https://wiki.haloruns.com/api.php?action=feedcontributions&user=FrozenJakalope&feedformat=atomHaloRuns Wiki - User contributions [en]2024-03-29T05:33:11ZUser contributionsMediaWiki 1.30.0https://wiki.haloruns.com/index.php?title=Midnight&diff=2611Midnight2015-02-01T18:26:36Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Midnight<br />
| image = [[File:Midnight.png|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~15:00; Legendary: ~16:00<br />
| previous = [[Composer]]<br />
| next = -<br />
}}<br />
<br />
'''Midnight''' is the eighth level in [[Halo 4]]. See [http://www.halopedia.org/Midnight Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
'''OOB Broadsword''' - Using a hole in collision fly out of the map with broadsword and skip maze sequence, requires certain loadzones to fully skip. Watch Video: [http://www.twitch.tv/proacejoker/c/3998364 Tutorial]<br />
<br />
'''Pillar Grenade Jumps''' - Use grenade jumps to skip the lower areas of the 2 towers by jumping on pillars to the top on the right side of tower starts (Video only shows one tower but it can be done at both). [http://www.tubechop.com/watch/2728703 Tutorial]<br />
<br />
'''Box launch to portal''' - Using the Gravity Hammer, after picking Cortana up in Crawler room, use the box to launch to the portal. Can be inconsistent i.e. accidentally splatter yourself and may not be viable without Cowbell. [https://www.youtube.com/watch?v=37VWtQeQY_A&feature=youtu.be Tutorial]<br />
<br />
==Legendary==<br />
[[Category:Levels|4-8]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Composer&diff=2610Composer2015-02-01T18:25:49Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Composer<br />
| image = [[File:Composer.png|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~11:00; Legendary: ~13:00<br />
| previous = [[Shutdown]]<br />
| next = [[Midnight]]<br />
}}<br />
<br />
'''Composer''' is the seventh level in [[Halo 4]]. See [http://www.halopedia.org/Composer_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
'''SKIP DOOR TO KILL THE MARINE!''' - Using ammo crate on right, use a grenade or concussion OOB to skip the door opening (saves maybe 5 sec). Then, Kill the marine that opens door for you, saves 2 seconds. [http://www.twitch.tv/proacejoker/c/3998606 Tutorial]<br />
<br />
'''1st Airlock Skip''' - In first airlock battle, touch the back wall. It will hit a loadzone and skip entire fight. [http://www.twitch.tv/proacejoker/c/3998775 Tutorial]<br />
<br />
'''2nd Airlock Skip''' - Using a concussion rifle or grenade, once at 2nd airlock battle run into left corner from big door and grenade/concussion up OOBs, and run to next area, jump at top of ramp to get back in bounds. [http://www.tubechop.com/watch/2470599 Tutorial]<br />
<br />
<br />
<br />
==Medium==<br />
<br />
'''Phantom Bump''' - After the seconds door opens, run up the stairs and do a grenade jump on the phantom. Then stand in a position where the phantom will bump you onto a railing. Heavily relies on RNG [http://www.tubechop.com/watch/3669651 Tutorial]<br />
<br />
'''Backup Strat from Forklift''' - Head to the next area after getting the Concussion Rifle, head up the stairs and concussion off the rail to upper platform. [http://www.tubechop.com/watch/2728647 Tutorial]<br />
<br />
'''Banshee OOB door skip''' - At the end where you have to wait for the door to open, grab a banshee and head towards the elevator and clip out of bounds. Wait until the dialogue to trigger and tap one of the walls and drive under the door to teleport back into the map. [http://www.twitch.tv/haolecake/c/4585421 Tutorial]<br />
<br />
==Hard==<br />
<br />
'''New Composer Skip''' - When you get out of bounds during the break section, stick the button and do a grenade or concussion rifle jump onto the top and detonate the sticky. Then do a concussion rifle jump to the other side during the second load and run back inbounds. There are two different ways to do this, one on easy and one on legendary. You can also do this trick without a concussion rifle, but is very difficult to pull off [http://www.tubechop.com/watch/3669672 IL strat (Using Phantom Bump)] [http://www.twitch.tv/haolecake/c/4869958 Easy Full Game route] [http://www.tubechop.com/watch/3669701 Legendary Full Game route]<br />
<br />
'''Forklift Launch''' - Using concussion rifle, jump on the end of forklift and shoot the top right corner of it, very finicky. Must have perfect placement on any difficulty besides LASO because of the Cowbell Skull. [http://www.tubechop.com/watch/2728628 Tutorial]<br />
<br />
'''Super Crouch Series Jumps''' - After first encounter, super crouch up above the sniper Jackals using the crate. Then you can super crouch on top of the building to the right and jump off that to skip other fights, other way is to the left after 1st super crouch, jump on invisible wall then onto Phantom, as Phantom turns to leave, launch off to the door. [http://www.tubechop.com/watch/2728598 Tutorial]<br />
[[Category:Levels|4-7]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Shutdown&diff=2609Shutdown2015-02-01T18:25:27Z<p>FrozenJakalope: </p>
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<div>{{Level Infobox<br />
| title = Shutdown<br />
| image = [[File:Shutdown.jpg|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~5:00; Legendary: ~5:00<br />
| previous = [[Reclaimer]]<br />
| next = [[Composer]]<br />
}}<br />
<br />
'''Shutdown''' is the sixth level in [[Halo 4]]. See [http://www.halopedia.org/Shutdown Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
'''Level Skip''' - After getting into the Pelican, fly all the way to the final area of the level(it is unmarked) and there is a hole in the door that can be jetpacked through to skip to the end of the level. [http://www.tubechop.com/watch/2728528 Tutorial]<br />
<br />
==Medium==<br />
<br />
<br />
<br />
==Hard==<br />
<br />
'''Parallel Pillar Launch''' - Top of the first lift, jump somewhat parallel to the scripted pillar and it will launch you to the final area, skipping all fights. Quite a lot of luck on this trick but a reference point can be used to get the trick somewhat consistent, takes lots of practice. [http://www.tubechop.com/watch/2290906 Tutorial]<br />
<br />
Very In-Depth Explanation: [http://www.twitch.tv/proacejoker/c/4518847 Explained]<br />
<br />
==Not Working==<br />
'''Shutdown control room OOB''' - Using the banshee to get OOB by the door after that you can explore some areas no way found to the end trigger. [https://www.youtube.com/watch?v=0N_ZOUeCqbs]<br />
[[Category:Levels|4-6]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Reclaimer&diff=2608Reclaimer2015-02-01T18:25:02Z<p>FrozenJakalope: </p>
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<div>{{Level Infobox<br />
| title = Reclaimer<br />
| image = [[File:Reclaimer.jpg|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~12:00; Legendary: ~13:00<br />
| previous = [[Infinity]]<br />
| next = [[Shutdown]]<br />
}}<br />
<br />
'''Reclaimer''' is the fifth level in [[Halo 4]]. See [http://www.halopedia.org/Reclaimer_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
'''Skip Del Rio''' - Instead of jumping onto the Mammoth at the beginning of the level, run down the path a little ways until you reach the cliff. Run past the small rock(watch video) and then run back to the Mammoth to skip long dialogue with Del Rio. [http://www.tubechop.com/watch/2694402 Tutorial]<br />
<br />
'''Ordinance Jump''' - Once reaching the first enemy turrets, jump off the Mammoth and run up the right side to the rocks. Jetpack over them right to the crashed pelican and the Target Locator. [http://www.tubechop.com/watch/2694435 Tutorial]<br />
<br />
'''1st River Jump''' - Grab the Ghost after destroying the first AA gun and drive back to the Mammoth on the right side. Instead of going into the Mammoth, climb the rock face on the right and boost off to clear the river. [http://www.tubechop.com/watch/2694471 Tutorial]<br />
<br />
'''1st Barrier Skip''' - Using the Ghost from 1st river jump, drive to the first barrier on the right side and clip through the barrier by jumping out of the Ghost into the barrier. [http://www.tubechop.com/watch/2694499 Tutorial]<br />
<br />
'''2nd Rivers Skip''' - Right after Early Sereph, drive straight to the rocks by the cliff, climb them and jump the gap, using jetpack sparingly. Once landed on the other side, climb the other rocks to reach Sniper Alley. [http://www.tubechop.com/watch/2694577 Tutorial]<br />
<br />
'''Cortana Grab Enemy Pass''' - After becoming Super Chief, grab Cortana and jump to the floor on the left side to bypass the room. [http://www.tubechop.com/watch/2694672 Tutorial]<br />
<br />
'''2nd Barrier Skip''' - Climb the rocks on the right side to jump over the entire barricade. [http://www.tubechop.com/watch/2694683 Tutorial]<br />
<br />
==Medium==<br />
<br />
'''Early Sereph''' - After 1st barrier, run all the way to the next target and grab the new Ghost to setup for the next trick on the rocks, jump out of the Ghost and climb the rock face to find the Sereph hidden behind the rocks. DONT JUMP TO IT, IT WILL FALL THROUGH THE WORLD. First destroy the AA gun and once it is destroyed then jump to the Sereph, be careful the ship can splatter you(if you have the Rocket Launcher you can destroy the Sereph from the outside). Jump off the Sereph to the Ghost and head to the next loadzone. [http://www.tubechop.com/watch/2694540 Tutorial]<br />
<br />
==Hard==<br />
'''Blue Elevator Skip''' - Using a grenade or a crouch jump to get out of map and skip the elevator ride. ELEVATOR DOOR MUST CLOSE BEFORE MAKING 2nd JUMP. The timing to get in is about 2 sec and the checkpoint You get when you drop down to the edge is needed. Done correctly it saves 14-17 seconds.[https://www.youtube.com/watch?v=O-ib6NWDYT8&feature=youtu.be Tutorial]<br />
[[Category:Levels|4-5]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Infinity&diff=2607Infinity2015-02-01T18:24:12Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Infinity<br />
| image = [[File:Infinity.png|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~15:00; Legendary: ~17:00<br />
| previous = [[Forerunner]]<br />
| next = [[Reclaimer]]<br />
}}<br />
<br />
'''Infinity''' is the fourth level in [[Halo 4]]. See [http://www.halopedia.org/Infinity_%28Halo_4_level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
'''1/4 Load Skip''' - After first encounter with crawlers, DON'T LEAVE THE COVE! instead jump onto trees on left and jump across to skip loadzone that despawns all enemies in the first area. Used on Legendary. [http://www.tubechop.com/watch/3009596 Tutorial]<br />
<br />
'''Tank Load Skip''' - As soon as the pelican drops you off run to the left and jump onto the branch/rock that hangs over the crashed ship, hug the wall and follow it till where the first floating platform would be but now the rest of the area will not spawn, continue forward to get a Ghost(Easy) or the Wraith(Legendary). [http://www.twitch.tv/proacejoker/c/3998340 Tutorial]<br />
<br />
==Medium==<br />
<br />
'''Enemy Skips''' - To many to count, see video for skips: [https://www.youtube.com/watch?v=hh-LNMFqAhE&feature=youtu.be Tutorial]<br />
<br />
==Hard==<br />
<br />
'''Fast Rockets''' - After clearing the hunters inside the Infinity, you can clip through the door to next area with the Warthog and grab rockets early, must be done quickly. [http://www.tubechop.com/watch/2470622 Tutorial]<br />
<br />
[[Category:Levels|4-4]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Forerunner&diff=2606Forerunner2015-02-01T18:23:45Z<p>FrozenJakalope: </p>
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<div>{{Level Infobox<br />
| title = Forerunner<br />
| image = [[File:Forerunner.jpg|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~11:00; Legendary: ~11:00<br />
| previous = [[Requiem]]<br />
| next = [[Infinity]]<br />
}}<br />
<br />
'''Forerunner''' is the third level in [[Halo 4]]. See [http://www.halopedia.org/Forerunner_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
'''Second Pylon Skip''' - As soon as you get into the open area for the second pylon, steal the banshee and fly up and forward towards the tower light. once above the lights height and no longer can move forward, dive down under the map to get OOB. once out, fly back up and go the ought the tower wall and jump out by doorway to activate the pylon shutdown button.[http://www.tubechop.com/watch/2692415 Tutorial]<br />
<br />
'''Go Left and Run like Hell''' - Once going through the third portal to the Didact, there are two doors to choose from, go left, there are fewer enemies and easier to go past, once at the top, jump onto the rail and jump across the small gap to lose a bit of time. [http://www.tubechop.com/watch/2692429 Tutorial]<br />
<br />
'''First Encounter Skip''' - After the first fight with the crawlers instead of crossing the light bridge, jump onto the bridge button and jump out to the pillar and out of the map, stay on the rocks (fall through map if you don't) and make your way towards the first building (confusing path so watch video for route). Once on top of the building and the next part loads, get back into the map from the far left corner, enemies will be despawned too. [http://www.twitch.tv/proacejoker/c/3998429 Tutorial]<br />
<br />
'''Battle Jump''' - After going through second portal there is a rock in the center above all the fighting that can be jumped onto and across to avoid enemies.. If you get shot while sprinting, you will miss the jump. [http://www.twitch.tv/proacejoker/c/3998443 Tutorial]<br />
<br />
==Legendary==<br />
<br />
[[Category:Levels|4-3]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Requiem&diff=2605Requiem2015-02-01T18:23:16Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Requiem<br />
| image = [[File:Requiem.jpg|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~9:00; Legendary: 10:00<br />
| previous = [[Dawn]]<br />
| next = [[Forerunner]]<br />
}}<br />
<br />
'''Requiem''' is the second level in [[Halo 4]]. See [http://www.halopedia.org/Requiem_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
- <b>Retaining Vehicle in Map Room</b> - Stop the Ghost/Hog from deloading after you've entered the Forerunner structure. [https://www.youtube.com/watch?v=dIem1_ZYTlU&feature=youtu.be Tutorial]<br />
<br />
- <b>Despawn Enemies</b> - At the end of the mission, head to the building entrance, once there all enemies behind will despawn. [http://www.tubechop.com/watch/3009205 Tutorial]<br />
<br />
- <b>Hunter Skip</b> - Skip the Hunters at the end 2 ways: jump on Rock and then run to the left and around Or concussion rifle to top.(First way is on the video). [https://www.youtube.com/watch?v=p_xR3qt9hLY&feature=youtu.be&t=11m56s Tutorial]<br />
<br />
==Medium==<br />
<br />
<b>Early Banshee</b> - Plasma snipe a Banshee so it ends up stuck on the bridge.[https://www.youtube.com/watch?v=EG42mEcFJJ8&feature=youtu.be Tutorial]<br />
<br />
==Hard==<br />
<br />
<b>Banshee Crossover</b> - Not used in runs. Park the Banshee against the door, go ahead to close it, then run back and get in. [https://www.youtube.com/watch?v=ekw0yiBt37E&feature=youtu.be Tutorial]<br />
<br />
[[Category:Levels|4-2]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Dawn&diff=2604Dawn2015-02-01T18:22:56Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Dawn<br />
| image = [[File:Dawn.jpg|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~7:00; Legendary: ~8:00<br />
| previous = -<br />
| next = [[Requiem]]<br />
}}<br />
<br />
'''Dawn''' is the first level in [[Halo 4]]. See [http://www.halopedia.org/Dawn_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
- <b>Launch to Missile Controls</b> - Useful for segmented runs, concussion rifle up from under the button outside.[http://www.twitch.tv/slidingghost/c/3297178 Tutorial]<br />
<br />
- <b>Junk Jump</b> - Used on Legendary, outside area, behind button there is a piece of junk and a rail that can be jumped onto to avoid all enemies. [http://www.tubechop.com/watch/2255183 Tutorial]<br />
<br />
==Legendary==<br />
<br />
<br />
<br />
[[Category:Levels|4-1]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Lone_Wolf&diff=2603Lone Wolf2015-02-01T18:22:03Z<p>FrozenJakalope: </p>
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<div>{{Level Infobox<br />
| title = Lone Wolf<br />
| image = [[File:LoneWolf.jpg|300px]]<br />
| caption = Objective: Survive<br />
| game = [[Halo: Reach]]<br />
| time = N/A<br />
| previous = [[The Pillar of Autumn (Halo: Reach)|The Pillar of Autumn]]<br />
| next = -<br />
}} <br />
