https://wiki.haloruns.com/api.php?action=feedcontributions&user=Paradoxxic&feedformat=atomHaloRuns Wiki - User contributions [en]2024-03-29T13:58:54ZUser contributionsMediaWiki 1.30.0https://wiki.haloruns.com/index.php?title=Halo_3&diff=22148Halo 32018-10-09T17:10:47Z<p>Paradoxxic: </p>
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<div>Halo 3 is a fun speedgame. You go fast and fly far. Here is a playlist of StuffedCrustGogGamer showing a [https://youtu.be/M1Nrzs8m0ls basic introduction to running the game on easy]. This guide is outdated and in need of a revamp. If you are interested in learning the game on Legendary, check out [https://www.youtube.com/watch?v=hVIUaGI4qnA&list=PLY3qkA_3-TfWGVczNT24hlUZsgnyRN2Gy This Playlist of Legendary guides by a variety of legendary runners.] These legendary guides are mostly up to date.<br />
<br />
Halo 3 is the third installment of the Halo franchise. The physics engine is a modified version of the Havok engine, and is identical to the physics engine used for Halo 3: ODST. Halo 3 is not a difficult game to learn, and with multiple releases and ports of this game it is easily accessible to many a new runner. Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times. Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.<br />
<br />
If a level has a video tutorial it will be linked at the top of each Individual level's page. To see some fullgame runs with commentary, check out [https://youtu.be/cuGiggKof84 Sorix's 2018 ESA run] or [https://youtu.be/9D4GaxWWmXE Dark's 2015 ESA run] or [https://youtu.be/8E0a81hfds0 The BlazeJp's 2015 SDGQ run]. Sorix's run is the most up to date and contains some skips not found in the latter two.<br />
<br />
==Version Differences==<br />
Halo 3 (H3) originally released on the Xbox 360, this version of H3 is referred to as the Original Game (OG). Halo 3 released as part of the Master Chief Collection is commonly referred to as H3 MCC. There are small differences between the two that are a result of frame rate differences, as well as potentially hardware. Enemies on MCC are more aggressive and notice you more quickly, making legendary more difficult on MCC than on OG. However, momentum is more easily conserved through gravemind and cortana moments on MCC, which makes some skips easier. Animation sequences are also slightly faster on MCC, so the drones on crow's nest come out of their pipe faster on MCC than on OG (for example). <br />
<br />
==Level Strategies==<br />
*[[Sierra 117]]<br />
*[[Crow's Nest]]<br />
*[[Tsavo Highway]]<br />
*[[The Storm]]<br />
*[[Floodgate]]<br />
*[[The Ark]]<br />
*[[The Covenant]]<br />
*[[Cortana]]<br />
*[[Halo (Halo 3)]]<br />
<br />
==Movement Techniques==<br />
<br />
===Grenade Jumping===<br />
Similar to many other FPS games, you can use the acceleration from a grenade explosion to jump higher or farther. Throw the grenade at your feet and time your jump so that you jump just before the grenade explodes.<br />
<br />
===Brute Shot/Fuel Rod jumping===<br />
Like grenade jumping, Brute shots and fuel rod guns can be used to accelerate jumps due to their explosive rounds. The idea behind the jumps is the same as grenade jumping; jump just before the explosion occurs.<br />
<br />
===Slide Jumping===<br />
With the Newtonian physics engine in Halo 3, extra horizontal speed can be obtained by jumping upon landing on a sloped surface. By jumping immediately after landing on a sloped surface, the physics engine will convert the player's downward velocity into horizontal velocity. The effect is most pronounced if the player crouches in mid-air, then uncrouches at the same time they jump off the sloped surface.<br />
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{{#widget:Snippet|file={{filepath:SleeplessSpecial.mp4}}|thumbnail|left|caption=Cone launch using a plasma grenade and brute shot combined}}<br />
===Cone Launching===<br />
When an object hits you with some velocity in Halo 3, that object will collide elastically with you and transfer some of its kinetic energy over to you. Heavy objects usually end up killing you, but lighter objects like barrels or cones will give you boosts without splattering you. To perform a cone launch, simply place a grenade (or shoot a rocket or brute shot) on one side of the cone and stand on the opposite side so the cone will hit you. It helps to already be in the air when the cone hits you for maximum velocity.<br />
<br />
===Hammer Launching===<br />
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer. Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time. Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles. To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer. Different objects require different positions in relation to the object. A tutorial on how positioning affects the launch can be found here: [https://youtu.be/Ui86YImm4nA Hammer Launching Nuances]<br />
<br />
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.<br />
<br />
{{#widget:Snippet|file={{filepath:Butterfly.mp4}}|thumbnail|left|caption=A player Butterflying to "ride" a Drone.}}<br />
===Butterflying===<br />
