:00; Legendary: ~ 4:10&lt;br /&gt;
| time3 = Easy: ~ 3:00; Legendary: ~ 3:00&lt;br /&gt;
| time4 = Easy: ~ 2:48; Legendary: ~ 2:52&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Halo (Halo 3)]]&lt;br /&gt;
| next = [[Requiem]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dawn''' is the second campaign level of Halo 4, and the first one with actual gameplay. After years of cryo-sleep, John-117 awakens to fight the resurgent Covenant in the wreckage of the UNSC Forward Unto Dawn. See [http://www.halopedia.org/Dawn_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/dawn/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=m-Y7gi8qVRo|right|caption=The current H4 world record for Dawn on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=awS3NQTbkwU|right|caption=The current H4 world record for Dawn on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
Note: This mission plays faster on the Master Chief Collection compared to the Xbox 360 version due to shorter load times, different enemy spawn locations, and altered enemy behavior.&lt;br /&gt;
&lt;br /&gt;
After sitting in a cryo tube for 47 seconds, you gain control of chief and are able to start the mission. At the start, we want to use the [[Muscle Run| muscle running]] technique to maintain full sprint throughout the hallways.&lt;br /&gt;
&lt;br /&gt;
* For an example of the most optimal muscle running cycles, [https://youtu.be/pK5HKTYTc-c?si=gdidDjFhP5Lpnzi5&amp;amp;t=49 view this example by VyPr.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: At this point, you must decide if you would like to proceed with the beginner or advanced route, which will determine where you go out-of-bounds for the level. Dawn Super Skip (DSS) is very time consuming to learn and is considered an advanced trick, so skip to the Dawn Skip section if you are a beginner to intermediate runner.'''&lt;br /&gt;
&lt;br /&gt;
==Dawn Skip==&lt;br /&gt;
Dawn Skip (initially performed by tricking group [[Termacious Trickocity]]) is a group of skips and tricks, grouped together to form what the Halo 4 community refers as Dawn Skip. This trick involves breaking out of the in-bounds map geometry through [[geometry holes|holes in the geo]], dropping down to the bottom of the outside section where we would normally release the missile, and completing the escape of the Dawn Ship Explosion while on top of the hallways. Due to the nature of this trick, it will be broken up into the following sections:&lt;br /&gt;
&lt;br /&gt;
* Dawn Skip Methods&lt;br /&gt;
* Fall Methods&lt;br /&gt;
* Final Escape Hall Platforming&lt;br /&gt;
&lt;br /&gt;
This trick is considered beginner friendly; however, it is understandable that some runners would wish to complete the level 100% in-bounds. The in-bounds route explanation will be linked below the Dawn Skip categories.&lt;br /&gt;
&lt;br /&gt;
===Dawn Skip 2022 Method===&lt;br /&gt;
This is the current suggested method of getting out-of-bounds for most runners. A video tutorial courtesy of [[User:VyPr Red|VyPr]] is available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/y2XLlyo4nNU?si=DJASu_ccZa_5x8zo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This method is quite difficult to explain through text, so it is highly recommended to refer to the video above. If you have difficulties with getting out-of-bounds, here are some recommendations:&lt;br /&gt;
* If you are bonking your head on the ceiling, you are moving too far backwards when jumping. You can solve this by angling more to the right when lining up for the nade throw, or hold S for a shorter period of time.&lt;br /&gt;
* If you are not getting enough height, you are jumping too early or too late. A good time to start moving is once the throwing animation finishes for the nade throw, while you are holding the Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Dawn Super Skip===&lt;br /&gt;
Just like Dawn Skip 2022 Method, this is even more technical and is suggested to refer to the video tutorial from [[User:VyPr Red|VyPr]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/R_5Ps1jWoic&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There will still be short overviews of each section below:&lt;br /&gt;
&lt;br /&gt;
====Out of Bounds Clip====&lt;br /&gt;
This initial out-of-bounds was discovered by [[Harc]] when the [[Acrophobia]] skull was first added to the game.&lt;br /&gt;
&lt;br /&gt;
For a quick technical explanation: every time you crouch and uncrouch while in the air, Master Chief's hitbox becomes slightly displaced. By performing a single crouch-uncrouch input at the apex of a jump—specifically at the pipe section—the top of Chief's hitbox is able to breach through to the other side. Since the player's camera is contained within this part of the hitbox, this allows the player to clip through and break to the other side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: There is a relatively new corner cut right after the out-of-bounds, which you can see an [https://youtu.be/t_dW56UbQcQ example of here.]&lt;br /&gt;
&lt;br /&gt;
====Elevator Climb====&lt;br /&gt;
After hitting the elevator load, there are two options to ascend the elevator.&lt;br /&gt;
&lt;br /&gt;
The first method (which is included in the trick tutorial above) is the recommended approach for full-game runs. Climbing the elevator is relatively simple, and the pressure launch method (detailed below) is inconsistent, making it difficult to recommend for full-game runs or new learners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pressure Launch Method''': Discovered by [[Harc]] in August 2023, this method is highly inconsistent and behaves differently between controller and mouse &amp;amp; keyboard setups. As demonstrated in the [https://youtu.be/GikrlIBfjfY tutorial here], even with a perfect lineup and input timing, you may achieve either too little or too much height. It is recommended not to attempt this method until reaching the sub-2:55 mark.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/GikrlIBfjfY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An updated tutorial with new information can be found below as well: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/3bYKWRukV4Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fall Methods==&lt;br /&gt;
There are four current drop methods that are used for various reasons. For simplicity, all runners should start by learning the '''Light Drop''' method, as it is the most consistent and applicable for full game runs.&lt;br /&gt;
&lt;br /&gt;
===Light Drop===&lt;br /&gt;
The most consistent method, this involves jumping from the top of the Observation deck, landing on the light, then falling to the ground. It is rare to die from this method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared&amp;amp;t=753 Light Drop guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===Cordi Bounce===&lt;br /&gt;
This is the optimal drop method when going for DSS (slightly faster method below but more difficult). By performing an [[edge bounce]] off of invisible geometry, chief's hitbox is able to be redirectly directly to the entrance of the escape hallways.&lt;br /&gt;
&lt;br /&gt;
Note:Need an embedded image here.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=QjI6ruKl11I&amp;amp;t=892s Cordi Bounce guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===VyPr's Refined Cordi Bounce===&lt;br /&gt;
Same as before, but further optimized for DSS, and saves about a half a second. Recommended for top IL times.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/IREUxreoCKo?si=mPh-HYspDebQu0C4 Refined Bounce by VyPr]&lt;br /&gt;
&lt;br /&gt;
===Harc Fall===&lt;br /&gt;
This is the optimal fall method for Dawn Skip (2022 Method). Using the same [[edge bounce]] technique, landing on a small rectangle geometry that's slightly elevated allows for a redirect without taking health or shield damage.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/b09KOxxXg4s Harc Fall Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
Note: There is a faster drop method for ILs, Danos Slip.&lt;br /&gt;
&lt;br /&gt;
===Danos Slip===&lt;br /&gt;
This is the fastest drop method for Dawn Skip (2022 Method), and is relatively inconsistent. Using the glass at the front of the Observation Deck, we sprint off at a very precise angle to hit the same geometry as from Harc Fall.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/lBj0GwJqZ_Y Danos Slip Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
==Escape Hallways==&lt;br /&gt;
After a fall method is completed, the escape hallway load needs to be hit in a specific way to not end up in-bounds.&lt;br /&gt;
&lt;br /&gt;
* Add embed image here.&lt;br /&gt;
&lt;br /&gt;
Once the hallway is loaded, it is recommended to follow [https://youtu.be/m-Y7gi8qVRo?si=8G2F9xKFOFMK_hfj&amp;amp;t=105 this route] and follow the sprint cycles used in Harc's record run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: If you have troubles with the double crouch jump after loading in the hallway, after the first crouch jump, look to the right and jump into the wall. This prevents the player from being pushed backwards. If you perform the Dawn Skip (2022 Method), you can also do a grenade jump here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final part of the platforming is the most difficult, and there is a separate [https://youtu.be/EefXxwZLT00 tutorial here.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In-Bounds Route==&lt;br /&gt;
This route is outdated. Some runners may find value in running in-bounds if they enjoy the combat or find Dawn Skip to be too difficult.&lt;br /&gt;
&lt;br /&gt;
Full Path Tutorials can be found below:&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/Kr534aiazxE?feature=shared&amp;amp;t=319 Full Path Easy Guide by Egg92]&lt;br /&gt;
* [https://youtu.be/9E4035xJqjw?si=hzAWW_0S1jsK9T_5 Full Path Legendary Guide by Cory123]&lt;br /&gt;
&lt;br /&gt;
===Observation Deck===&lt;br /&gt;
- Easy Clear [https://youtu.be/m4b_Jiu7ir8 Example].&lt;br /&gt;
&lt;br /&gt;
- Legendary Clear [https://youtu.be/cy8s2LoVS-U Example].&lt;br /&gt;
&lt;br /&gt;
- Note: &amp;lt;b&amp;gt;80%+ Plasma Pistol&amp;lt;/b&amp;gt; - Used on Legendary, take a plasma pistol after 1st clear and swap it with an assault rifle. The plasma pistol wont despawn so u can take it after 2nd clear. [https://www.youtube.com/watch?v=-b0m3tdr_n0 Tutorial] &lt;br /&gt;
&lt;br /&gt;
===Outside Routes From Slowest to Fastest on Legendary===&lt;br /&gt;
- Junk Jump: (Without Concussion Rifle) Used mostly on the 360 version of Halo 4 because the concussion rifle is not easy to obtain. [https://youtu.be/GvoX9QkDoG0 Example].&lt;br /&gt;
&lt;br /&gt;
- Slower Concussion Jump: (With Concussion Rifle) Faster than junk jump, but is the slower than the concussion jump. [https://youtu.be/ZkXjPFSV0qk Example].&lt;br /&gt;
&lt;br /&gt;
- Faster Concussion Jump: (With Concussion Rifle) Used on Legendary, very hard concussion jump, located next to the easy one. This one is very tricky, you need to use this [http://imgur.com/hMCJosi Setup] and shots 4 times with ur concussion rifle. [https://youtu.be/9uF2vCXVtqM?t=5m23s Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* [https://youtu.be/ZEAo2vBbnOA?si=bvSo_4np8bL9L3k7&amp;amp;t=422 Spring Jump DSS OOB] [[Harc]], Feb. 2023. Replaced by the edge jump OOB method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared Cordi's Dawn Skip Tutorial] Cordiaxiz, Apr. 2022. Replaced by Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/cEYkr6LPgAk?feature=shared Hobo's Dawn Skip Tutorial] A Royal Hobo, Jul. 2018. IL variation of Dawn Skip, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/IE3HfYlCfMg?si=Ndu-eiyPe-FIqwbK Cory123's Dawn Skip Method] Cory123, Jul. 2018. Full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/LBwQo_uAx-E?feature=shared Skull Kid's Dawn Skip Method] Skull Kid, Aug. 2018. Alternative full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/Hmu7u7E99ls?si=YfTCLk5fNmWopIu5&amp;amp;t=193 Original Dawn Skip] [[Termacious Trickocity]], May. 2016. Was originally done with skulls, was implemented first by [[sun100]] in Co-op.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* Dawn Pressure Launch #1 [[Harc]], Aug. 2023. No video currently, involves a pressure launch off a pipe when traversing over the didact room after DSS.&lt;br /&gt;
* [https://youtu.be/SiVactEaEAc?feature=shared VyPr's Sketchy Fall] [[User:VyPr Red|VyPr]], Apr. 2023. Difficult, can only be used with DSS.&lt;br /&gt;
* [https://youtu.be/sFIvL6oIkfE Co-op Spawn Launch] [[User:VyPr Red|VyPr]], Feb. 2023. Unknown reason for launching, would save time.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* [https://youtu.be/WCbiL2Gtk1o Dawn Pressure Launch #2] [[User:VyPr Red|VyPr]], Feb. 2023. Has no utility in current route, but could have use with the Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/16qGNvO_q2U Ending Cutscene in 3rd Person] [[Harc]], Nov. 2022. A perfectly timed death allows for a player to watch the cutscene in third person (co-op only).&lt;br /&gt;
* [https://www.halopedia.org/Infinite_Energy_Sword_on_Dawn Infinite Energy Sword Glitch] Unknown, Unknown. A Co-op glitch that spawns co-op members with weapons during the elevator cutscene. Able to kill the elite and take his sword, which has infinite ammo.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-1]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22540</id>
		<title>Dawn</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22540"/>
				<updated>2025-06-24T16:13:02Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Dawn&lt;br /&gt;
| image = [[File:Dawn.jpg|300px]]&lt;br /&gt;
| caption = ''&amp;quot;After four years adrift in space, Cortana awakens the Master Chief to investigate a disturbance on the Forward Unto Dawn.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 5:00; Legendary: ~ 5:30&lt;br /&gt;
| time2 = Easy: ~ 4:00; Legendary: ~ 4:10&lt;br /&gt;
| time3 = Easy: ~ 3:10; Legendary: ~ 3:10&lt;br /&gt;
| time4 = Easy: ~ 2:48; Legendary: ~ 2:52&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Halo (Halo 3)]]&lt;br /&gt;
| next = [[Requiem]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dawn''' is the second campaign level of Halo 4, and the first one with actual gameplay. After years of cryo-sleep, John-117 awakens to fight the resurgent Covenant in the wreckage of the UNSC Forward Unto Dawn. See [http://www.halopedia.org/Dawn_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/dawn/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=m-Y7gi8qVRo|right|caption=The current H4 world record for Dawn on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=awS3NQTbkwU|right|caption=The current H4 world record for Dawn on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
Note: This mission plays faster on the Master Chief Collection compared to the Xbox 360 version due to shorter load times, different enemy spawn locations, and altered enemy behavior.&lt;br /&gt;
&lt;br /&gt;
After sitting in a cryo tube for 47 seconds, you gain control of chief and are able to start the mission. At the start, we want to use the [[Muscle Run| muscle running]] technique to maintain full sprint throughout the hallways.&lt;br /&gt;
&lt;br /&gt;
* For an example of the most optimal muscle running cycles, [https://youtu.be/pK5HKTYTc-c?si=gdidDjFhP5Lpnzi5&amp;amp;t=49 view this example by VyPr.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: At this point, you must decide if you would like to proceed with the beginner or advanced route, which will determine where you go out-of-bounds for the level. Dawn Super Skip (DSS) is very time consuming to learn and is considered an advanced trick, so skip to the Dawn Skip section if you are a beginner to intermediate runner.'''&lt;br /&gt;
&lt;br /&gt;
==Dawn Skip==&lt;br /&gt;
Dawn Skip (initially performed by tricking group [[Termacious Trickocity]]) is a group of skips and tricks, grouped together to form what the Halo 4 community refers as Dawn Skip. This trick involves breaking out of the in-bounds map geometry through [[geometry holes|holes in the geo]], dropping down to the bottom of the outside section where we would normally release the missile, and completing the escape of the Dawn Ship Explosion while on top of the hallways. Due to the nature of this trick, it will be broken up into the following sections:&lt;br /&gt;
&lt;br /&gt;
* Dawn Skip Methods&lt;br /&gt;
* Fall Methods&lt;br /&gt;
* Final Escape Hall Platforming&lt;br /&gt;
&lt;br /&gt;
This trick is considered beginner friendly; however, it is understandable that some runners would wish to complete the level 100% in-bounds. The in-bounds route explanation will be linked below the Dawn Skip categories.&lt;br /&gt;
&lt;br /&gt;
===Dawn Skip 2022 Method===&lt;br /&gt;
This is the current suggested method of getting out-of-bounds for most runners. A video tutorial courtesy of [[User:VyPr Red|VyPr]] is available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/y2XLlyo4nNU?si=DJASu_ccZa_5x8zo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This method is quite difficult to explain through text, so it is highly recommended to refer to the video above. If you have difficulties with getting out-of-bounds, here are some recommendations:&lt;br /&gt;
* If you are bonking your head on the ceiling, you are moving too far backwards when jumping. You can solve this by angling more to the right when lining up for the nade throw, or hold S for a shorter period of time.&lt;br /&gt;
* If you are not getting enough height, you are jumping too early or too late. A good time to start moving is once the throwing animation finishes for the nade throw, while you are holding the Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Dawn Super Skip===&lt;br /&gt;
Just like Dawn Skip 2022 Method, this is even more technical and is suggested to refer to the video tutorial from [[User:VyPr Red|VyPr]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/R_5Ps1jWoic&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There will still be short overviews of each section below:&lt;br /&gt;
&lt;br /&gt;
====Out of Bounds Clip====&lt;br /&gt;
This initial out-of-bounds was discovered by [[Harc]] when the [[Acrophobia]] skull was first added to the game.&lt;br /&gt;
&lt;br /&gt;
For a quick technical explanation: every time you crouch and uncrouch while in the air, Master Chief's hitbox becomes slightly displaced. By performing a single crouch-uncrouch input at the apex of a jump—specifically at the pipe section—the top of Chief's hitbox is able to breach through to the other side. Since the player's camera is contained within this part of the hitbox, this allows the player to clip through and break to the other side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: There is a relatively new corner cut right after the out-of-bounds, which you can see an [https://youtu.be/t_dW56UbQcQ example of here.]&lt;br /&gt;
&lt;br /&gt;
====Elevator Climb====&lt;br /&gt;
After hitting the elevator load, there are two options to ascend the elevator.&lt;br /&gt;
&lt;br /&gt;
The first method (which is included in the trick tutorial above) is the recommended approach for full-game runs. Climbing the elevator is relatively simple, and the pressure launch method (detailed below) is inconsistent, making it difficult to recommend for full-game runs or new learners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pressure Launch Method''': Discovered by [[Harc]] in August 2023, this method is highly inconsistent and behaves differently between controller and mouse &amp;amp; keyboard setups. As demonstrated in the [https://youtu.be/GikrlIBfjfY tutorial here], even with a perfect lineup and input timing, you may achieve either too little or too much height. It is recommended not to attempt this method until reaching the sub-2:55 mark.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/GikrlIBfjfY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An updated tutorial with new information can be found below as well: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/3bYKWRukV4Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fall Methods==&lt;br /&gt;
There are four current drop methods that are used for various reasons. For simplicity, all runners should start by learning the '''Light Drop''' method, as it is the most consistent and applicable for full game runs.&lt;br /&gt;
&lt;br /&gt;
===Light Drop===&lt;br /&gt;
The most consistent method, this involves jumping from the top of the Observation deck, landing on the light, then falling to the ground. It is rare to die from this method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared&amp;amp;t=753 Light Drop guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===Cordi Bounce===&lt;br /&gt;
This is the optimal drop method when going for DSS (slightly faster method below but more difficult). By performing an [[edge bounce]] off of invisible geometry, chief's hitbox is able to be redirectly directly to the entrance of the escape hallways.&lt;br /&gt;
&lt;br /&gt;
Note:Need an embedded image here.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=QjI6ruKl11I&amp;amp;t=892s Cordi Bounce guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===VyPr's Refined Cordi Bounce===&lt;br /&gt;
Same as before, but further optimized for DSS, and saves about a half a second. Recommended for top IL times.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/IREUxreoCKo?si=mPh-HYspDebQu0C4 Refined Bounce by VyPr]&lt;br /&gt;
&lt;br /&gt;
===Harc Fall===&lt;br /&gt;
This is the optimal fall method for Dawn Skip (2022 Method). Using the same [[edge bounce]] technique, landing on a small rectangle geometry that's slightly elevated allows for a redirect without taking health or shield damage.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/b09KOxxXg4s Harc Fall Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
Note: There is a faster drop method for ILs, Danos Slip.&lt;br /&gt;
&lt;br /&gt;
===Danos Slip===&lt;br /&gt;
This is the fastest drop method for Dawn Skip (2022 Method), and is relatively inconsistent. Using the glass at the front of the Observation Deck, we sprint off at a very precise angle to hit the same geometry as from Harc Fall.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/lBj0GwJqZ_Y Danos Slip Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
==Escape Hallways==&lt;br /&gt;
After a fall method is completed, the escape hallway load needs to be hit in a specific way to not end up in-bounds.&lt;br /&gt;
&lt;br /&gt;
* Add embed image here.&lt;br /&gt;
&lt;br /&gt;
Once the hallway is loaded, it is recommended to follow [https://youtu.be/m-Y7gi8qVRo?si=8G2F9xKFOFMK_hfj&amp;amp;t=105 this route] and follow the sprint cycles used in Harc's record run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: If you have troubles with the double crouch jump after loading in the hallway, after the first crouch jump, look to the right and jump into the wall. This prevents the player from being pushed backwards. If you perform the Dawn Skip (2022 Method), you can also do a grenade jump here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final part of the platforming is the most difficult, and there is a separate [https://youtu.be/EefXxwZLT00 tutorial here.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In-Bounds Route==&lt;br /&gt;
This route is outdated. Some runners may find value in running in-bounds if they enjoy the combat or find Dawn Skip to be too difficult.&lt;br /&gt;
&lt;br /&gt;
Full Path Tutorials can be found below:&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/Kr534aiazxE?feature=shared&amp;amp;t=319 Full Path Easy Guide by Egg92]&lt;br /&gt;
* [https://youtu.be/9E4035xJqjw?si=hzAWW_0S1jsK9T_5 Full Path Legendary Guide by Cory123]&lt;br /&gt;
&lt;br /&gt;
===Observation Deck===&lt;br /&gt;
- Easy Clear [https://youtu.be/m4b_Jiu7ir8 Example].&lt;br /&gt;
&lt;br /&gt;
- Legendary Clear [https://youtu.be/cy8s2LoVS-U Example].&lt;br /&gt;
&lt;br /&gt;
- Note: &amp;lt;b&amp;gt;80%+ Plasma Pistol&amp;lt;/b&amp;gt; - Used on Legendary, take a plasma pistol after 1st clear and swap it with an assault rifle. The plasma pistol wont despawn so u can take it after 2nd clear. [https://www.youtube.com/watch?v=-b0m3tdr_n0 Tutorial] &lt;br /&gt;
&lt;br /&gt;
===Outside Routes From Slowest to Fastest on Legendary===&lt;br /&gt;
- Junk Jump: (Without Concussion Rifle) Used mostly on the 360 version of Halo 4 because the concussion rifle is not easy to obtain. [https://youtu.be/GvoX9QkDoG0 Example].&lt;br /&gt;
&lt;br /&gt;
- Slower Concussion Jump: (With Concussion Rifle) Faster than junk jump, but is the slower than the concussion jump. [https://youtu.be/ZkXjPFSV0qk Example].&lt;br /&gt;
&lt;br /&gt;
- Faster Concussion Jump: (With Concussion Rifle) Used on Legendary, very hard concussion jump, located next to the easy one. This one is very tricky, you need to use this [http://imgur.com/hMCJosi Setup] and shots 4 times with ur concussion rifle. [https://youtu.be/9uF2vCXVtqM?t=5m23s Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* [https://youtu.be/ZEAo2vBbnOA?si=bvSo_4np8bL9L3k7&amp;amp;t=422 Spring Jump DSS OOB] [[Harc]], Feb. 2023. Replaced by the edge jump OOB method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared Cordi's Dawn Skip Tutorial] Cordiaxiz, Apr. 2022. Replaced by Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/cEYkr6LPgAk?feature=shared Hobo's Dawn Skip Tutorial] A Royal Hobo, Jul. 2018. IL variation of Dawn Skip, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/IE3HfYlCfMg?si=Ndu-eiyPe-FIqwbK Cory123's Dawn Skip Method] Cory123, Jul. 2018. Full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/LBwQo_uAx-E?feature=shared Skull Kid's Dawn Skip Method] Skull Kid, Aug. 2018. Alternative full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/Hmu7u7E99ls?si=YfTCLk5fNmWopIu5&amp;amp;t=193 Original Dawn Skip] [[Termacious Trickocity]], May. 2016. Was originally done with skulls, was implemented first by [[sun100]] in Co-op.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* Dawn Pressure Launch #1 [[Harc]], Aug. 2023. No video currently, involves a pressure launch off a pipe when traversing over the didact room after DSS.&lt;br /&gt;
* [https://youtu.be/SiVactEaEAc?feature=shared VyPr's Sketchy Fall] [[User:VyPr Red|VyPr]], Apr. 2023. Difficult, can only be used with DSS.&lt;br /&gt;
* [https://youtu.be/sFIvL6oIkfE Co-op Spawn Launch] [[User:VyPr Red|VyPr]], Feb. 2023. Unknown reason for launching, would save time.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* [https://youtu.be/WCbiL2Gtk1o Dawn Pressure Launch #2] [[User:VyPr Red|VyPr]], Feb. 2023. Has no utility in current route, but could have use with the Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/16qGNvO_q2U Ending Cutscene in 3rd Person] [[Harc]], Nov. 2022. A perfectly timed death allows for a player to watch the cutscene in third person (co-op only).&lt;br /&gt;
* [https://www.halopedia.org/Infinite_Energy_Sword_on_Dawn Infinite Energy Sword Glitch] Unknown, Unknown. A Co-op glitch that spawns co-op members with weapons during the elevator cutscene. Able to kill the elite and take his sword, which has infinite ammo.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-1]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22539</id>