Lone Wolf is the tenth playable level in [[Halo: Reach]]. See [http://www.halopedia.org/Lone_Wolf Halopedia] for general information.<br />
<br />
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.<br />
[[Category:Levels|R-10]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=The_Pillar_of_Autumn_(Halo:_Reach)&diff=2602The Pillar of Autumn (Halo: Reach)2015-02-01T18:21:14Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Pillar of Autumn<br />
| image = [[File:ThePillarOfAutumnReach.jpg|300px]]<br />
| caption = My countdown is no-abort<br />
| game = [[Halo: Reach]]<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
| previous = [[The Package]]<br />
| next = [[Lone Wolf]]<br />
}} <br />
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.<br />
<br />
==Easy==<br />
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!<br />
[[Category:Levels|R-09]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=The_Package&diff=2601The Package2015-02-01T18:20:52Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Package<br />
| image = [[File:ThePackage.jpg|300px]]<br />
| caption = <br />
| game = Halo: Reach<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
| previous = [[New Alexandria]]<br />
| next = [[The Pillar of Autumn (Halo: Reach)|The Pillar of Autumn]]<br />
}} <br />
The Package is the eighth playable level in [[Halo: Reach]]. See [http://www.halopedia.org/The_Package_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
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.<br />
[[Category:Levels|R-08]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=New_Alexandria&diff=2600New Alexandria2015-02-01T18:20:09Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = New Alexandria<br />
| image = [[File:NewAlexandria.jpg|300px]]<br />
| caption = "Provide air support in a forest of crumbling skyscrapers."<br />
| game = Halo: Reach<br />
| time = Depends on order of objectives<br />
| previous = [[Exodus]]<br />
| next = [[The Package]]<br />
}} <br />
New Alexandria is the seventh playable level in [[Halo: Reach]]. See [http://www.halopedia.org/New_Alexandria_%28level%29 Halopedia] for general information.<br />
<br />
HaloRuns record page: http://haloruns.com/records?lb=507 (click the timestamps for video links) <br />
<br />
==Easy and Legendary==<br />
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.<br />
<br />
===General Info===<br />
<br />
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 "main objectives" 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 "side objectives." 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.'''''<br />
<br />
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.<br />
<br />
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 "screen" 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.<br />
<br />
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.<br />
<br />
===The Main Objectives===<br />
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 "fighting" 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. <br />
<br />
====The Hospital====<br />
'''Kat:''' "''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.''"<br />
<br />
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.<br />
<br />
=====The Banshee Skip=====<br />
<br />
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. <br />
<br />
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 "land" 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.<br />
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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.<br />
<br />
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.<br />
<br />
'''IMPORTANT!!!!!'''<br />
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.<br />
<br />
====Sinoviet====<br />
'''7D19:''' "''Mayday, mayday, 7 Delta 1 Niner to all UNSC forces.''"<br />
<br />
'''Kat:''' "''What's your status 1 Niner?''"<br />
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'''7D19:''' "''We found the jammer, but we're getting hit. Request immediate assistance. Sinoviet Center is *augh!*''"<br />
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'''Kat:''' "''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.''"<br />
<br />
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.<br />
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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.<br />
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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.<br />
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====Vyrant====<br />
'''4C27:''' "''4 Charlie 27 to command. Request immediate assistance.''"<br />
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'''Kat:''' "''Go ahead 27.''"<br />
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'''4C27:''' "''We're at the Vyrant Telecom Tower. Got Hunters between us and the jammer.''"<br />
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'''Kat:''' "''Copy 27, help is on the way. Noble Six, I'm sending you coordinates for the Vyrant Tower. Go get those troopers un-stuck.''"<br />
<br />
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.<br />
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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.<br />
<br />
===The Side Objectives===<br />
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.<br />
<br />
====Helping Marines====<br />
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.<br />
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=====Vs. Brutes=====<br />
'''1A3:''' "''1 Alpha 3 to Command. Covies got us pinned down on a roof top. We need help pronto. Uploading the waypoint, over.''"<br />
<br />
'''Kat:''' "''Copy 1 Alpha 3. Noble Six, proceed to waypoint and give those Troopers a hand.''"<br />
<br />
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.<br />
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=====Vs. Hunters=====<br />
'''F21:''' "''This is Foxtrot 21 on the DNBM Financial Tower, is anybody out there?''"<br />
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'''Kat:''' "''Copy 21, go ahead.''"<br />
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'''F21:''' "''We got Hunters tearing us a new one!''"<br />
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'''Kat:''' "''Hang on. Noble Six, uploading coordinates.''"<br />
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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.<br />
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=====Vs. Jackals=====<br />
'''7C40:''' "''7 Charlie 40 to HQ, we've got incoming hostiles on top of the Maines-Traiger building. Requesting immediate assistance.''"<br />
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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.<br />
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====3 Enemies====<br />
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.<br />
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=====Shade Turrets=====<br />
'''W39:''' "''Whiskey 3-Niner requesting immediate assistance.''"<br />
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'''Kat:''' "''Copy 3-Niner. Go ahead.''"<br />
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'''W39:''' "''Just picked up some evacuees, but we're surrounded by long range shade turrets.''"<br />
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'''Kat:''' "''Solid copy 3-Niner. Lieutenant, proceed to the waypoint and eliminate those shade turrets.''"<br />
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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.<br />
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=====Banshees=====<br />
'''G27:''' "''Golf 27 to HQ. We're on the Jonto building. Got Banshees all over us.''"<br />
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'''Kat:''' "''Lieutenant, I'm sending you Jonto's coordinates. neutralize those Banshees.''"<br />
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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.<br />
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=====Jackal Snipers=====<br />
'''O18:''' "''Oscar 18 reporting. Just took out a jammer and we're waiting for evac but taking sniper fire.''"<br />
<br />
'''Kat:''' "''Understood 18. Six, clear that LZ.''"<br />
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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.<br />
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====Covenant Causing Trouble====<br />
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.<br />
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=====Elites and Engineers=====<br />
'''Kat:''' "''Noble Six, we're getting reports of Elites and Engineers trying to break into the Misriah Complex. Take them out.''"<br />
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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.<br />
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=====Shades=====<br />
'''Kat:''' "''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.''"<br />
<br />
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.<br />
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=====Mobile Jammer=====<br />
'''Kat:''' "''Six, Covies brought out a mobile jammer to mess with our short range. Sending you the waypoint. Go deal with it.''"<br />
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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.<br />
<br />
====Buck Escort Missions====<br />
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. <br />
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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 "checkpoints" 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 "checkpoints."<br />
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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.<br />
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=====Phantom=====<br />
'''Buck:''' "''Command, this is Gunnery Sergeant Buck of the 11th ODST, over.''"<br />
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'''Kat:''' "''Copy Gunnery Sergeant. Go ahead.''"<br />
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'''Buck:''' "''Phantom's got one of my squads pinned. I need to take it out and evac my troopers.''"<br />
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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.<br />
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=====Pinned Squad=====<br />
'''Buck:''' "''Command, this is Gunnery Sergeant Buck of the 11th ODST, over.''"<br />
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'''Kat:''' "''Copy Gunnery Sergeant. Go ahead.''"<br />
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'''Buck:''' "''My guys got caught in a fire fight in the Nobolose Tower; roof collapsed. I gotta get over there to get them out.''"<br />
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'''Kat:''' "''Solid copy. Noble Six will escort your Falcon to the Tower.''"<br />
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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.<br />
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=====Classified Op=====<br />
'''Buck:''' "''Command, this is Gunnery Sergeant Buck of the 11th ODST, over.''"<br />
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'''Kat:''' "''Copy Gunnery Sergeant. Go ahead.''"<br />
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'''Buck:''' "''Need escort on a classified op. Send someone who knows how to fly a tight formation.''"<br />
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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 "pinned squad" objective above). Then it flies out of the map.<br />
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===The Final Objective: ONI Tower===<br />
'''Kat:''' "''Noble 2 to Noble Leader, all jammers are down.''"<br />
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'''Carter:''' "''Solid copy Noble 2. New orders: all personnel are to be evacuated from ONI HQ. Say 'confirm.'''"<br />
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'''Kat:''' "''Confirm. ONI Tower evac is... *ugh*''"<br />
<br />
(More dialogue)<br />
<br />
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.<br />
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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.<br />
<br />
===The Ideal Route===<br />
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:<br />
<br />
Hospital<br />
3 Shades<br />
Vyrant Tower<br />
Marines vs. Hunters<br />
Sinoviet<br />
ONI Tower<br />
<br />
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).<br />
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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.<br />
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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.<br />
<br />
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.<br />
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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.<br />
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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!<br />
<br />
You can see this route in action in the Easy IL record of this mission.<br />
<br />
You might think "oh, I can be patient enough to IL this mission" 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<br />
<br />
=====Banshee Manipulation=====<br />
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 "Restart Mission" 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.<br />
<br />
<br />
<br />
<br />
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.<br />
[[Category:Levels|R-07]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Exodus&diff=2599Exodus2015-02-01T18:19:34Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Exodus<br />
| image = [[File:Exodus.jpg|300px]]<br />
| caption = <br />
| game = Halo: Reach<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
| previous = [[Long Night of Solace]]<br />
| next = [[New Alexandria]]<br />
}} <br />
Exodus is the sixth playable level in [[Halo: Reach]]. See [http://www.halopedia.org/Exodus_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
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 "okay, everyone find some cover, stay sharp." 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.<br />
[[Category:Levels|R-06]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Long_Night_of_Solace&diff=2598Long Night of Solace2015-02-01T18:19:06Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Long Night of Solace<br />
| image = [[File:LongNightOfSolace.jpg|300px]]<br />
| caption = <br />
| game = Halo: Reach<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
| previous = [[Tip of the Spear]]<br />
| next = [[Exodus]]<br />
}} <br />
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.<br /><br />
<br />
HaloRuns record page: http://haloruns.com/records?lb=505 (click the timestamps for video links)<br /><br />
<br />
<br />
===General Information===<br />
<br />
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 & 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 > Y button combination.<br /><br />
<br />
<br />
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.<br /><br />
<br />
<br />
==Easy and Legendary==<br />
<br />
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.<br /><br />
<br />
<br />
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.<br /><br />
<br />
<br />
===The Main Objectives===<br />
<br />
Within the levels 4 main locations, the players main objectives involve: <br /><br />
- Moving up the Beach and entering the Sabre Facility, <br /><br />
- Defending Anchor 9 from the approaching Covenant assault forces, <br /><br />
- Taking out the Corvettes engines and Seraph escorts, <br /><br />
- Infiltrating the Corvette and disabling the Hangar's shields, <br /><br />
- Assaulting the Corvette's bridge and setting it on a refueling course for the Covenant Super-Carrier, ''Long Night of Solace'', and <br /><br />
- Defending the Pelican's Slipspace Bomb from attacking Covenant<br /><br />
<br />
<br />
====The Beachhead & Sabre Facility====<br />
<br />
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.<br /><br />
<br />
<br />
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.<br /><br />
<br />
<br />
====The Defense of Anchor 9====<br />
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.<br /><br />
<br />
<br />
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.<br /><br />
<br />
<br />
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.<br /><br />