Butterflying is an exploitation of the melee and reload mechanics. When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy. At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload. Manual reloads can happen if the player has a partially filled clip with ammo reserves left.<br />
<br />
<br />
<br />
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round. Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly. The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.<br />
<br />
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around. However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level. Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.<br />
<br />
===Deployable Cover (DC) Launching===<br />
{{#Widget:YouTube|id=hqzDk5dUHMQ|right|caption=DC Launching tutorial.}}<br />
Deployable Cover Launching (DC Launching for short) is a glitch where the player forces himself into the geometry of a Deployable Cover. Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects every frame, which builds up a force vector. If the force vector gets large enough without overflowing and you then move out to the edge of the hitbox intersection, you will have that force vector applied to you and can travel huge distances in short amounts of time. When a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds. DC launches can be performed forwards, backwards, vertically, and sideways, with each kind of launch having its own advantages and disadvantages. Because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing. To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.<br />
<br />
On MCC, it is possible to clip through walls with the DC Launch. To do so, perform a full strength DC Launch very close to a wall. Once the launch is performed, the player will launch past the wall before the game can perform a collision check, essentially going through it. <br />
<br />
<br />
Here are different methods of doing the DC Launch:<br />
<br />
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.<br />
<br />
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward<br />
<br />
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice<br />
<br />
===Equipment Jumping===<br />
{{#Widget:YouTube|id=PgVhMRvxJnw|right|caption=An example of Equipment Jumping at 3:35.}}<br />
Equipment Jumping allows you to get a "double jump" and gain extra height/distance.<br />
<br />
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.<br />
<br />
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].<br />
<br />
==Enemies==<br />
<br />
Disclaimer: The descriptions for these enemies are written for Legendary runners. Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.<br />
<br />
===Brutes===<br />
Brutes are the one of the main enemies encountered in Halo 3. They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields. However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.<br />
<br />
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield. Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover. Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second. <br />
<br />
There are many ranks of Brutes, but most of them are similar. Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively. Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches. The other two ranks of Brute Infantry usually drop Bubble Shields when killed.<br />
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Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively. They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields. Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields. The Noob Combo or Sniper weapons are recommended for dispatching Captains. There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains. However, they have weaker shields and Pale Blue armor.<br />
<br />
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively. Chieftains will always have a Gravity Hammer and either a Flare or Invincibility. They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots. War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain. They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.<br />
<br />
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities. Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields. In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles. They have weak shields and have a visible ripple while moving. Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.<br />
<br />
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]<br />
<br />
===Grunts===<br />
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player. While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels. Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.<br />
<br />
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless. However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands. Should they do this, it is strongly recommended to take them out quickly before they get too close. <br />
<br />
While they are adept at a support role, Grunts are still weak compared to other enemies. Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them. Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage. When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.<br />