		<title>Dawn</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22539"/>
				<updated>2025-06-24T16:12:16Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Dawn&lt;br /&gt;
| image = [[File:Dawn.jpg|300px]]&lt;br /&gt;
| caption = ''&amp;quot;After four years adrift in space, Cortana awakens the Master Chief to investigate a disturbance on the Forward Unto Dawn.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 5:00; Legendary: ~ 5:30&lt;br /&gt;
| time2 = Easy: ~ 4:00; Legendary: ~ 4:10&lt;br /&gt;
| time3 = Easy: ~ 3:10; Legendary: ~ 3:10&lt;br /&gt;
| time4 = Easy: ~ 2:48; Legendary: ~ 2:54&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Halo (Halo 3)]]&lt;br /&gt;
| next = [[Requiem]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dawn''' is the second campaign level of Halo 4, and the first one with actual gameplay. After years of cryo-sleep, John-117 awakens to fight the resurgent Covenant in the wreckage of the UNSC Forward Unto Dawn. See [http://www.halopedia.org/Dawn_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/dawn/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=m-Y7gi8qVRo|right|caption=The current H4 world record for Dawn on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=awS3NQTbkwU|right|caption=The current H4 world record for Dawn on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
Note: This mission plays faster on the Master Chief Collection compared to the Xbox 360 version due to shorter load times, different enemy spawn locations, and altered enemy behavior.&lt;br /&gt;
&lt;br /&gt;
After sitting in a cryo tube for 47 seconds, you gain control of chief and are able to start the mission. At the start, we want to use the [[Muscle Run| muscle running]] technique to maintain full sprint throughout the hallways.&lt;br /&gt;
&lt;br /&gt;
* For an example of the most optimal muscle running cycles, [https://youtu.be/pK5HKTYTc-c?si=gdidDjFhP5Lpnzi5&amp;amp;t=49 view this example by VyPr.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: At this point, you must decide if you would like to proceed with the beginner or advanced route, which will determine where you go out-of-bounds for the level. Dawn Super Skip (DSS) is very time consuming to learn and is considered an advanced trick, so skip to the Dawn Skip section if you are a beginner to intermediate runner.'''&lt;br /&gt;
&lt;br /&gt;
==Dawn Skip==&lt;br /&gt;
Dawn Skip (initially performed by tricking group [[Termacious Trickocity]]) is a group of skips and tricks, grouped together to form what the Halo 4 community refers as Dawn Skip. This trick involves breaking out of the in-bounds map geometry through [[geometry holes|holes in the geo]], dropping down to the bottom of the outside section where we would normally release the missile, and completing the escape of the Dawn Ship Explosion while on top of the hallways. Due to the nature of this trick, it will be broken up into the following sections:&lt;br /&gt;
&lt;br /&gt;
* Dawn Skip Methods&lt;br /&gt;
* Fall Methods&lt;br /&gt;
* Final Escape Hall Platforming&lt;br /&gt;
&lt;br /&gt;
This trick is considered beginner friendly; however, it is understandable that some runners would wish to complete the level 100% in-bounds. The in-bounds route explanation will be linked below the Dawn Skip categories.&lt;br /&gt;
&lt;br /&gt;
===Dawn Skip 2022 Method===&lt;br /&gt;
This is the current suggested method of getting out-of-bounds for most runners. A video tutorial courtesy of [[User:VyPr Red|VyPr]] is available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/y2XLlyo4nNU?si=DJASu_ccZa_5x8zo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This method is quite difficult to explain through text, so it is highly recommended to refer to the video above. If you have difficulties with getting out-of-bounds, here are some recommendations:&lt;br /&gt;
* If you are bonking your head on the ceiling, you are moving too far backwards when jumping. You can solve this by angling more to the right when lining up for the nade throw, or hold S for a shorter period of time.&lt;br /&gt;
* If you are not getting enough height, you are jumping too early or too late. A good time to start moving is once the throwing animation finishes for the nade throw, while you are holding the Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Dawn Super Skip===&lt;br /&gt;
Just like Dawn Skip 2022 Method, this is even more technical and is suggested to refer to the video tutorial from [[User:VyPr Red|VyPr]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/R_5Ps1jWoic&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There will still be short overviews of each section below:&lt;br /&gt;
&lt;br /&gt;
====Out of Bounds Clip====&lt;br /&gt;
This initial out-of-bounds was discovered by [[Harc]] when the [[Acrophobia]] skull was first added to the game.&lt;br /&gt;
&lt;br /&gt;
For a quick technical explanation: every time you crouch and uncrouch while in the air, Master Chief's hitbox becomes slightly displaced. By performing a single crouch-uncrouch input at the apex of a jump—specifically at the pipe section—the top of Chief's hitbox is able to breach through to the other side. Since the player's camera is contained within this part of the hitbox, this allows the player to clip through and break to the other side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: There is a relatively new corner cut right after the out-of-bounds, which you can see an [https://youtu.be/t_dW56UbQcQ example of here.]&lt;br /&gt;
&lt;br /&gt;
====Elevator Climb====&lt;br /&gt;
After hitting the elevator load, there are two options to ascend the elevator.&lt;br /&gt;
&lt;br /&gt;
The first method (which is included in the trick tutorial above) is the recommended approach for full-game runs. Climbing the elevator is relatively simple, and the pressure launch method (detailed below) is inconsistent, making it difficult to recommend for full-game runs or new learners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pressure Launch Method''': Discovered by [[Harc]] in August 2023, this method is highly inconsistent and behaves differently between controller and mouse &amp;amp; keyboard setups. As demonstrated in the [https://youtu.be/GikrlIBfjfY tutorial here], even with a perfect lineup and input timing, you may achieve either too little or too much height. It is recommended not to attempt this method until reaching the sub-2:55 mark.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/GikrlIBfjfY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An updated tutorial with new information can be found below as well: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/3bYKWRukV4Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fall Methods==&lt;br /&gt;
There are four current drop methods that are used for various reasons. For simplicity, all runners should start by learning the '''Light Drop''' method, as it is the most consistent and applicable for full game runs.&lt;br /&gt;
&lt;br /&gt;
===Light Drop===&lt;br /&gt;
The most consistent method, this involves jumping from the top of the Observation deck, landing on the light, then falling to the ground. It is rare to die from this method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared&amp;amp;t=753 Light Drop guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===Cordi Bounce===&lt;br /&gt;
This is the optimal drop method when going for DSS (slightly faster method below but more difficult). By performing an [[edge bounce]] off of invisible geometry, chief's hitbox is able to be redirectly directly to the entrance of the escape hallways.&lt;br /&gt;
&lt;br /&gt;
Note:Need an embedded image here.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=QjI6ruKl11I&amp;amp;t=892s Cordi Bounce guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===VyPr's Refined Cordi Bounce===&lt;br /&gt;
Same as before, but further optimized for DSS, and saves about a half a second. Recommended for top IL times.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/IREUxreoCKo?si=mPh-HYspDebQu0C4 Refined Bounce by VyPr]&lt;br /&gt;
&lt;br /&gt;
===Harc Fall===&lt;br /&gt;
This is the optimal fall method for Dawn Skip (2022 Method). Using the same [[edge bounce]] technique, landing on a small rectangle geometry that's slightly elevated allows for a redirect without taking health or shield damage.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/b09KOxxXg4s Harc Fall Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
Note: There is a faster drop method for ILs, Danos Slip.&lt;br /&gt;
&lt;br /&gt;
===Danos Slip===&lt;br /&gt;
This is the fastest drop method for Dawn Skip (2022 Method), and is relatively inconsistent. Using the glass at the front of the Observation Deck, we sprint off at a very precise angle to hit the same geometry as from Harc Fall.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/lBj0GwJqZ_Y Danos Slip Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
==Escape Hallways==&lt;br /&gt;
After a fall method is completed, the escape hallway load needs to be hit in a specific way to not end up in-bounds.&lt;br /&gt;
&lt;br /&gt;
* Add embed image here.&lt;br /&gt;
&lt;br /&gt;
Once the hallway is loaded, it is recommended to follow [https://youtu.be/m-Y7gi8qVRo?si=8G2F9xKFOFMK_hfj&amp;amp;t=105 this route] and follow the sprint cycles used in Harc's record run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: If you have troubles with the double crouch jump after loading in the hallway, after the first crouch jump, look to the right and jump into the wall. This prevents the player from being pushed backwards. If you perform the Dawn Skip (2022 Method), you can also do a grenade jump here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final part of the platforming is the most difficult, and there is a separate [https://youtu.be/EefXxwZLT00 tutorial here.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In-Bounds Route==&lt;br /&gt;
This route is outdated. Some runners may find value in running in-bounds if they enjoy the combat or find Dawn Skip to be too difficult.&lt;br /&gt;
&lt;br /&gt;
Full Path Tutorials can be found below:&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/Kr534aiazxE?feature=shared&amp;amp;t=319 Full Path Easy Guide by Egg92]&lt;br /&gt;
* [https://youtu.be/9E4035xJqjw?si=hzAWW_0S1jsK9T_5 Full Path Legendary Guide by Cory123]&lt;br /&gt;
&lt;br /&gt;
===Observation Deck===&lt;br /&gt;
- Easy Clear [https://youtu.be/m4b_Jiu7ir8 Example].&lt;br /&gt;
&lt;br /&gt;
- Legendary Clear [https://youtu.be/cy8s2LoVS-U Example].&lt;br /&gt;
&lt;br /&gt;
- Note: &amp;lt;b&amp;gt;80%+ Plasma Pistol&amp;lt;/b&amp;gt; - Used on Legendary, take a plasma pistol after 1st clear and swap it with an assault rifle. The plasma pistol wont despawn so u can take it after 2nd clear. [https://www.youtube.com/watch?v=-b0m3tdr_n0 Tutorial] &lt;br /&gt;
&lt;br /&gt;
===Outside Routes From Slowest to Fastest on Legendary===&lt;br /&gt;
- Junk Jump: (Without Concussion Rifle) Used mostly on the 360 version of Halo 4 because the concussion rifle is not easy to obtain. [https://youtu.be/GvoX9QkDoG0 Example].&lt;br /&gt;
&lt;br /&gt;
- Slower Concussion Jump: (With Concussion Rifle) Faster than junk jump, but is the slower than the concussion jump. [https://youtu.be/ZkXjPFSV0qk Example].&lt;br /&gt;
&lt;br /&gt;
- Faster Concussion Jump: (With Concussion Rifle) Used on Legendary, very hard concussion jump, located next to the easy one. This one is very tricky, you need to use this [http://imgur.com/hMCJosi Setup] and shots 4 times with ur concussion rifle. [https://youtu.be/9uF2vCXVtqM?t=5m23s Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* [https://youtu.be/ZEAo2vBbnOA?si=bvSo_4np8bL9L3k7&amp;amp;t=422 Spring Jump DSS OOB] [[Harc]], Feb. 2023. Replaced by the edge jump OOB method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared Cordi's Dawn Skip Tutorial] Cordiaxiz, Apr. 2022. Replaced by Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/cEYkr6LPgAk?feature=shared Hobo's Dawn Skip Tutorial] A Royal Hobo, Jul. 2018. IL variation of Dawn Skip, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/IE3HfYlCfMg?si=Ndu-eiyPe-FIqwbK Cory123's Dawn Skip Method] Cory123, Jul. 2018. Full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/LBwQo_uAx-E?feature=shared Skull Kid's Dawn Skip Method] Skull Kid, Aug. 2018. Alternative full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/Hmu7u7E99ls?si=YfTCLk5fNmWopIu5&amp;amp;t=193 Original Dawn Skip] [[Termacious Trickocity]], May. 2016. Was originally done with skulls, was implemented first by [[sun100]] in Co-op.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* Dawn Pressure Launch #1 [[Harc]], Aug. 2023. No video currently, involves a pressure launch off a pipe when traversing over the didact room after DSS.&lt;br /&gt;
* [https://youtu.be/SiVactEaEAc?feature=shared VyPr's Sketchy Fall] [[User:VyPr Red|VyPr]], Apr. 2023. Difficult, can only be used with DSS.&lt;br /&gt;
* [https://youtu.be/sFIvL6oIkfE Co-op Spawn Launch] [[User:VyPr Red|VyPr]], Feb. 2023. Unknown reason for launching, would save time.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* [https://youtu.be/WCbiL2Gtk1o Dawn Pressure Launch #2] [[User:VyPr Red|VyPr]], Feb. 2023. Has no utility in current route, but could have use with the Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/16qGNvO_q2U Ending Cutscene in 3rd Person] [[Harc]], Nov. 2022. A perfectly timed death allows for a player to watch the cutscene in third person (co-op only).&lt;br /&gt;
* [https://www.halopedia.org/Infinite_Energy_Sword_on_Dawn Infinite Energy Sword Glitch] Unknown, Unknown. A Co-op glitch that spawns co-op members with weapons during the elevator cutscene. Able to kill the elite and take his sword, which has infinite ammo.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-1]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Requiem&amp;diff=22520</id>
		<title>Requiem</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Requiem&amp;diff=22520"/>
				<updated>2025-04-20T15:01:50Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Requiem&lt;br /&gt;
| image = [[File:RequiemLoadscreen.png|300px]]&lt;br /&gt;
| caption = ''&amp;quot;Having survived the destruction of the Dawn, Master Chief and Cortana search for a way off of the mysterious Forerunner planet.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 8:00; Legendary: ~ 10:00&lt;br /&gt;
| time2 = Easy: ~ 7:25; Legendary: ~ 8:50&lt;br /&gt;
| time3 = Easy: ~ 6:45; Legendary: ~ 8:10&lt;br /&gt;
| time4 = Easy: ~ 6:18; Legendary: ~ 6:59&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Dawn]]&lt;br /&gt;
| next = [[Forerunner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Requiem''' is the second level in [[Halo 4]]. See [http://www.halopedia.org/Requiem_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/requiem/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=AkM6sjeaI3U|right|caption=The current H4 world record for Requiem on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=PHVOBGpMwlE|right|caption=The current H4 world record for Requiem on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
- [https://youtu.be/jHAUhCMRjDQ Easy Full Level Guide] by [[User:VyPr Red|VyPr]].&lt;br /&gt;
&lt;br /&gt;
- [https://youtu.be/6DANcBnW4PA Legendary Full Level Guide] by c0ry123.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
At mission start, you must run through rubble to get to a warthog. In the past, it was suggested to go for various slide jumps here to save an extra few seconds over muscle running. This is no longer the suggestion, and a good example of a muscle running route can be found [https://youtu.be/PHVOBGpMwlE?si=fqe3R5Gs7MWi2a1y here].&lt;br /&gt;
&lt;br /&gt;
* Note: If you are on Legendary and do not plan on performing ghost strats for Map Room, you can grab a [https://youtu.be/Cck1bv_TlCg?si=vBopkPVcvMolSexk&amp;amp;t=9 Fuel Rod or Plasma Pistol] (rng based on seed) for the camo clear.&lt;br /&gt;
&lt;br /&gt;
===Hog Slide===&lt;br /&gt;
There is one recommended slide jump approaching the flipped hog. While on top of the mini mountain, as you run [https://youtu.be/PHVOBGpMwlE?si=G2YGc7NXGowZZPON&amp;amp;t=43 off the mountain] and you touch the brown mud hill, you want to take one additional step before jumping towards the slanted rock. If performed correctly, you will get a small boost.&lt;br /&gt;
&lt;br /&gt;
As a small preference, some runners (especially those on controller) find it difficult to flip the hog while entering. Shooting 4 shots of the magnum at the hog will cause it to flip upright.&lt;br /&gt;
&lt;br /&gt;
==Driving==&lt;br /&gt;
The drive lines to maintain optimal speed are quite precise, but not hard to learn by any means. The route that the current world record run does is sufficient. Some notes:&lt;br /&gt;
* If you tend to flip on a certain jump, try flicking your camera up/down. You can also pull the hand brake after your front tires leave the ramp.&lt;br /&gt;
&lt;br /&gt;
==Ghost Grab==&lt;br /&gt;
Once again, this part is pretty straight forward. On easy, you want to melee the ghost wings 3 times, 2 on one side, and 1 on the other. In order to not have to do 4 melees, aim your melees anywhere between the wing that attached to the body to the middle. Meleeing the tip of the wings will cause a 4 melee.&lt;br /&gt;
&lt;br /&gt;
Note: You want to keep your wings for legendary.&lt;br /&gt;
&lt;br /&gt;
When approaching the cliff, turn diagonally, lift the ghost nose (A button or CTRL), and flick to face straight forward as you begin to go over the rock cliff. &lt;br /&gt;
&lt;br /&gt;
Legendary: Follow the Route on the legendary world record run. As you proceed through the rockway and get to the grunts, get out and shoot them.&lt;br /&gt;
&lt;br /&gt;
==Camo Clear==&lt;br /&gt;
&lt;br /&gt;
==Map Room Clear==&lt;br /&gt;
- '''Easy''': On easy difficulty the energy sword is carried into map room to aid the players movement. Normally when shot, the player is reduced to walking speed. But when the energy sword is being carried, the player loses no speed when shot at. The player will traverse the room from left to right on easy difficulty. Refer to Egg92's tutorial [https://www.twitch.tv/videos/135041846?t=00h10m40s here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Legendary''': On the legendary difficulty the player carries the magnum and fuel rod into map room. The magnum will be replaced for the carbine when heading to the first generator on the right. The fuel rod can be replaced by the plasma pistol if the fuel rod is low on ammo or if the plasma pistol is preferred. Map room on legendary is done by moving from the right side of the room to the left side, the opposite of easy. For an tutorial refer [https://youtu.be/6DANcBnW4PA here].&lt;br /&gt;
&lt;br /&gt;
==Bridge Section==&lt;br /&gt;
&lt;br /&gt;
- Bridge section is one of the most difficult sections in Requiem. On the easy difficulty, early banshee and the banshee out of bounds can be done. While on legendary, the player hugs the right side of the bridge and runs in a certain path to try and avoid death.&lt;br /&gt;
&lt;br /&gt;
- [https://www.twitch.tv/videos/135041846?t=00h16m44s Easy Bridge Route]&lt;br /&gt;
&lt;br /&gt;
- [https://youtu.be/6DANcBnW4PA Legendary Bridge Route]&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
&lt;br /&gt;
- There are multiple ways to get through the final area of Requiem. If the banshee out of bounds is performed on bridge section, the player can fly the banshee to the final door and none of the enemies will load into that section. Other wise a series of concussion rifle jumps can be performed on the tower to get to the top faster and to skip a fight with the hunters. On both difficulties, the player should hijack a ghost and on easy the player goes straight to the spot to begin the concussion jumps (Player should have concussion rifle from previous bridge section). On legendary, the player drives the ghost into the back room and splatters the Elite carrying a concussion rifle. Going into the back room also despawns all of the enemies that are in the outside portion allowing the player to back track to the spot to perform the concussion rifle jumps. &lt;br /&gt;
&lt;br /&gt;
- [https://www.twitch.tv/videos/135041846?t=00h20m56s Easy Route]&lt;br /&gt;
&lt;br /&gt;
- [https://youtu.be/6DANcBnW4PA?t=19m36s Legendary Route]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* [https://youtu.be/vEl3T_bU5ww Hog Route to Camo] Netjive8, Nov. 2017. Obsolete by Ghost Grab.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* [https://youtu.be/F-taVW_D2Lo?si=3SgcqByizsEaEhvj Camo Clear Ghost Jump] Bliny, Jan. 2025. Difficult, but would save around 8 seconds.&lt;br /&gt;
* [https://www.twitch.tv/videos/780100934 Nading the Late Banshee Closer] ProAceJoker, Oct. 2020. Saves 5 seconds over current route (Apr. 2025), but would be slower than early banshee on legendary.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* [https://youtu.be/7oa5jJtwxoI Clipping speed at Camo Clear] VyPr, Nov. 2022. No use, more for documentation purposes.&lt;br /&gt;
* [https://youtu.be/CVxBgmY6_bA BOOL Clip back in bounds] Danza, Oct. 2018. This clip was the foundation for what is now known as Extended BOOL.&lt;br /&gt;
* [https://youtu.be/opJYyWN10Js Backtracking Easter Egg] Kevin Gomez, Nov. 2012. No use in current route.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-2]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Requiem&amp;diff=22505</id>
		<title>Requiem</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Requiem&amp;diff=22505"/>
				<updated>2025-04-16T02:27:22Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: Added more links at the bottom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Requiem&lt;br /&gt;
| image = [[File:RequiemLoadscreen.png|300px]]&lt;br /&gt;
| caption = ''&amp;quot;Having survived the destruction of the Dawn, Master Chief and Cortana search for a way off of the mysterious Forerunner planet.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 8:00; Legendary: ~ 10:00&lt;br /&gt;
| time2 = Easy: ~ 7:25; Legendary: ~ 8:50&lt;br /&gt;
| time3 = Easy: ~ 6:45; Legendary: ~ 8:10&lt;br /&gt;
| time4 = Easy: ~ 6:18; Legendary: ~ 6:59&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Dawn]]&lt;br /&gt;
| next = [[Forerunner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Requiem''' is the second level in [[Halo 4]]. See [http://www.halopedia.org/Requiem_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/requiem/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=AkM6sjeaI3U|right|caption=The current H4 world record for Requiem on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=PHVOBGpMwlE|right|caption=The current H4 world record for Requiem on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
- [https://youtu.be/jHAUhCMRjDQ Easy Full Level Guide] by [[User:VyPr Red|VyPr]].&lt;br /&gt;
&lt;br /&gt;
- [https://youtu.be/6DANcBnW4PA Legendary Full Level Guide] by c0ry123.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
At mission start, you must run through rubble to get to a warthog. In the past, it was suggested to go for various slide jumps here to save an extra few seconds over muscle running. This is no longer the suggestion, and a good example of a muscle running route can be found [https://youtu.be/PHVOBGpMwlE?si=fqe3R5Gs7MWi2a1y here].&lt;br /&gt;
&lt;br /&gt;
* Note: If you are on Legendary and do not plan on performing ghost strats for Map Room, you can grab a [https://youtu.be/Cck1bv_TlCg?si=vBopkPVcvMolSexk&amp;amp;t=9 Fuel Rod or Plasma Pistol] (rng based on seed) for the camo clear.&lt;br /&gt;
&lt;br /&gt;
===Hog Slide===&lt;br /&gt;
There is one recommended slide jump approaching the flipped hog. While on top of the mini mountain, as you run [https://youtu.be/PHVOBGpMwlE?si=G2YGc7NXGowZZPON&amp;amp;t=43 off the mountain] and you touch the brown mud hill, you want to take one additional step before jumping towards the slanted rock. If performed correctly, you will get a small boost.&lt;br /&gt;
&lt;br /&gt;
As a small preference, some runners (especially those on controller) find it difficult to flip the hog while entering. Shooting 4 shots of the magnum at the hog will cause it to flip upright.&lt;br /&gt;
&lt;br /&gt;
==Driving==&lt;br /&gt;
&lt;br /&gt;
==Ghost Grab==&lt;br /&gt;
&lt;br /&gt;
==Camo Clear==&lt;br /&gt;
&lt;br /&gt;
==Map Room Clear==&lt;br /&gt;
- '''Easy''': On easy difficulty the energy sword is carried into map room to aid the players movement. Normally when shot, the player is reduced to walking speed. But when the energy sword is being carried, the player loses no speed when shot at. The player will traverse the room from left to right on easy difficulty. Refer to Egg92's tutorial [https://www.twitch.tv/videos/135041846?t=00h10m40s here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Legendary''': On the legendary difficulty the player carries the magnum and fuel rod into map room. The magnum will be replaced for the carbine when heading to the first generator on the right. The fuel rod can be replaced by the plasma pistol if the fuel rod is low on ammo or if the plasma pistol is preferred. Map room on legendary is done by moving from the right side of the room to the left side, the opposite of easy. For an tutorial refer [https://youtu.be/6DANcBnW4PA here].&lt;br /&gt;
&lt;br /&gt;
==Bridge Section==&lt;br /&gt;
&lt;br /&gt;
- Bridge section is one of the most difficult sections in Requiem. On the easy difficulty, early banshee and the banshee out of bounds can be done. While on legendary, the player hugs the right side of the bridge and runs in a certain path to try and avoid death.&lt;br /&gt;
&lt;br /&gt;
- [https://www.twitch.tv/videos/135041846?t=00h16m44s Easy Bridge Route]&lt;br /&gt;
&lt;br /&gt;
- [https://youtu.be/6DANcBnW4PA Legendary Bridge Route]&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
&lt;br /&gt;
- There are multiple ways to get through the final area of Requiem. If the banshee out of bounds is performed on bridge section, the player can fly the banshee to the final door and none of the enemies will load into that section. Other wise a series of concussion rifle jumps can be performed on the tower to get to the top faster and to skip a fight with the hunters. On both difficulties, the player should hijack a ghost and on easy the player goes straight to the spot to begin the concussion jumps (Player should have concussion rifle from previous bridge section). On legendary, the player drives the ghost into the back room and splatters the Elite carrying a concussion rifle. Going into the back room also despawns all of the enemies that are in the outside portion allowing the player to back track to the spot to perform the concussion rifle jumps. &lt;br /&gt;
&lt;br /&gt;
- [https://www.twitch.tv/videos/135041846?t=00h20m56s Easy Route]&lt;br /&gt;
&lt;br /&gt;