<br />
<br />
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.<br /><br />
<br />
<br />
====The Exterior Assault on the Corvette====<br />
<br />
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.<br /><br />
<br />
<br />
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.<br /><br />
<br />
<br />
====The Infiltration of the Corvette====<br />
<br />
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.<br /><br />
<br />
<br />
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 "good of you to come", 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.<br /><br />
<br />
<br />
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:<br /><br />
<br />
<br />
- 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.<br /><br />
- 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.<br /><br />
- 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.<br /><br />
- 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.<br /><br />
- 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.<br /><br />
- 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.<br /><br />
- 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.<br /><br />
<br />
<br />
[[Category:Levels|R-05]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Tip_of_the_Spear&diff=2597Tip of the Spear2015-02-01T18:18:37Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Tip of the Spear<br />
| image = [[File:TipOfTheSpear.jpg|300px]]<br />
| caption = <br />
| game = Halo: Reach<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
| previous = [[Nightfall]]<br />
| next = [[Long Night of Solace]]<br />
}} <br />
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.<br />
<br />
==Easy==<br />
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.<br />
[[Category:Levels|R-04]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Nightfall&diff=2596Nightfall2015-02-01T18:17:41Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Nightfall<br />
| image = [[File:Nightfall.jpg|300px]]<br />
| caption = <br />
| game = Halo: Reach<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
| previous = [[ONI: Sword Base]]<br />
| next = [[Tip of the Spear]]<br />
}} <br />
Nightfall is the third playable level in [[Halo: Reach]]. See [http://www.halopedia.org/Nightfall Halopedia] for general information.<br />
<br />
==Easy==<br />
Nightfall has a very simple route. No kills are necessary and there is no driving, except for a few seconds. There are a few grenade jumps, which can be seen in the IL record run.<br />
<br />
The highlight of this level is a skip called the Forklift Skip. When you hear "negative, stick a remote detonator on it," head for the forklift and drive it to the gate that Jun would normally open. Align your forklift with the gate so that it is on your left side, you are parallel to the gate, and 6 is as close to where the gate opens as possible. If youre in the right spot when you get out, you should clip through the gate when you get out of the forklift. Once youve clipped, run to the end of the level, and you're done!<br />
[[Category:Levels|R-03]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=ONI:_Sword_Base&diff=2595ONI: Sword Base2015-02-01T18:17:13Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = ONI: Sword Base<br />
| image = [[File:Sword_Base.jpg|300px]]<br />
| caption = Climbing the stairway to heaven<br />
| game = [[Halo: Reach]]<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
| previous = [[Winter Contingency]]<br />
| next = [[Nightfall]]<br />
}} <br />
ONI: Sword Base is the second playable level in [[Halo: Reach]]. See [http://www.halopedia.org/ONI:_Sword_Base Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
Easy strategies can be used through Heroic, or even Legendary if you are segmenting.<br />
<br />
Your first task is to kill all of the enemies in the courtyard and grab the Target Locator. The fastest way is to run past all of the enemies and fire a well-placed Target Locator shot in their midst. This can be viewed here: [Will be added later].<br />
<br />
Once the gate opens to the rest of the mission, you have two options. You can head to Farragut Outpost, or you can head to the AA Gun. It is significantly faster to do the AA Gun objective first. To do this, you will grab the rockets located on the rocks in front of the Wraiths, then head to your right. You will see a Ghost there. To complete the mission quickly, hijack the Ghost. Boost to the building next to the AA Gun. You can activate the button from below by jumping while aiming up and holding X. This can be viewed here: [Will be added later].<br />
<br />
This method is reliable for Easy-Heroic difficulties. After that, boost around the cliff. On Easy-Heroic difficulties, take this route past the Ghosts: [Will be added later].<br />
<br />
As shown here: [Will be added later]<br />
<br />
This is for Easy, Normal, and potentially SLASO difficulties. To view this part for Heroic or Legendary difficulties, look below.<br />
<br />
Activate the switch through the wall. Then get back on your Ghost and drive to the other button. A spring jump will enable you to activate the button. Drop down, and get in your Ghost. Drive back to the courtyard and... push the button. For all dificulties, shoot a Target Locator shot at the enemies like this: [Will be added later].<br />
<br />
Now you can either run past them or you can get in the Ghost, and get over the barrier as shown here: [Will be added later]<br />
<br />
Drive to the Hunters. This step can be used on any difficulty to preserve a Target Locator shot if desired.<br />
<br />
Once in the area with the Hunters, shoot two rockets at each of them on Easy or Normal difficulty. This will use up all of your rockets. If you are doing Heroic or Legendary, you will do a different step shown below at Farragut Outpost to grab the second rocket. If you are doing SLASO, a different method will be mentioned below.<br />
<br />
Get into the elevator and... push the button. Once inside the building, follow this video: [Will be added later]<br />
<br />
On Easy-Heroic difficulty or a Zero Shot run. Finally, kill the two Jackals up top. Rocket some Banshees and target the Phantom with the Target Locator. This will complete the mission. Strategies listed below for Heroic-SLASO build off of this basic route. I will only explain the deviations from this route.<br />
<br />
==Legendary==<br />
<br />
Write the second section of your page here.<br />
<br />
==SLASO==<br />
[[Category:Levels|R-02]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Winter_Contingency&diff=2594Winter Contingency2015-02-01T18:16:45Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Winter Contingency<br />
| image = [[File:WinterContingency.jpg|300px]]<br />
| caption = "There's a disturbance on the frontier."<br />
| game = Halo: Reach<br />
| time = Easy: ~8:00; Legendary: ~9:00<br />
| previous = -<br />
| next = [[ONI: Sword Base]]<br />
}} <br />
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information.<br />
<br />
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links) <br />
<br />
==Investigation==<br />
Hold the Reload button to get out of the falcon as soon as you are able. Sprint down the hill to the house. Skip the house by going to the right and jumping up the cliffside. Keep sprinting through the level. Remember to kill an enemy for a plasma pistol on the way to the trucks, you'll need it later.<br />
<br />
==Falcon Skip==<br />
The Falcon Skip lets you hijack a falcon to go out-of-bounds to get to the Relay Outpost. It starts just before you reach the truck.<br />
* 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.<br />
* When the Falcon is on your left and at its furthest point away from you, immediately run for the trucks and get in before proceeding with the level.<br />
This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level. Keep driving until you reach the first structure. There will be a hill on the left of you, which the Falcon will be hovering over. If the Falcon doesn't have Jun's waypoint on it, you've done the glitch correctly. Get out of your truck and run up the hill, and find a rock to jump off of to make it all the way to the top, as the hill becomes too steep to walk on at a certain point. Here, shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.<br />
* Now fly in the opposite direction that you came, but stay near the mountain. Keep flying on this course until you see a Spirit Dropship. Follow it down to where it lands. While you follow it, try to take out its bottom turret.<br />
* Wait for it to rise up and fly away, then fly in the direction that the Dropship flies. You'll pass it pretty quickly, but keep flying in the same general direction.<br />
* Stop when you are clear of the trees and the mountain. Wait for the Dropship to come flying out of the mountain, face it, then land in between its two prongs. Hold the left control stick forward and lock your altitude. Wait for your shields to go down and the Falcon to shake - this indicates you've broken the barrier and are now outside the map.<br />
If you've played this level before, you'll know where to go next. Just fly where the Falcon normally flies. You should find a deloaded area that will load when you get near it.<br />
<br />
==Relay Outpost==<br />
Once you're at the Relay Outpost, try to Plasma Pistol pepper the Elites as they fall out of the dropship, then nade any tightly packed groups of Jackals or Grunts. When Kat says, "Just about... there, we're in," run inside the room that Kat is in, and try to pick off enemies as you wait for the door to close, because it speeds up the process.<br />
<br />
After the cutscene, run for the first Zealot and backsmack 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.<br />
<br />
Run straight for the last room. Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway. At the last room, try hit all four grunts with a grenade. Pick off any survivors with a DMR then backsmack the Zealot. After that activate the junction and you're done.<br />
[[Category:Levels|R-01]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Coastal_Highway&diff=2593Coastal Highway2015-02-01T18:15:30Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Coastal Highway<br />
| image = [[File:CoastalHighway.jpg|300px]]<br />
| caption = <br />
| game = Halo 3: ODST<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
| previous = [[Data Hive]]<br />
| next = -<br />
}} <br />
Coastal Highway is the last level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Coastal_Highway Halopedia] for general information.<br />
<br />
==Easy==<br />
stuff<br />
[[Category:Levels|O-9]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Data_Hive&diff=2592Data Hive2015-02-01T18:15:09Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Data Hive<br />
| image = [[File:DataHive.jpg|300px]]<br />
| caption = <br />
| game = Halo 3: ODST<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
| previous = [[Kikowani Station]]<br />
| next = [[Coastal Highway]]<br />
}} <br />
Data Hive is the second to last level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Data_Hive Halopedia] for general information.<br />
<br />
==Easy==<br />
stuff<br />
[[Category:Levels|O-8]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Kikowani_Station&diff=2591Kikowani Station2015-02-01T18:14:43Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Kikowani Station<br />
| image = [[File:KikowaniStation.jpg|300px]]<br />
| caption = <br />
| game = Halo 3: ODST<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
| previous = [[NMPD HQ]]<br />
| next = [[Data Hive]]<br />
}} <br />
Kikowani Station is a flashback level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Kikowani_Station_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
stuff<br />
[[Category:Levels|O-7]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=NMPD_HQ&diff=2590NMPD HQ2015-02-01T18:14:19Z<p>FrozenJakalope: derp</p>
<hr />
<div>{{Level Infobox<br />
| title = NMPD HQ<br />
| image = [[File:NMPDHQ.jpg|300px]]<br />
| caption = <br />
| game = Halo 3: ODST<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
| previous = [[ONI Alpha Site]]<br />
| next = [[Kikowani Station]]<br />
}} <br />
NMPD HQ is a flashback level in [[Halo 3: ODST]]. See [http://www.halopedia.org/NMPD_HQ_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
stuff<br />
[[Category:Levels|O-6]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=NMPD_HQ&diff=2589NMPD HQ2015-02-01T18:13:29Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = NMPD HQ<br />
| image = [[File:NMPDHQ.jpg|300px]]<br />
| caption = <br />
| game = Halo 3: ODST<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
| previous = [[Kilowani Station]]<br />
| next = [[Data Hive]]<br />
}} <br />
NMPD HQ is a flashback level in [[Halo 3: ODST]]. See [http://www.halopedia.org/NMPD_HQ_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
stuff<br />
[[Category:Levels|O-6]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=ONI_Alpha_Site&diff=2588ONI Alpha Site2015-02-01T18:13:06Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = ONI Alpha Site<br />
| image = [[File:ONIAlphaSite.jpg|300px]]<br />
| caption = <br />
| game = Halo 3: ODST<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
| previous = [[Kizingo Boulevard]]<br />
| next = [[NMPD HQ]]<br />
}} <br />
ONI Alpha Site is a flashback level in [[w:c:halo:Halo 3: ODST|Halo 3: ODST]]. See [http://www.halopedia.org/ONI_Alpha_Site_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
stuff<br />
[[Category:Levels|O-5]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Kizingo_Boulevard&diff=2587Kizingo Boulevard2015-02-01T18:12:38Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Kizingo Boulevard<br />
| image = [[File:KizingoBlvd.jpg|300px]]<br />
| caption = "Scorpion rampage through the heart of the city."<br />
| game = Halo 3: ODST<br />
| time = Easy: ~4:30; Legendary: ~x:xx<br />
| previous = [[Uplift Reserve]]<br />
| next = [[ONI Alpha Site]]<br />
}} <br />
Kizingo Boulevard is a flashback level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Kizingo_Boulevard_%28level%29 Halopedia] for general information.<br />
<br />
HaloRuns record page: http://www.haloruns.com/records?lb=401 (click the timestamps for video links)<br />
<br />
==Ghost Jack==<br />
From the beginning, go left along the wall, ignoring the enemies. Your goal is to reach the Phantom, which will drop off a Ghost piloted by a Brute. Once you get to the Phantom, wait under it, just behind the Ghost, and hold the Reload button to hijack the Ghost as soon as you are able. Turn around and boost through the level, only stopping by some crates to grab the beam rifle.<br />
<br />
==Banshee Jack==<br />
Video tutorial by Aura: http://www.twitch.tv/thatauraguy/c/4235211<br />
[[Category:Levels|O-4]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Uplift_Reserve&diff=2586Uplift Reserve2015-02-01T18:12:07Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Uplift Reserve<br />
| image = [[File:UpliftReserve.jpg|300px]]<br />
| caption = <br />
| game = Halo 3: ODST<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
| previous = [[Tayari Plaza]]<br />
| next = [[Kizingo Boulevard]]<br />
}} <br />
Uplift Reserve is a flashback mission in [[Halo 3: ODST]]. See [http://www.halopedia.org/Uplift_Reserve_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
stuff<br />
[[Category:Levels|O-3]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Tayari_Plaza&diff=2585Tayari Plaza2015-02-01T18:11:37Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Tayari Plaza<br />
| image = [[File:TayariPlaza.jpg|300px]]<br />
| caption = <br />
| game = Halo 3: ODST<br />
| time = Easy: ~2:15; Legendary: ~2:30<br />
| previous = [[Mombasa Streets]]<br />
| next = [[Uplift Reserve]]<br />
}} <br />
Tayari Plaza is the first flashback mission in [[Halo 3: ODST]]. See [http://www.halopedia.org/Tayari_Plaza_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
stuff<br />
[[Category:Levels|O-2]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Mombasa_Streets&diff=2584Mombasa Streets2015-02-01T18:11:01Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Mombasa Streets<br />
| image = [[File:MombasaStreets.jpg|300px]]<br />
| caption = "Explore the city, find your ODST team."<br />
| game = Halo 3: ODST<br />
| time = n/a<br />
| previous = [[Prepare to Drop]]<br />
| next = [[Tayari Plaza]]<br />
}} <br />
Mombasa Streets is the hub world in [[Halo 3: ODST]]. See [http://www.halopedia.org/Mombasa_Streets Halopedia] for general information.<br />
<br />
==Routing==<br />