<br />
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy. They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them. Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor. Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors. Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.<br />
<br />
===Jackals===<br />
Jackals are one of the most annoying enemies to deal with in Halo 3. They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.<br />
<br />
Jackals come in 3 ranks: Minor, Major, and Marksmen. Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand. While the shield is very robust, there is a gap on in the shield that reveals their left hand. Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot. Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.<br />
<br />
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol. Often, they are positioned in high areas where they can gun down the player, and they are very dangerous. Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits. However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.<br />
<br />
===Hunters===<br />
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun. There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant. The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank. The pair of Hunters on The Covenant are almost always ignored.<br />
<br />
However, despite their rarity, they are very dangerous. Hunters are beefy walking tanks with dangerous attacks. They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks. The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit. In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.<br />
<br />
===Drones===<br />
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones. However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons.. However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.<br />
<br />
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons. On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe. On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.<br />
<br />
===Flood Combat Forms===<br />
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear. They come in 3 variants: Human, Brute, and Elite. Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.<br />
<br />
Human and Brute variants are very similar; they have no shields and are quite fragile. One melee or headshot will kill them easily. Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust. It takes a significant amount of ammunition in order to break their shields. Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot. However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.<br />
<br />
===Flood Carrier Forms===<br />
Flood Carrier forms are slow and pose no threat from ranged. Their only attack is to walk up to the player, drop dead, and explode. Doing so will release a swarm of Infection Forms. If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.<br />
<br />
Carrier Forms are very weak. They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively. However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.<br />
<br />
There are several ways to kill a Carrier Form without having it spawn more Infection Forms. Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns. Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect. The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.<br />
<br />
===Flood Pure Form (Stalker)===<br />
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form. Sometimes, they will run towards the player and then mutate into a Flood Tank Form. They often do not participate in combat, but they do have melee attacks. Their melee attack is strong enough to deplete the player's shields, but they rarely attack. Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.<br />
<br />
===Flood Pure Form (Ranged)===<br />
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana. They often stick themselves onto walls, out of melee range while sending barrages of Carbine-like projectiles. Unfortunately, they are very resilient to mid-range weapons like the Battle Rifle and Carbine, making them very hard to kill, especially when they cover their weak spot. Like Carbine-wielding Jackals, they are capable of killing the player with a headshot if the player's shields are depleted.<br />
<br />
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks. If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades. If grenades are not available, the Needler is the next best alternative as a single Supercombine will kill them regardless of their pose.<br />
<br />
===Flood Pure Form (Tank)===<br />
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks. They are beefy, and they have powerful melee attacks. Caution should be advised when engaging in melee combat as they can kill the player with one single swipe. Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.<br />
<br />
Dealing with them is not too difficult. Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them. Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe. Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons. The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit. However, all other weapons tend to not fare well.<br />