- [https://youtu.be/6DANcBnW4PA?t=19m36s Legendary Route]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* [https://youtu.be/vEl3T_bU5ww Hog Route to Camo] Netjive8, Nov. 2017. Obsolete by Ghost Grab.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* [https://youtu.be/F-taVW_D2Lo?si=3SgcqByizsEaEhvj Camo Clear Ghost Jump] Bliny, Jan. 2025. Difficult, but would save around 8 seconds.&lt;br /&gt;
* [https://www.twitch.tv/videos/780100934 Nading the Late Banshee Closer] ProAceJoker, Oct. 2020. Saves 5 seconds over current route (Apr. 2025), but would be slower than early banshee on legendary.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* [https://youtu.be/7oa5jJtwxoI Clipping speed at Camo Clear] VyPr, Nov. 2022. No use, more for documentation purposes.&lt;br /&gt;
* [https://youtu.be/CVxBgmY6_bA BOOL Clip back in bounds] Danza, Oct. 2018. This clip was the foundation for what is now known as Extended BOOL.&lt;br /&gt;
* [https://youtu.be/opJYyWN10Js Backtracking Easter Egg] Kevin Gomez, Nov. 2012. No use in current route.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-2]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=File:RequiemLoadscreen.png&amp;diff=22504</id>
		<title>File:RequiemLoadscreen.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=File:RequiemLoadscreen.png&amp;diff=22504"/>
				<updated>2025-04-16T02:13:15Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Requiem&amp;diff=22501</id>
		<title>Requiem</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Requiem&amp;diff=22501"/>
				<updated>2025-04-15T03:14:29Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: added some links to historical&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Requiem&lt;br /&gt;
| image = [[File:Requiem.jpg|300px]]&lt;br /&gt;
| caption = ''&amp;quot;Having survived the destruction of the Dawn, Master Chief and Cortana search for a way off of the mysterious Forerunner planet.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 8:00; Legendary: ~ 10:00&lt;br /&gt;
| time2 = Easy: ~ 7:25; Legendary: ~ 8:50&lt;br /&gt;
| time3 = Easy: ~ 6:45; Legendary: ~ 8:10&lt;br /&gt;
| time4 = Easy: ~ 6:18; Legendary: ~ 6:59&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Dawn]]&lt;br /&gt;
| next = [[Forerunner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Requiem''' is the second level in [[Halo 4]]. See [http://www.halopedia.org/Requiem_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/requiem/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=AkM6sjeaI3U|right|caption=The current H4 world record for Requiem on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=PHVOBGpMwlE|right|caption=The current H4 world record for Requiem on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
- [https://youtu.be/jHAUhCMRjDQ Easy Full Level Guide] by [[User:VyPr Red|VyPr]].&lt;br /&gt;
&lt;br /&gt;
- [https://youtu.be/6DANcBnW4PA Legendary Full Level Guide] by c0ry123.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
At mission start, you must run through rubble to get to a warthog. In the past, it was suggested to go for various slide jumps here to save an extra few seconds over muscle running. This is no longer the suggestion, and a good example of a muscle running route can be found [https://youtu.be/PHVOBGpMwlE?si=fqe3R5Gs7MWi2a1y here].&lt;br /&gt;
&lt;br /&gt;
* Note: If you are on Legendary and do not plan on performing ghost strats for Map Room, you can grab a [https://youtu.be/Cck1bv_TlCg?si=vBopkPVcvMolSexk&amp;amp;t=9 Fuel Rod or Plasma Pistol] (rng based on seed) for the camo clear.&lt;br /&gt;
&lt;br /&gt;
===Hog Slide===&lt;br /&gt;
There is one recommended slide jump approaching the flipped hog. While on top of the mini mountain, as you run [https://youtu.be/PHVOBGpMwlE?si=G2YGc7NXGowZZPON&amp;amp;t=43 off the mountain] and you touch the brown mud hill, you want to take one additional step before jumping towards the slanted rock. If performed correctly, you will get a small boost.&lt;br /&gt;
&lt;br /&gt;
As a small preference, some runners (especially those on controller) find it difficult to flip the hog while entering. Shooting 4 shots of the magnum at the hog will cause it to flip upright.&lt;br /&gt;
&lt;br /&gt;
==Driving==&lt;br /&gt;
&lt;br /&gt;
==Ghost Grab==&lt;br /&gt;
&lt;br /&gt;
==Camo Clear==&lt;br /&gt;
&lt;br /&gt;
==Map Room Clear==&lt;br /&gt;
- '''Easy''': On easy difficulty the energy sword is carried into map room to aid the players movement. Normally when shot, the player is reduced to walking speed. But when the energy sword is being carried, the player loses no speed when shot at. The player will traverse the room from left to right on easy difficulty. Refer to Egg92's tutorial [https://www.twitch.tv/videos/135041846?t=00h10m40s here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Legendary''': On the legendary difficulty the player carries the magnum and fuel rod into map room. The magnum will be replaced for the carbine when heading to the first generator on the right. The fuel rod can be replaced by the plasma pistol if the fuel rod is low on ammo or if the plasma pistol is preferred. Map room on legendary is done by moving from the right side of the room to the left side, the opposite of easy. For an tutorial refer [https://youtu.be/6DANcBnW4PA here].&lt;br /&gt;
&lt;br /&gt;
==Bridge Section==&lt;br /&gt;
&lt;br /&gt;
- Bridge section is one of the most difficult sections in Requiem. On the easy difficulty, early banshee and the banshee out of bounds can be done. While on legendary, the player hugs the right side of the bridge and runs in a certain path to try and avoid death.&lt;br /&gt;
&lt;br /&gt;
- [https://www.twitch.tv/videos/135041846?t=00h16m44s Easy Bridge Route]&lt;br /&gt;
&lt;br /&gt;
- [https://youtu.be/6DANcBnW4PA Legendary Bridge Route]&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
&lt;br /&gt;
- There are multiple ways to get through the final area of Requiem. If the banshee out of bounds is performed on bridge section, the player can fly the banshee to the final door and none of the enemies will load into that section. Other wise a series of concussion rifle jumps can be performed on the tower to get to the top faster and to skip a fight with the hunters. On both difficulties, the player should hijack a ghost and on easy the player goes straight to the spot to begin the concussion jumps (Player should have concussion rifle from previous bridge section). On legendary, the player drives the ghost into the back room and splatters the Elite carrying a concussion rifle. Going into the back room also despawns all of the enemies that are in the outside portion allowing the player to back track to the spot to perform the concussion rifle jumps. &lt;br /&gt;
&lt;br /&gt;
- [https://www.twitch.tv/videos/135041846?t=00h20m56s Easy Route]&lt;br /&gt;
&lt;br /&gt;
- [https://youtu.be/6DANcBnW4PA?t=19m36s Legendary Route]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* [https://youtu.be/vEl3T_bU5ww Hog Route to Camo] Netjive8, Nov. 2017. Obsolete by Ghost Grab.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* [https://youtu.be/opJYyWN10Js Backtracking Easter Egg] Kevin Gomez, Nov. 2012. No use in current route.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-2]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Requiem&amp;diff=22500</id>
		<title>Requiem</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Requiem&amp;diff=22500"/>
				<updated>2025-04-15T01:37:03Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: Added a section for mission start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Requiem&lt;br /&gt;
| image = [[File:Requiem.jpg|300px]]&lt;br /&gt;
| caption = ''&amp;quot;Having survived the destruction of the Dawn, Master Chief and Cortana search for a way off of the mysterious Forerunner planet.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 8:00; Legendary: ~ 10:00&lt;br /&gt;
| time2 = Easy: ~ 7:25; Legendary: ~ 8:50&lt;br /&gt;
| time3 = Easy: ~ 6:45; Legendary: ~ 8:10&lt;br /&gt;
| time4 = Easy: ~ 6:18; Legendary: ~ 6:59&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Dawn]]&lt;br /&gt;
| next = [[Forerunner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Requiem''' is the second level in [[Halo 4]]. See [http://www.halopedia.org/Requiem_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/requiem/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=AkM6sjeaI3U|right|caption=The current H4 world record for Requiem on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=PHVOBGpMwlE|right|caption=The current H4 world record for Requiem on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
- [https://youtu.be/jHAUhCMRjDQ Easy Full Level Guide] by [[User:VyPr Red|VyPr]].&lt;br /&gt;
&lt;br /&gt;
- [https://youtu.be/6DANcBnW4PA Legendary Full Level Guide] by c0ry123.&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
At mission start, you must run through rubble to get to a warthog. In the past, it was suggested to go for various slide jumps here to save an extra few seconds over muscle running. This is no longer the suggestion, and a good example of a muscle running route can be found [https://youtu.be/PHVOBGpMwlE?si=fqe3R5Gs7MWi2a1y here].&lt;br /&gt;
&lt;br /&gt;
* Note: If you are on Legendary and do not plan on performing ghost strats for Map Room, you can grab a [https://youtu.be/Cck1bv_TlCg?si=vBopkPVcvMolSexk&amp;amp;t=9 Fuel Rod or Plasma Pistol] (rng based on seed) for the camo clear.&lt;br /&gt;
&lt;br /&gt;
===Hog Slide===&lt;br /&gt;
There is one recommended slide jump approaching the flipped hog. While on top of the mini mountain, as you run [https://youtu.be/PHVOBGpMwlE?si=G2YGc7NXGowZZPON&amp;amp;t=43 off the mountain] and you touch the brown mud hill, you want to take one additional step before jumping towards the slanted rock. If performed correctly, you will get a small boost.&lt;br /&gt;
&lt;br /&gt;
As a small preference, some runners (especially those on controller) find it difficult to flip the hog while entering. Shooting 4 shots of the magnum at the hog will cause it to flip upright.&lt;br /&gt;
&lt;br /&gt;
==Driving==&lt;br /&gt;
&lt;br /&gt;
==Ghost Grab==&lt;br /&gt;
&lt;br /&gt;
==Camo Clear==&lt;br /&gt;
&lt;br /&gt;
==Map Room Clear==&lt;br /&gt;
- '''Easy''': On easy difficulty the energy sword is carried into map room to aid the players movement. Normally when shot, the player is reduced to walking speed. But when the energy sword is being carried, the player loses no speed when shot at. The player will traverse the room from left to right on easy difficulty. Refer to Egg92's tutorial [https://www.twitch.tv/videos/135041846?t=00h10m40s here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Legendary''': On the legendary difficulty the player carries the magnum and fuel rod into map room. The magnum will be replaced for the carbine when heading to the first generator on the right. The fuel rod can be replaced by the plasma pistol if the fuel rod is low on ammo or if the plasma pistol is preferred. Map room on legendary is done by moving from the right side of the room to the left side, the opposite of easy. For an tutorial refer [https://youtu.be/6DANcBnW4PA here].&lt;br /&gt;
&lt;br /&gt;
==Bridge Section==&lt;br /&gt;
&lt;br /&gt;
- Bridge section is one of the most difficult sections in Requiem. On the easy difficulty, early banshee and the banshee out of bounds can be done. While on legendary, the player hugs the right side of the bridge and runs in a certain path to try and avoid death.&lt;br /&gt;
&lt;br /&gt;
- [https://www.twitch.tv/videos/135041846?t=00h16m44s Easy Bridge Route]&lt;br /&gt;
&lt;br /&gt;
- [https://youtu.be/6DANcBnW4PA Legendary Bridge Route]&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
&lt;br /&gt;
- There are multiple ways to get through the final area of Requiem. If the banshee out of bounds is performed on bridge section, the player can fly the banshee to the final door and none of the enemies will load into that section. Other wise a series of concussion rifle jumps can be performed on the tower to get to the top faster and to skip a fight with the hunters. On both difficulties, the player should hijack a ghost and on easy the player goes straight to the spot to begin the concussion jumps (Player should have concussion rifle from previous bridge section). On legendary, the player drives the ghost into the back room and splatters the Elite carrying a concussion rifle. Going into the back room also despawns all of the enemies that are in the outside portion allowing the player to back track to the spot to perform the concussion rifle jumps. &lt;br /&gt;
&lt;br /&gt;
- [https://www.twitch.tv/videos/135041846?t=00h20m56s Easy Route]&lt;br /&gt;
&lt;br /&gt;
- [https://youtu.be/6DANcBnW4PA?t=19m36s Legendary Route]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-2]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Oracle&amp;diff=22499</id>
		<title>Oracle</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Oracle&amp;diff=22499"/>
				<updated>2025-04-15T01:08:53Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: Added potential strats section&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 = Kill the Heretic Leader. The prophets' will be done.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: ~x:xx; 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 [[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;
&lt;br /&gt;
==== The Second Elevator Room ==== &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== The Escape ==== &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== The Showdown ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
== Legendary ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== The Elevator ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Flood Room ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== The Second Elevator Room ==== &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== The Escape ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== The Showdown ====&lt;br /&gt;
&lt;br /&gt;
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;
 &lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-06]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22498</id>
		<title>The Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Arbiter&amp;diff=22498"/>
				<updated>2025-04-15T01:08:26Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: added potential strats section&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 = &amp;quot;This heretic, and those who follow him, must be silenced!&amp;quot;&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = Easy: 3:30-3:45 Legendary: 3:50-4:20&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 [[Halo 2|Halo 2]]. See [[w:c:halo:The Arbiter (level)|The Arbiter (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
=Full Game Strategies=&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
&lt;br /&gt;
====Start====&lt;br /&gt;
&lt;br /&gt;
Walk forward and drop off the ledge to the entrance to the level. Grenade or shoot the back-right grunt as you're falling, then turn and grenade the elite that is opening the door, then grenade the other elite and switch out his beam rifle for your plasma rifle. Kill the final grunt as you are backing into the entrance. Killing your allies skips about thirty seconds of dialogue.&lt;br /&gt;
&lt;br /&gt;
If you feel confident in your sword fly ability then you will want to alert the enemies in the next room so that they move to the position you want them in. After &amp;quot;Loading... done.&amp;quot; Pops up on your screen, shoot your beam rifle once or twice to alert the enemies. You'll want to camo right before the door opens, walk to your left or right and, if a grunt is in position, you will need to jump and then sword fly at the height of your jump, and then jump again, all very quickly, to fly over the grunt and down the hallway towards the hangar. It is highly recommended that you look at a video of the level for this sword fly as it is one of the more precise ones in the entire game.&lt;br /&gt;
&lt;br /&gt;
Continue towards the hangar normally. When you get to the elevator, you can hit the button through the wall by jumping onto the ledge, crouching and looking in the right spot. Doing this saves a couple seconds as the elevator will already be moving when you get to it. Grab the grenades and the carbine on the ledge to your right after hitting the button. &lt;br /&gt;
&lt;br /&gt;
==== Hangar ====&lt;br /&gt;
&lt;br /&gt;
There is some nuance to how many enemies need to die and in what order they need to die for this room. The first thing you should do is either sword fly or sword cancel off of one of the sentinels to the other side of the room, so that you can open the hangar door as fast as possible. There are three sentinels and a number of heretic elites and grunts in the room that will all need to die eventually, excluding one sentinel that flies away and despawns. Any enemies you kill before opening the door will just respawn. After opening the hangar door, immediately turn around and you need to locate and kill two sentinels as quickly as possible. The first sentinel that you need to kill will be somewhere near the ship in the middle of the room, either repairing it or just floating still in mid-air. The other sentinel will be near the elevator that you came down, carrying an exploding barrel. After you kill those two, you need to kill five more sentinels reinforcements that come into the room through the pipes near the ceiling. While waiting for them to come out, or afterwards, kill the heretic enemies when you have a chance. An allied phantom will fly in at some point and will likely help you kill the heretic enemies. After all five of the sentinel reinforcements die, three Fuel Rod Grunt reinforcements will spawn randomly placed in the four doors to the sides of the room. After you kill them and the rest of the enemies in the room, the door to the hallways will open on the side of the room that the elevator is on, near the bottom.&lt;br /&gt;
&lt;br /&gt;
==== Hallways ====&lt;br /&gt;
&lt;br /&gt;
Nothing in the first or second hallway needs to die. The key to the hallways is to move as quickly as possible using a combination of moving in straight lines, sword cancels and sword flies. There are some consistent sword cancels that you can do based off of the enemy spawn patterns that you have including one that is in the room separating the first and second hallways. If you sword cancel off of one of the two grunts near the door that you enter the room from, and go over the grunt, you can sword cancel all the way to the other door. This cancel however is one of the harder sword cancels in the game. It is highly recommended to watch a video of the current Easy world record and maybe some other videos as well to see how the hallways are done quickly.&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, either the left or the right one,'''do not take the middle banshee.''' If you take his banshee you can not finish the level.&lt;br /&gt;
&lt;br /&gt;
====Banshee End====&lt;br /&gt;
&lt;br /&gt;
After getting in the banshee, fly slightly up and to the right of where you started and go directly towards the end of the level. Do not follow the waypoint. At the end you can either attempt to barrel roll into the door or just park next to the door. To barrel roll press A+Left or Right and then press X at the right time to launch your character using the banshee speed.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
&lt;br /&gt;
====Start====&lt;br /&gt;
&lt;br /&gt;
Everything before the air lock is done exactly the same.&lt;br /&gt;
&lt;br /&gt;
Once in the airlock, whether or not you intend to attempt the sword fly or sword cancel or just walking, you should not shoot to alert the enemies in the next room. While there is a lower chance that the grunts will be in the ideal position to sword fly, this is balanced out by the fact that you are significantly less likely to die because the enemies will not be aware of your location. Camo when the door opens, and if you are going to attempt the sword fly and you also got good positioning on the grunts then do one or two attempts. If you miss them both then make sure to just walk, if you stay too much longer you will die. If you're not going to go for the fly or you didn't get the spawn, sword cancel through the room off of the elite or just walk. &lt;br /&gt;
&lt;br /&gt;
You can press the button through the wall on legendary as well. Grab the grenades on your right but keep the beam rifle instead of swapping it out for a carbine. Get on the elevator.&lt;br /&gt;
&lt;br /&gt;
====Hangar====&lt;br /&gt;
&lt;br /&gt;
This room is no different on Legendary than it is on Easy, except for the fact that enemies hurt a lot more and will kill you very quickly. There are the same number of enemies and the same enemies need to die in the same order to do the room as quick as possible. Because the enemies hurt so much, after you open the hangar door you can and should exit the hangar via the hangar door. There is a soft barrier and the game will try and force you back in, however if you stick very close to the wall you can stay outside and snipe enemies from relative safety, ducking back behind the wall if you become weak.&lt;br /&gt;
&lt;br /&gt;
====Hallways====&lt;br /&gt;
&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 either stick the Elite before he has time to react or walk close to him to make him melee at you while you walk past. If he spawns in the middle, you can reliably get a cancel over him or just walk. You can also just cancel off one of two Grunts that spawn with him for any of these encounters. Walk past or cancel off of the sword Elite, cloak, cancel off of 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, head up top and jump along the rafters on the right, jumping to the other side of the room. If you haven't already picked up a carbine in the hangar, feel free to pick up the Carbine along the way. 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;
Head left and ignore 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 turned to you. Lunge at him with your sword and immediately after you make contact with him, use your camouflage as soon as possible. Sometimes there will be two grunts on the other side of the pillar. If they are there, cancel off of one of them and then continue. If the Grunts don't spawn, you will sometimes get a checkpoint.&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 slanted ledge on the left 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 if you feel risky/confident.&lt;br /&gt;
&lt;br /&gt;
====Glass Clip====&lt;br /&gt;
&lt;br /&gt;
Glass clip works the same on Legendary as it does on Easy except for two notable differences. The first one is that sometimes an elite from the previous room will follow and shoot you while you're attempting glass clip. If this happens your grenade will likely kill you. The second difference is that after you go through the glass on Legendary, you need to immediately use your camo otherwise the enemies out there will kill you quickly.&lt;br /&gt;
&lt;br /&gt;
====Banshee End====&lt;br /&gt;
&lt;br /&gt;
Once in the banshee, fly to the end just like on Easy. If the banshee starts shooting you in the back, go up and down in a wave-like pattern to dodge the bullets. It's recommended in full game Legendary to not go for the banshee roll strategy because the Fuel Rod Grunts will kill you if you miss. Instead, park above the door and then camo and drop into the door and the level end.&lt;br /&gt;
&lt;br /&gt;
=Individual Level Strategies=&lt;br /&gt;
&lt;br /&gt;
In this section, the differences between strategies used in a full game speedrun and an individual level speedrun will be noted. If a section of the level is not mentioned, then there is no difference between full game and individual level strategies. &lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
&lt;br /&gt;
There are no differences between the full game strategies and individual level strategies for this level on Easy.&lt;br /&gt;
&lt;br /&gt;
===Legendary===&lt;br /&gt;
&lt;br /&gt;
====Start====&lt;br /&gt;
&lt;br /&gt;
When in the air lock, you should shoot your beam rifle to alert the enemies in the next room so that you have a higher percentage chance to have the grunt enemies in the correct spot for you to hit the sword fly down the hallway. The reason for the difference is that if you miss the sword fly once or twice, you will want to restart your individual level attempt anyways. &lt;br /&gt;
&lt;br /&gt;
You may want to take the carbine into the hangar instead of the beam rifle, however this is user preference and theoretically the beam rifle is faster if done perfectly.&lt;br /&gt;
&lt;br /&gt;
====Hangar====&lt;br /&gt;
&lt;br /&gt;
You can do the full game strategies if you want to get an acceptable individual level time, however in order to achieve the world record you will need to do this fight differently. Instead of exiting out the hangar door to take cover, you will want to stay inside the hangar and attempt to kill the enemies quicker than you can from outside the hangar. It is recommended that you use your camo precisely and to disengage when needed. If you are able to grenade the grunts in the room quickly that will help alleviate some of the pressure and allow you to focus on sentinels quicker.&lt;br /&gt;
&lt;br /&gt;
====Hallways====&lt;br /&gt;
&lt;br /&gt;
In the room separating the first and second hallway, instead of going up and into the rafters above the room, you can do a sword cancel over one of the two grunts near the staircase and through the middle of the room towards the door on the other end. This is one of the more difficult sword cancels in the game.&lt;br /&gt;
&lt;br /&gt;
====Banshee End==== &lt;br /&gt;
&lt;br /&gt;
You can attempt the banshee barrel roll at the end instead of landing above the door.&lt;br /&gt;
&lt;br /&gt;
=Recommended Videos=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;aw-sRfDC7S0&amp;lt;/youtube&amp;gt; &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;5GVxAAy3Ib4&amp;lt;/youtube&amp;gt; &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;QPKxj9G_v_A&amp;lt;/youtube&amp;gt; &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;_Gs92gv7fa8&amp;lt;/youtube&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-05]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22497</id>
		<title>Metropolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Metropolis&amp;diff=22497"/>
				<updated>2025-04-15T01:05:26Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: Added potential strats section&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 = Scarab in the city center. Get to work.&lt;br /&gt;
| game = Halo 2&lt;br /&gt;
| time = '''Easy:''' ~4:30; '''Legendary:''' ~6:00&lt;br /&gt;
| time2 = '''Easy:''' ~4:15; '''Legendary:''' ~4:45&lt;br /&gt;
| time3 = '''Easy:''' ~3:55; '''Legendary:''' ~4:10&lt;br /&gt;
| time4 = '''Easy:''' 3:33; '''Legendary:''' 3:52&lt;br /&gt;