HaloRuns tracks New Game+ speedruns, meaning you may collect audio logs '''before the run'''. However, you must still start on [[Prepare to Drop]], as it is the narrative beginning of the game.<br />
<br />
For New-Game speedruns, using a temporary profile, you must collect 8 audio logs '''during the run''' to unlock use of Mongooses in Mombasa Streets. See the route below.<br />
[[File:C6smk5N.jpg|thumbnail|500px|center|Halo 3 ODST Route]]<br />
==Avoiding Combat==<br />
To avoid combat on Mombasa, just run/drive past enemies. They aren't allowed to leave the specific sections that they spawn in and can't follow you.<br />
[[Category:Levels|O-1a]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Prepare_to_Drop&diff=2583Prepare to Drop2015-02-01T18:10:12Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Prepare to Drop<br />
| image = [[File:PrepareToDrop.png|300px]]<br />
| caption = <br />
| game = Halo 3: ODST<br />
| time = Easy: ~2:10; Legendary: ~2:20<br />
| previous = -<br />
| next = [[Mombasa Streets]]<br />
}} <br />
Prepare to Drop is the opening level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Prepare_to_Drop Halopedia] for general information.<br />
<br />
==Easy==<br />
-When the level starts as you're sitting in the drop pod, mash the B button. Then hold the board button so that you exit the drop pod the second the drop pod door blows off. You will fall down to the streets, go immediately to the right. While falling, mash the crouch button, but don't mash for so long, because if you're mashing while you hit the ground you will lose a lot of health.<br />
<br />
-Throw 2 grenades at the brutes the second you see the first brute start walking away. Pistol remaining grunts.<br />
<br />
-Turn around and pistol/nade/smg the grunts and 2 brutes to the left of the first fight area.<br />
<br />
-Once you've killed everything, go to the right of the 2nd fight area and look at the phone booth that is the farthest down the line and hold the board button. Keep progressing past the phone booths and go to the closest door, and hold the board button to enter it. Progress through the buildings and past the grunt courtyard until you've completed the level.<br />
[[Category:Levels|O-1]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Halo_(Halo_3)&diff=2582Halo (Halo 3)2015-02-01T18:09:31Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Halo<br />
| image = [[File:HaloH3.jpg|300px]]<br />
| caption = <br />
| game = Halo 3<br />
| time = Easy: ~x:xx <br>Legendary: ~x:xx<br />
| previous = [[Cortana]]<br />
| next = -<br />
}}<br />
<br />
'''Halo''' is the ninth playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Halo (Halo 3 level)|Halo (Halo 3 level)]] for general information.<br />
<br />
==Easy==<br />
- killing Johnson to skip dialogue<br />
<br />
- double laser<br />
<br />
- hog run strats<br />
[[Category:Levels|3-9]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Cortana&diff=2581Cortana2015-02-01T18:08:57Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Cortana<br />
| image = [[File:Cortana.jpg|300px]]<br />
| game = Halo 3<br />
| time = sub-10:00<br />
| previous = [[The Covenant]]<br />
| next = [[Halo (Halo 3)|Halo]]<br />
}}<br />
<br />
'''Cortana''' is the eighth playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Cortana (level)|Cortana (level)]] for more general information.<br />
<br />
== Easy ==<br />
<br />
- ammo case launches I guess<br />
<br />
-hallway moments skip<br />
<br />
-alot of running<br />
[[Category:Levels|3-8]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=The_Covenant&diff=2580The Covenant2015-02-01T18:08:10Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Covenant<br />
| image = [[File:TheCovenant.jpg|300px]]<br />
| caption = <br />
| game = Halo 3<br />
| time = Easy: ~x:xx <br>Legendary: ~x:xx<br />
| previous = [[The Ark]]<br />
| next = [[Cortana]]<br />
}}<br />
<br />
'''The Covenant''' is the seventh playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:The Covenant (level)|The Covenant (level)]] for general information.<br />
<br />
==Easy==<br />
- Hog/Ghost past vehicle barrier inside of the Citadel<br />
<br />
==Legendary==<br />
- third tower interior: go to the left, wait for the Drones to gather, chuck a frag. Go to the right side and fuel rod jump up. Kill Chieftain by closing distance and letting him take a swing at you. Or remove his shield and bash him repeatedly. https://www.youtube.com/watch?v=Qmed_dkFrlU<br />
<br />
-Scarabs: go to the right Scarab, face the core and watch the front of the Scarab, when it goes up a second time, kill the core. Hornet should usually land intact and away from enemies. Take it to the left Scarab, kill the core... watch out for Ghosts, kill the gunners just in case, and make mad dash for Hornet and hope... https://www.youtube.com/watch?v=CokMTYg0Aks<br />
[[Category:Levels|3-7]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=The_Ark&diff=2579The Ark2015-02-01T18:07:41Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Ark<br />
| image = [[File:TheArk.jpg|300px]]<br />
| caption = <br />
| game = Halo 3<br />
| time = Easy: ~x:xx <br>Legendary: ~x:xx<br />
| previous = [[Floodgate]]<br />
| next = [[The Covenant]]<br />
}}<br />
<br />
'''The Ark''' is the sixth playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:The Ark (level)|The Ark (level)]] for general information.<br />
<br />
==Easy==<br />
At the very start of the level, hold your action/reload button to get out of the Pelican as soon as possible. There are some jumps that can be done on the cliff to the left to cut corners as you approach the first encounter. When you reach the first enemies, jump onto the wall from the rock to the far right. Immediately snipe the 2 Brutes in the center of the area and keep walking to the cave. Grab the Deployable Cover or Flare if either was dropped.<br />
<br />
In the second area, if you have a DC or Flare, jump onto the Covenant crate at the cave's exit, grenade jump, then equipment jump on top of the cliff to the left. If you did not get either equipment, continue forward, hugging the left cliff, until you reach the support beam. Jump onto it, then turn left and jump onto the cliff. You need forward momentum for the jump, so take a step or two before jumping. When doing this jump, you need to walk along the edge of the cliff for a bit to avoid hitting a very long string of loadzones that causes a lot of lag. Continue to the hallway, ignoring the Grunts and the Brute.<br />
<br />
In the Mongoose area, snipe the Brute that is straight ahead near the Mongooses. Jump down to the right of the crashed Pelican and swap your BR for the Rockets on the ground. Make sure you picked up the rocket crate that is right next to it (you should have 4 rockets). Take a Mongoose and drive up the hill. Stay to the right as you approach the jump to avoid getting hit by the incoming Prowlers. Do not hit the tree as you jump. Continue driving through the middle of the area between the 2 rocks and take the nearest Ghost before the Grunt reaches it. If you mess up, you can keep going and take the 2nd Ghost farther back. Boost through the mission until you reach the AA Wraith area.<br />
<br />
When you reach the cave just before the AA Wraith area, get out of the Ghost, pull out your Sniper, and zoom towards the rock structure between you and the AA Wraiths. You can barely see the legs of a Brute there. Move your reticule onto the Brute's leg, switch to your Rockets without moving, and fire. This will clear all the enemies there. From now on, keep the Rockets with you, as they are needed at the end. Now you can get back into the Ghost and boost to the Wraith. Destroy it via boarding, then reenter the Ghost. Shoot the Grunt in the tower near the AA Wraiths with your Ghost, then kill the drivers of the 2 other Ghosts. Finally, destroy the AA Wraiths by shooting the circular vent in the back with the Ghost. At this point, the Forward Unto Dawn is on its way. While you're waiting, swap you Sniper for the Fuel Rod Gun in the ammo crate. Get your Ghost again, and wait in the rock structure. Make sure you don't get pushed backward as FUD arrives. You will be forcibly ejected from the Ghost; get back in. Now, wait just to the right of the rock structure until the cue for the next chapter appears ("Forward Unto Dawn").<br />
<br />
Boost to the cave from which you entered, avoiding the Ghosts and the Prowler that come out. Continue past everything until you reach the large area with the bridge. Here, you need to hug the left side of the area and head towards the nearest Wraith. Take it and use it to destroy the other one nearby. Keep moving to the bridge, and kill every enemy on it with your Wraith. Once you reach the closed door at the end, get out and take the nearest Chopper parked on the bridge. Wait in front of the door until it opens (this can take quite a while). You can barely drive the Chopper through the door. Drive to the end of the hallway and turn your camera into the back right corner for a few seconds. This spawns 343 GS to open the door for you (the game will not spawn him if you are looking at the door). Keep driving your Chopper through, get out, push the button, and meander through the next 2 rooms to the next area outside.<br />
<br />
As you exit the structure, '''immediately''' drive as fast as you can straight to the flat area to the back of the level. It is important that you don't flip along the way. Drive into the little building in the middle of the flat area. Slow down as you take the jump to avoid letting the Chopper go too far and dismount it. Grab a Grav Lift to your right and drive to the back right of the area. Throw down your Grav Lift (see vid for specific location) and jump into it the moment the Scarab hits the ground. You need to wait a few seconds before destroying the core with your FRG. All of this needs to be done before the Scarab spawns and jumps down. In the case that you flipped or something on your way to the Scarab, you can opt to skip getting the Grav Lift to save enough time to FRG jump onto the Scarab instead. If you still do not have enough time, you can grab a Grav Lift, drive on top of the building, place it on top, and drive your Chopper over it to jump onto the Scarab.<br />
<br />
Once the Scarab is destroyed, get back your Chopper and drive up the ramp to the right side of the flat area. The Chopper is no longer needed. You need to kill at least 2 Carbine-wielding Jackals and reach the top of the ramp to trigger the Pelican to come. While you're waiting for it, go back down the ramp a little and see if you can obtain a Deployable Cover from one of the 3 Brutes there. It is not absolutely necessary, but it saves a fair bit of time later. When the Pelican arrives, wait for Arby and Marines to get out and throw a plasma grenade at them. You want to kill both Marines in order to skip some dialogue while waiting for Guilty Spark to open the door inside the structure.<br />
<br />
Run through the first room without waking the sleeping Grunts. You can do a small slide jump in the next hallway, but make sure to jump a little down the ramp to avoid hitting the ceiling. Stay to your right in the next room, then drop down through the beams and descend the staircase. Go to the door to the back left of the Brute room. If you did not obtain a DC before, now is a good chance to get it. Keep going and activate the cartographer.<br />
<br />
Turn left after the cutscene and run back to the door you came from. Walk straight ahead to the door near the Jackals and avoid the Brutes in the staircase there. In the next room, you need to quickly kill the Chieftain by firing three fuel rods before he activates his Invincibility. Drop down to the door. Turn around and block it with your DC after walking through. This blocks all the Stalker Brutes and allows you to skip killing them (the door locks later). Sometimes, one does not despawn and makes the level impossible to complete, but that is very, very rare. Kill the 2 Jackals with your FRG and descend to the last area. Now, pull out the Rockets you've been carrying this whole time. Fire the first rocket between the 2 rightmost Brutes. Fire the second between the next 2. Switch to your FRG and kill the last 2. Quickly turn around and try to throw a grenade at the 2 Jackals that spawn in the back. If you miss, you have to get to them and kill them yourself. Once all the enemies are dead, you'll hear Johnson say he'll be there "damn quick." Walk to the back of the area and wait near the edge for the Pelican. Do not stand right on top of the edge; stay a few steps back. Otherwise, you miss the trigger to end the level.<br />
<br />
<br />
<br />
==Ark Door==<br />
<br />
The Ark door will open on a 35s timer once the 3rd Wraith that spawns by the door has been killed, and when there are no more than 3 enemy AI left in the area.<br />
<br />
If every enemy AI is Killed including the 3rd Wraith a 25s timer will begin for the door to open.<br />
<br />
<br />
*Note: The 3rd Wraith is the only enemy that needs to die. If the 3rd wraith does not die the door will never open.<br />
<br />
<br />
The enemy AI in the area consist of:<br />
<br />
- The first two Wraith tanks that are dropped off by the Phantom drop-ships.<br />
<br />
- The two Ghosts that spawn next to the first Wraith.<br />
<br />
- The two Choppers that spawn on the ground.<br />
<br />
- All the Shade Turrets that spawn on the bridge that have enemy AI within them.<br />
<br />
- The enemies that spawn along with the 3rd Wraith on the bridge.<br />
<br />
- The 3rd Wraith that spawns on the bridge next to the door.<br />
<br />
<br />
[[Category:Levels|3-6]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Floodgate&diff=2578Floodgate2015-02-01T18:06:54Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Floodgate<br />
| image = [[File:Floodgate.jpg|300px]]<br />
| caption = <br />
| game = [[Halo 3]]<br />
| time = Easy: ~x:xx <br>Legendary: ~x:xx<br />
| previous = [[The Storm]]<br />
| next = [[The Ark]]<br />
}}<br />
<br />
'''Floodgate''' is the fifth playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Floodgate (level)|Floodgate (level)]] for general information.<br />
<br />
==Easy==<br />
- A whole lot of box launches<br />
<br />
- Cortana moment skip<br />
<br />
- Slide jump to get to the end trigger earlier<br />
<br />
==Legendary==<br />
- You can sometimes force a checkpoint near the first area you encounter Pure Forms. http://www.youtube.com/watch?v=f-3OVi-eUS8<br />
[[Category:Levels|3-5]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=The_Storm&diff=2577The Storm2015-02-01T18:06:17Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Storm<br />
| image = [[File:TheStorm.jpg|300px]]<br />
| caption = "There's something in the crater, something beneath the storm"<br />
| game = [[Halo 3]]<br />
| time = Easy: ~x:xx <br>Legendary: ~x:xx<br />
| previous = [[Tsavo Highway]]<br />
| next = [[Floodgate]]<br />
}}<br />
<br />
'''The Storm''' is the fourth playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:The Storm (level)|The Storm (level)]] for general information.<br />
<br />
==Easy==<br />
- Kill the AA wraith and 2 of the Ghosts for the door to open in the 1st open area<br />
<br />
- 2nd area, Kill everything as well?<br />
<br />
- Plasma pistol snipe to kill the cannon<br />
<br />
- Drive Mongoose into building<br />
<br />
<br />
==Segmented==<br />
- De-loading the Scarab using AA Wraith<br />
[[Category:Levels|3-4]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Tsavo_Highway&diff=2576Tsavo Highway2015-02-01T18:05:19Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Tsavo Highway<br />
| image = [[File:TsavoHighway.jpg|300px]]<br />
| caption = <br />
| game = [[Halo 3]]<br />
| time = Easy: ~x:xx <br>Legendary: ~x:xx<br />
| previous = [[Crow's Nest]]<br />
| next = [[The Storm]]<br />
}}<br />
<br />
'''Tsavo Highway''' is the third playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Tsavo Highway (level)|Tsavo Highway (level)]] for general information.<br />
<br />
==Easy==<br />
First open the door and then get the warthog, then you just drive until you get to the bridge section, where you drive up the hill that's right next to the bridge, and then when you get to barrier, you can '''optionally''' get a grav lift in the huts to make the bridge jump easier. You just drive up to the barrier, throw a nade at it, and then make your way to the bridge.<br />
<br />