| time5 = '''Legendary:''' 3:19.466&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 [[Halo 2|Halo 2]]. See [[w:c:halo:Metropolis (level)|Metropolis (level)]] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/metro&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=I8x6-VmWIUQ|right|caption=The current H2A world record for Metropolis on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=W3dN8VOYwF4|right|caption=The current H2A world record for Metropolis on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=zoswsEYefns|right|caption=The current H2C world record for Metropolis on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=R2TxbCBaVRk|right|caption=The current H2C world record for Metropolis on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Bridge==&lt;br /&gt;
===''Easy''===&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;
===''Legendary''===&lt;br /&gt;
Take the rocket launcher from your ally before getting in the warthog. Make sure you take at least one marine as a passenger before to provide damage absorption.&lt;br /&gt;
&lt;br /&gt;
==The Tunnels==&lt;br /&gt;
===''Easy''===&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. View some IL times to see the exact driving line you want to take.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The legendary strategy is the same as the Easy strategy, but much riskier. This section will take time and practice to become consistent at.&lt;br /&gt;
&lt;br /&gt;
==Outside, Post-Tunnels==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Drive off the ledge in front of you into the area. Drive through the water towards the exit, trying to maintain a straight line. Drive past the wraith and into the streets. Focus on keeping a tight driving line and avoiding crashing into enemies or walls.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
The route is the same as the Easy route, but more dangerous. When you initially leave the tunnels, try to splatter the jackal sniper in front of you if possible. Driving quickly is paramount in this section, as lingering will increase your odds of dying.&lt;br /&gt;
&lt;br /&gt;
==The Streets==&lt;br /&gt;
===''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 four direct mortar hits to destroy it, less 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;
===''Legendary''===&lt;br /&gt;
The Jackal snipers will make it more difficult to get past this section. &lt;br /&gt;
&lt;br /&gt;
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;
Be sure to grab rocket launcher ammo from your ally before heading up the stairs.&lt;br /&gt;
&lt;br /&gt;
==Early Scarab==&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: [[Halo_2#Movement_Techniques|Superbouncing]] (H2C only)''===&lt;br /&gt;
&lt;br /&gt;
For those who have difficulties with grenade jumps, the superbounce may be a good alternative. This method requires the player to jump back down to where the allied tank is stationed. Using the ramp upon which the tank sits, the player can store a crouch allowing for a superbounce. &lt;br /&gt;
&lt;br /&gt;
Firstly, head to the left of this ramp and crouch underneath. Push against the underside of the ramp and then let go of the crouch button (from here until you are in the air make sure you do not press the crouch button). Slowly move out from under the ramp, jump onto the ramp and then make your way up it. Hold forward until you are approximately half way across the width of the bridge. At this point jump and keep holding forward. If you land along the correct line you should superbounce straight up and should be able to land upon the scarab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;Iu-1wmmkPIY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The issues the player may encounter with this trick will likely be failure to bounce or bouncing too high. The former is usually caused by the player either failing to store the crouch correctly or landing too far left. The latter is usually caused by jumping too far right or jumping too late (see example below).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;192&amp;quot;&amp;gt;L1ixwJBTJ80&amp;lt;/youtube&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;
&lt;br /&gt;
&lt;br /&gt;
==Scarab Clear==&lt;br /&gt;
Get a checkpoint on the Scarab by being on top of its middle platform or being under the arch near its main cannon. 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;
===''Easy''===&lt;br /&gt;
Wait inside the Scarab just to the left of the ramp for the enemies to spawn. Grunts will spawn close to you. Throw a grenade past them towards the pilots while jumping over the Grunts. Throw another grenade at the other side of the wall near the pilots. Then, shoot your rockets at either side of the wall. Switch to your shotgun to clean up any survivors.&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
There are several methods for clearing the Scarab on Legendary.&lt;br /&gt;
====''Method 1: Plasma Rifle Clear''====&lt;br /&gt;
You should have plasma rifle + rocket launcher for this clear. Walk down to the end of the ramp into the Scarab. When the enemies spawn, quickly walk back up the ramp and towards the Scarab's head. Drop onto the side of the head and walk into the body of the Scarab. You should be able to view the 2 Major Elite pilots and the Ultra Elite from here. Use the plasma rifle to lower their shields and finish them off with the rocket launcher.&lt;br /&gt;
====''Method 2: Plasma Pistol Clear''====&lt;br /&gt;
You should have battle rifle + rocket launcher for this clear. Walk down the ramp and to the left, in front of where the Grunts will spawn. Hold out your BR. Immediately when the Grunt spawns, headshot him with the BR and pick up his plasma pistol. The timing on this is tight, and it may take some practice. Holding the plasma pistol, quickly walk back up the ramp and towards the head of the Scarab. Drop onto the side of the head and walk into the body of the Scarab. You should be able to view the 2 Major Elite pilots and the Ultra Elite from here. Use the plasma pistol to drop their shields and finish them off with the rocket launcher.&lt;br /&gt;
====''Method 3: Shotgun Boost Clear''====&lt;br /&gt;
This is the fastest yet riskiest clear and will take some practice to master. You need the shotgun + rocket launcher for this clear. Position yourself like you're doing the Plasma Pistol Clear except holding the shotgun. When the grunt spawns, wait half a second and then perform a shotgun boost to propel yourself towards the pilots. Switch weapons to your rocket launcher midair. The Ultra Elite will immediately enrage. Backsmack him during the animation. Then, holding the rocket launcher, bait the other two elites into melees, dodge the melee, and backsmack them. &lt;br /&gt;
&lt;br /&gt;
==Scarab Deload==&lt;br /&gt;
If you hit the trigger at the top of the building's stairs within a certain window, the Scarab will disappear and the level cannot be completed. See the video below for a detailed explanation.&lt;br /&gt;
Scarab Deload Explained by ImNotBrad:&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=j9fgKI74dwo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-04]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22496</id>
		<title>Outskirts</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Outskirts&amp;diff=22496"/>
				<updated>2025-04-15T01:04:26Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: added potential strats section&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:''' ~4:45; '''Legendary:''' ~5:00&lt;br /&gt;
| time2 = '''Easy:''' ~4:20; '''Legendary:''' ~4:45&lt;br /&gt;
| time3 = '''Easy:''' ~4:05; '''Legendary:''' ~4:10&lt;br /&gt;
| time4 = '''Easy:''' 3:51; '''Legendary:''' 3:50&lt;br /&gt;
| time5 = '''Legendary: 3:49.066''' &lt;br /&gt;
| previous = [[Cairo Station]]&lt;br /&gt;
| next = [[Metropolis]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Outskirts''' is the third playable level in [[Halo 2]]. See [http://www.halopedia.org/Outskirts Halopedia] for general information. The strategies vary slightly between Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/os/Legendary&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=QDpmf18sbew|right|caption=The current H2A world record for Outskirts on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=CnnF-lkyqNI|right|caption=The current H2A world record for Outskirts on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=E5Kv1aiwzzE|right|caption=The current H2C world record for Outskirts on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=iVg9-v1R98c|right|caption=The current H2C world record for Outskirts on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==The Rooftops==&lt;br /&gt;
===''Easy''===&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/grenade-jump onto the ledge.&lt;br /&gt;
Follow the route in the world record video and head over the rooftops to Hotel Zanzibar. If you miss a jump, there's usually a slower backup route. Alternatively, you can revert to last checkpoint if you miss a jump. Just make sure to keep track of where your checkpoints were received.&lt;br /&gt;
====''Legendary''====&lt;br /&gt;
The strategy for this section on Legendary is no different than the Easy difficulty strategy.&lt;br /&gt;
&lt;br /&gt;
==Hotel Zanzibar==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Grab the pistol from just inside the window and hold it for the rest of the level. The pistol does not spawn anywhere on Metropolis, so you will get a brand-new set of weapons when you start Metropolis. This is called preventing weapon carry-over. This is beneficial, as you will always spawn with four grenades, which are needed on Metropolis. Continue through the hallway, avoid the enemies at the end of the hallway and then continue forward up and over the wall straight ahead of you. Head towards the ghost near the crashed pelican that is on the beach.&lt;br /&gt;
&lt;br /&gt;
===''Legendary''===&lt;br /&gt;
When dropping back into bounds at Hotel Zanzibar, first grenade the turret that is setup to the left of one of the palm trees below you. If there is a grunt currently manning the turret, you'll want to shoot him off of the turret before the grenade blows up. Your goal with the grenade is to blow up the turret. This will stop the White Elite from pathing to try and man the turret. After you do this, run to the White Elite and get as close as possible. Your goal is to get him angry so that he goes into his rage animation. When he is halfway through his rage animation, melee him in the back so that he drops his sword. Pick it up, then go pick up the pistol that is inside the hotel. You need to pick up the pistol to prevent carry over to Metropolis, so that you have 4 grenades. Continue through the hallway.&lt;br /&gt;
&lt;br /&gt;
At the end of the hallway, 2 elites and 3 grunts will run around the corner when you get close. Sword melee one of the elites and then sword cancel off of one of the grunts in the back of the group. This will allow you to travel faster and is one of the safest ways to quickly complete this section.&lt;br /&gt;
&lt;br /&gt;
Continue to the ghost.&lt;br /&gt;
&lt;br /&gt;
==The Beach==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Boost the Ghost through the next section. Use quickturning (LT+A) to make tight turns without losing much speed. If you 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;
===''Legendary''===&lt;br /&gt;
You will want to take a different path compared to Easy. Drive straight ahead, you'll see two palm trees grouped together. Drive slightly past them on the right. Quickly turn left, you should see a ghost boosting directly at you. Drive past the ghost and towards the turret. You need to drive past the turret quickly. After you're past the turret there will be more enemies. Drive past them quickly, round the corner, and then go straight out towards the ocean. Once you reach the shoreline, cut towards the left and continue normally. In the next section you can drive under the tower that has a sniper jackal in it, driving straight into the tunnel.&lt;br /&gt;
&lt;br /&gt;
==The Tunnels==&lt;br /&gt;
===''Easy''===&lt;br /&gt;
Drive to the end of the level. The Shadows near the end will often switch lanes and generally force you to juke them, losing time. To avoid that, start riding the ledge just before or after you reach them. Refer to the current world record video for tips on how to avoid enemies and other vehicles.&lt;br /&gt;
===''Legendary''===&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. You must keep the turret marine alive until you reach the shadows. He is key to drawing their fire away from you. Taking both marines with you isn't required with good driving, however it can help. Refer to the current world record video for tips on how to avoid enemies and other vehicles.&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-03]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=22495</id>
		<title>Cairo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Cairo_Station&amp;diff=22495"/>
				<updated>2025-04-15T00:57:35Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: Added the potential strategies section&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:''' ~4:30; '''Legendary:''' ~9:00&lt;br /&gt;
| time2 = '''Easy:''' ~4:00; '''Legendary:''' ~7:30&lt;br /&gt;
| time3 = '''Easy:''' ~3:40; '''Legendary:''' ~5:25&lt;br /&gt;
| time4 = '''Easy:''' 3:35; '''Legendary:''' 4:20&lt;br /&gt;
| time5 = '''Easy:''' NA; '''Legendary:''' 3:31.766&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. The general strategies vary between Easy and Legendary.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h2a/solo/cairo/Legendary (click the timestamps for video links) &lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=Fqyrev6X6pY|right|caption=The current H2A world record for Cairo Station on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=A0pQHE1J4N4|right|caption=The current H2A world record for Cairo Station on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=ghGWB4F783Y|right|caption=The current H2A world record for Cairo Station on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=qHB_pDwi8pg|right|caption=The current H2A world record for Cairo Station on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTE:''' The strategies outlined below for Legendary will not include strategies involving Tram Skip. Tram Skip is an advanced trick that we do not recommend for Legendary fullgame outside of top-level runners. Tram Skip itself is not difficult, but it makes the rest of Cairo Station extremely difficult and time-consuming to run due to the persisting Marine aggro and the lack of a plasma pistol for Hanger 1. For Easy, Tram Skip is recommended due to the easier difficulty. Tram Skip does not change the recommended route on Easy.&lt;br /&gt;
&lt;br /&gt;
==Level Start and Commons R-01==&lt;br /&gt;
&lt;br /&gt;
===''Easy''===&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;
===''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;
===''Easy''===&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;
===''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;
===''Easy''===&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;
===''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 to the next door. Stick the stealth elite that spawns when the door opens. Quickly pull out your sword and move to the other door. Sword slash the other stealth elite to drop his shields, then either slash him again or pull out your BR for a quick headshot.&lt;br /&gt;
&lt;br /&gt;
==Hallways, Armory, and Commons B-01==&lt;br /&gt;
===''Easy''===&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;
===''Legendary''===&lt;br /&gt;
Move into the Armory and onto one of the ramps. If you want to go fast/risky, throw a frag grenade onto the opposing ramp. This will make the Elites look at that spot and away from you. Walk past the Elites and sword fly to and over the turret grunt. If you want to go with a more consistent strategy, 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;
===''Easy''===&lt;br /&gt;
Walking.&lt;br /&gt;
&lt;br /&gt;
===''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;
===''Easy''===&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;
===''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;
===''Easy''===&lt;br /&gt;
Walking.&lt;br /&gt;
&lt;br /&gt;
===''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;
===''Easy''===&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;
===''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;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|2-02]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Requiem&amp;diff=22494</id>
		<title>Requiem</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Requiem&amp;diff=22494"/>
				<updated>2025-04-15T00:55:34Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: Added core sections for writeups&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Requiem&lt;br /&gt;
| image = [[File:Requiem.jpg|300px]]&lt;br /&gt;
| caption = ''&amp;quot;Having survived the destruction of the Dawn, Master Chief and Cortana search for a way off of the mysterious Forerunner planet.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 8:00; Legendary: ~ 10:00&lt;br /&gt;
| time2 = Easy: ~ 7:25; Legendary: ~ 8:50&lt;br /&gt;
| time3 = Easy: ~ 6:45; Legendary: ~ 8:10&lt;br /&gt;
| time4 = Easy: ~ 6:18; Legendary: ~ 6:59&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Dawn]]&lt;br /&gt;
| next = [[Forerunner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Requiem''' is the second level in [[Halo 4]]. See [http://www.halopedia.org/Requiem_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/requiem/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=AkM6sjeaI3U|right|caption=The current H4 world record for Requiem on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=PHVOBGpMwlE|right|caption=The current H4 world record for Requiem on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Full Mission Tutorials==&lt;br /&gt;
- Easy Full Mission Tutorial by Egg92 [https://www.twitch.tv/videos/135041846 Tutorial].&lt;br /&gt;
&lt;br /&gt;
- Legendary Full Mission Tutorial by c0ry123 [https://youtu.be/6DANcBnW4PA Tutorial].&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
&lt;br /&gt;
==Driving==&lt;br /&gt;
&lt;br /&gt;
==Ghost Grab==&lt;br /&gt;
&lt;br /&gt;
==Camo Clear==&lt;br /&gt;
&lt;br /&gt;
==Map Room Clear==&lt;br /&gt;
- '''Easy''': On easy difficulty the energy sword is carried into map room to aid the players movement. Normally when shot, the player is reduced to walking speed. But when the energy sword is being carried, the player loses no speed when shot at. The player will traverse the room from left to right on easy difficulty. Refer to Egg92's tutorial [https://www.twitch.tv/videos/135041846?t=00h10m40s here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Legendary''': On the legendary difficulty the player carries the magnum and fuel rod into map room. The magnum will be replaced for the carbine when heading to the first generator on the right. The fuel rod can be replaced by the plasma pistol if the fuel rod is low on ammo or if the plasma pistol is preferred. Map room on legendary is done by moving from the right side of the room to the left side, the opposite of easy. For an tutorial refer [https://youtu.be/6DANcBnW4PA here].&lt;br /&gt;
&lt;br /&gt;
==Bridge Section==&lt;br /&gt;
&lt;br /&gt;
- Bridge section is one of the most difficult sections in Requiem. On the easy difficulty, early banshee and the banshee out of bounds can be done. While on legendary, the player hugs the right side of the bridge and runs in a certain path to try and avoid death.&lt;br /&gt;
&lt;br /&gt;
- [https://www.twitch.tv/videos/135041846?t=00h16m44s Easy Bridge Route]&lt;br /&gt;
&lt;br /&gt;
- [https://youtu.be/6DANcBnW4PA Legendary Bridge Route]&lt;br /&gt;
&lt;br /&gt;
==Final Area==&lt;br /&gt;
&lt;br /&gt;
- There are multiple ways to get through the final area of Requiem. If the banshee out of bounds is performed on bridge section, the player can fly the banshee to the final door and none of the enemies will load into that section. Other wise a series of concussion rifle jumps can be performed on the tower to get to the top faster and to skip a fight with the hunters. On both difficulties, the player should hijack a ghost and on easy the player goes straight to the spot to begin the concussion jumps (Player should have concussion rifle from previous bridge section). On legendary, the player drives the ghost into the back room and splatters the Elite carrying a concussion rifle. Going into the back room also despawns all of the enemies that are in the outside portion allowing the player to back track to the spot to perform the concussion rifle jumps. &lt;br /&gt;
&lt;br /&gt;
- [https://www.twitch.tv/videos/135041846?t=00h20m56s Easy Route]&lt;br /&gt;
&lt;br /&gt;
- [https://youtu.be/6DANcBnW4PA?t=19m36s Legendary Route]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* N/A&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-2]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22493</id>
		<title>Dawn</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22493"/>
				<updated>2025-04-15T00:52:02Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: Updated the World Record Widgets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Dawn&lt;br /&gt;
| image = [[File:Dawn.jpg|300px]]&lt;br /&gt;
| caption = ''&amp;quot;After four years adrift in space, Cortana awakens the Master Chief to investigate a disturbance on the Forward Unto Dawn.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 5:00; Legendary: ~ 5:30&lt;br /&gt;
| time2 = Easy: ~ 4:00; Legendary: ~ 4:10&lt;br /&gt;
| time3 = Easy: ~ 3:10; Legendary: ~ 3:10&lt;br /&gt;
| time4 = Easy: ~ 2:48; Legendary: ~ 2:54&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Halo (Halo 3)]]&lt;br /&gt;
| next = [[Requiem]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dawn''' is the second campaign level of Halo 4, and the first one with actual gameplay. After years of cryo-sleep, John-117 awakens to fight the resurgent Covenant in the wreckage of the UNSC Forward Unto Dawn. See [http://www.halopedia.org/Dawn_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/dawn/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
{{#Widget:YouTube|id=m-Y7gi8qVRo|right|caption=The current H4 world record for Dawn on Easy, as of April 14th, 2025.}}&lt;br /&gt;
{{#Widget:YouTube|id=awS3NQTbkwU|right|caption=The current H4 world record for Dawn on Legendary, as of April 14th, 2025.}}&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
Note: This mission plays faster on the Master Chief Collection compared to the Xbox 360 version due to shorter load times, different enemy spawn locations, and altered enemy behavior.&lt;br /&gt;
&lt;br /&gt;
After sitting in a cryo tube for 47 seconds, you gain control of chief and are able to start the mission. At the start, we want to use the [[Muscle Run| muscle running]] technique to maintain full sprint throughout the hallways.&lt;br /&gt;
&lt;br /&gt;
* For an example of the most optimal muscle running cycles, [https://youtu.be/pK5HKTYTc-c?si=gdidDjFhP5Lpnzi5&amp;amp;t=49 view this example by VyPr.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: At this point, you must decide if you would like to proceed with the beginner or advanced route, which will determine where you go out-of-bounds for the level. Dawn Super Skip (DSS) is very time consuming to learn and is considered an advanced trick, so skip to the Dawn Skip section if you are a beginner to intermediate runner.'''&lt;br /&gt;
&lt;br /&gt;
==Dawn Skip==&lt;br /&gt;
Dawn Skip (initially performed by tricking group [[Termacious Trickocity]]) is a group of skips and tricks, grouped together to form what the Halo 4 community refers as Dawn Skip. This trick involves breaking out of the in-bounds map geometry through [[geometry holes|holes in the geo]], dropping down to the bottom of the outside section where we would normally release the missile, and completing the escape of the Dawn Ship Explosion while on top of the hallways. Due to the nature of this trick, it will be broken up into the following sections:&lt;br /&gt;
&lt;br /&gt;
* Dawn Skip Methods&lt;br /&gt;
* Fall Methods&lt;br /&gt;
* Final Escape Hall Platforming&lt;br /&gt;
&lt;br /&gt;
This trick is considered beginner friendly; however, it is understandable that some runners would wish to complete the level 100% in-bounds. The in-bounds route explanation will be linked below the Dawn Skip categories.&lt;br /&gt;
&lt;br /&gt;
===Dawn Skip 2022 Method===&lt;br /&gt;
This is the current suggested method of getting out-of-bounds for most runners. A video tutorial courtesy of [[User:VyPr Red|VyPr]] is available [https://youtu.be/y2XLlyo4nNU?si=DJASu_ccZa_5x8zo here.]&lt;br /&gt;
&lt;br /&gt;
This method is quite difficult to explain through text, so it is highly recommended to refer to the video above. If you have difficulties with getting out-of-bounds, here are some recommendations:&lt;br /&gt;
* If you are bonking your head on the ceiling, you are moving too far backwards when jumping. You can solve this by angling more to the right when lining up for the nade throw, or hold S for a shorter period of time.&lt;br /&gt;
* If you are not getting enough height, you are jumping too early or too late. A good time to start moving is once the throwing animation finishes for the nade throw, while you are holding the Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Dawn Super Skip===&lt;br /&gt;
Just like Dawn Skip 2022 Method, this is even more technical and is suggested to refer to the video tutorial from [[User:VyPr Red|VyPr]], available [https://youtu.be/R_5Ps1jWoic here.]&lt;br /&gt;
&lt;br /&gt;
There will still be short overviews of each section below:&lt;br /&gt;
&lt;br /&gt;
====Out of Bounds Clip====&lt;br /&gt;
This initial out-of-bounds was discovered by [[Harc]] when the [[Acrophobia]] skull was first added to the game.&lt;br /&gt;
&lt;br /&gt;
For a quick technical explanation: every time you crouch and uncrouch while in the air, Master Chief's hitbox becomes slightly displaced. By performing a single crouch-uncrouch input at the apex of a jump—specifically at the pipe section—the top of Chief's hitbox is able to breach through to the other side. Since the player's camera is contained within this part of the hitbox, this allows the player to clip through and break to the other side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: There is a relatively new corner cut right after the out-of-bounds, which you can see an [https://youtu.be/t_dW56UbQcQ example of here.]&lt;br /&gt;
&lt;br /&gt;
====Elevator Climb====&lt;br /&gt;
After hitting the elevator load, there are two options to ascend the elevator.&lt;br /&gt;
&lt;br /&gt;
The first method (which is included in the trick tutorial above) is the recommended approach for full-game runs. Climbing the elevator is relatively simple, and the pressure launch method (detailed below) is inconsistent, making it difficult to recommend for full-game runs or new learners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pressure Launch Method''': Discovered by [[Harc]] in August 2023, this method is highly inconsistent and behaves differently between controller and mouse &amp;amp; keyboard setups. As demonstrated in the [https://youtu.be/GikrlIBfjfY tutorial here], even with a perfect lineup and input timing, you may achieve either too little or too much height. It is recommended not to attempt this method until reaching the sub-2:55 mark.&lt;br /&gt;
&lt;br /&gt;
==Fall Methods==&lt;br /&gt;
There are four current drop methods that are used for various reasons. For simplicity, all runners should start by learning the '''Light Drop''' method, as it is the most consistent and applicable for full game runs.&lt;br /&gt;
&lt;br /&gt;
===Light Drop===&lt;br /&gt;
The most consistent method, this involves jumping from the top of the Observation deck, landing on the light, then falling to the ground. It is rare to die from this method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared&amp;amp;t=753 Light Drop guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===Cordi Bounce===&lt;br /&gt;
This is the optimal drop method when going for DSS (slightly faster method below but more difficult). By performing an [[edge bounce]] off of invisible geometry, chief's hitbox is able to be redirectly directly to the entrance of the escape hallways.&lt;br /&gt;
&lt;br /&gt;
Note:Need an embedded image here.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=QjI6ruKl11I&amp;amp;t=892s Cordi Bounce guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===VyPr's Refined Cordi Bounce===&lt;br /&gt;
Same as before, but further optimized for DSS, and saves about a half a second. Recommended for top IL times.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/IREUxreoCKo?si=mPh-HYspDebQu0C4 Refined Bounce by VyPr]&lt;br /&gt;
&lt;br /&gt;
===Harc Fall===&lt;br /&gt;
This is the optimal fall method for Dawn Skip (2022 Method). Using the same [[edge bounce]] technique, landing on a small rectangle geometry that's slightly elevated allows for a redirect without taking health or shield damage.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/b09KOxxXg4s Harc Fall Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
Note: There is a faster drop method for ILs, Danos Slip.&lt;br /&gt;
&lt;br /&gt;
===Danos Slip===&lt;br /&gt;
This is the fastest drop method for Dawn Skip (2022 Method), and is relatively inconsistent. Using the glass at the front of the Observation Deck, we sprint off at a very precise angle to hit the same geometry as from Harc Fall.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/lBj0GwJqZ_Y Danos Slip Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
==Escape Hallways==&lt;br /&gt;
After a fall method is completed, the escape hallway load needs to be hit in a specific way to not end up in-bounds.&lt;br /&gt;
&lt;br /&gt;
* Add embed image here.&lt;br /&gt;
&lt;br /&gt;
Once the hallway is loaded, it is recommended to follow [https://youtu.be/m-Y7gi8qVRo?si=8G2F9xKFOFMK_hfj&amp;amp;t=105 this route] and follow the sprint cycles used in Harc's record run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: If you have troubles with the double crouch jump after loading in the hallway, after the first crouch jump, look to the right and jump into the wall. This prevents the player from being pushed backwards. If you perform the Dawn Skip (2022 Method), you can also do a grenade jump here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final part of the platforming is the most difficult, and there is a separate [https://youtu.be/EefXxwZLT00 tutorial here.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In-Bounds Route==&lt;br /&gt;
This route is outdated. Some runners may find value in running in-bounds if they enjoy the combat or find Dawn Skip to be too difficult.&lt;br /&gt;
&lt;br /&gt;
Full Path Tutorials can be found below:&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/Kr534aiazxE?feature=shared&amp;amp;t=319 Full Path Easy Guide by Egg92]&lt;br /&gt;
* [https://youtu.be/9E4035xJqjw?si=hzAWW_0S1jsK9T_5 Full Path Legendary Guide by Cory123]&lt;br /&gt;
&lt;br /&gt;
===Observation Deck===&lt;br /&gt;
- Easy Clear [https://youtu.be/m4b_Jiu7ir8 Example].&lt;br /&gt;
&lt;br /&gt;
- Legendary Clear [https://youtu.be/cy8s2LoVS-U Example].&lt;br /&gt;
&lt;br /&gt;
- Note: &amp;lt;b&amp;gt;80%+ Plasma Pistol&amp;lt;/b&amp;gt; - Used on Legendary, take a plasma pistol after 1st clear and swap it with an assault rifle. The plasma pistol wont despawn so u can take it after 2nd clear. [https://www.youtube.com/watch?v=-b0m3tdr_n0 Tutorial] &lt;br /&gt;
&lt;br /&gt;
===Outside Routes From Slowest to Fastest on Legendary===&lt;br /&gt;
- Junk Jump: (Without Concussion Rifle) Used mostly on the 360 version of Halo 4 because the concussion rifle is not easy to obtain. [https://youtu.be/GvoX9QkDoG0 Example].&lt;br /&gt;
&lt;br /&gt;
- Slower Concussion Jump: (With Concussion Rifle) Faster than junk jump, but is the slower than the concussion jump. [https://youtu.be/ZkXjPFSV0qk Example].&lt;br /&gt;
&lt;br /&gt;
- Faster Concussion Jump: (With Concussion Rifle) Used on Legendary, very hard concussion jump, located next to the easy one. This one is very tricky, you need to use this [http://imgur.com/hMCJosi Setup] and shots 4 times with ur concussion rifle. [https://youtu.be/9uF2vCXVtqM?t=5m23s Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* [https://youtu.be/ZEAo2vBbnOA?si=bvSo_4np8bL9L3k7&amp;amp;t=422 Spring Jump DSS OOB] [[Harc]], Feb. 2023. Replaced by the edge jump OOB method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared Cordi's Dawn Skip Tutorial] Cordiaxiz, Apr. 2022. Replaced by Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/cEYkr6LPgAk?feature=shared Hobo's Dawn Skip Tutorial] A Royal Hobo, Jul. 2018. IL variation of Dawn Skip, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/IE3HfYlCfMg?si=Ndu-eiyPe-FIqwbK Cory123's Dawn Skip Method] Cory123, Jul. 2018. Full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/LBwQo_uAx-E?feature=shared Skull Kid's Dawn Skip Method] Skull Kid, Aug. 2018. Alternative full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/Hmu7u7E99ls?si=YfTCLk5fNmWopIu5&amp;amp;t=193 Original Dawn Skip] [[Termacious Trickocity]], May. 2016. Was originally done with skulls, was implemented first by [[sun100]] in Co-op.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* Dawn Pressure Launch #1 [[Harc]], Aug. 2023. No video currently, involves a pressure launch off a pipe when traversing over the didact room after DSS.&lt;br /&gt;
* [https://youtu.be/SiVactEaEAc?feature=shared VyPr's Sketchy Fall] [[User:VyPr Red|VyPr]], Apr. 2023. Difficult, can only be used with DSS.&lt;br /&gt;
* [https://youtu.be/sFIvL6oIkfE Co-op Spawn Launch] [[User:VyPr Red|VyPr]], Feb. 2023. Unknown reason for launching, would save time.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* [https://youtu.be/WCbiL2Gtk1o Dawn Pressure Launch #2] [[User:VyPr Red|VyPr]], Feb. 2023. Has no utility in current route, but could have use with the Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/16qGNvO_q2U Ending Cutscene in 3rd Person] [[Harc]], Nov. 2022. A perfectly timed death allows for a player to watch the cutscene in third person (co-op only).&lt;br /&gt;
* [https://www.halopedia.org/Infinite_Energy_Sword_on_Dawn Infinite Energy Sword Glitch] Unknown, Unknown. A Co-op glitch that spawns co-op members with weapons during the elevator cutscene. Able to kill the elite and take his sword, which has infinite ammo.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-1]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22492</id>
		<title>Dawn</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22492"/>
				<updated>2025-04-15T00:47:50Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Dawn&lt;br /&gt;
| image = [[File:Dawn.jpg|300px]]&lt;br /&gt;
| caption = ''&amp;quot;After four years adrift in space, Cortana awakens the Master Chief to investigate a disturbance on the Forward Unto Dawn.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 5:00; Legendary: ~ 5:30&lt;br /&gt;
| time2 = Easy: ~ 4:00; Legendary: ~ 4:10&lt;br /&gt;
| time3 = Easy: ~ 3:10; Legendary: ~ 3:10&lt;br /&gt;
| time4 = Easy: ~ 2:48; Legendary: ~ 2:54&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Halo (Halo 3)]]&lt;br /&gt;
| next = [[Requiem]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dawn''' is the second campaign level of Halo 4, and the first one with actual gameplay. After years of cryo-sleep, John-117 awakens to fight the resurgent Covenant in the wreckage of the UNSC Forward Unto Dawn. See [http://www.halopedia.org/Dawn_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/dawn/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
'''Current Records'''&lt;br /&gt;
&lt;br /&gt;
Dawn Easy by [[Harc]] in [https://www.youtube.com/watch?v=m-Y7gi8qVRo&amp;amp;feature=youtu.be 2:48.]&lt;br /&gt;
&lt;br /&gt;
Dawn Legendary by [[Cordiaxiz]] in [https://www.youtube.com/watch?v=awS3NQTbkwU 2:54.]&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
Note: This mission plays faster on the Master Chief Collection compared to the Xbox 360 version due to shorter load times, different enemy spawn locations, and altered enemy behavior.&lt;br /&gt;
&lt;br /&gt;
After sitting in a cryo tube for 47 seconds, you gain control of chief and are able to start the mission. At the start, we want to use the [[Muscle Run| muscle running]] technique to maintain full sprint throughout the hallways.&lt;br /&gt;
&lt;br /&gt;
* For an example of the most optimal muscle running cycles, [https://youtu.be/pK5HKTYTc-c?si=gdidDjFhP5Lpnzi5&amp;amp;t=49 view this example by VyPr.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: At this point, you must decide if you would like to proceed with the beginner or advanced route, which will determine where you go out-of-bounds for the level. Dawn Super Skip (DSS) is very time consuming to learn and is considered an advanced trick, so skip to the Dawn Skip section if you are a beginner to intermediate runner.'''&lt;br /&gt;
&lt;br /&gt;
==Dawn Skip==&lt;br /&gt;
Dawn Skip (initially performed by tricking group [[Termacious Trickocity]]) is a group of skips and tricks, grouped together to form what the Halo 4 community refers as Dawn Skip. This trick involves breaking out of the in-bounds map geometry through [[geometry holes|holes in the geo]], dropping down to the bottom of the outside section where we would normally release the missile, and completing the escape of the Dawn Ship Explosion while on top of the hallways. Due to the nature of this trick, it will be broken up into the following sections:&lt;br /&gt;
&lt;br /&gt;
* Dawn Skip Methods&lt;br /&gt;
* Fall Methods&lt;br /&gt;
* Final Escape Hall Platforming&lt;br /&gt;
&lt;br /&gt;
This trick is considered beginner friendly; however, it is understandable that some runners would wish to complete the level 100% in-bounds. The in-bounds route explanation will be linked below the Dawn Skip categories.&lt;br /&gt;
&lt;br /&gt;
===Dawn Skip 2022 Method===&lt;br /&gt;
This is the current suggested method of getting out-of-bounds for most runners. A video tutorial courtesy of [[User:VyPr Red|VyPr]] is available [https://youtu.be/y2XLlyo4nNU?si=DJASu_ccZa_5x8zo here.]&lt;br /&gt;
&lt;br /&gt;
This method is quite difficult to explain through text, so it is highly recommended to refer to the video above. If you have difficulties with getting out-of-bounds, here are some recommendations:&lt;br /&gt;
* If you are bonking your head on the ceiling, you are moving too far backwards when jumping. You can solve this by angling more to the right when lining up for the nade throw, or hold S for a shorter period of time.&lt;br /&gt;
* If you are not getting enough height, you are jumping too early or too late. A good time to start moving is once the throwing animation finishes for the nade throw, while you are holding the Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Dawn Super Skip===&lt;br /&gt;
Just like Dawn Skip 2022 Method, this is even more technical and is suggested to refer to the video tutorial from [[User:VyPr Red|VyPr]], available [https://youtu.be/R_5Ps1jWoic here.]&lt;br /&gt;
&lt;br /&gt;
There will still be short overviews of each section below:&lt;br /&gt;
&lt;br /&gt;
====Out of Bounds Clip====&lt;br /&gt;
This initial out-of-bounds was discovered by [[Harc]] when the [[Acrophobia]] skull was first added to the game.&lt;br /&gt;
&lt;br /&gt;
For a quick technical explanation: every time you crouch and uncrouch while in the air, Master Chief's hitbox becomes slightly displaced. By performing a single crouch-uncrouch input at the apex of a jump—specifically at the pipe section—the top of Chief's hitbox is able to breach through to the other side. Since the player's camera is contained within this part of the hitbox, this allows the player to clip through and break to the other side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: There is a relatively new corner cut right after the out-of-bounds, which you can see an [https://youtu.be/t_dW56UbQcQ example of here.]&lt;br /&gt;
&lt;br /&gt;
====Elevator Climb====&lt;br /&gt;
After hitting the elevator load, there are two options to ascend the elevator.&lt;br /&gt;
&lt;br /&gt;
The first method (which is included in the trick tutorial above) is the recommended approach for full-game runs. Climbing the elevator is relatively simple, and the pressure launch method (detailed below) is inconsistent, making it difficult to recommend for full-game runs or new learners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pressure Launch Method''': Discovered by [[Harc]] in August 2023, this method is highly inconsistent and behaves differently between controller and mouse &amp;amp; keyboard setups. As demonstrated in the [https://youtu.be/GikrlIBfjfY tutorial here], even with a perfect lineup and input timing, you may achieve either too little or too much height. It is recommended not to attempt this method until reaching the sub-2:55 mark.&lt;br /&gt;
&lt;br /&gt;
==Fall Methods==&lt;br /&gt;
There are four current drop methods that are used for various reasons. For simplicity, all runners should start by learning the '''Light Drop''' method, as it is the most consistent and applicable for full game runs.&lt;br /&gt;
&lt;br /&gt;
===Light Drop===&lt;br /&gt;
The most consistent method, this involves jumping from the top of the Observation deck, landing on the light, then falling to the ground. It is rare to die from this method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared&amp;amp;t=753 Light Drop guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===Cordi Bounce===&lt;br /&gt;
This is the optimal drop method when going for DSS (slightly faster method below but more difficult). By performing an [[edge bounce]] off of invisible geometry, chief's hitbox is able to be redirectly directly to the entrance of the escape hallways.&lt;br /&gt;
&lt;br /&gt;
Note:Need an embedded image here.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=QjI6ruKl11I&amp;amp;t=892s Cordi Bounce guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===VyPr's Refined Cordi Bounce===&lt;br /&gt;
Same as before, but further optimized for DSS, and saves about a half a second. Recommended for top IL times.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/IREUxreoCKo?si=mPh-HYspDebQu0C4 Refined Bounce by VyPr]&lt;br /&gt;
&lt;br /&gt;
===Harc Fall===&lt;br /&gt;
This is the optimal fall method for Dawn Skip (2022 Method). Using the same [[edge bounce]] technique, landing on a small rectangle geometry that's slightly elevated allows for a redirect without taking health or shield damage.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/b09KOxxXg4s Harc Fall Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
Note: There is a faster drop method for ILs, Danos Slip.&lt;br /&gt;
&lt;br /&gt;
===Danos Slip===&lt;br /&gt;
This is the fastest drop method for Dawn Skip (2022 Method), and is relatively inconsistent. Using the glass at the front of the Observation Deck, we sprint off at a very precise angle to hit the same geometry as from Harc Fall.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/lBj0GwJqZ_Y Danos Slip Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
==Escape Hallways==&lt;br /&gt;
After a fall method is completed, the escape hallway load needs to be hit in a specific way to not end up in-bounds.&lt;br /&gt;
&lt;br /&gt;
* Add embed image here.&lt;br /&gt;
&lt;br /&gt;
Once the hallway is loaded, it is recommended to follow [https://youtu.be/m-Y7gi8qVRo?si=8G2F9xKFOFMK_hfj&amp;amp;t=105 this route] and follow the sprint cycles used in Harc's record run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: If you have troubles with the double crouch jump after loading in the hallway, after the first crouch jump, look to the right and jump into the wall. This prevents the player from being pushed backwards. If you perform the Dawn Skip (2022 Method), you can also do a grenade jump here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final part of the platforming is the most difficult, and there is a separate [https://youtu.be/EefXxwZLT00 tutorial here.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In-Bounds Route==&lt;br /&gt;
This route is outdated. Some runners may find value in running in-bounds if they enjoy the combat or find Dawn Skip to be too difficult.&lt;br /&gt;
&lt;br /&gt;
Full Path Tutorials can be found below:&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/Kr534aiazxE?feature=shared&amp;amp;t=319 Full Path Easy Guide by Egg92]&lt;br /&gt;
* [https://youtu.be/9E4035xJqjw?si=hzAWW_0S1jsK9T_5 Full Path Legendary Guide by Cory123]&lt;br /&gt;
&lt;br /&gt;
===Observation Deck===&lt;br /&gt;
- Easy Clear [https://youtu.be/m4b_Jiu7ir8 Example].&lt;br /&gt;
&lt;br /&gt;
- Legendary Clear [https://youtu.be/cy8s2LoVS-U Example].&lt;br /&gt;
&lt;br /&gt;
- Note: &amp;lt;b&amp;gt;80%+ Plasma Pistol&amp;lt;/b&amp;gt; - Used on Legendary, take a plasma pistol after 1st clear and swap it with an assault rifle. The plasma pistol wont despawn so u can take it after 2nd clear. [https://www.youtube.com/watch?v=-b0m3tdr_n0 Tutorial] &lt;br /&gt;
&lt;br /&gt;
===Outside Routes From Slowest to Fastest on Legendary===&lt;br /&gt;
- Junk Jump: (Without Concussion Rifle) Used mostly on the 360 version of Halo 4 because the concussion rifle is not easy to obtain. [https://youtu.be/GvoX9QkDoG0 Example].&lt;br /&gt;
&lt;br /&gt;
- Slower Concussion Jump: (With Concussion Rifle) Faster than junk jump, but is the slower than the concussion jump. [https://youtu.be/ZkXjPFSV0qk Example].&lt;br /&gt;
&lt;br /&gt;
- Faster Concussion Jump: (With Concussion Rifle) Used on Legendary, very hard concussion jump, located next to the easy one. This one is very tricky, you need to use this [http://imgur.com/hMCJosi Setup] and shots 4 times with ur concussion rifle. [https://youtu.be/9uF2vCXVtqM?t=5m23s Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* [https://youtu.be/ZEAo2vBbnOA?si=bvSo_4np8bL9L3k7&amp;amp;t=422 Spring Jump DSS OOB] [[Harc]], Feb. 2023. Replaced by the edge jump OOB method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared Cordi's Dawn Skip Tutorial] Cordiaxiz, Apr. 2022. Replaced by Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/cEYkr6LPgAk?feature=shared Hobo's Dawn Skip Tutorial] A Royal Hobo, Jul. 2018. IL variation of Dawn Skip, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/IE3HfYlCfMg?si=Ndu-eiyPe-FIqwbK Cory123's Dawn Skip Method] Cory123, Jul. 2018. Full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/LBwQo_uAx-E?feature=shared Skull Kid's Dawn Skip Method] Skull Kid, Aug. 2018. Alternative full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/Hmu7u7E99ls?si=YfTCLk5fNmWopIu5&amp;amp;t=193 Original Dawn Skip] [[Termacious Trickocity]], May. 2016. Was originally done with skulls, was implemented first by [[sun100]] in Co-op.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* Dawn Pressure Launch #1 [[Harc]], Aug. 2023. No video currently, involves a pressure launch off a pipe when traversing over the didact room after DSS.&lt;br /&gt;
* [https://youtu.be/SiVactEaEAc?feature=shared VyPr's Sketchy Fall] [[User:VyPr Red|VyPr]], Apr. 2023. Difficult, can only be used with DSS.&lt;br /&gt;
* [https://youtu.be/sFIvL6oIkfE Co-op Spawn Launch] [[User:VyPr Red|VyPr]], Feb. 2023. Unknown reason for launching, would save time.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* [https://youtu.be/WCbiL2Gtk1o Dawn Pressure Launch #2] [[User:VyPr Red|VyPr]], Feb. 2023. Has no utility in current route, but could have use with the Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/16qGNvO_q2U Ending Cutscene in 3rd Person] [[Harc]], Nov. 2022. A perfectly timed death allows for a player to watch the cutscene in third person (co-op only).&lt;br /&gt;
* [https://www.halopedia.org/Infinite_Energy_Sword_on_Dawn Infinite Energy Sword Glitch] Unknown, Unknown. A Co-op glitch that spawns co-op members with weapons during the elevator cutscene. Able to kill the elite and take his sword, which has infinite ammo.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-1]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22479</id>
		<title>Dawn</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22479"/>
				<updated>2025-04-14T17:03:28Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: fixed a tutorial link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Dawn&lt;br /&gt;
| image = [[File:Dawn.jpg|300px]]&lt;br /&gt;
| caption = ''&amp;quot;After four years adrift in space, Cortana awakens the Master Chief to investigate a disturbance on the Forward Unto Dawn.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 5:00; Legendary: ~ 5:30&lt;br /&gt;
| time2 = Easy: ~ 4:00; Legendary: ~ 4:10&lt;br /&gt;
| time3 = Easy: ~ 3:10; Legendary: ~ 3:10&lt;br /&gt;
| time4 = Easy: ~ 2:48; Legendary: ~ 2:54&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Halo (Halo 3)]]&lt;br /&gt;
| next = [[Requiem]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dawn''' is the second campaign level of Halo 4, and the first one with actual gameplay. After years of cryo-sleep, John-117 awakens to fight the resurgent Covenant in the wreckage of the UNSC Forward Unto Dawn.. See [http://www.halopedia.org/Dawn_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/dawn/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
'''Current Records'''&lt;br /&gt;
&lt;br /&gt;
Dawn Easy by [[Harc]] in [https://www.youtube.com/watch?v=m-Y7gi8qVRo&amp;amp;feature=youtu.be 2:48.]&lt;br /&gt;
&lt;br /&gt;
Dawn Legendary by [[Cordiaxiz]] in [https://www.youtube.com/watch?v=awS3NQTbkwU 2:54.]&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
Note: This mission plays faster on the Master Chief Collection compared to the Xbox 360 version due to shorter load times, different enemy spawn locations, and altered enemy behavior.&lt;br /&gt;
&lt;br /&gt;
After sitting in a cryo tube for 47 seconds, you gain control of chief and are able to start the mission. At the start, we want to use the [[Muscle Run| muscle running]] technique to maintain full sprint throughout the hallways.&lt;br /&gt;
&lt;br /&gt;
* For an example of the most optimal muscle running cycles, [https://youtu.be/pK5HKTYTc-c?si=gdidDjFhP5Lpnzi5&amp;amp;t=49 view this example by VyPr.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: At this point, you must decide if you would like to proceed with the beginner or advanced route, which will determine where you go out-of-bounds for the level. Dawn Super Skip (DSS) is very time consuming to learn and is considered an advanced trick, so skip to the Dawn Skip section if you are a beginner to intermediate runner.'''&lt;br /&gt;
&lt;br /&gt;
==Dawn Skip==&lt;br /&gt;
Dawn Skip (initially performed by tricking group [[Termacious Trickocity]]) is a group of skips and tricks, grouped together to form what the Halo 4 community refers as Dawn Skip. This trick involves breaking out of the in-bounds map geometry through [[geometry holes|holes in the geo]], dropping down to the bottom of the outside section where we would normally release the missile, and completing the escape of the Dawn Ship Explosion while on top of the hallways. Due to the nature of this trick, it will be broken up into the following sections:&lt;br /&gt;
&lt;br /&gt;
* Dawn Skip Methods&lt;br /&gt;
* Fall Methods&lt;br /&gt;
* Final Escape Hall Platforming&lt;br /&gt;
&lt;br /&gt;
This trick is considered beginner friendly; however, it is understandable that some runners would wish to complete the level 100% in-bounds. The in-bounds route explanation will be linked below the Dawn Skip categories.&lt;br /&gt;
&lt;br /&gt;
===Dawn Skip 2022 Method===&lt;br /&gt;
This is the current suggested method of getting out-of-bounds for most runners. A video tutorial courtesy of [[User:VyPr Red|VyPr]] is available [https://youtu.be/y2XLlyo4nNU?si=DJASu_ccZa_5x8zo here.]&lt;br /&gt;
&lt;br /&gt;
This method is quite difficult to explain through text, so it is highly recommended to refer to the video above. If you have difficulties with getting out-of-bounds, here are some recommendations:&lt;br /&gt;
* If you are bonking your head on the ceiling, you are moving too far backwards when jumping. You can solve this by angling more to the right when lining up for the nade throw, or hold S for a shorter period of time.&lt;br /&gt;
* If you are not getting enough height, you are jumping too early or too late. A good time to start moving is once the throwing animation finishes for the nade throw, while you are holding the Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Dawn Super Skip===&lt;br /&gt;
Just like Dawn Skip 2022 Method, this is even more technical and is suggested to refer to the video tutorial from [[User:VyPr Red|VyPr]], available [https://youtu.be/R_5Ps1jWoic here.]&lt;br /&gt;
&lt;br /&gt;
There will still be short overviews of each section below:&lt;br /&gt;
&lt;br /&gt;
====Out of Bounds Clip====&lt;br /&gt;
This initial out-of-bounds was discovered by [[Harc]] when the [[Acrophobia]] skull was first added to the game.&lt;br /&gt;
&lt;br /&gt;
For a quick technical explanation: every time you crouch and uncrouch while in the air, Master Chief's hitbox becomes slightly displaced. By performing a single crouch-uncrouch input at the apex of a jump—specifically at the pipe section—the top of Chief's hitbox is able to breach through to the other side. Since the player's camera is contained within this part of the hitbox, this allows the player to clip through and break to the other side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: There is a relatively new corner cut right after the out-of-bounds, which you can see an [https://youtu.be/t_dW56UbQcQ example of here.]&lt;br /&gt;
&lt;br /&gt;
====Elevator Climb====&lt;br /&gt;
After hitting the elevator load, there are two options to ascend the elevator.&lt;br /&gt;
&lt;br /&gt;