'''Bridge Jump: '''So there are multiple ways of doing this jump, the fastest way is to just squeeze your warthog inbetween the concrete barriers, but the more safe approach is to get a grav lift and use that to just fly over the concrete barriers.<br />
<br />
After that you just keep driving until you get to the section with the 2 brutes and the 2 choppers, you get one of the choppers, drive to the left until you get under the road, and then drive up the hill on the left, drive to the ending section, kill the shade, and destroy the barrier to end the level.<br />
<br />
Sidenote: There is a hill which is referenced above, it has to be landed in a specific spot, the wraiths will try to shoot you so be careful.<br />
[[Category:Levels|3-3]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Crow%27s_Nest&diff=2575Crow's Nest2015-02-01T18:04:09Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Crow's Nest<br />
| image = [[File:CrowsNest.jpg|300px]]<br />
| caption = we can't. hold. out. for. ever<br />
| game = [[Halo 3]]<br />
| time = Easy: ~x:xx <br>Legendary: ~x:xx<br />
| previous = [[Sierra 117]]<br />
| next = [[Tsavo Highway]]<br />
}}<br />
<br />
'''Crow's Nest''' is the second playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Crow's Nest (level)|Crow's Nest (level)]] for more general information.<br />
<br />
==Easy==<br />
[[File:Crow's Nest Easy in 7 56 by HLGNagato|thumb|right|300px|Current record is 7:56 by HLGNagato]]The first part of the level is mostly walking up to the hangar<br />
<br />
'''The Hangar:''' When you make it there you want to slide jump down the stairs, because there's a really subtle trigger that spawns the 1st set of phantoms. There's a full BR in the basement of the hangar, if you happen to run out of ammo while dealing with the phantoms.<br />
<br />
'''FIGHTING STRATS GO HERE'''<br />
<br />
While you're walking out of the hangar you can do a launch off of one of the cones in the hallway '''(NEEDS A PICTURE OF THE CONE)'''<br />
<br />
'''Drone Fight: '''If you have any sticky nades when you make it to the drone fight you can use them to kill the drones that pick up the marine, because they can sometimes not get killed by any marines. To kill the drones coming out of the pipe you just aim slighty under the pipe with the turret at the left side of the room.<br />
<br />
After you kill all the drones you want to get a plasma pistol(or have acquired one beforehand) so you can weaken the brute chieftain in the next section, and after doing so you can just br him to death for his gravity hammer, just make sure you don't have any equipment, because he will drop a flare, and you can maybe accidentally pick it up instead of the hammer.<br />
<br />
[[File:Grate Launch|thumb|right|300px|Chasm Launch]]<br />
<br />
'''The 2 Hammer launches: '''After dropping down the shaft you want to crouch on the edge of the grate on the ground not facing wall and after the cortana moment is over you want to drop a nade so it lands against the wall so it's set up for a launch. You can do a hammer launch on your jump up, but there's a way smaller chance to die by hitting a wall by just doing it on your way down.<br />
<br />
When you get to the area with the big chasm, you want hit the door so that the pelican will load on the landing pad. After hitting the door you want to a hammer launch off the grate on the wall so you skip the entire brute section. Then you go hit the elevator button, and then jump on top of the light on the wall and then into the elevator, so you don't have to wait for the door to open(the elevator won't crush you).<br />
<br />
'''Landing pad fight: '''For the landing pad fight you want to kill 2 brutes and then jump on top of the pelican so you can get up to the top where 5 brutes will spawn. After you kill 5 brutes the door on the right side of the area will open with 4 additional brutes for you to kill. When all the brutes are dead you want to drop down to the fusion coil that is close to the door and set it up for a launch off of it. An easy way to set it up is to throw a spike grenade on the wall behind it.<br />
<br />
'''Escape: '''When you get past the cortana moment, you want to do a hammer launch off of the weapons case. Then after getting to the bomb room, you can do another launch off of a weapon case, which in an ideal scenario will get you right next to the bomb. When you get to the section where you did a DC lanch before you want to do a butterfly "jump" so you can ride one of the drones and finally, when you get to the hangar you want to launch off of the last weapon case and then enter the elevator to end the level.<br />
<br />
==Legendary== <br />
<br />
As you start the level, be sure to grab a Battle Rifle on your way to the first area.<br />
As you arrive at the first fight, open the door and be careful of the exploding Warthog. It can send you to no shields instantly. Shoot the first three most forward Grunts and switch out your secondary weapon for a Plasma Pistol. You want to clear out the group of enemies ahead of you, one or two well placed grenades can deal with most of them. If a few dodge and survive, just hang back and pick them off with your BR. Another group of enemies will emerge from behind this group. A brute and a few Grunts, make sure to deal with them. If the Brute here drops equipment, you should pick it up now, it will save you time later. Take a left and head down the small corridor and take out the enemies at the end. If you find you might die, you can drop in one of the sides and let your shields regenerate. [https://www.youtube.com/watch?v=7u1ymsPdOko&list=UUodghLjaw92Xk3Z1cTQeZuA#t=46]<br />
<br />
[[Category:Levels|3-2]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Sierra_117&diff=2574Sierra 1172015-02-01T18:03:18Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Sierra 117<br />
| image = [[File:Sierra117.jpg|300px]]<br />
| caption = For a brick, he fell pretty good<br />
| game = [[Halo 3]]<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
| previous = -<br />
| next = [[Crow's Nest]]<br />
}}<br />
<br />
'''Sierra 117''' is the first playable level in [[w:c:halo:Halo 3|Halo 3]]. See [[w:c:halo:Sierra 117 (level)|Sierra 117 (level)]] for general information.<br />
<br />
==Easy==<br />
'''Chapter 1'''<br />
<br />
The first half of Sierra 117 is mainly focused on movement. <br />
<br />
<br />
In the area with the sleeping grunts, there are a few ways out. The most difficult, but the fastest way is to follow the cliff-face along the right hand side of the area. You can ramp the log on a rock there to get on a standable part of the rock wall, and then long jump straight to the exit of that area. Currently not even the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=tkNFfaIiXRE] [https://www.youtube.com/watch?v=7JYWH8A7D30]<br />
<br />
The second fastest method, which is a lot easier, would be to just jump up from the pipe. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=107] <br />
<br />
If you're finding the pipe jump difficult, you can use one of the crates just left of the pipe.<br />
<br />
<br />
Once you're past that area, you'll want to do the Cortana skip. The skip itself is easy. The hardest part is the first jump of the skip. Jumping from the sloped part that sticks out the rock down below can be difficult. If you let go of forwards in mid-air for a second, you wont hit your head on the overhang. Do not hold crouch on landing. If you play "the floor is lava", you wont trigger the moment. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=140]<br />
Here is a fairly detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]<br />
<br />
<br />
As you're going through the river area, grab a Brute Shot from the final Brute. Use either a Plasma Pistol or Needler to quickly kill the Brute and grab the Brute Shot. [https://www.youtube.com/watch?v=vKv0wmTZHec#t=173]<br />
<br />
As you're going through the sniper forest, you can do a cone launch [http://www.twitch.tv/hiipfire/c/4911700]<br />
<br />
<br />
Once you're past the sniper forest, you'll want to do the gap jump. There are many ways to do this jump. <br />
Here's a clear detailed description for the gap jump with a Frag Grenade: [https://www.youtube.com/watch?v=w6KUtPwGwR0]<br />
<br />
You can do the jump with a Brute Shot, which is one of the most common ways on Easy: [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215]<br />
<br />
You can do the jump with a Frag Grenade, which is also a common method: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251]<br />
<br />
You can do the jump with a Plasma Grenade: [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260]<br />
<br />
You can do the jump with no explosion whatsoever, which is quite a bit harder: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]<br />
<br />
There are a few backup strats you can do, such as dropping down and Brute Shot jumping up from the ground. [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]<br />
<br />
<br />
'''Chapter 2'''<br />
<br />
Once you reach the final area, you'll want to make your way straight to the prison. You'll want to kill enemies on the way there, because this is part of the trigger for the Pelican to arrive. Release Johnson, kill the hammer chieftain, take his hammer and use it to kill as many people as you can while heading back to the area you first dropped down from. There's a low chance the Chieftain will drop a Flare, this usually helps to make Early Pelican a lot easier. It doesn't always drop, so you shouldn't rely on it, he usually drops an invincibility. The end of the level trigger is once you're inside the Pelican. You can do a trick known as "Early Pelican" which involves either a hammer + grenade jump, or a grenade + flare jump. <br />
<br />
Line your left foot up with the crack on the ground, wait for the audio cue "Everyone down" Jump and nade the ground after that. Wait a split second after you land, then start walking backwards of the edge and Hammer jump into the pelican, remembering to hold crouch and turn towards the pelican while in mid air. [http://www.twitch.tv/shifty_time/c/4034323]<br />
<br />
Stand on the crack in the railing (the dark spot). Angle yourself so that you are perpendicular to the edge of the railing directly in front of you. Wait until the pilot says "Going loud," then crouch, throw a Frag onto the dark spot, back up, jump, and swing the Hammer immediately. In the air, turn left toward the Pelican and hold crouch. [http://www.twitch.tv/auraxade/c/4140253]<br />
<br />
Early Pelican is one of the harder tricks in the speedrun, which isn't recommended for beginners. You can just wait for the Pelican to fly to its normal spot then end the level. Early Pelican saves about 20 seconds.<br />
<br />
==Legendary==<br />
<br />
<br />
'''Chapter 1'''<br />
<br />
As you approach the first fight, you can skip it entirely. You can do a jump up on a rock just before the first area to skip a load which triggers the enemies and the Phantoms to drop in. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. This jump is not necessary, it's good for full game. You can alternatively just run past. Hug the left hand side of the area, make sure you don't get shot in the back by Grunts. Make sure to grab a Plasma Pistol in this area, even if you do the skip. You can sit under the Phantom and get your shields back if you take damage. As you're approaching the exit of the area, watch the Brute Shot Brute coming from the right hand side. Plasma Pistol and headshot him with the Pistol so he doesn't kill you. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]<br />
<br />
Once you come to the sleeping grunts area. You'll want to assess the situation really fast. It's entirely possible to just run through this area without worrying about anything, but it's hard. You'll want to switch your pistol our for a Carbine, so you now have a Carbine and a Plasma Pistol. Your first focus should be on killing only three carbine Jackals in the trees. If you kill four, you'll have more enemies spawn by the exit. Focus on the rightmost Jackals and kill them, and make sure to kill the Jackal by the exit to the area. If you don't kill the Jackal by the exit, you wont get a checkpoint as you enter the next area. Kill a few Grunts around the pipe, just to help survive. You can leave this area using the same methods on Easy, however you'll die a lot faster. The recommended ways are to use the pipe jump up, or the supply crates just left of the pipe. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=211] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=112] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=102]<br />
<br />
For the next area, the area with the Brute holding the Marine on the log. You'll want to just crouch jump up the right hand side cliff-face and skip that first fight. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=129] If you can't quite make the jump up, you can jump on the rock just before then jump up. Kill the carbine Jackal that approaches you. Take out your plasma pistol and begin to charge. Fire it at the Brute in the cave and kill him. Feel free to throw any grenades you have at this part, to clear out some enemies. Sometimes the Grunts here go kamikaze and will try to kill you, so be careful. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=140]. You can grab the Brute Shot from this Brute here if you like, it helps for a faster Cortana skip. Also sometimes he drops a Bubble Shield which you should hold on to if you can.<br />
<br />
Now we come to the Cortana skip, which is the same as Easy. Here's how to do it with a Brute Shot: [https://www.youtube.com/watch?v=pJnlmayh2fg#t=152]. It's basically a slide jump with a brute shot explosion to further the distance you go. Here's a detailed explanation of the skip: [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=589]<br />
<br />
As you arrive at the river pick up a BR, either switch it out for the Brute Shot or Plasma Pistol, depending on your current weapons. You'll want to have either a BR and a Plasma Pistol, or a BR and a Carbine at this point. You'll want to head down to the first group of enemies. Punch the Brute in the back, if he drops a Bubble Shield and you didn't get one earlier that's good. If he doesn't, it isn't a huge deal. Punch the enemy that's sitting on the turret (if there is one) and you'll grab extra BR ammo. Jump into the water and kill the two Beam Rifle snipers on the far side. You'll want to head towards the exit of the area, while remaining in the water. There are two ways out of the water. You can use a grenade jump boost to get out, or just a jump which is slightly slower. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=732]. Then enter the sniper forest.<br />
<br />
There's no special strategy for the sniper forest, just learn the spawns and kill them all as you move through at a steady pace. <br />
<br />
Gap jump is the same as on Easy. You'll want to kill some snipers as you approach though. Across the other side of where you are, there is a Beam Rifle Sniper that sometimes spawns, if he does, you'll want to kill it. There's also two on a ledge to your left. Focus on those three, then do your preferred gap jump method. You'll want to learn the gap jump on Legendary, because the backup strats are pretty hard. They take a lot of time. If you have a bubble shield at this point, deploy it mid gap jump. It'll save you from potentially being sniped. You don't need one, it just helps. <br />
If you want to be risky, you don't need to kill any snipers, you can just do the gap jump and run through the area. <br />
<br />
Gap jumps: [https://www.youtube.com/watch?v=w6KUtPwGwR0] [https://www.youtube.com/watch?v=vKv0wmTZHec#t=215] [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=251] [https://www.youtube.com/watch?v=Jb7pod-pbk8#t=260] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=224]<br />
<br />
Backup strats: [https://www.youtube.com/watch?v=w90Mxi3LUiM] [https://www.youtube.com/watch?v=GN6pJ4WHMaE]<br />
<br />
'''Chapter 2'''<br />
<br />
Now we arrive at the end of the level. The idea here is the same as Easy, make it to Johnson's prison. However because we're on Legendary, we'll want to take a slightly safer route. The first thing you should do is see if the enemies are awake. If they're not, and the Jackal below you is facing away, you can drop straight down and make a run for under the bridge. If they aren't awake, but you feel the Jackal might spot you, or are they already awake. Follow the cliff face along to the right hand side, drop down and follow it all the way around. Pop out and make a dash for under the bridge again. As you're running under the bridge, you can jump to avoid beam rifle shots. [https://www.youtube.com/watch?v=pJnlmayh2fg#t=254] [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=1240]<br />