The first method (which is included in the trick tutorial above) is the recommended approach for full-game runs. Climbing the elevator is relatively simple, and the pressure launch method (detailed below) is inconsistent, making it difficult to recommend for full-game runs or new learners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pressure Launch Method''': Discovered by [[Harc]] in August 2023, this method is highly inconsistent and behaves differently between controller and mouse &amp;amp; keyboard setups. As demonstrated in the [https://youtu.be/GikrlIBfjfY tutorial here], even with a perfect lineup and input timing, you may achieve either too little or too much height. It is recommended not to attempt this method until reaching the sub-2:55 mark.&lt;br /&gt;
&lt;br /&gt;
==Fall Methods==&lt;br /&gt;
There are four current drop methods that are used for various reasons. For simplicity, all runners should start by learning the '''Light Drop''' method, as it is the most consistent and applicable for full game runs.&lt;br /&gt;
&lt;br /&gt;
===Light Drop===&lt;br /&gt;
The most consistent method, this involves jumping from the top of the Observation deck, landing on the light, then falling to the ground. It is rare to die from this method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared&amp;amp;t=753 Light Drop guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===Cordi Bounce===&lt;br /&gt;
This is the optimal drop method when going for DSS (slightly faster method below but more difficult). By performing an [[edge bounce]] off of invisible geometry, chief's hitbox is able to be redirectly directly to the entrance of the escape hallways.&lt;br /&gt;
&lt;br /&gt;
Note:Need an embedded image here.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=QjI6ruKl11I&amp;amp;t=892s Cordi Bounce guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===VyPr's Refined Cordi Bounce===&lt;br /&gt;
Same as before, but further optimized for DSS, and saves about a half a second. Recommended for top IL times.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/IREUxreoCKo?si=mPh-HYspDebQu0C4 Refined Bounce by VyPr]&lt;br /&gt;
&lt;br /&gt;
===Harc Fall===&lt;br /&gt;
This is the optimal fall method for Dawn Skip (2022 Method). Using the same [[edge bounce]] technique, landing on a small rectangle geometry that's slightly elevated allows for a redirect without taking health or shield damage.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/b09KOxxXg4s Harc Fall Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
Note: There is a faster drop method for ILs, Danos Slip.&lt;br /&gt;
&lt;br /&gt;
===Danos Slip===&lt;br /&gt;
This is the fastest drop method for Dawn Skip (2022 Method), and is relatively inconsistent. Using the glass at the front of the Observation Deck, we sprint off at a very precise angle to hit the same geometry as from Harc Fall.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/lBj0GwJqZ_Y Danos Slip Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
==Escape Hallways==&lt;br /&gt;
After a fall method is completed, the escape hallway load needs to be hit in a specific way to not end up in-bounds.&lt;br /&gt;
&lt;br /&gt;
* Add embed image here.&lt;br /&gt;
&lt;br /&gt;
Once the hallway is loaded, it is recommended to follow [https://youtu.be/m-Y7gi8qVRo?si=8G2F9xKFOFMK_hfj&amp;amp;t=105 this route] and follow the sprint cycles used in Harc's record run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: If you have troubles with the double crouch jump after loading in the hallway, after the first crouch jump, look to the right and jump into the wall. This prevents the player from being pushed backwards. If you perform the Dawn Skip (2022 Method), you can also do a grenade jump here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final part of the platforming is the most difficult, and there is a separate [https://youtu.be/EefXxwZLT00 tutorial here.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In-Bounds Route==&lt;br /&gt;
This route is outdated. Some runners may find value in running in-bounds if they enjoy the combat or find Dawn Skip to be too difficult.&lt;br /&gt;
&lt;br /&gt;
Full Path Tutorials can be found below:&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/Kr534aiazxE?feature=shared&amp;amp;t=319 Full Path Easy Guide by Egg92]&lt;br /&gt;
* [https://youtu.be/9E4035xJqjw?si=hzAWW_0S1jsK9T_5 Full Path Legendary Guide by Cory123]&lt;br /&gt;
&lt;br /&gt;
===Observation Deck===&lt;br /&gt;
- Easy Clear [https://youtu.be/m4b_Jiu7ir8 Example].&lt;br /&gt;
&lt;br /&gt;
- Legendary Clear [https://youtu.be/cy8s2LoVS-U Example].&lt;br /&gt;
&lt;br /&gt;
- Note: &amp;lt;b&amp;gt;80%+ Plasma Pistol&amp;lt;/b&amp;gt; - Used on Legendary, take a plasma pistol after 1st clear and swap it with an assault rifle. The plasma pistol wont despawn so u can take it after 2nd clear. [https://www.youtube.com/watch?v=-b0m3tdr_n0 Tutorial] &lt;br /&gt;
&lt;br /&gt;
===Outside Routes From Slowest to Fastest on Legendary===&lt;br /&gt;
- Junk Jump: (Without Concussion Rifle) Used mostly on the 360 version of Halo 4 because the concussion rifle is not easy to obtain. [https://youtu.be/GvoX9QkDoG0 Example].&lt;br /&gt;
&lt;br /&gt;
- Slower Concussion Jump: (With Concussion Rifle) Faster than junk jump, but is the slower than the concussion jump. [https://youtu.be/ZkXjPFSV0qk Example].&lt;br /&gt;
&lt;br /&gt;
- Faster Concussion Jump: (With Concussion Rifle) Used on Legendary, very hard concussion jump, located next to the easy one. This one is very tricky, you need to use this [http://imgur.com/hMCJosi Setup] and shots 4 times with ur concussion rifle. [https://youtu.be/9uF2vCXVtqM?t=5m23s Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* [https://youtu.be/ZEAo2vBbnOA?si=bvSo_4np8bL9L3k7&amp;amp;t=422 Spring Jump DSS OOB] [[Harc]], Feb. 2023. Replaced by the edge jump OOB method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared Cordi's Dawn Skip Tutorial] Cordiaxiz, Apr. 2022. Replaced by Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/cEYkr6LPgAk?feature=shared Hobo's Dawn Skip Tutorial] A Royal Hobo, Jul. 2018. IL variation of Dawn Skip, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/IE3HfYlCfMg?si=Ndu-eiyPe-FIqwbK Cory123's Dawn Skip Method] Cory123, Jul. 2018. Full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/LBwQo_uAx-E?feature=shared Skull Kid's Dawn Skip Method] Skull Kid, Aug. 2018. Alternative full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/Hmu7u7E99ls?si=YfTCLk5fNmWopIu5&amp;amp;t=193 Original Dawn Skip] [[Termacious Trickocity]], May. 2016. Was originally done with skulls, was implemented first by [[sun100]] in Co-op.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* Dawn Pressure Launch #1 [[Harc]], Aug. 2023. No video currently, involves a pressure launch off a pipe when traversing over the didact room after DSS.&lt;br /&gt;
* [https://youtu.be/SiVactEaEAc?feature=shared VyPr's Sketchy Fall] [[User:VyPr Red|VyPr]], Apr. 2023. Difficult, can only be used with DSS.&lt;br /&gt;
* [https://youtu.be/sFIvL6oIkfE Co-op Spawn Launch] [[User:VyPr Red|VyPr]], Feb. 2023. Unknown reason for launching, would save time.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* [https://youtu.be/WCbiL2Gtk1o Dawn Pressure Launch #2] [[User:VyPr Red|VyPr]], Feb. 2023. Has no utility in current route, but could have use with the Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/16qGNvO_q2U Ending Cutscene in 3rd Person] [[Harc]], Nov. 2022. A perfectly timed death allows for a player to watch the cutscene in third person (co-op only).&lt;br /&gt;
* [https://www.halopedia.org/Infinite_Energy_Sword_on_Dawn Infinite Energy Sword Glitch] Unknown, Unknown. A Co-op glitch that spawns co-op members with weapons during the elevator cutscene. Able to kill the elite and take his sword, which has infinite ammo.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-1]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22478</id>
		<title>Dawn</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22478"/>
				<updated>2025-04-14T16:55:19Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: Finalized the page for Dawn Skip and In-bounds route&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Dawn&lt;br /&gt;
| image = [[File:Dawn.jpg|300px]]&lt;br /&gt;
| caption = ''&amp;quot;After four years adrift in space, Cortana awakens the Master Chief to investigate a disturbance on the Forward Unto Dawn.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 5:00; Legendary: ~ 5:30&lt;br /&gt;
| time2 = Easy: ~ 4:00; Legendary: ~ 4:10&lt;br /&gt;
| time3 = Easy: ~ 3:10; Legendary: ~ 3:10&lt;br /&gt;
| time4 = Easy: ~ 2:48; Legendary: ~ 2:54&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Halo (Halo 3)]]&lt;br /&gt;
| next = [[Requiem]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dawn''' is the second campaign level of Halo 4, and the first one with actual gameplay. After years of cryo-sleep, John-117 awakens to fight the resurgent Covenant in the wreckage of the UNSC Forward Unto Dawn.. See [http://www.halopedia.org/Dawn_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/dawn/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
'''Current Records'''&lt;br /&gt;
&lt;br /&gt;
Dawn Easy by [[Harc]] in [https://www.youtube.com/watch?v=m-Y7gi8qVRo&amp;amp;feature=youtu.be 2:48.]&lt;br /&gt;
&lt;br /&gt;
Dawn Legendary by [[Cordiaxiz]] in [https://www.youtube.com/watch?v=awS3NQTbkwU 2:54.]&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
Note: This mission plays faster on the Master Chief Collection compared to the Xbox 360 version due to shorter load times, different enemy spawn locations, and altered enemy behavior.&lt;br /&gt;
&lt;br /&gt;
After sitting in a cryo tube for 47 seconds, you gain control of chief and are able to start the mission. At the start, we want to use the [[Muscle Run| muscle running]] technique to maintain full sprint throughout the hallways.&lt;br /&gt;
&lt;br /&gt;
* For an example of the most optimal muscle running cycles, [https://youtu.be/pK5HKTYTc-c?si=gdidDjFhP5Lpnzi5&amp;amp;t=49 view this example by VyPr.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: At this point, you must decide if you would like to proceed with the beginner or advanced route, which will determine where you go out-of-bounds for the level. Dawn Super Skip (DSS) is very time consuming to learn and is considered an advanced trick, so skip to the Dawn Skip section if you are a beginner to intermediate runner.'''&lt;br /&gt;
&lt;br /&gt;
==Dawn Skip==&lt;br /&gt;
Dawn Skip (initially performed by tricking group [[Termacious Trickocity]]) is a group of skips and tricks, grouped together to form what the Halo 4 community refers as Dawn Skip. This trick involves breaking out of the in-bounds map geometry through [[geometry holes|holes in the geo]], dropping down to the bottom of the outside section where we would normally release the missile, and completing the escape of the Dawn Ship Explosion while on top of the hallways. Due to the nature of this trick, it will be broken up into the following sections:&lt;br /&gt;
&lt;br /&gt;
* Dawn Skip Methods&lt;br /&gt;
* Fall Methods&lt;br /&gt;
* Final Escape Hall Platforming&lt;br /&gt;
&lt;br /&gt;
This trick is considered beginner friendly; however, it is understandable that some runners would wish to complete the level 100% in-bounds. The in-bounds route explanation will be linked below the Dawn Skip categories.&lt;br /&gt;
&lt;br /&gt;
===Dawn Skip 2022 Method===&lt;br /&gt;
This is the current suggested method of getting out-of-bounds for most runners. A video tutorial courtesy of [[User:VyPr Red|VyPr]] is available [https://youtu.be/y2XLlyo4nNU?si=DJASu_ccZa_5x8zo here.]&lt;br /&gt;
&lt;br /&gt;
This method is quite difficult to explain through text, so it is highly recommended to refer to the video above. If you have difficulties with getting out-of-bounds, here are some recommendations:&lt;br /&gt;
* If you are bonking your head on the ceiling, you are moving too far backwards when jumping. You can solve this by angling more to the right when lining up for the nade throw, or hold S for a shorter period of time.&lt;br /&gt;
* If you are not getting enough height, you are jumping too early or too late. A good time to start moving is once the throwing animation finishes for the nade throw, while you are holding the Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Dawn Super Skip===&lt;br /&gt;
Just like Dawn Skip 2022 Method, this is even more technical and is suggested to refer to the video tutorial from [[User:VyPr Red|VyPr]], available [https://youtu.be/R_5Ps1jWoic here.]&lt;br /&gt;
&lt;br /&gt;
There will still be short overviews of each section below:&lt;br /&gt;
&lt;br /&gt;
====Out of Bounds Clip====&lt;br /&gt;
This initial out-of-bounds was discovered by [[Harc]] when the [[Acrophobia]] skull was first added to the game.&lt;br /&gt;
&lt;br /&gt;
For a quick technical explanation: every time you crouch and uncrouch while in the air, Master Chief's hitbox becomes slightly displaced. By performing a single crouch-uncrouch input at the apex of a jump—specifically at the pipe section—the top of Chief's hitbox is able to breach through to the other side. Since the player's camera is contained within this part of the hitbox, this allows the player to clip through and break to the other side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: There is a relatively new corner cut right after the out-of-bounds, which you can see an [https://youtu.be/t_dW56UbQcQ example of here.]&lt;br /&gt;
&lt;br /&gt;
====Elevator Climb====&lt;br /&gt;
After hitting the elevator load, there are two options to ascend the elevator.&lt;br /&gt;
&lt;br /&gt;
The first method (which is included in the trick tutorial above) is the recommended approach for full-game runs. Climbing the elevator is relatively simple, and the pressure launch method (detailed below) is inconsistent, making it difficult to recommend for full-game runs or new learners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pressure Launch Method''': Discovered by [[Harc]] in August 2023, this method is highly inconsistent and behaves differently between controller and mouse &amp;amp; keyboard setups. As demonstrated in the [https://youtu.be/GikrlIBfjfY tutorial here], even with a perfect lineup and input timing, you may achieve either too little or too much height. It is recommended not to attempt this method until reaching the sub-2:55 mark.&lt;br /&gt;
&lt;br /&gt;
==Fall Methods==&lt;br /&gt;
There are four current drop methods that are used for various reasons. For simplicity, all runners should start by learning the '''Light Drop''' method, as it is the most consistent and applicable for full game runs.&lt;br /&gt;
&lt;br /&gt;
===Light Drop===&lt;br /&gt;
The most consistent method, this involves jumping from the top of the Observation deck, landing on the light, then falling to the ground. It is rare to die from this method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared&amp;amp;t=753 Light Drop guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===Cordi Bounce===&lt;br /&gt;
This is the optimal drop method when going for DSS (slightly faster method below but more difficult). By performing an [[edge bounce]] off of invisible geometry, chief's hitbox is able to be redirectly directly to the entrance of the escape hallways.&lt;br /&gt;
&lt;br /&gt;
Note:Need an embedded image here.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=QjI6ruKl11I&amp;amp;t=892s Cordi Bounce guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===VyPr's Refined Cordi Bounce===&lt;br /&gt;
Same as before, but further optimized for DSS, and saves about a half a second. Recommended for top IL times.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/IREUxreoCKo?si=mPh-HYspDebQu0C4 Refined Bounce by VyPr]&lt;br /&gt;
&lt;br /&gt;
===Harc Fall===&lt;br /&gt;
This is the optimal fall method for Dawn Skip (2022 Method). Using the same [[edge bounce]] technique, landing on a small rectangle geometry that's slightly elevated allows for a redirect without taking health or shield damage.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/b09KOxxXg4s Harc Fall Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
Note: There is a faster drop method for ILs, Danos Slip.&lt;br /&gt;
&lt;br /&gt;
===Danos Slip===&lt;br /&gt;
This is the fastest drop method for Dawn Skip (2022 Method), and is relatively inconsistent. Using the glass at the front of the Observation Deck, we sprint off at a very precise angle to hit the same geometry as from Harc Fall.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/lBj0GwJqZ_Y Danos Slip Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
==Escape Hallways==&lt;br /&gt;
After a fall method is completed, the escape hallway load needs to be hit in a specific way to not end up in-bounds.&lt;br /&gt;
&lt;br /&gt;
* Add embed image here.&lt;br /&gt;
&lt;br /&gt;
Once the hallway is loaded, it is recommended to follow [https://youtu.be/m-Y7gi8qVRo?si=8G2F9xKFOFMK_hfj&amp;amp;t=105 this route] and follow the sprint cycles used in Harc's record run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: If you have troubles with the double crouch jump after loading in the hallway, after the first crouch jump, look to the right and jump into the wall. This prevents the player from being pushed backwards. If you perform the Dawn Skip (2022 Method), you can also do a grenade jump here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final part of the platforming is the most difficult, and there is a separate [https://youtu.be/EefXxwZLT00 tutorial here.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In-Bounds Route==&lt;br /&gt;
This route is outdated. Some runners may find value in running in-bounds if they enjoy the combat or find Dawn Skip to be too difficult.&lt;br /&gt;
&lt;br /&gt;
Full Path Tutorials can be found below:&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/Kr534aiazxE?feature=shared&amp;amp;t=319 Full Path Easy Guide by Egg92]&lt;br /&gt;
* [https://youtu.be/9E4035xJqjw?si=hzAWW_0S1jsK9T_5 Full Path Legendary Guide by Cory123]&lt;br /&gt;
&lt;br /&gt;
===Observation Deck===&lt;br /&gt;
- Easy Clear [https://youtu.be/m4b_Jiu7ir8 Example].&lt;br /&gt;
&lt;br /&gt;
- Legendary Clear [https://youtu.be/cy8s2LoVS-U Example].&lt;br /&gt;
&lt;br /&gt;
- Note: &amp;lt;b&amp;gt;80%+ Plasma Pistol&amp;lt;/b&amp;gt; - Used on Legendary, take a plasma pistol after 1st clear and swap it with an assault rifle. The plasma pistol wont despawn so u can take it after 2nd clear. [https://www.youtube.com/watch?v=-b0m3tdr_n0 Tutorial] &lt;br /&gt;
&lt;br /&gt;
===Outside Routes From Slowest to Fastest on Legendary===&lt;br /&gt;
- Junk Jump: (Without Concussion Rifle) Used mostly on the 360 version of Halo 4 because the concussion rifle is not easy to obtain. [https://youtu.be/GvoX9QkDoG0 Example].&lt;br /&gt;
&lt;br /&gt;
- Slower Concussion Jump: (With Concussion Rifle) Faster than junk jump, but is the slower than the concussion jump. [https://youtu.be/ZkXjPFSV0qk Example].&lt;br /&gt;
&lt;br /&gt;
- Faster Concussion Jump: (With Concussion Rifle) Used on Legendary, very hard concussion jump, located next to the easy one. This one is very tricky, you need to use this [http://imgur.com/hMCJosi Setup] and shots 4 times with ur concussion rifle. [https://youtu.be/9uF2vCXVtqM?t=5m23s Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* [https://youtu.be/ZEAo2vBbnOA?si=bvSo_4np8bL9L3k7&amp;amp;t=422 Spring Jump DSS OOB] [[Harc]], Feb. 2023. Replaced by the edge jump OOB method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared Cordi's Dawn Skip Tutorial] Cordiaxiz, Apr. 2022. Replaced by Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/cEYkr6LPgAk?feature=shared Hobo's Dawn Skip Tutorial] A Royal Hobo, Jul. 2018. IL variation of Dawn Skip, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/IE3HfYlCfMg?si=Ndu-eiyPe-FIqwbK Cory123's Dawn Skip Method] Cory123, Jul. 2018. Full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/LBwQo_uAx-E?feature=shared Skull Kid's Dawn Skip Method] Skull Kid, Aug. 2018. Alternative full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/Hmu7u7E99ls?si=YfTCLk5fNmWopIu5&amp;amp;t=193 Original Dawn Skip] [[Termacious Trickocity]], May. 2016. Was originally done with skulls, was implemented first by [[sun100]] in Co-op.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* Dawn Pressure Launch #1 [[Harc]], Aug. 2023. No video currently, involves a pressure launch off a pipe when traversing over the didact room after DSS.&lt;br /&gt;
* [https://youtu.be/SiVactEaEAc?feature=shared VyPr's Sketchy Fall] [[User:VyPr Red|VyPr]], Apr. 2023. Difficult, can only be used with DSS.&lt;br /&gt;
* [https://youtu.be/sFIvL6oIkfE Co-op Spawn Launch] [[User:VyPr Red|VyPr]], Feb. 2023. Unknown reason for launching, would save time.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* [https://youtu.be/WCbiL2Gtk1o Dawn Pressure Launch #2] [[User:VyPr Red|VyPr]], Feb. 2023. Has no utility in current route, but could have use with the Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/WCbiL2Gtk1o Ending Cutscene in 3rd Person] [[Harc]], Nov. 2022. A perfectly timed death allows for a player to watch the cutscene in third person (co-op only).&lt;br /&gt;
* [https://www.halopedia.org/Infinite_Energy_Sword_on_Dawn Infinite Energy Sword Glitch] Unknown, Unknown. A Co-op glitch that spawns co-op members with weapons during the elevator cutscene. Able to kill the elite and take his sword, which has infinite ammo.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-1]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22477</id>
		<title>Dawn</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22477"/>
				<updated>2025-04-14T16:39:40Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: Added fall methods section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Dawn&lt;br /&gt;
| image = [[File:Dawn.jpg|300px]]&lt;br /&gt;
| caption = ''&amp;quot;After four years adrift in space, Cortana awakens the Master Chief to investigate a disturbance on the Forward Unto Dawn.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 5:00; Legendary: ~ 5:30&lt;br /&gt;
| time2 = Easy: ~ 4:00; Legendary: ~ 4:10&lt;br /&gt;
| time3 = Easy: ~ 3:10; Legendary: ~ 3:10&lt;br /&gt;
| time4 = Easy: ~ 2:48; Legendary: ~ 2:54&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Halo (Halo 3)]]&lt;br /&gt;
| next = [[Requiem]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dawn''' is the second campaign level of Halo 4, and the first one with actual gameplay. After years of cryo-sleep, John-117 awakens to fight the resurgent Covenant in the wreckage of the UNSC Forward Unto Dawn.. See [http://www.halopedia.org/Dawn_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/dawn/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
'''Current Records'''&lt;br /&gt;
&lt;br /&gt;
Dawn Easy by [[Harc]] in [https://www.youtube.com/watch?v=m-Y7gi8qVRo&amp;amp;feature=youtu.be 2:48.]&lt;br /&gt;
&lt;br /&gt;
Dawn Legendary by [[Cordiaxiz]] in [https://www.youtube.com/watch?v=awS3NQTbkwU 2:54.]&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
Note: This mission plays faster on the Master Chief Collection compared to the Xbox 360 version due to shorter load times, different enemy spawn locations, and altered enemy behavior.&lt;br /&gt;
&lt;br /&gt;
After sitting in a cryo tube for 47 seconds, you gain control of chief and are able to start the mission. At the start, we want to use the [[Muscle Run| muscle running]] technique to maintain full sprint throughout the hallways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/pK5HKTYTc-c?si=gdidDjFhP5Lpnzi5&amp;amp;t=49&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE: At this point, you must decide if you would like to proceed with the beginner or advanced route, which will determine where you go out-of-bounds for the level. Dawn Super Skip (DSS) is very time consuming to learn and is considered an advanced trick, so skip to the Dawn Skip section if you are a beginner to intermediate runner.'''&lt;br /&gt;
&lt;br /&gt;
==Dawn Skip==&lt;br /&gt;
Dawn Skip (initially performed by tricking group [[Termacious Trickocity]]) is a group of skips and tricks, grouped together to form what the Halo 4 community refers as Dawn Skip. This trick involves breaking out of the in-bounds map geometry through [[geometry holes|holes in the geo]], dropping down to the bottom of the outside section where we would normally release the missile, and completing the escape of the Dawn Ship Explosion while on top of the hallways. Due to the nature of this trick, it will be broken up into the following sections:&lt;br /&gt;
&lt;br /&gt;
* Dawn Skip Methods&lt;br /&gt;
* Fall Methods&lt;br /&gt;
* Final Escape Hall Platforming&lt;br /&gt;
&lt;br /&gt;
This trick is considered beginner friendly; however, it is understandable that some runners would wish to complete the level 100% in-bounds. The in-bounds route explanation will be linked below the Dawn Skip categories.&lt;br /&gt;
&lt;br /&gt;
===Dawn Skip 2022 Method===&lt;br /&gt;
This is the current suggested method of getting out-of-bounds for most runners. A video tutorial courtesy of [[User:VyPr Red|VyPr]] is available [https://youtu.be/y2XLlyo4nNU?si=DJASu_ccZa_5x8zo here.]&lt;br /&gt;
&lt;br /&gt;
This method is quite difficult to explain through text, so it is highly recommended to refer to the video above. If you have difficulties with getting out-of-bounds, here are some recommendations:&lt;br /&gt;
* If you are bonking your head on the ceiling, you are moving too far backwards when jumping. You can solve this by angling more to the right when lining up for the nade throw, or hold S for a shorter period of time.&lt;br /&gt;
* If you are not getting enough height, you are jumping too early or too late. A good time to start moving is once the throwing animation finishes for the nade throw, while you are holding the Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Dawn Super Skip===&lt;br /&gt;
Just like Dawn Skip 2022 Method, this is even more technical and is suggested to refer to the video tutorial from [[User:VyPr Red|VyPr]], available [https://youtu.be/R_5Ps1jWoic here.]&lt;br /&gt;
&lt;br /&gt;
There will still be short overviews of each section below:&lt;br /&gt;
&lt;br /&gt;
====Out of Bounds Clip====&lt;br /&gt;
This initial out-of-bounds was discovered by [[Harc]] when the [[Acrophobia]] skull was first added to the game.&lt;br /&gt;
&lt;br /&gt;
For a quick technical explanation: every time you crouch and uncrouch while in the air, Master Chief's hitbox becomes slightly displaced. By performing a single crouch-uncrouch input at the apex of a jump—specifically at the pipe section—the top of Chief's hitbox is able to breach through to the other side. Since the player's camera is contained within this part of the hitbox, this allows the player to clip through and break to the other side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: There is a relatively new corner cut right after the out-of-bounds, which you can see an [https://youtu.be/t_dW56UbQcQ example of here.]&lt;br /&gt;
&lt;br /&gt;
====Elevator Climb====&lt;br /&gt;
After hitting the elevator load, there are two options to ascend the elevator.&lt;br /&gt;
&lt;br /&gt;