Once you arrive at the other end of the dam, jump up on the crates and up to the right. Fall back into the back room straight ahead of you and follow that back room down all the way to the bottom. As you arrive at the bottom, be careful of a sniper on top of Johnson's prison. Release Johnson and you should start killing enemies. If you're near the Chieftain and Johnson at the same time, the Chieftain will focus on Johnson most of the time, leaving him open to assassination. There's a few ways to approach this fight. You can go back into the side room, and use those red engine things to grav hammer jump onto the roof and sit up there and be safe. But that's slow, the ideal way to deal with this fight is to just stay put behind Johnson's prison and kill all the enemies as they approach you. You can do Early Pelican as it arrives, but it's from the other side as Easy. Early Pelican is quite a bit easier from this side.<br />
<br />
If the Chieftain drops a flare, you can just do a grenade jump then equipment jump into the Pelican using the flare. This is by far the easiest way to do the trick from this side. If he doesn't you can use a grenade and hammer boost into the Pelican. It's possible to get in with just the flare. Here are a few videos: [https://www.youtube.com/watch?v=PfbpXtWZaIY#t=415] [http://www.twitch.tv/darkdevastat10n/c/4486379] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=377]<br />
<br />
<br />
[[Category:Levels|3-1]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=The_Great_Journey&diff=2573The Great Journey2015-02-01T18:02:30Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Great Journey<br />
| image = [[File:TheGreatJourney.jpg|300px]]<br />
| caption = It's Fuck With Tartarus Day and everyone's invited<br />
| game = Halo 2<br />
| time = Easy: ~x:xx; Legendary: sub-10:00<br />
| previous = [[High Charity]]<br />
| next = -<br />
}}<br />
<br />
'''The Great Journey''' is the fourteenth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:The Great Journey (level)|The Great Journey (level)]] for general information.<br />
<br />
==Easy==<br />
If the cutscene at the Scarab doesn't trigger, check if a Brute fell off the ledge and survived. All the Brutes must be dead.<br />
==Legendary==<br />
Kill the Elite who brings forth the Spectre. Drive ahead and park it behind the rock up ahead, hijack a Ghost. Or leave the Spectre where the Elite parked it, which will guarantee that it doesn't get destroyed when you leave it behind.<br />
<br />
At the door guarded by 2 Wraiths and several Brutes, you can get rid of them by making the game deload them. Basically drive up to the door, get to cover, face away from the enemies and wait.<br />
<br />
Easiest way to ensure the deload is to backtrack and then come back. You can delay the CP to get it closer; on your way back to the Wraiths by looking downward and shooting at the ground. Another way to do the deload is to take cover near the Scarab platform and wait 10 seconds while looking away from the Wraiths. You can fire the Ghost's turrets to delay a CP.<br />
<br />
Drive into the building and past the enemies. When you've reached the garden room, drive the Ghost across the gap. Hold A to lift the front of the Ghost up. You don't want to hit the Ghost's wings on anything and Brutes can be very annoying when they get in your way. It helps a lot to get out and cloak before attempting this jump. If you carried over a sword from Uprising, you can sword fly off of a Brute to the other side.<br />
<br />
For the bridge, killing Jackals risks spawning more Drones. Park the Ghost on the left side of the bridge, get out and cloak. Drive across carefully, shooting the Jackal sniper with the Ghost. You can snipe the Jackal sniper before attempting this. If you carried over sword, you can cloak and sword fly to the Jackal sniper.<br />
<br />
Driving the Ghost:<br />
Release the Hunters, kill 3 Brutes to open the door and drive past the reinforcements. Sword strat: sword fly to the Brute closest to the Hunters, stick the left Brute, cloak and backsmack a third Brute.<br />
<br />
Outside Scarab:<br />
Shoot all the Brutes down with the Ghost. Sword strat: sword fly to the closest Brute, stick a second Brute, and backsmack the Brute shot Brute to make the last one berserk. Do not move or shoot so the ending cutscene happens faster.<br />
<br />
Deloading Wraiths:<br />
Immediately after the cutscene ends, go back to the previous room. If done correctly, the 3 Wraiths should have their drivers removed from the game, allowing the Scarab to proceed. Make sure you have at least 2 plasmas.<br />
<br />
Spectre Drop:<br />
Drive the Spectre to the spot that allows you to enter the control room early. Wait for Scarab to blow up the door, then park the Spectre near the edge, facing the structure, and get out. Time it so you trigger the cutscene as the Spectre is about to fall off. If done correctly, it should be waiting for you in the backroom.<br />
<br />
Tartarus:<br />
The start isn't very hard, but it's possible to be killed by the 4 Brutes flanking Tartarus. If you have a spare plasma, you can toss one at them, cloak, and jump back. It will usually help you get out of that situation.<br />
<br />
Get Johnson on the Spectre. Make sure to kill non-gold Elites so they don't get in. Park the Spectre at the edge of the platform where Johnson runs to. Johnson should respawn at the same time as Miranda, look at where Keyes will spawn. When you have 2 or 3 Johnsons in your Spectre, just drive down to Tartarus, stick it with a plasma, and enjoy the carnage. Dual wield plasma rifles and shoot Tartarus.<br />
<br />
Sometimes Johnson will not clone and reverting will not change this. A good backup strat is to get Miranda Keyes on the turret, drive to Tartarus, destroy the Spectre, and allow her to distract him. It will take longer to kill him but it will still be an easy fight, if nothing goes wrong.<br />
<br />
==Individual Level / Segmented==<br />
[[Category:Levels|2-14]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=High_Charity&diff=2572High Charity2015-02-01T18:02:09Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = High Charity<br />
| image = [[File:HighCharity.jpg|300px]]<br />
| caption = There were those who said this level would never come<br />
| game = Halo 2<br />
| time = Easy: ~x:xx; Legendary: sub-5:00<br />
| previous = [[Uprising]]<br />
| next = [[The Great Journey]]<br />
}}<br />
<br />
'''High Charity''' is the thirteenth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:High Charity (level)|High Charity (level)]] for general information.<br />
<br />
==Easy==<br />
<br />
Kill the combat form that runs at you at the start of the level for his sword. <br />
<br />
==== Bug/Open Room ==== <br />
<br />
Sword fly to the brute at the first landing platform. Alternatively progress through the room normally.<br />
<br />
==== Halls ====<br />
<br />
Progress through the halls as fast as possible. In the second open room (the one with flood) kill the rocket flood and grab his rocket. <br />
<br />
==== Elevator ====<br />
<br />
You can try the pressure launch, however if you don't get it or if the enemies don't spawn you want to have a checkpoint at the elevator and make sure to revert quickly to avoid softlocking the game.<br />
<br />
Kill the three brutes and the jackals at the door at the top of the elevator to progress.<br />
<br />
Go up the elevator after the fight and the level ends when you reach the end of the room at the top of the elevator.<br />
<br />
[[Category:Levels|2-13]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Uprising&diff=2571Uprising2015-02-01T18:01:38Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Uprising<br />
| image = [[File:Uprising.jpg|300px]]<br />
| caption = It ended so soon...<br />
| game = Halo 2<br />
| time = Easy: ~x:xx; Legendary: sub-2:20<br />
| previous = [[Gravemind]]<br />
| next = [[High Charity]]<br />
}}<br />
<br />
'''Uprising''' is the twelfth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Uprising (level)|Uprising (level)]] for general information.<br />
<br />
==Easy==<br />
After skipping cutscene, immediately turn to the left and start walking forward, shoot plasma rifle in advance to alert Brutes sooner. Get a sword cancel off the Brute over the rock or just jump over it. Shoot plasma rifle again to draw Brutes out of the door sooner, sword fly to one or wait for him to get close and sword cancel. Crouch jump up to the Grunts, get Carbine, and either sword fly or sword cancel off the Jackal. Reinforcements can randomly spawn at the door and obstruct you, try to jump over them if it happens. Alert the enemies in the next room to make one of them head to the next area faster and sword fly to him. If he's ahead of you, you can angle a sword cancel so you fly right down to the door, otherwise just walk down. In the next room, sword fly or sword cancel off the Shade turret, you can sometimes avoid bouncing off the turret if you do a grounded sword fly. Drop Carbine for the Fuel Rod Gun. When you get to 'Step Aside, Let the Man Go Through', cloak before the door opens, and do a grounded sword cancel off the Jackal. It is very important that you have the right angle or you will hit something and lose all of your momentum. Head to the tree and either fuel rod jump up or jump in between the tree and wall. If you miss the fuel rod jump, you have to wait a little more after your shield has recharged or you will still kill yourself. If you do the tree jump, don't jump from right up against the tree, that makes it easier to over jump. There's a rock near the tree, jump onto it from there. Walk over to the ending trigger, crouch on the black spot to end level.<br />
<br />
==Legendary==<br />
Shoot plasma rifle right before picking up the sword to draw the Brutes away from the door area, jump over the wall, cloak. Sword fly to one of the door Brutes or wait for him to get close and sword cancel. Sometimes you can get a CP before this.<br />
<br />
You'll get another CP before the next area. If your shield hasn't recharged when you've reached the door to the next area, it might be ideal to avoid getting it (delay by meleeing with sword) so you don't get one before jumping up to the Grunts.<br />
<br />
Get the Carbine. You can either sword fly to the Jackal coming out of the door or sword cancel off of him. Be sure to cloak. You sometimes get a CP before this. Ideally, you want to avoid spawning the reinforcements.<br />
<br />
Sword fly to the retreating Brute in the next room. You can make him retreat sooner by shooting your gun. Sometimes it'll be a Jackal. You can get a CP if you wait before attempting it.<br />
<br />
Wait for the retreating Brute to come to a stop so you can sword cancel off of him or kill him and jump down. Usually a lone Brute will come out of the next Brute (you can kill him to get a CP). If you land above the doorway from the sword cancel, you can skip spawning the enemies in the next room.<br />
<br />
You can either sword fly off the turret Brute or off the Brute coming out of the door. You can sometimes draw him out sooner by shooting. If you end up bouncing off the turret, that can spell death. If you really want to be safe, just cloak and walk to the door. Shoot after walking past the turret to minimize wait for camo recharge.<br />
<br />
There's a fuel rod gun right before the final section of this speedrun but think about it for a moment.<br />
<br />
Pickup Fuel Rod:<br />
* faster OoB with fuel rod jump, risky on Legendary<br />
* no nade carryover to Great Journey (you'll spawn with 4 nades on GJ and you'll want some nades to stick the Spectre at the end of the level)<br />
<br />
Keep Carbine:<br />
* slower OoB method of tree jump<br />
* carryover sword to Great Journey (allows for alternative, yolo strats on GJ)<br />
<br />
Sword cancel off the Jackal. Don't move back or jump, just keep your crosshair angled over his head. Occasionally, you might land on the rock near the tree (the god cancel). If you chose to go with fuel rod, in the event that you get a bad sword cancel, there is [https://www.youtube.com/watch?v=txiRQAXYzV4 a route] you should learn. If you chose to go with carbine, you can just intercept the Jackal sniper with a headshot. You can wait for camo to recharge before attempting the OoB.<br />
<br />
Crouch on the black spot to end level.<br />
<br />
[[Category:Levels|2-12]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Gravemind&diff=2570Gravemind2015-02-01T18:01:09Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Gravemind<br />
| image = [[File:Gravemind.jpg|300px]]<br />
| caption = Looks like hell<br />
| game = Halo 2<br />
| time = Easy: ~12:00 <br>Legendary: ~20:00<br />
| previous = [[Quarantine Zone]]<br />
| next = [[Uprising]]<br />
}}<br />
<br />
'''Gravemind''' is the eleventh playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Gravemind (level)|Gravemind (level)]] for general information.<br />
<br />
==The Strats==<br />
[[File:Halo 2 Gravemind Easy in 9 12|right|300px]]<br />
[[File:Gravemind Legendary Tutorial|full|right|300 px]]<br />
This level has a lot of [[sword flying]] and [[sword canceling]], so the less-significant ones may not be listed. If you have a sword, sword cancel through whichever rooms you can.<br />
<br />
<<Most of the following legendary strats are made obsolete by infinite camo. Monopoli pls update with "on legendary">><br />
===Infinite Camo Glitch (legendary only)===<br />
This strat is Legendary-only and must be done at the start of the level. The glitch requires having picked up the Envy skull in Delta Halo to give Master Chief active camo.<br />
<br />
#Mash LB/White (flashlight button) while you skip the opening cutscene.<br />
#When the level starts, if you are invisible, immediately save and quit.<br />
#Then reset the system as follows:<br />
*(on Xbox) Reset the console;<br />
*(on Xbox 360) go back to the Xbox 360 Dashboard (Guide button, Y).<br />
<br />
Then start the game back up and resume campaign. Master Chief should be permanently cloaked until the end of the level. This trick will make the level a lot easier and save a significant amount of time.<br />
<br />
Since the glitch requires the Envy skull, which goes away upon system reset, you can only use it on one level. It saves the most time on Gravemind. On Easy, it is impossible due to the lack of skulls on Easy, and would waste time regardless.<br />
<br />
===Wave Skip===<br />
[[File:Gravemind_skip_where_to_stand.png|thumb|300px|Where to stand to skip waves on Gravemind. Stand just left or just right of center.]]<br />
<br />
After killing the initial spawn with the needlers (2 Brutes + 2 Grunts), you can do a spawn trick to skip some enemy spawns.<br />
<br />
#First kill the initial wave. Brute dialogue should start.<br />
#Bump against the outside corner of the second spawn door on the left (from the start of the mission). This will open the door, so go inside.<br />
#Back up and position yourself so you can see only 6 rows of lights. The last row on one side should have 3 lights, and the other side should only show 2. This is how you know you are far enough back. You should be just left/right of center.<br />
#If you do it properly, you should get a checkpoint, then another checkpoint about 10 seconds after. This indicates that the game was unable to spawn a wave of enemies.<br />
here is a little leeway in the positioning, it does not have to be perfect. You need to be slightly left of the center, use the dots in the distance as guides (the dots circled in the picture). Use the dots and the tip of the light (also circled) as your positioning tools.<br />
====''On easy''====<br />
When you hear the sound of the elevator coming up, exit and kill the last wave. There should be two Brutes on the elevator and one carbine brute in the stands. Then run to the door.<br />
====''On legendary''====<br />
On Legendary, you MUST wait for the second checkpoint and additionally you must wait for approximately four "blips" of the radar before moving out of the room. Otherwise enemies will spawn. Repeat after clearing the enemies that appear to skip the final two waves. It may be helpful to keep a grunt alive until you get into position and then kill it. <<Monopoli pls elaborate>><br />
<br />
===Second Room - First Outside Area===<br />
<br />
The fastest way to get down is to skip going down the lift and fall off the slope instead. It's even faster if you get a [[brute boost]] along the way. You need to hit the slope properly to reset the fall timer, otherwise you will likely die when you hit the ground. Take the jackal's beam rifle - scare or kill him and he will drop it.<br />
====''On legendary, no inf. camo''====<br />
Kill all of the enemies in the next room. Position yourself with dual-wielding needlers (and carbine as the second weapon) to the left side of the door that Cortana will open. Hopefully you will get a checkpoint. Follow the exact route of the second part of the video [0:46 - 1:17 in video] as it is a very consistent method. It should be noted that you should aim slightly to the right of the brute when throwing your grenade. Pick up additional carbine ammo before dropping down if needed. You don't need to kill the jackal to get the beam rifle, simply shoot once to scare it and it will drop the beam rifle.<br />
===Fourth Room===<br />
====''On legendary, no inf. camo''====<br />
After receiving the beam rifle, go to the end of the third room and wait by the door for a checkpoint. If you are lucky with the RNG, the brute in the next room will be facing away from you, melee it in the back. If you are really lucky, you can also melee the two jackals in the room and skip the wave of two brutes and three (?) grunts that enter the room normally [1:18 - 1:32 in video]. If a jackal notices you, retreat and fight your way through the room.<br />
===The Jails===<br />
<br />
After going down the main lift, you need to kill everything to trigger Cortana's dialogue. If the dialogue doesn't trigger, make sure no Brutes are stuck running into crates on the top level. If they do this, they won't show up on your radar, so be aware.<br />
<br />
Once everything is dead, Cortana should tell you to go to the lower level. You can go down via the lifts, or simply drop off the edge by landing on the curved shield protrusions. Killing all enemies (the guards) in Jail 1 frees the Marines. Kill everything on your way up to the middle level (Jail 2), then kill the guards.<br />
====''Lift Spawn Kill''====<br />
<br />
Once the marines are freed, continue killing enemies and head to the upper level of the jail. When enough enemies have been killed, Cortana will say, "Hostile reinforcements! Coming down the lift!" This means that enemies have spawned in the grav lift. You can shut the lift off by going back down to the middle level at/around this time. Wait 7-10 seconds (until the lift sounds), then go back up. This is sufficient time for all enemies to fall to their deaths, which is a much quicker way of clearing the lift.<br />
<br />
You can grab a beam rifle if you want to pull off long sword flies.<br />
===Hallways After the Jails===<br />
<br />
Get the sword at the top of the lift. When you approach the door, 3 Elites will come out followed by some Drones. It helps to do a grounded sword cancel off one of the Elites, which will give you decent height and distance. You can pull a swordfly off the Hunter as shown. Once outside, swordfly off the far Jackal. If you don't make it all the way over the wall, head through the door and [[slide-jump]] your way down.<br />
====''On legendary, no inf. camo''====<br />
After the prison, pick up the sword so you have a sword + beam rifle combo. The easiest way to get through the hallways if for you to sword cancel in a way that it deloads the rest of the enemies. This can happen as in the video [2:40 - 3:10 in video] or by performing the sword cancel so you fly towards the ceiling. The latter is hard to do, the former is easier. Most of the time a checkpoint is obtained right before the door opens so revert to saves can be used if the deloading fails. Otherwise fighting through the next sections is necessary.<br />
===Second Outdoor Area===<br />
As you enter the second outdoor area, a sword Elite and Brute will be fighting in front of you. Position yourself for a sword fly off of the far jackal sniper. Fly over the top of the structure and down the slanted slope. It should be noted that you can die from the fall timer if you do not hit something before landing on the ground. The video [3:10 - 3:26 in video] shows where the usual standing place for the sword fly is.<br />
===Jetpack Elite Room===<br />
====''On legendary, no inf. camo''====<br />
Arguably the most dangerous room in the game to get through quickly. A safe method involves dropping down to the ground level and then jumping back up top via a box [3:27 - 3:40]. If no hesitation occured, only the brutes in the next hallway will spawn. The longer you idle in the jetpack room, the more enemies will spawn in the next hallway. The most dangerous spawns are 2 additional Rangers and a honor guard Elite.<br />
==="Hover Things" (Third Outdoor Area)===<br />
<br />
The hover-things have a little delay sometimes, but they're pretty fast. There are a couple of ways of getting through the areas with the Brute/Elite skirmishes.<br />
*Cross the horizontal gravity lift and head to the left walkway. Zoom with your beam rifle at full zoom and aim durectly across at the opposing walkway in your distance. A checkpoint will appear and then two charging brutes will appear around the corner. Sword fly off of the SECOND brute to cross this area quickly (if you sword fly off the first brute, you will fly into the second brute). [3:55 - 4:15 in video]<br />
*Grenade jumping your way around the outside rocks is faster than running through the middle.<br />
*If you want to be safe and consistent, jumping on the crate and up to the rafters lets you run in a straight line instead of having to go around. You can repeat this strategy.<br />
At the large ramp up, the Brutes are an easy swordfly target.<br />
===Fourth Outdoor Area===<br />
You can sword cancel off the jackal sniper. With a boost from a plasma grenade, it is possible to make it to the ledge on the other side.<br />
====''On legendary, no inf. camo''====<br />
As you enter the area, go around the left side and either grenade the jackal sniper or kill it with a weapon. Jump on top of the nearby box and run across the left side of the map. As in the video [4:18 - 4:50 in video], jump onto a series of rocks to reach the next door. Jumping on top of the map will skip the trigger for enemies coming outside of the door.<br />
===Invisible Elite Room - Fifth Outdoor Area (Bridge)===<br />
<br />
Grab the Fuel Rod Gun from the hallway floor. When you get to the hall with the turret, kill the sniper jackal to the right as you enter the area. This will cause an elite to get in the turret fairly consistently. If you sword fly high enough off of him, you will fly over a trigger that causes an Elite and two Hunters to come out of the door. If you hit the trigger, just kill the Hunters with the FRG.<br />
====''On legendary, no inf. camo''====<br />
Grab the fuel rod gun after you kill the two invisible elites and four grunts. As you enter the next room, stick the elite to your upper left as you run by. Run directly to the next door and kill the two jackals and brute. Immediately head through the next door and kill the jackal sniper to your right. This will cause an elite to mount the turret on the bridge. This next sword fly will skip the hunters and elites that come out of the far door. The sword fly needs to be very high, so stay as close to the door you just went through and preferably jump before and while you sword fly. You must sword fly off of the turret in order to fly past. The video [5:02 - 5:30 in video] shows an example of this process.<br />
===Blow Me Away (Final Room)===<br />
<br />
This song sucks. There's 3 white Elites, 2 Hunters, 2-3 Brutes and some Drones. Focus on killing everything in the room but the brutes. Start with the three elites and then kill the two hunters (on Legendary the lone drone should be killed by enemy fire but if not, kill the drone before the brutes). After those enemies are killed, then focus on the brutes and stay close to the middle pedestal where Cortana will speak to you. If done correctly, Cortana will start her dialogue to open the final doors before the next wave of brutes come out. [5:32 - end in video] To deal with the final enemies, simply sword cancel off of one of the elites and past the sword elite lagging behind to safely pass them and end the level.<br />
[[Category:Levels|2-11]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Quarantine_Zone&diff=2569Quarantine Zone2015-02-01T18:00:46Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Quarantine Zone<br />
| image = [[File:QuarantineZone.jpg|300px]]<br />
| caption = <br />
| game = Halo 2<br />
| time = Easy: ~x:xx; Legendary: sub-8:20<br />
| previous = [[Sacred Icon]]<br />
| next = [[Gravemind]]<br />
}}<br />
<br />
'''Quarantine Zone''' (often abbreviated '''QZ''') is the tenth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Quarantine Zone|Quarantine Zone (level)]] for general information.<br />
<br />
==Easy==<br />
<br />
Immediately grab the ghost that spawns to your left. Progress through the level in the ghost. There are a few shortcuts that you can do, and at the part that you would assume you have to get out of the ghost you can still take the ghost with some good driving. I recommend watching the IL video to learn the path.<br />
<br />
The gondola is an auto-scroller. At the end you can sword fly off of a flood to skip a bit of walking. Alternatively just complete the level normally.<br />
<br />
==Legendary==<br />
leg fullgame<br />
==Individual Level / Segmented==<br />
IL/Segmented strats<br />
==SLASO==<br />
etc<br />
[[Category:Levels|2-10]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Sacred_Icon&diff=2568Sacred Icon2015-02-01T18:00:07Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Sacred Icon<br />
| image = [[File:SacredIcon.jpg|300px]]<br />
| caption = The most pointless level<br />
| game = Halo 2<br />
| time = x:xx<br />
| previous = [[Regret]]<br />
| next = [[Quarantine Zone]]<br />
}}<br />
<br />
'''Sacred Icon''' is the ninth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Sacred Icon|Sacred Icon (level)]] for general information.<br />
<br />
== Easy ==<br />
<br />
Progress through the level normally. Most of the level is walking. Make sure by the time you get to the ending fight, you have a carbine and a sword.<br />
<br />
==== The Fight ====<br />
<br />
Kill enemies as fast as possible and try and get your ally to talk to you as fast as possible as he is the key to spawn more waves. Level ends after the phantom shows up.<br />
<br />
[[Category:Levels|2-09]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Regret&diff=2567Regret2015-02-01T17:59:34Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Regret<br />
| image = [[File:Regret.jpg|300px]]<br />
| caption = They'll regret that too<br />
| game = Halo 2<br />
| time = Easy: ~x:xx <br>Legendary: ~x:xx<br />
| previous = [[Delta Halo]]<br />
| next = [[Sacred Icon]]<br />
}}<br />
<br />
'''Regret''' is the eighth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Regret (level)]] for general information.<br />
<br />
==Easy==<br />
'''Early Gondola:''' Strategy depends upon the location of the Jackal spawns. In order from fastest to slowest:<br />
*Sword-fly to middle platform, sword-cancel over enemy onto departing gondola. The enemy must be standing still.<br />
*Sword-fly to far platform, jump to gondola, stand on railing and trigger enemies, run+jump onto departing gondola.<br />
*If you don't see any Jackals, run all the way to the little ledge, grenade jump onto central platform, sword-cancel to gondola. (risky) You can also draw out snipers on the far platform by firing a rocket anywhere or throwing a nade near them. You can also get lucky and have a sniper spawn far back on the middle platform, you can sword fly from the little ledge to the gondola, hitting the trigger in the process.<br />
*If you didn't carry over a sword from Delta Halo, reset :^)<br />
<br />
==Legendary==<br />
IL Start: Ways to obtain a sword for Individual Level attempts:<br />
* First group, white Elite in the front: shoot the back Elite with the beam rifle twice, wait a little before firing the second shot, and then backsmack him. If you kill him too quickly, another Elite will take his place. Get the white Elite to berserk and backsmack.<br />
* First group, white Elite in the back: <br />
* Second group, white Elite in the front: <br />
* Second group, white Elite in the back: <br />
<br />
Checkpoint Manipulation:<br />
<br />
At the start of Regret, killing the 1 Elite that spawns after the usual two, the 2 Grunts, and 2-3 snipers will usually give a CP. If you sword fly to the Jackal at the other temple and kill 1 Jackal sniper and the Elite on the bridge, you can sometimes get a CP. If you sword fly to the Jackal sniper on the middle platform and kill the sniper, you can sometimes force a CP by cloaking.<br />
<br />
After the first elevator ride, you can delay the CP and get it right before the sword fly/cancel off the Grunt.<br />
<br />
After getting past the Hunters, you can get a CP before engaging the Stealth Elites.<br />
<br />
After the second elevator ride, you can do a poor sword cancel off of the Elite and force a CP before the mountain cancel by cloaking. You can also cloak and cancel off the Elite to get a CP.<br />
<br />
On the final gondola ride, you do not want to get a CP as you're firing a rocket at the Banshees or you will have wasted a rocket if you revert!<br />
<br />
By killing the enemies coming out of Regret's chamber, in addition to the turret Grunts, you should be able to get a checkpoint directly before the fight. You can minimize the amount of enemies coming out of it by not killing anything before triggering the cutscene.<br />
<br />
During the Regret fight, you can [https://www.youtube.com/watch?v=bvypX3shVbI#t=18m22s cloak] to force a CP. You can also backtrack to the temple entrance to get a CP.<br />
[[Category:Levels|2-08]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Delta_Halo&diff=2566Delta Halo2015-02-01T17:58:39Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Delta Halo<br />
| image = [[File:DeltaHalo.jpg|300px]]<br />
| caption = Enjoy the scenery<br />
| game = Halo 2<br />
| time = Easy: ~x:xx; Legendary: sub-4:10<br />
| previous = [[Oracle]]<br />
| next = [[Regret]]<br />
}}<br />
<br />
'''Delta Halo''' is the seventh playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Delta Halo (level)|Delta Halo (level)]] for general information.<br />
<br />
==Easy==<br />
<br />
Progress through the level normally until you reach the bridge with the ghosts. You can do the normal strategy of pressing the button or do the grenade jump in the ghost to get across the gap. The rest of the level excluding the end fight is driving, and I recommend watching a video for the level to learn the driving/OoB because there are a bunch of triggers you need to hit to progress through the level. <br />
<br />
For the last fight rocket the two elites standing by the hologram and then grab the sword and kill the other two elites with it. Make sure you don't use all your rockets so you can carry over your sword to the next level.<br />
<br />
==Legendary==<br />
Get the BR from ODST, kill the closest turret and any Grunts in your way, do the OoB trick. If a sniper spawns near the distant turret at the temple, fire a rocket at it as you're going up, it'll let you walk straight to the trigger. Otherwise stick to the right to avoid being sniped.<br />
<br />
Head over to the trigger then walk over to the Ghosts. The Wraith won't spawn and you'll have skipped a lot of heavy fighting. Destroy the other Ghost to prevent it from being used. You can either launch to the waterfall, launch to the side of the waterfall, launch to where the Wraith would be, or extend the bridge (slowest).<br />
<br />
Next area is a pain, a lot of Shade turrets and random Ghost spawns. If you manage to get through all that, get out and retrieve Envy skull. Drop down into the room below and get sword. Nade jump back up and sword cancel off the stealth Elite to get over the wall.<br />
<br />
Kill the waterfall Jackal, sword fly to the Elite in the cave on the left (don't kill him or you'll spawn the Drones). Cloak and walk to the next area.<br />
<br />
Pick up the 3 frags if you're doing a full game run, sword fly to the Jackal snipers on the roof. Drop down, spawn the honor guard Elites, stealthily dispatch them to prevent more from spawning.<br />
<br />
[[Category:Levels|2-07]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Oracle&diff=2565Oracle2015-02-01T17:58:06Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Oracle<br />