The first method (which is included in the trick tutorial above) is the recommended approach for full-game runs. Climbing the elevator is relatively simple, and the pressure launch method (detailed below) is inconsistent, making it difficult to recommend for full-game runs or new learners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pressure Launch Method''': Discovered by [[Harc]] in August 2023, this method is highly inconsistent and behaves differently between controller and mouse &amp;amp; keyboard setups. As demonstrated in the [https://youtu.be/GikrlIBfjfY tutorial here], even with a perfect lineup and input timing, you may achieve either too little or too much height. It is recommended not to attempt this method until reaching the sub-2:55 mark.&lt;br /&gt;
&lt;br /&gt;
==Fall Methods==&lt;br /&gt;
There are four current drop methods that are used for various reasons. For simplicity, all runners should start by learning the '''Light Drop''' method, as it is the most consistent and applicable for full game runs.&lt;br /&gt;
&lt;br /&gt;
===Light Drop===&lt;br /&gt;
The most consistent method, this involves jumping from the top of the Observation deck, landing on the light, then falling to the ground. It is rare to die from this method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared&amp;amp;t=753 Light Drop guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===Cordi Bounce===&lt;br /&gt;
This is the optimal drop method when going for DSS (slightly faster method below but more difficult). By performing an [[edge bounce]] off of invisible geometry, chief's hitbox is able to be redirectly directly to the entrance of the escape hallways.&lt;br /&gt;
&lt;br /&gt;
Note:Need an embedded image here.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=QjI6ruKl11I&amp;amp;t=892s Cordi Bounce guide by Cordiaxiz.]&lt;br /&gt;
&lt;br /&gt;
===VyPr's Refined Cordi Bounce===&lt;br /&gt;
Same as before, but further optimized for DSS, and saves about a half a second. Recommended for top IL times.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/IREUxreoCKo?si=mPh-HYspDebQu0C4 Refined Bounce by VyPr]&lt;br /&gt;
&lt;br /&gt;
===Harc Fall===&lt;br /&gt;
This is the optimal fall method for Dawn Skip (2022 Method). Using the same [[edge bounce]] technique, landing on a small rectangle geometry that's slightly elevated allows for a redirect without taking health or shield damage.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/b09KOxxXg4s Harc Fall Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
Note: There is a faster drop method for ILs, Danos Slip.&lt;br /&gt;
&lt;br /&gt;
===Danos Slip===&lt;br /&gt;
This is the fastest drop method for Dawn Skip (2022 Method), and is relatively inconsistent. Using the glass at the front of the Observation Deck, we sprint off at a very precise angle to hit the same geometry as from Harc Fall.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/lBj0GwJqZ_Y Danos Slip Tutorial by VyPr.]&lt;br /&gt;
&lt;br /&gt;
==Escape Hallways==&lt;br /&gt;
&lt;br /&gt;
==In-Bounds Route==&lt;br /&gt;
===Observation Deck===&lt;br /&gt;
- Easy Clear [https://youtu.be/m4b_Jiu7ir8 Example].&lt;br /&gt;
&lt;br /&gt;
- Legendary Clear [https://youtu.be/cy8s2LoVS-U Example].&lt;br /&gt;
&lt;br /&gt;
- Note: &amp;lt;b&amp;gt;80%+ Plasma Pistol&amp;lt;/b&amp;gt; - Used on Legendary, take a plasma pistol after 1st clear and swap it with an assault rifle. The plasma pistol wont despawn so u can take it after 2nd clear. [https://www.youtube.com/watch?v=-b0m3tdr_n0 Tutorial] &lt;br /&gt;
&lt;br /&gt;
===Outside Routes From Slowest to Fastest on Legendary===&lt;br /&gt;
- Junk Jump: (Without Concussion Rifle) Used mostly on the 360 version of Halo 4 because the concussion rifle is not easy to obtain. [https://youtu.be/GvoX9QkDoG0 Example].&lt;br /&gt;
&lt;br /&gt;
- Slower Concussion Jump: (With Concussion Rifle) Faster than junk jump, but is the slower than the concussion jump. [https://youtu.be/ZkXjPFSV0qk Example].&lt;br /&gt;
&lt;br /&gt;
- Faster Concussion Jump: (With Concussion Rifle) Used on Legendary, very hard concussion jump, located next to the easy one. This one is very tricky, you need to use this [http://imgur.com/hMCJosi Setup] and shots 4 times with ur concussion rifle. [https://youtu.be/9uF2vCXVtqM?t=5m23s Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* [https://youtu.be/ZEAo2vBbnOA?si=bvSo_4np8bL9L3k7&amp;amp;t=422 Spring Jump DSS OOB] [[Harc]], Feb. 2023. Replaced by the edge jump OOB method.&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared Cordi's Dawn Skip Tutorial] Cordiaxiz, Apr. 2022. Replaced by Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/cEYkr6LPgAk?feature=shared Hobo's Dawn Skip Tutorial] A Royal Hobo, Jul. 2018. IL variation of Dawn Skip, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/IE3HfYlCfMg?si=Ndu-eiyPe-FIqwbK Cory123's Dawn Skip Method] Cory123, Jul. 2018. Full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/LBwQo_uAx-E?feature=shared Skull Kid's Dawn Skip Method] Skull Kid, Aug. 2018. Alternative full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/Hmu7u7E99ls?si=YfTCLk5fNmWopIu5&amp;amp;t=193 Original Dawn Skip] [[Termacious Trickocity]], May. 2016. Was originally done with skulls, was implemented first by [[sun100]] in Co-op.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* Dawn Pressure Launch #1 [[Harc]], Aug. 2023. No video currently, involves a pressure launch off a pipe when traversing over the didact room after DSS.&lt;br /&gt;
* [https://youtu.be/SiVactEaEAc?feature=shared VyPr's Sketchy Fall] [[User:VyPr Red|VyPr]], Apr. 2023. Difficult, can only be used with DSS.&lt;br /&gt;
* [https://youtu.be/sFIvL6oIkfE Co-op Spawn Launch] [[User:VyPr Red|VyPr]], Feb. 2023. Unknown reason for launching, would save time.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* [https://youtu.be/WCbiL2Gtk1o Dawn Pressure Launch #2] [[User:VyPr Red|VyPr]], Feb. 2023. Has no utility in current route, but could have use with the Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/WCbiL2Gtk1o Ending Cutscene in 3rd Person] [[Harc]], Nov. 2022. A perfectly timed death allows for a player to watch the cutscene in third person (co-op only).&lt;br /&gt;
* [https://www.halopedia.org/Infinite_Energy_Sword_on_Dawn Infinite Energy Sword Glitch] Unknown, Unknown. A Co-op glitch that spawns co-op members with weapons during the elevator cutscene. Able to kill the elite and take his sword, which has infinite ammo.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-1]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22475</id>
		<title>Dawn</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22475"/>
				<updated>2025-04-14T16:07:30Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: Added the DSS section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Dawn&lt;br /&gt;
| image = [[File:Dawn.jpg|300px]]&lt;br /&gt;
| caption = ''&amp;quot;After four years adrift in space, Cortana awakens the Master Chief to investigate a disturbance on the Forward Unto Dawn.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 5:00; Legendary: ~ 5:30&lt;br /&gt;
| time2 = Easy: ~ 4:00; Legendary: ~ 4:10&lt;br /&gt;
| time3 = Easy: ~ 3:10; Legendary: ~ 3:10&lt;br /&gt;
| time4 = Easy: ~ 2:48; Legendary: ~ 2:54&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Halo (Halo 3)]]&lt;br /&gt;
| next = [[Requiem]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dawn''' is the second campaign level of Halo 4, and the first one with actual gameplay. After years of cryo-sleep, John-117 awakens to fight the resurgent Covenant in the wreckage of the UNSC Forward Unto Dawn.. See [http://www.halopedia.org/Dawn_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/dawn/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
'''Current Records'''&lt;br /&gt;
&lt;br /&gt;
Dawn Easy by [[Harc]] in [https://www.youtube.com/watch?v=m-Y7gi8qVRo&amp;amp;feature=youtu.be 2:48.]&lt;br /&gt;
&lt;br /&gt;
Dawn Legendary by [[Cordiaxiz]] in [https://www.youtube.com/watch?v=awS3NQTbkwU 2:54.]&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
Note: This mission plays faster on the Master Chief Collection compared to the Xbox 360 version due to shorter load times, different enemy spawn locations, and altered enemy behavior.&lt;br /&gt;
&lt;br /&gt;
After sitting in a cryo tube for 47 seconds, you gain control of chief and are able to start the mission. At the start, we want to use the [[Muscle Run| muscle running]] technique to maintain full sprint throughout the hallways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/pK5HKTYTc-c?si=gdidDjFhP5Lpnzi5&amp;amp;t=49&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE: At this point, you must decide if you would like to proceed with the beginner or advanced route, which will determine where you go out-of-bounds for the level. Dawn Super Skip (DSS) is very time consuming to learn and is considered an advanced trick, so skip to the Dawn Skip section if you are a beginner to intermediate runner.'''&lt;br /&gt;
&lt;br /&gt;
==Dawn Skip==&lt;br /&gt;
Dawn Skip (initially performed by tricking group [[Termacious Trickocity]]) is a group of skips and tricks, grouped together to form what the Halo 4 community refers as Dawn Skip. This trick involves breaking out of the in-bounds map geometry through [[geometry holes|holes in the geo]], dropping down to the bottom of the outside section where we would normally release the missile, and completing the escape of the Dawn Ship Explosion while on top of the hallways. Due to the nature of this trick, it will be broken up into the following sections:&lt;br /&gt;
&lt;br /&gt;
* Dawn Skip Methods&lt;br /&gt;
* Fall Methods&lt;br /&gt;
* Final Escape Hall Platforming&lt;br /&gt;
&lt;br /&gt;
This trick is considered beginner friendly; however, it is understandable that some runners would wish to complete the level 100% in-bounds. The in-bounds route explanation will be linked below the Dawn Skip categories.&lt;br /&gt;
&lt;br /&gt;
===Dawn Skip 2022 Method===&lt;br /&gt;
This is the current suggested method of getting out-of-bounds for most runners. A video tutorial courtesy of [[User:VyPr Red|VyPr]] is available [https://youtu.be/y2XLlyo4nNU?si=DJASu_ccZa_5x8zo here.]&lt;br /&gt;
&lt;br /&gt;
This method is quite difficult to explain through text, so it is highly recommended to refer to the video above. If you have difficulties with getting out-of-bounds, here are some recommendations:&lt;br /&gt;
* If you are bonking your head on the ceiling, you are moving too far backwards when jumping. You can solve this by angling more to the right when lining up for the nade throw, or hold S for a shorter period of time.&lt;br /&gt;
* If you are not getting enough height, you are jumping too early or too late. A good time to start moving is once the throwing animation finishes for the nade throw, while you are holding the Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Dawn Super Skip===&lt;br /&gt;
Just like Dawn Skip 2022 Method, this is even more technical and is suggested to refer to the video tutorial from [[User:VyPr Red|VyPr]], available [https://youtu.be/R_5Ps1jWoic here.]&lt;br /&gt;
&lt;br /&gt;
There will still be short overviews of each section below:&lt;br /&gt;
&lt;br /&gt;
====Out of Bounds Clip====&lt;br /&gt;
This initial out-of-bounds was discovered by [[Harc]] when the [[Acrophobia]] skull was first added to the game.&lt;br /&gt;
&lt;br /&gt;
For a quick technical explanation: every time you crouch and uncrouch while in the air, Master Chief's hitbox becomes slightly displaced. By performing a single crouch-uncrouch input at the apex of a jump—specifically at the pipe section—the top of Chief's hitbox is able to breach through to the other side. Since the player's camera is contained within this part of the hitbox, this allows the player to clip through and break to the other side.&lt;br /&gt;
&lt;br /&gt;
====Elevator Climb====&lt;br /&gt;
After hitting the elevator load, there are two options to ascend the elevator.&lt;br /&gt;
&lt;br /&gt;
The first method (which is included in the trick tutorial above) is the recommended approach for full-game runs. Climbing the elevator is relatively simple, and the pressure launch method (detailed below) is inconsistent, making it difficult to recommend for full-game runs or new learners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pressure Launch Method''': Discovered by [[Harc]] in August 2023, this method is highly inconsistent and behaves differently between controller and mouse &amp;amp; keyboard setups. As demonstrated in the [https://youtu.be/GikrlIBfjfY tutorial here], even with a perfect lineup and input timing, you may achieve either too little or too much height. It is recommended not to attempt this method until reaching the sub-2:55 mark.&lt;br /&gt;
&lt;br /&gt;
==Fall Methods==&lt;br /&gt;
&lt;br /&gt;
==Escape Hallways==&lt;br /&gt;
&lt;br /&gt;
==In-Bounds Route==&lt;br /&gt;
===Observation Deck===&lt;br /&gt;
- Easy Clear [https://youtu.be/m4b_Jiu7ir8 Example].&lt;br /&gt;
&lt;br /&gt;
- Legendary Clear [https://youtu.be/cy8s2LoVS-U Example].&lt;br /&gt;
&lt;br /&gt;
- Note: &amp;lt;b&amp;gt;80%+ Plasma Pistol&amp;lt;/b&amp;gt; - Used on Legendary, take a plasma pistol after 1st clear and swap it with an assault rifle. The plasma pistol wont despawn so u can take it after 2nd clear. [https://www.youtube.com/watch?v=-b0m3tdr_n0 Tutorial] &lt;br /&gt;
&lt;br /&gt;
===Outside Routes From Slowest to Fastest on Legendary===&lt;br /&gt;
- Junk Jump: (Without Concussion Rifle) Used mostly on the 360 version of Halo 4 because the concussion rifle is not easy to obtain. [https://youtu.be/GvoX9QkDoG0 Example].&lt;br /&gt;
&lt;br /&gt;
- Slower Concussion Jump: (With Concussion Rifle) Faster than junk jump, but is the slower than the concussion jump. [https://youtu.be/ZkXjPFSV0qk Example].&lt;br /&gt;
&lt;br /&gt;
- Faster Concussion Jump: (With Concussion Rifle) Used on Legendary, very hard concussion jump, located next to the easy one. This one is very tricky, you need to use this [http://imgur.com/hMCJosi Setup] and shots 4 times with ur concussion rifle. [https://youtu.be/9uF2vCXVtqM?t=5m23s Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared Cordi's Dawn Skip Tutorial] Cordiaxiz, Apr. 2022. Replaced by Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/cEYkr6LPgAk?feature=shared Hobo's Dawn Skip Tutorial] A Royal Hobo, Jul. 2018. IL variation of Dawn Skip, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/IE3HfYlCfMg?si=Ndu-eiyPe-FIqwbK Cory123's Dawn Skip Method] Cory123, Jul. 2018. Full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/LBwQo_uAx-E?feature=shared Skull Kid's Dawn Skip Method] Skull Kid, Aug. 2018. Alternative full game variation, replaced by Cordi's Method.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* Dawn Pressure Launch #1 [[Harc]], Aug. 2023. No video currently, involves a pressure launch off a pipe when traversing over the didact room after DSS.&lt;br /&gt;
* [https://youtu.be/SiVactEaEAc?feature=shared VyPr's Sketchy Fall] [[User:VyPr Red|VyPr]], Apr. 2023. Difficult, can only be used with DSS.&lt;br /&gt;
* [https://youtu.be/sFIvL6oIkfE Co-op Spawn Launch] [[User:VyPr Red|VyPr]], Feb. 2023. Unknown reason for launching, would save time.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* [https://youtu.be/WCbiL2Gtk1o Dawn Pressure Launch #2] [[User:VyPr Red|VyPr]], Feb. 2023. Has no utility in current route, but could have use with the Dawn Skip 2022 Method.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-1]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22474</id>
		<title>Dawn</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22474"/>
				<updated>2025-04-14T15:34:57Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: Added the potential strategies section, populated with links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Dawn&lt;br /&gt;
| image = [[File:Dawn.jpg|300px]]&lt;br /&gt;
| caption = ''&amp;quot;After four years adrift in space, Cortana awakens the Master Chief to investigate a disturbance on the Forward Unto Dawn.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 5:00; Legendary: ~ 5:30&lt;br /&gt;
| time2 = Easy: ~ 4:00; Legendary: ~ 4:10&lt;br /&gt;
| time3 = Easy: ~ 3:10; Legendary: ~ 3:10&lt;br /&gt;
| time4 = Easy: ~ 2:48; Legendary: ~ 2:54&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Halo (Halo 3)]]&lt;br /&gt;
| next = [[Requiem]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dawn''' is the second campaign level of Halo 4, and the first one with actual gameplay. After years of cryo-sleep, John-117 awakens to fight the resurgent Covenant in the wreckage of the UNSC Forward Unto Dawn.. See [http://www.halopedia.org/Dawn_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/dawn/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
'''Current Records'''&lt;br /&gt;
&lt;br /&gt;
Dawn Easy by [[Harc]] in [https://www.youtube.com/watch?v=m-Y7gi8qVRo&amp;amp;feature=youtu.be 2:48.]&lt;br /&gt;
&lt;br /&gt;
Dawn Legendary by [[Cordiaxiz]] in [https://www.youtube.com/watch?v=awS3NQTbkwU 2:54.]&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
Note: This mission plays faster on the Master Chief Collection compared to the Xbox 360 version due to shorter load times, different enemy spawn locations, and altered enemy behavior.&lt;br /&gt;
&lt;br /&gt;
After sitting in a cryo tube for 47 seconds, you gain control of chief and are able to start the mission. At the start, we want to use the [[Muscle Run| muscle running]] technique to maintain full sprint throughout the hallways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/pK5HKTYTc-c?si=gdidDjFhP5Lpnzi5&amp;amp;t=49&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE: At this point, you must decide if you would like to proceed with the beginner or advanced route, which will determine where you go out-of-bounds for the level. Dawn Super Skip (DSS) is very time consuming to learn and is considered an advanced trick, so skip to the Dawn Skip section if you are a beginner to intermediate runner.'''&lt;br /&gt;
&lt;br /&gt;
==Dawn Skip==&lt;br /&gt;
Dawn Skip (initially performed by tricking group [[Termacious Trickocity]]) is a group of skips and tricks, grouped together to form what the Halo 4 community refers as Dawn Skip. This trick involves breaking out of the in-bounds map geometry through [[geometry holes|holes in the geo]], dropping down to the bottom of the outside section where we would normally release the missile, and completing the escape of the Dawn Ship Explosion while on top of the hallways. Due to the nature of this trick, it will be broken up into the following sections:&lt;br /&gt;
&lt;br /&gt;
* Dawn Skip Methods&lt;br /&gt;
* Fall Methods&lt;br /&gt;
* Final Escape Hall Platforming&lt;br /&gt;
&lt;br /&gt;
This trick is considered beginner friendly; however, it is understandable that some runners would wish to complete the level 100% in-bounds. The in-bounds route explanation will be linked below the Dawn Skip categories.&lt;br /&gt;
&lt;br /&gt;
===Dawn Skip 2022 Method===&lt;br /&gt;
This is the current suggested method of getting out-of-bounds for most runners. A video tutorial courtesy of [[User:VyPr Red|VyPr]] is available [https://youtu.be/y2XLlyo4nNU?si=DJASu_ccZa_5x8zo here.]&lt;br /&gt;
&lt;br /&gt;
This method is quite difficult to explain through text, so it is highly recommended to refer to the video above. If you have difficulties with getting out-of-bounds, here are some recommendations:&lt;br /&gt;
* If you are bonking your head on the ceiling, you are moving too far backwards when jumping. You can solve this by angling more to the right when lining up for the nade throw, or hold S for a shorter period of time.&lt;br /&gt;
* If you are not getting enough height, you are jumping too early or too late. A good time to start moving is once the throwing animation finishes for the nade throw, while you are holding the Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Dawn Super Skip===&lt;br /&gt;
&lt;br /&gt;
==Fall Methods==&lt;br /&gt;
&lt;br /&gt;
==Escape Hallways==&lt;br /&gt;
&lt;br /&gt;
==In-Bounds Route==&lt;br /&gt;
===Observation Deck===&lt;br /&gt;
- Easy Clear [https://youtu.be/m4b_Jiu7ir8 Example].&lt;br /&gt;
&lt;br /&gt;
- Legendary Clear [https://youtu.be/cy8s2LoVS-U Example].&lt;br /&gt;
&lt;br /&gt;
===Outside Routes From Slowest to Fastest on Legendary===&lt;br /&gt;
- Junk Jump: (Without Concussion Rifle) Used mostly on the 360 version of Halo 4 because the concussion rifle is not easy to obtain. [https://youtu.be/GvoX9QkDoG0 Example].&lt;br /&gt;
&lt;br /&gt;
- Slower Concussion Jump: (With Concussion Rifle) Faster than junk jump, but is the slower than the concussion jump. [https://youtu.be/ZkXjPFSV0qk Example].&lt;br /&gt;
&lt;br /&gt;
- Faster Concussion Jump: (With Concussion Rifle) The fastest route, but is more difficult to pull off. (Find Example below called &amp;quot;Hard&amp;quot; Concussion Jump).&lt;br /&gt;
&lt;br /&gt;
==Other Dawn Strategies==&lt;br /&gt;
- &amp;lt;b&amp;gt;80%+ Plasma Pistol&amp;lt;/b&amp;gt; - Used on Legendary, take a plasma pistol after 1st clear and swap it with an assault rifle. The plasma pistol wont despawn so u can take it after 2nd clear. [https://www.youtube.com/watch?v=-b0m3tdr_n0 Tutorial] &lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Hard&amp;quot; Concussion Jump&amp;lt;/b&amp;gt; - Used on Legendary, very hard concussion jump, located next to the easy one. This one is very tricky, you need to use this [http://imgur.com/hMCJosi Setup] and shots 4 times with ur concussion rifle. [https://youtu.be/9uF2vCXVtqM?t=5m23s Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
* [https://youtu.be/QjI6ruKl11I?feature=shared Cordi's Dawn Skip Tutorial] Cordiaxiz, Apr. 2023. Replaced by Dawn Skip 2022 Method.&lt;br /&gt;
* [https://youtu.be/cEYkr6LPgAk?feature=shared Hobo's Dawn Skip Tutorial] A Royal Hobo, Jul. 2018. IL variation of Dawn Skip, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/IE3HfYlCfMg?si=Ndu-eiyPe-FIqwbK Cory123's Dawn Skip Method] Cory123, Jul. 2018. Full game variation, replaced by Cordi's Method.&lt;br /&gt;
* [https://youtu.be/LBwQo_uAx-E?feature=shared Skull Kid's Dawn Skip Method] Skull Kid, Aug. 2018. Alternative full game variation, replaced by Cordi's Method.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
* Dawn Pressure Launch #1 [[Harc]], Aug. 2023. No video currently, involves a pressure launch off a pipe when traversing over the didact room after DSS.&lt;br /&gt;
* [https://youtu.be/SiVactEaEAc?feature=shared VyPr's Sketchy Fall] [[User:VyPr Red|VyPr]], Apr. 2023. Difficult, can only be used with DSS.&lt;br /&gt;
* [https://youtu.be/sFIvL6oIkfE Co-op Spawn Launch] [[User:VyPr Red|VyPr]], Feb. 2023. Unknown reason for launching, would save time.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
* [https://youtu.be/WCbiL2Gtk1o Dawn Pressure Launch #2] [[User:VyPr Red|VyPr]], Feb. 2023. Has no utility in current route, but could have use with the Dawn Skip 2022 Method.&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-1]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22470</id>
		<title>Dawn</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Dawn&amp;diff=22470"/>
				<updated>2025-04-14T03:46:34Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: Added information on dawn skip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Dawn&lt;br /&gt;
| image = [[File:Dawn.jpg|300px]]&lt;br /&gt;
| caption = ''&amp;quot;After four years adrift in space, Cortana awakens the Master Chief to investigate a disturbance on the Forward Unto Dawn.&amp;quot;''&lt;br /&gt;
| game = Halo 4&lt;br /&gt;
| time = Easy: ~ 5:00; Legendary: ~ 5:30&lt;br /&gt;
| time2 = Easy: ~ 4:00; Legendary: ~ 4:10&lt;br /&gt;
| time3 = Easy: ~ 3:10; Legendary: ~ 3:10&lt;br /&gt;
| time4 = Easy: ~ 2:48; Legendary: ~ 2:54&lt;br /&gt;
| time5 = Easy: ~ 2:44; Legendary: ~ 2:44&lt;br /&gt;
| previous = [[Halo (Halo 3)]]&lt;br /&gt;
| next = [[Requiem]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dawn''' is the second campaign level of Halo 4, and the first one with actual gameplay. After years of cryo-sleep, John-117 awakens to fight the resurgent Covenant in the wreckage of the UNSC Forward Unto Dawn.. See [http://www.halopedia.org/Dawn_%28level%29 Halopedia] for general information.&lt;br /&gt;
&lt;br /&gt;
HaloRuns record page: https://haloruns.com/leaderboards/h4/solo/dawn/Easy (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 [https://haloruns.com/leaderboards/h4/solo/dawn/Easy Individual Level] or the [https://haloruns.com/leaderboards/h4/solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #halo4-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
'''Current Records'''&lt;br /&gt;
&lt;br /&gt;
Dawn Easy by [[Harc]] in [https://www.youtube.com/watch?v=m-Y7gi8qVRo&amp;amp;feature=youtu.be 2:48.]&lt;br /&gt;
&lt;br /&gt;
Dawn Legendary by [[Cordiaxiz]] in [https://www.youtube.com/watch?v=awS3NQTbkwU 2:54.]&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
Note: This mission plays faster on the Master Chief Collection compared to the Xbox 360 version due to shorter load times, different enemy spawn locations, and altered enemy behavior.&lt;br /&gt;
&lt;br /&gt;
After sitting in a cryo tube for 47 seconds, you gain control of chief and are able to start the mission. At the start, we want to use the [[Muscle Run| muscle running]] technique to maintain full sprint throughout the hallways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://youtu.be/pK5HKTYTc-c?si=gdidDjFhP5Lpnzi5&amp;amp;t=49&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE: At this point, you must decide if you would like to proceed with the beginner or advanced route, which will determine where you go out-of-bounds for the level. Dawn Super Skip (DSS) is very time consuming to learn and is considered an advanced trick, so skip to the Dawn Skip section if you are a beginner to intermediate runner.'''&lt;br /&gt;
&lt;br /&gt;
==Dawn Skip==&lt;br /&gt;
Dawn Skip (initially performed by tricking group [[Termacious Trickocity]]) is a group of skips and tricks, grouped together to form what the Halo 4 community refers as Dawn Skip. This trick involves breaking out of the in-bounds map geometry through [[geometry holes|holes in the geo]], dropping down to the bottom of the outside section where we would normally release the missile, and completing the escape of the Dawn Ship Explosion while on top of the hallways. Due to the nature of this trick, it will be broken up into the following sections:&lt;br /&gt;
&lt;br /&gt;
* Dawn Skip Methods&lt;br /&gt;
* Fall Methods&lt;br /&gt;
* Final Escape Hall Platforming&lt;br /&gt;
&lt;br /&gt;
This trick is considered beginner friendly; however, it is understandable that some runners would wish to complete the level 100% in-bounds. The in-bounds route explanation will be linked below the Dawn Skip categories.&lt;br /&gt;
&lt;br /&gt;
===Dawn Skip 2022 Method===&lt;br /&gt;
This is the current suggested method of getting out-of-bounds for most runners. A video tutorial courtesy of [[User:VyPr Red|VyPr]] is available [https://youtu.be/y2XLlyo4nNU?si=DJASu_ccZa_5x8zo here.]&lt;br /&gt;
&lt;br /&gt;