| image = [[File:Oracle.jpg|300px]]<br />
| caption = Elevator music<br />
| game = Halo 2<br />
| time = Easy: ~x:xx <br>Legendary: ~x:xx<br />
| previous = [[The Arbiter]]<br />
| next = [[Delta Halo]]<br />
}}<br />
<br />
'''Oracle''' is the sixth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Oracle (level)|Oracle (level)]] for general information.<br />
<br />
==Easy==<br />
<br />
==== The First Room ====<br />
<br />
In the first room, the one with the hologram of the heretic leader, there are five combat flood forms on the ground. The first thing you should do is sword all of those bodies so they don't get revived. Next, pick up a new sword and pick up a sentinel beam (both found on the dead bodies of those flood I mentioned). I highly recommend dropping either your sword or your carbine near the exit door this way when the door opens you can trade one of them out with your sentinel beam without losing any time.<br />
After you grab your sentinel beam I recommend jumping on the pillars, although that's not required. The room is about to flood (literally) with infection forms of flood. Kill them as quick as possible and the door will open.<br />
<br />
==== The Elevator ====<br />
<br />
The elevator is an auto-scroller as far as anyone knows. You can kill the enemies because you have nothing better to do. Most of the time you can kill them before they even reach the elevator. Eventually, there will be a wave of sentinels that spawns. After you get rid of this wave, or you wait long enough, the elevator will start moving again. You are safe to drop down at this point, however you can't drop directly down and need to do two drops to make it to the end. I recommend watching the IL video to learn the drop.<br />
<br />
Sword cancel down the hallway after the elevator and you will be in the Flood/Hell room.<br />
<br />
==== Flood Room ====<br />
<br />
This room is easily one of the worst in the game and one of the most likely spots to die on easy if you don't know what you're doing or get overwhelmed. When you enter the room you will be above the enemies. There will be carbine ammo and a sentinel beam right before you enter. I recommend picking up the sentinel beam. <br />
The initial wave of enemies that are already in the room include a number of carrier forms of flood, 2 heretic grunts on turrets, and one heretic elite. Also, there are dead combat forms of flood on the ground. It's recommended to take care of the grunts and heretic elite first, optionally grenading the combat form so he doesn't come back later, then killing the carrier forms with the sentinel beam all as fast as possible. 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. The next wave will include three heretic elites, carrier forms and combat forms. It's recommended to kill the elites first, then get rid of the carriers and combat flood. After you kill all of them the final waves will start spawning. From here out the waves will be all combat flood. Use your carbine and sword to get rid of them as fast as possible. Eventually the door on the far side of the room will open and you will be able to proceed. Kill the enemies that come out of the door because if you don't they can delay the door locking.<br />
<br />
==== The Second Elevator Room ==== <br />
<br />
You continue to chase the Heretic Leader and eventually wind up in a room where he's behind a shielded door. 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, I recommend watching the IL video to see these shortcuts as they're hard to explain. Once you get to the elevator and go to the top, there will be three cables to cut. The order you cut the cables in doesn't matter. The first cable can be cut as soon as possible so you should try and get to it as fast as possible. The next two cables are on a timer and can only be cut after a certain amount of time, so you don't have to get to them as fast as possible, walking will be fine.<br />
<br />
==== The Escape ==== <br />
<br />
Go back down the elevator. Stay facing in the direction that the button was at the top of the elevator. Drop down to the bottom level after the elevator as soon as possible then continue through the door in front of you. Drop down the hole in front of you and you will be at a big circular room. In front of you may be sentinels or a combat flood. If you're feeling risky you can sword cancel off of them across the gap to the other end of the room. If not just walk around. Continue through the level normally. It should be noted that this part of the level is Arbiter done in the opposite direction. Eventually you'll find your way back to the hangar room and will fight the heretic leader. Make sure that before you enter the room you keep your carbine out because if you have your sword out the leader will run away from you. You can try and stick the leader as soon as the fight starts. Alternatively jump up onto the ship and sword him to death.<br />
<br />
[[Category:Levels|2-06]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=The_Arbiter&diff=2564The Arbiter2015-02-01T17:57:31Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Arbiter<br />
| image = [[File:TheArbiter.jpg|300px]]<br />
| caption = Yer an alien, Harry<br />
| game = Halo 2<br />
| time = Easy: ~x:xx Legendary: sub-4:20<br />
| previous = [[Metropolis]]<br />
| next = [[Oracle]]<br />
}}<br />
<br />
'''The Arbiter''' is the fifth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:The Arbiter (level)|The Arbiter (level)]] for general information.<br />
<br />
==General==<br />
* Kill your allies at the start to skip dialogue<br />
* Sword cancels in the halls<br />
<br />
==Easy==<br />
<br />
==== Hangar ====<br />
<br />
Focus on killing the sentinels. When all sentinels die in the hangar, the fuel rod grunts will come out. Every enemy in the room has to die for the hallway door to open.<br />
<br />
==== Hallways ====<br />
<br />
Sword cancel through the hallways, you don't need to kill anything or stop at all.<br />
<br />
==== Glass Clip ====<br />
<br />
In the room before the banshees, where the heretic leader says "Deal with him, my brothers! I will defend the Oracle." There is a frame perfect trick called the glass clip. You can see the Heretic leader through the glass, and he stands still right in front of you when saying his dialogue. What you want to do is throw a grenade at the glass so that it bounces and lands on the floor a bit away from the glass, then jump on the window-sill, for lack of a better term. Make sure that you are standing so you are lined up with him completely perfect. Then, while standing still pressed up against the glass, swing your sword at the leader two frames before the grenade blows up. If done correctly you will clip through the glass and be standing next to him and the banshees. Very important, if you do get the glass clip you have to take one of the two banshees that he doesn't take. If you take his banshee you can't finish the level.<br />
<br />
==Legendary==<br />
After clearing the hangar, wait in front of the locked red door. When it opens, the Elite will either be at the top or bottom of the ramp. If he's at the top, sword cancel off of him. If he's at the bottom, sword fly to him or stun/kill him with the beam rifle. Try to get a sword cancel off the sword Elite, but you can also jump over him/run past him. Cloak afterward and sword cancel/fly to the next room. Sometimes you can get a CP before going up, it can be useful. Jump the rafters, which can consistently get you past the conveyor room. In the next hall, there will be 2 patrolling Elites and 2 sleeping Grunts that you usually want to slip past. Further down, there will be a patrolling Elite. You can sword cancel off of him but most of the time, 2 Grunts spawn after you go past him. It might be better to just walk past him, cloak, and sword cancel off of one Grunt. In the final section of the halls, there will be 2 patrolling Grunts and 2 sleeping Grunts, sometimes an Elite can spawn. Try to get a sword cancel off of the left patrolling Grunt, it might help to throw a plasma at the sleeping Grunts. Sword or stick the Elite if he spawns. Once you hit the loading point, you're pretty much in the clear, but it can help to wait for a CP.<br />
[[Category:Levels|2-05]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Metropolis&diff=2563Metropolis2015-02-01T17:56:42Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Metropolis<br />
| image = [[File:Metro.jpg|300px]]<br />
| caption = Don't take the left<br />
| game = Halo 2<br />
| time = Easy: ~4:10 Legendary: sub-5:30<br />
| previous = [[Outskirts]]<br />
| next = [[The Arbiter]]<br />
}}<br />
<br />
'''Metropolis''' is the fourth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Metropolis (level)|Metropolis (level)]] for general information.<br />
<br />
==The Strats==<br />
<br />
===The Bridge===<br />
Take the Warthog, drive to the tunnels. On legendary, make sure you take both Marines for damage absorption. You may have to drive to the far left to avoid the Wraith gunner.<br />
<br />
===The Tunnels===<br />
<br />
This level is easy until the tunnel section, which requires precise driving. Take the route shown. You shouldn't need to powerslide. Turn left and whip right to get onto the ledge.<br />
<br />
====''On legendary''====<br />
<br />
If your Hog is badly damaged, you can wait for marines to bring in a second Hog and take that one instead. You can headshot the 2 Jackals at the first gate to minimize damage.<br />
<br />
If you slow down after successfully exiting the tunnels, you can get a CP.<br />
<br />
===The Parks===<br />
<br />
In the next area, turn via powersliding (LT). Continue powersliding for the turns beyond the Wraith.<br />
<br />
===The Plaza===<br />
<br />
The door will not open until the Wraiths and Phantom are dead. Use the [[Game-Specific Tricks|board-nade glitch]] to kill the left-most Wraith easily. (Board the wraith and throw a grenade at the exact same time. This puts the grenade inside of the wraith and kills the driver almost instantly.) Then use the wraith to kill the other wraith and the phantom that drops off enemies. If you do not kill the left Wraith first, another Wraith will spawn.<br />
<br />
====''On easy''====<br />
<br />
Getting shotgun+rocket from the Marines on the stairs makes it easy to clear the Scarab later.<br />
<br />
====''On legendary''====<br />
<br />
You may want to park and snipe the Sniper Jackals, then sword-fly to the Wraiths. You can carry over a Sniper Rifle from [[Outskirts]] for this purpose.<br />
<br />
You can yolo it and board-nade the Wraiths without killing the snipers, but you'll need 2 frags to do the early Scarab trick. Plasmas carried over from Outskirts can be used to substitute frags for the Wraith boarding, but you can also use them to stick the Scarab pilots later.<br />
<br />
Grab a plasma rifle and get a BR for a ghetto noob combo to clear the Scarab. The Ghost drivers on the Phantom will drop plasma rifles on the ground when they die. Cpl. Perez also has a plasma rifle.<br />
<br />
===Early Scarab===<br />
<br />
Getting on the Scarab early only saves about 10 seconds, so if you mess it up, just continue through the level as intended.<br />
<br />
====''Method 1: Grenade Jump[[File:Halo 2 Early Scarab Trick|full|right|300 px]]''====<br />
<br />
You need 2 frags for this trick. Refer to the video for the setup. Text instructions:<br />
<br />
Jump onto the lightpost and then grenade-jump onto the tall metal post. (It's wobbly, so if you mess up, you'll probably knock it over.) Align yourself with the edge of the far wall. When Sgt. Banks pauses between "I don't think it's stopping" and "Keep your head down," throw a grenade, and run+jump forwards. You should bounce off the Scarab's "eye" and onto the roof.<br />
<br />
====''Method 2: [[Game-Specific Tricks|Superbouncing]]''====<br />
<br />
<instructions go here><br />
<br />
===Scarab Clear===<br />
<br />
NOTE: If you go through this level too quickly, you can deload the Scarab. Monopoli does it all the time. There's nothing you can do but reset.<br />
<br />
Once you get on the Scarab, the enemies will spawn after a set time, but you must manually trigger the pilots to spawn. The trigger to spawn the Scarab pilots is at the bottom of the ramp. There will be 3 in total, one of which is white.<br />
<br />
====''On easy''====<br />
<br />
Wait at the bottom of the ramp for the enemies to spawn, then run forward and shotgun the pilots.<br />
<br />
====''On legendary''====<br />
<br />
A relatively safe way to kill the Scarab pilots is to [[noob combo]] them through a wall. After boarding the Scarab early, wait below for the enemies to spawn. Quickly run back to the front of the Scarab, and drop down, just to the side of its "eye". If you push against the wall, you should be able to see the pilots and kill them through the wall. Sometimes an Elite may seek cover behind a wall, so you might have to flush him out with your remaining grenades.<br />
[[Category:Levels|2-04]]</div>FrozenJakalopehttps://wiki.haloruns.com/index.php?title=Outskirts&diff=2562Outskirts2015-02-01T17:56:03Z<p>FrozenJakalope: </p>
<hr />
<div>{{Level Infobox<br />
| title = Outskirts<br />
| image = [[File:Outskirts.jpg|300px]]<br />
| caption = Over the rooftops and through the beach...<br />
| game = Halo 2<br />
| time = Easy: ~x:xx Legendary: sub-5:00<br />
| previous = [[Cairo Station]]<br />
| next = [[Metropolis]]<br />
}}<br />
<br />
'''Outskirts''' is the third playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Outskirts (level)|Outskirts (level)]] for general information.<br />
<br />
==The Strats==<br />
<br />
===The Rooftops===<br />
The first thing you want to do is get out of bounds. Grenade-jump onto the steel beam, then jump up to the ledge.<br />
*If you have difficulty with the first grenade jump, an alternate (slower) strategy is to go into the tunnel and jump on top of one of the lights, then crouch-jump onto the ramped ledge. Once on the roof, turn around and crouch-jump/nade-jump onto the ledge.<br />
Follow the route in the video over the rooftops to Hotel Zanzibar. If you miss a jump, there's usually a slower backup route.<br />
====''On legendary''====<br />
The first thing you do should be to turn around and grab the sniper rifle from Johnson. Then proceed to the rooftops.<br />
===Hotel Zanzibar===<br />
====''On easy''====<br />
Grab the pistol from just inside the window, and waste all its ammo. Having a gun with empty ammo prevents you from carrying over weapons to Metropolis. This is good because on Metropolis the game will give you 4 more grenades. Run to the ghost.<br />
<br />
====''On legendary''====<br />
<br />
When dropping back into bounds at Hotel Zanzibar, anger the white elite until he pulls out a sword. The sniper can stun him if he's not cooperating. Backsmack him while he's raging and trade your second weapon for the sword. You should now have sniper+sword. Sword-cancel over the enemies in the hotel and get to the ghost.<br />
<br />
In a full game run, it helps to have at least 2 frags for Metro. You can sometimes pick up frags from the dead sergeant and by killing a marine.<br />
<br />
===The Beach===<br />
Boost the Ghost through the next section. Use quickturning (LT+A) to make tight turns without losing much speed. If you are have trouble squeezing between the wall and the shipping container, you want to try to get your right wing in first. This is done by going slightly to the right and then tapping 'A' to raise the front right as you get there.<br />
====''On legendary''====<br />
A safer strategy for the shipping container is to park the ghost at the far wall, get out and snipe the grunt on the turret, as well as the Jackal in the tower. Then continue to boost through the level. If you skipped the sniper, park the ghost and wait for the grunt to get off the turret, then take the opportunity to boost through. This is riskier and slower.<br />
===The Tunnels===<br />
The Shadows will switch lanes and generally force you to juke them, losing time. To avoid that, start riding the ledge just before you reach them.<br />
====''On legendary''====<br />
<br />
Travel forwards into the first tunnel to trigger a Warthog to spawn behind you, then switch your Ghost for the Warthog. If the marine driver is in a certain animation when he gets out, he'll get in the passenger seat right away (#MagicMarine). Make sure to bring both Marines - they will draw fire and let you survive. Ride the ledges on the sides of the road to avoid enemies and stay safe.<br />
[[Category:Levels|2-03]]</div>FrozenJakalope