This method is quite difficult to explain through text, so it is highly recommended to refer to the video above. If you have difficulties with getting out-of-bounds, here are some recommendations:&lt;br /&gt;
* If you are bonking your head on the ceiling, you are moving too far backwards when jumping. You can solve this by angling more to the right when lining up for the nade throw, or hold S for a shorter period of time.&lt;br /&gt;
* If you are not getting enough height, you are jumping too early or too late. A good time to start moving is once the throwing animation finishes for the nade throw, while you are holding the Assault Rifle.&lt;br /&gt;
&lt;br /&gt;
===Dawn Super Skip===&lt;br /&gt;
&lt;br /&gt;
==Fall Methods==&lt;br /&gt;
&lt;br /&gt;
==Escape Hallways==&lt;br /&gt;
&lt;br /&gt;
==In-Bounds Route==&lt;br /&gt;
===Observation Deck===&lt;br /&gt;
- Easy Clear [https://youtu.be/m4b_Jiu7ir8 Example].&lt;br /&gt;
&lt;br /&gt;
- Legendary Clear [https://youtu.be/cy8s2LoVS-U Example].&lt;br /&gt;
&lt;br /&gt;
===Outside Routes From Slowest to Fastest on Legendary===&lt;br /&gt;
- Junk Jump: (Without Concussion Rifle) Used mostly on the 360 version of Halo 4 because the concussion rifle is not easy to obtain. [https://youtu.be/GvoX9QkDoG0 Example].&lt;br /&gt;
&lt;br /&gt;
- Slower Concussion Jump: (With Concussion Rifle) Faster than junk jump, but is the slower than the concussion jump. [https://youtu.be/ZkXjPFSV0qk Example].&lt;br /&gt;
&lt;br /&gt;
- Faster Concussion Jump: (With Concussion Rifle) The fastest route, but is more difficult to pull off. (Find Example below called &amp;quot;Hard&amp;quot; Concussion Jump).&lt;br /&gt;
&lt;br /&gt;
==Other Dawn Strategies==&lt;br /&gt;
- &amp;lt;b&amp;gt;80%+ Plasma Pistol&amp;lt;/b&amp;gt; - Used on Legendary, take a plasma pistol after 1st clear and swap it with an assault rifle. The plasma pistol wont despawn so u can take it after 2nd clear. [https://www.youtube.com/watch?v=-b0m3tdr_n0 Tutorial] &lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Hard&amp;quot; Concussion Jump&amp;lt;/b&amp;gt; - Used on Legendary, very hard concussion jump, located next to the easy one. This one is very tricky, you need to use this [http://imgur.com/hMCJosi Setup] and shots 4 times with ur concussion rifle. [https://youtu.be/9uF2vCXVtqM?t=5m23s Tutorial]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|4-1]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=22469</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Main_Page&amp;diff=22469"/>
				<updated>2025-04-14T03:15:31Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: Added a break for bansished outposts after Silent Auditorium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HRLogoTransparent.png|link=http://haloruns.com|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot;&amp;gt;Checkout our HaloRuns Discord Server at &amp;lt;br /&amp;gt; https://discord.gg/rvdsjGw&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#widget:Discord&lt;br /&gt;
|id=83061848139632640&lt;br /&gt;
|theme=dark&lt;br /&gt;
|width=305&lt;br /&gt;
|height=800&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''HaloRuns Wiki''' is dedicated to speedrunning the Halo series, with a focus on providing information for single-segment, full-game speedruns.&lt;br /&gt;
&lt;br /&gt;
Recommended speedrun routes can be found below on the Tutorials page. For more details, visit the pages dedicated to individual levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Key Information&amp;lt;/span&amp;gt;&lt;br /&gt;
* [https://haloruns.com/rules Timing and Submission Rules]&lt;br /&gt;
&lt;br /&gt;
* [[Tutorials|Full Game Tutorials]]&lt;br /&gt;
&lt;br /&gt;
* [[Segmenting Projects|Segmented Projects]]&lt;br /&gt;
&lt;br /&gt;
* [[Tools|Speedrun Tools and Helpful Links]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;HaloRuns Full-Game and IL Leaderboards&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Check the list of [https://haloruns.com/records/recent recent world records!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Game Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Tricks|Global Tricks]]''' - Click here if you're new to Halo speedrunning!&lt;br /&gt;
&lt;br /&gt;
*'''''[[Halo: Combat Evolved]]'''''&lt;br /&gt;
*'''''[[Halo 2]]'''''&lt;br /&gt;
*'''''[[Halo 2 MCC]]'''''&lt;br /&gt;
*'''''[[Halo 3]]'''''&lt;br /&gt;
*'''''[[Halo 3: ODST]]'''''&lt;br /&gt;
*'''''[[Halo: Reach]]'''''&lt;br /&gt;
*'''''[[Halo 4]]'''''&lt;br /&gt;
*'''''[[Halo 5|Halo 5: Guardians]]'''''&lt;br /&gt;
*'''''[[Halo Infinite]]'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Spin-off Games&amp;lt;/span&amp;gt;&lt;br /&gt;
*'''''[[Halo Wars]]'''''&lt;br /&gt;
*'''''[[Halo Wars 2]]'''''&lt;br /&gt;
*'''''[[Halo: Spartan Assault]]'''''&lt;br /&gt;
*'''''[[Halo: Spartan Strike]]'''''&lt;br /&gt;
*'''''[[Halo 4 Spartan Ops]]'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Level Strategies&amp;lt;/span&amp;gt;&lt;br /&gt;
{| width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;23.3%&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo: Combat Evolved&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[The Pillar of Autumn (Halo CE)]]&lt;br /&gt;
*[[Halo (Halo CE)]]&lt;br /&gt;
*[[The Truth and Reconciliation]]&lt;br /&gt;
*[[The Silent Cartographer]]&lt;br /&gt;
*[[Assault on the Control Room]]&lt;br /&gt;
*[[343 Guilty Spark]]&lt;br /&gt;
*[[The Library]]&lt;br /&gt;
*[[Two Betrayals]]&lt;br /&gt;
*[[Keyes]]&lt;br /&gt;
*[[The Maw]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo 2&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[The Armory]]&lt;br /&gt;
*[[Cairo Station]]&lt;br /&gt;
*[[Outskirts]]&lt;br /&gt;
*[[Metropolis]]&lt;br /&gt;
*[[The Arbiter]]&lt;br /&gt;
*[[Oracle]]&lt;br /&gt;
*[[Delta Halo]]&lt;br /&gt;
*[[Regret]]&lt;br /&gt;
*[[Sacred Icon]]&lt;br /&gt;
*[[Quarantine Zone]]&lt;br /&gt;
*[[Gravemind]]&lt;br /&gt;
*[[Uprising]]&lt;br /&gt;
*[[High Charity]]&lt;br /&gt;
*[[The Great Journey]]&lt;br /&gt;
| width=&amp;quot;23.3%&amp;quot;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo 3&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[Sierra 117]]&lt;br /&gt;
*[[Crow's Nest]]&lt;br /&gt;
*[[Tsavo Highway]]&lt;br /&gt;
*[[The Storm]]&lt;br /&gt;
*[[Floodgate]]&lt;br /&gt;
*[[The Ark]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[Cortana]]&lt;br /&gt;
*[[Halo (Halo 3)]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo 3: ODST&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[Prepare to Drop]]&lt;br /&gt;
*[[Mombasa Streets]]&lt;br /&gt;
*[[Tayari Plaza]]&lt;br /&gt;
*[[Uplift Reserve]]&lt;br /&gt;
*[[Kizingo Boulevard]]&lt;br /&gt;
*[[ONI Alpha Site]]&lt;br /&gt;
*[[NMPD HQ]]&lt;br /&gt;
*[[Kikowani Station]]&lt;br /&gt;
*[[Data Hive]]&lt;br /&gt;
*[[Coastal Highway]]&lt;br /&gt;
| width=&amp;quot;23.3%&amp;quot;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo: Reach&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[Winter Contingency]]&lt;br /&gt;
*[[ONI: Sword Base]]&lt;br /&gt;
*[[Nightfall]]&lt;br /&gt;
*[[Tip of the Spear]]&lt;br /&gt;
*[[Long Night of Solace]]&lt;br /&gt;
*[[Exodus]]&lt;br /&gt;
*[[New Alexandria]]&lt;br /&gt;
*[[The Package]]&lt;br /&gt;
*[[The Pillar of Autumn (Halo: Reach)]]&lt;br /&gt;
*[[Lone Wolf]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo 4&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[Dawn]]&lt;br /&gt;
*[[Requiem]]&lt;br /&gt;
*[[Forerunner]]&lt;br /&gt;
*[[Infinity]]&lt;br /&gt;
*[[Reclaimer]]&lt;br /&gt;
*[[Shutdown]]&lt;br /&gt;
*[[Composer]]&lt;br /&gt;
*[[Midnight]]&lt;br /&gt;
| width=&amp;quot;23.3%&amp;quot;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo 5: Guardians&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[Osiris]]&lt;br /&gt;
*[[Blue Team]]&lt;br /&gt;
*[[Glassed]]&lt;br /&gt;
*[[Unconfirmed]]&lt;br /&gt;
*[[Evacuation]]&lt;br /&gt;
*[[Reunion]]&lt;br /&gt;
*[[Swords of Sanghelios]]&lt;br /&gt;
*[[Enemy Lines]]&lt;br /&gt;
*[[Battle of Sunaion]]&lt;br /&gt;
*[[Genesis]]&lt;br /&gt;
*[[The Breaking]]&lt;br /&gt;
*[[Guardians]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Halo Infinite&amp;lt;/span&amp;gt;&lt;br /&gt;
*[[Warship Gbraakon]]&lt;br /&gt;
*[[Foundation]]&lt;br /&gt;
*[[Outpost Tremonius]]&lt;br /&gt;
*[[Recovery]]&lt;br /&gt;
*[[Excavation Site]]&lt;br /&gt;
*[[Conservatory]]&lt;br /&gt;
*[[Spire]]&lt;br /&gt;
*[[Pelican Down]]&lt;br /&gt;
*[[The Sequence]]&lt;br /&gt;
*[[Nexus]]&lt;br /&gt;
*[[The Command Spire]]&lt;br /&gt;
*[[Repository]]&lt;br /&gt;
*[[The Road]]&lt;br /&gt;
*[[House of Reckoning]]&lt;br /&gt;
*[[Silent Auditorium]]&lt;br /&gt;
Banished Outposts:&lt;br /&gt;
*[[Armory of Reckoning]]&lt;br /&gt;
*[[Annex Ridge]]&lt;br /&gt;
*[[Horn of Abolition]]&lt;br /&gt;
*[[Forge of Teash]]&lt;br /&gt;
*[[Redoubt of Sundering]]&lt;br /&gt;
*[[Ransom Keep]]&lt;br /&gt;
*[[Riven Gate]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;font-size:12pt;&amp;quot;&amp;gt;Miscellaneous&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[History|History of Halo Speedrunning]]&lt;br /&gt;
* [[Events|Past Relays, Marathons, and Events]]&lt;br /&gt;
* [[Glossary|Speedrunning Glossary]]&lt;br /&gt;
* [[API|API Documentation]]&lt;br /&gt;
* [[To_do | Wiki To-do List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''New account registration for the Wiki has been temporarily disabled to limit page vandalism while updates are in progress.''&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Silent_Auditorium&amp;diff=22468</id>
		<title>Silent Auditorium</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Silent_Auditorium&amp;diff=22468"/>
				<updated>2025-04-14T03:14:05Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: added a caption for template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Silent Auditorium&lt;br /&gt;
| image = [[File:SilentAuditoriumCover.png|300px]]&lt;br /&gt;
| caption = ''&amp;quot;Confront the Harbinger at the Silent Auditorium and finish the fight.&amp;quot;''&lt;br /&gt;
| game = Halo Infinite&lt;br /&gt;
| time = Easy: ~ 6:30; Legendary: ~ 8:00&lt;br /&gt;
| time2 = Easy: ~ 5:30; Legendary: ~ 7:00&lt;br /&gt;
| time3 = Easy: ~ 4:35; Legendary: ~ 5:02&lt;br /&gt;
| time4 = Easy: ~ 4:19; Legendary: ~ 4:37&lt;br /&gt;
| time5 = Easy: ~ 4:03; Legendary: ~ 4:16&lt;br /&gt;
&lt;br /&gt;
| previous = - [[House of Reckoning]]&lt;br /&gt;
| next = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Silent Auditorium''' is the sixteenth and final playable level in [[Halo Infinite]]. See [https://www.halopedia.org/Silent_Auditorium Silent Auditorium (Halopedia)] for general information.&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/leaderboards/infinite/Solo/Silent%20Auditorium/Easy Individual Level] or the [https://haloruns.com/leaderboards/infinite/Solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #infinite-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Video tutorials for this level can be found here: &lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
The remaining sections are WiP.&lt;br /&gt;
&lt;br /&gt;
==Legendary Differences==&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
WiP, section for documenting old strategies.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
WiP, section for documenting potential strategies not in the current route.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
WiP, documentation of interesting information such as trigger volumes, interesting speed tech, or level information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Silent_Auditorium&amp;diff=22467</id>
		<title>Silent Auditorium</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Silent_Auditorium&amp;diff=22467"/>
				<updated>2025-04-14T03:13:11Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: page creation, added basic templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Silent Auditorium&lt;br /&gt;
| image = [[File:SilentAuditoriumCover.png|300px]]&lt;br /&gt;
| caption = ''&amp;quot;Confront Escharum at the House of Reckoning.&amp;quot;''&lt;br /&gt;
| game = Halo Infinite&lt;br /&gt;
| time = Easy: ~ 6:30; Legendary: ~ 8:00&lt;br /&gt;
| time2 = Easy: ~ 5:30; Legendary: ~ 7:00&lt;br /&gt;
| time3 = Easy: ~ 4:35; Legendary: ~ 5:02&lt;br /&gt;
| time4 = Easy: ~ 4:19; Legendary: ~ 4:37&lt;br /&gt;
| time5 = Easy: ~ 4:03; Legendary: ~ 4:16&lt;br /&gt;
&lt;br /&gt;
| previous = - [[House of Reckoning]]&lt;br /&gt;
| next = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Silent Auditorium''' is the sixteenth and final playable level in [[Halo Infinite]]. See [https://www.halopedia.org/Silent_Auditorium Silent Auditorium (Halopedia)] for general information.&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/leaderboards/infinite/Solo/Silent%20Auditorium/Easy Individual Level] or the [https://haloruns.com/leaderboards/infinite/Solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #infinite-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Video tutorials for this level can be found here: &lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
The remaining sections are WiP.&lt;br /&gt;
&lt;br /&gt;
==Legendary Differences==&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
WiP, section for documenting old strategies.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
WiP, section for documenting potential strategies not in the current route.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
WiP, documentation of interesting information such as trigger volumes, interesting speed tech, or level information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=File:SilentAuditoriumCover.png&amp;diff=22466</id>
		<title>File:SilentAuditoriumCover.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=File:SilentAuditoriumCover.png&amp;diff=22466"/>
				<updated>2025-04-14T03:11:42Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=House_of_Reckoning&amp;diff=22465</id>
		<title>House of Reckoning</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=House_of_Reckoning&amp;diff=22465"/>
				<updated>2025-04-14T03:10:07Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: page creation, added basic templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = House of Reckoning&lt;br /&gt;
| image = [[File:HouseOfReckoningCover.png|300px]]&lt;br /&gt;
| caption = ''&amp;quot;Confront Escharum at the House of Reckoning.&amp;quot;''&lt;br /&gt;
| game = Halo Infinite&lt;br /&gt;
| time = Easy: ~ 6:30; Legendary: ~ 8:00&lt;br /&gt;
| time2 = Easy: ~ 5:30; Legendary: ~ 7:00&lt;br /&gt;
| time3 = Easy: ~ 4:35; Legendary: ~ 5:02&lt;br /&gt;
| time4 = Easy: ~ 4:19; Legendary: ~ 4:37&lt;br /&gt;
| time5 = Easy: ~ 4:03; Legendary: ~ 4:16&lt;br /&gt;
&lt;br /&gt;
| previous = - [[The Road]]&lt;br /&gt;
| next = [[Silent Auditorium]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''House of Reckoning''' is the fifteenth playable level in [[Halo Infinite]]. See [https://www.halopedia.org/House_of_Reckoning House of Reckoning (Halopedia)] for general information.&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/leaderboards/infinite/Solo/House%20of%20Reckoning/Easy Individual Level] or the [https://haloruns.com/leaderboards/infinite/Solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #infinite-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Video tutorials for this level can be found here: &lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
The remaining sections are WiP.&lt;br /&gt;
&lt;br /&gt;
==Legendary Differences==&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
WiP, section for documenting old strategies.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
WiP, section for documenting potential strategies not in the current route.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
WiP, documentation of interesting information such as trigger volumes, interesting speed tech, or level information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=File:HouseOfReckoningCover.png&amp;diff=22464</id>
		<title>File:HouseOfReckoningCover.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=File:HouseOfReckoningCover.png&amp;diff=22464"/>
				<updated>2025-04-14T03:08:22Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Road&amp;diff=22463</id>
		<title>The Road</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Road&amp;diff=22463"/>
				<updated>2025-04-14T03:07:05Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: page creation, added basic templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Road&lt;br /&gt;
| image = [[File:TheRoadCover.png|300px]]&lt;br /&gt;
| caption = ''&amp;quot;Pursue the Pilot to the House of Reckoning.&amp;quot;''&lt;br /&gt;
| game = Halo Infinite&lt;br /&gt;
| time = Easy: ~ 6:30; Legendary: ~ 8:00&lt;br /&gt;
| time2 = Easy: ~ 5:30; Legendary: ~ 7:00&lt;br /&gt;
| time3 = Easy: ~ 4:35; Legendary: ~ 5:02&lt;br /&gt;
| time4 = Easy: ~ 4:19; Legendary: ~ 4:37&lt;br /&gt;
| time5 = Easy: ~ 4:03; Legendary: ~ 4:16&lt;br /&gt;
&lt;br /&gt;
| previous = - [[Repository]]&lt;br /&gt;
| next = [[House of Reckoning]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Road''' is the fourteenth playable level in [[Halo Infinite]]. See [https://www.halopedia.org/The_Road_(level) The Road (Halopedia)] for general information.&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/leaderboards/infinite/Solo/The%20Road/Easy Individual Level] or the [https://haloruns.com/leaderboards/infinite/Solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #infinite-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Video tutorials for this level can be found here: &lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
The remaining sections are WiP.&lt;br /&gt;
&lt;br /&gt;
==Legendary Differences==&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
WiP, section for documenting old strategies.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
WiP, section for documenting potential strategies not in the current route.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
WiP, documentation of interesting information such as trigger volumes, interesting speed tech, or level information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=File:TheRoadCover.png&amp;diff=22462</id>
		<title>File:TheRoadCover.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=File:TheRoadCover.png&amp;diff=22462"/>
				<updated>2025-04-14T03:04:56Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Repository&amp;diff=22461</id>
		<title>Repository</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Repository&amp;diff=22461"/>
				<updated>2025-04-14T03:03:57Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: page creation, added basic templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Repository&lt;br /&gt;
| image = [[File:RepositoryCover.png|300px]]&lt;br /&gt;
| caption = ''&amp;quot;The Weapon opened a gate for you to follow him.&amp;quot;''&lt;br /&gt;
| game = Halo Infinite&lt;br /&gt;
| time = Easy: ~ 6:30; Legendary: ~ 8:00&lt;br /&gt;
| time2 = Easy: ~ 5:30; Legendary: ~ 7:00&lt;br /&gt;
| time3 = Easy: ~ 4:35; Legendary: ~ 5:02&lt;br /&gt;
| time4 = Easy: ~ 4:19; Legendary: ~ 4:37&lt;br /&gt;
| time5 = Easy: ~ 4:03; Legendary: ~ 4:16&lt;br /&gt;
&lt;br /&gt;
| previous = - [[The Command Spire]]&lt;br /&gt;
| next = [[The Road]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Repository''' is the thirteenth playable level in [[Halo Infinite]]. See [https://www.halopedia.org/Repository_(Halo_Infinite_level) Repository (Halopedia)] for general information.&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/leaderboards/infinite/Solo/Repository/Easy Individual Level] or the [https://haloruns.com/leaderboards/infinite/Solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #infinite-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Video tutorials for this level can be found here: &lt;br /&gt;
* [https://youtu.be/zIRcsSIEXME Repository Guide by Alicenuga]&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
The remaining sections are WiP.&lt;br /&gt;
&lt;br /&gt;
==Legendary Differences==&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
WiP, section for documenting old strategies.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
WiP, section for documenting potential strategies not in the current route.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
WiP, documentation of interesting information such as trigger volumes, interesting speed tech, or level information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=File:RepositoryCover.png&amp;diff=22460</id>
		<title>File:RepositoryCover.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=File:RepositoryCover.png&amp;diff=22460"/>
				<updated>2025-04-14T03:01:43Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Command_Spire&amp;diff=22459</id>
		<title>The Command Spire</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Command_Spire&amp;diff=22459"/>
				<updated>2025-04-14T02:59:59Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: page creation, added basic templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Command Spire&lt;br /&gt;
| image = [[File:TheSequenceCover.png|300px]]&lt;br /&gt;
| caption = ''&amp;quot;Shut down the rest of the Spires.&amp;quot;''&lt;br /&gt;
| game = Halo Infinite&lt;br /&gt;
| time = Easy: ~ 6:30; Legendary: ~ 8:00&lt;br /&gt;
| time2 = Easy: ~ 5:30; Legendary: ~ 7:00&lt;br /&gt;
| time3 = Easy: ~ 4:35; Legendary: ~ 5:02&lt;br /&gt;
| time4 = Easy: ~ 4:19; Legendary: ~ 4:37&lt;br /&gt;
| time5 = Easy: ~ 4:03; Legendary: ~ 4:16&lt;br /&gt;
&lt;br /&gt;
| previous = - [[Nexus]]&lt;br /&gt;
| next = [[Repository]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Command Spire''' is the twelfth playable level in [[Halo Infinite]]. See [https://www.halopedia.org/The_Command_Spire The Command Spire (Halopedia)] for general information.&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/leaderboards/infinite/Solo/The%20Command%20Spire/Easy Individual Level] or the [https://haloruns.com/leaderboards/infinite/Solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #infinite-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Video tutorials for this level can be found here: &lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
The remaining sections are WiP.&lt;br /&gt;
&lt;br /&gt;
==Legendary Differences==&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
WiP, section for documenting old strategies.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
WiP, section for documenting potential strategies not in the current route.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
WiP, documentation of interesting information such as trigger volumes, interesting speed tech, or level information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=The_Sequence&amp;diff=22458</id>
		<title>The Sequence</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=The_Sequence&amp;diff=22458"/>
				<updated>2025-04-14T02:57:47Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = The Sequence&lt;br /&gt;
| image = [[File:TheSequenceCover.png|300px]]&lt;br /&gt;
| caption = ''&amp;quot;Reconstruct the Forerunner sequence at each of the four beacons to gain access to the Command Spire.&amp;quot;''&lt;br /&gt;
| game = Halo Infinite&lt;br /&gt;
| time = Easy: ~ 6:30; Legendary: ~ 8:00&lt;br /&gt;
| time2 = Easy: ~ 5:30; Legendary: ~ 7:00&lt;br /&gt;
| time3 = Easy: ~ 4:35; Legendary: ~ 5:02&lt;br /&gt;
| time4 = Easy: ~ 4:19; Legendary: ~ 4:37&lt;br /&gt;
| time5 = Easy: ~ 4:03; Legendary: ~ 4:16&lt;br /&gt;
&lt;br /&gt;
| previous = - [[Pelican Down]]&lt;br /&gt;
| next = [[Nexus]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Sequence''' is the tenth playable level in [[Halo Infinite]]. See [https://www.halopedia.org/The_Sequence The Sequence (Halopedia)] for general information.&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/leaderboards/infinite/Solo/The%20Sequence/Easyy Individual Level] or the [https://haloruns.com/leaderboards/infinite/Solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #infinite-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Video tutorials for this level can be found here: &lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
The remaining sections are WiP.&lt;br /&gt;
&lt;br /&gt;
==Legendary Differences==&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
WiP, section for documenting old strategies.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
WiP, section for documenting potential strategies not in the current route.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
WiP, documentation of interesting information such as trigger volumes, interesting speed tech, or level information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	<entry>
		<id>https://wiki.haloruns.com/index.php?title=Nexus&amp;diff=22457</id>
		<title>Nexus</title>
		<link rel="alternate" type="text/html" href="https://wiki.haloruns.com/index.php?title=Nexus&amp;diff=22457"/>
				<updated>2025-04-14T02:57:25Z</updated>
		
		<summary type="html">&lt;p&gt;VyPr Red: page creation, added basic templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Level Infobox&lt;br /&gt;
| title = Nexus&lt;br /&gt;
| image = [[File:NexusCover.png|300px]]&lt;br /&gt;
| caption = ''&amp;quot;Enter the Nexus and discover its true purpose.&amp;quot;''&lt;br /&gt;
| game = Halo Infinite&lt;br /&gt;
| time = Easy: ~ 6:30; Legendary: ~ 8:00&lt;br /&gt;
| time2 = Easy: ~ 5:30; Legendary: ~ 7:00&lt;br /&gt;
| time3 = Easy: ~ 4:35; Legendary: ~ 5:02&lt;br /&gt;
| time4 = Easy: ~ 4:19; Legendary: ~ 4:37&lt;br /&gt;
| time5 = Easy: ~ 4:03; Legendary: ~ 4:16&lt;br /&gt;
&lt;br /&gt;
| previous = - [[The Sequence]]&lt;br /&gt;
| next = [[The Command Spire]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Nexus''' is the eleventh playable level in [[Halo Infinite]]. See [https://www.halopedia.org/Nexus Nexus (Halopedia)] for general information.&lt;br /&gt;
&lt;br /&gt;
==Video Examples==&lt;br /&gt;
Examples of every trick mentioned here can be found on either the [https://haloruns.com/leaderboards/infinite/Solo/Nexus/Easy Individual Level] or the [https://haloruns.com/leaderboards/infinite/Solo/fullgame/Easy Full Game] Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check #infinite-links in the Haloruns discord.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Video tutorials for this level can be found here: &lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
==Mission Start==&lt;br /&gt;
The remaining sections are WiP.&lt;br /&gt;
&lt;br /&gt;
==Legendary Differences==&lt;br /&gt;
&lt;br /&gt;
==Potential Strategies and Knowledge Base==&lt;br /&gt;
Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:&lt;br /&gt;
*Who discovered the trick, date of discovery, and various notes&lt;br /&gt;
&lt;br /&gt;
====Historical Strategies====&lt;br /&gt;
WiP, section for documenting old strategies.&lt;br /&gt;
====Potential Strategies====&lt;br /&gt;
WiP, section for documenting potential strategies not in the current route.&lt;br /&gt;
====Knowledge Base====&lt;br /&gt;
WiP, documentation of interesting information such as trigger volumes, interesting speed tech, or level information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels|R-01]]&lt;/div&gt;</summary>
		<author><name>VyPr Red</name></author>	</entry>

	</feed>