<br />
==Shields And Health==<br />
* Note that the exact values given below are taken from the Multiplayer portion of Halo 3. It is not known if the values differ in campaign.<br />
<br />
You have two kinds of hitpoints in Halo 3; Shield points (sp) which are kept track of via the shield meter at the top of the HUD, and Body points (bp) which are invisible to the player. You have 70 shield points and they will begin recharging at 40 pts/second after not taking damage for 5 seconds. You have 45 body points and they begin recharging at 9 pts/second after not taking damage for 10 seconds. If you take ANY damage while either shield points or body points are recharging, BOTH will stop recharging and you must wait 5 and 10 seconds again for shield and body points to begin recharging again respectively. <br />
<br />
==Weapons and Equipment==<br />
The information on weapon damage and reload times given here was taken from an archived Bungie.net post. These times will be verified and updated as more information becomes available.<br />
<br />
sp = Shield Points<br />
bp = Body points<br />
<br />
===Weapon Damage per Hit ordered from most damage to least damage===<br />
* Spartan Laser: 284.0 dmg (This value is for the full length of the laser shot. At roughly 22 dmg/frame for 13 frames.)<br />
* Gravity Hammer: 230.0 dmg<br />
* Rocket Launcher: 220.0 dmg<br />
* Energy Sword: 150.0 dmg<br />
* Shotgun: 150.0 dmg<br />
* Missile Pod: 126.0 dmg<br />
* Mauler: 107.0 dmg<br />
* Beam Rifle: 80.0 dmg<br />
* Sniper Rifle: 80.0 dmg<br />
* Brute Shot: 38.0 dmg<br />
* Battle Rifle: 18.0 dmg/burst (6.0 dmg/bullet)<br />
* Machine Gun Turret: 15.0 dmg<br />
* Magnum: 15.0 dmg<br />
* Plasma Rifle: 14.5 dmg(sp) & 3.5 dmg(bp)<br />
* Carbine: 10.0 dmg<br />
* Plasma Pistol: 10.0 dmg(sp) & 2.4 dmg(bp) (charged-shot deals ∞ dmg(sp) and 0 dmg(bp))<br />
* Spiker: 9.0 dmg<br />
* Assault Rifle: 7.5 dmg<br />
* Needler: 5.0 dmg (after 8 needles embed themselves they deal 225 dmg explosively)<br />
* SMG: 4.8 dmg<br />
<br />
* Massive Melee; Brute Shot, (Sentinel Beam): 90 dmg<br />
* Heavy Melee; Rockets, Laser, Hammer, (Fuel Rod): 80 dmg<br />
* Strong Melee; Spiker, Mauler:72 dmg<br />
* Normal Melee: 70 dmg<br />
<br />
Note - while Bungie has never stated that any weapon's melee does more than 72 damage, conclusive tests seem to prove otherwise.<br />
<br />
===Reload/Cooldown times (approximate values) ordered from longest to shortest===<br />
* Rockets 4.3 s<br />
* Brute Shot 3 s<br />
* Beam Rifle 2.9 s<br />
* Plasma Rifle 2.6 s<br />
* Sniper Rifle 2.6 s<br />
* Spartan Laser 2.4 s<br />
* Carbine 2.4 s<br />
* Mauler 2.4 s<br />
* Plasma Pistol 2.1 s<br />
* Battle Rifle 2 s<br />
* Magnum 1.9 s<br />
* Assault Rifle 1.8 s<br />
* Spiker 1.6 s<br />
* SMG 1.4 s<br />
* Needler 1.1 s<br />
<br />
* Shotgun 2/4.5** s<br />
<br />
==Training for Legendary==<br />
Part of being good at legendary revolves around being good at combat and dealing with unexpected scenarios. the best way to improve your combat is to play through the levels on Legendary with all skulls on except Black eye, Iron, Catch, Cowbell, and Blind. This forces you to increase your accuracy and get better at dodging. Removing the aforementioned skulls keeps AI behaviour similar to a regular Legendary run, and allows you to keep regular shields as well as to retry sections from the last checkpoint when you die.<br />
<br />
The secret to going fast on Legendary is to never miss a headshot. Ever. Try playing through the sniper forest section of Sierra 117 and hitting every jackal with a headshot first try, and don't stop moving forwards. Once you can do that consistently you will find your headshot abilities have drastically increased.</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_3&diff=22147Halo 32018-10-09T17:09:52Z<p>Paradoxxic: </p>
<hr />
<div>Halo 3 is a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here is a playlist of StuffedCrustGogGamer showing a basic introduction to running the game on easy]. This guide is outdated and in need of a revamp. If you are interested in learning the game on Legendary, check out [https://www.youtube.com/watch?v=hVIUaGI4qnA&list=PLY3qkA_3-TfWGVczNT24hlUZsgnyRN2Gy This Playlist of Legendary guides by a variety of legendary runners.] These legendary guides are mostly up to date.<br />
<br />
Halo 3 is the third installment of the Halo franchise. The physics engine is a modified version of the Havok engine, and is identical to the physics engine used for Halo 3: ODST. Halo 3 is not a difficult game to learn, and with multiple releases and ports of this game it is easily accessible to many a new runner. Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times. Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.<br />
<br />
If a level has a video tutorial it will be linked at the top of each Individual level's page. To see some fullgame runs with commentary, check out [https://youtu.be/cuGiggKof84 Sorix's 2018 ESA run] or [https://youtu.be/9D4GaxWWmXE Dark's 2015 ESA run] or [https://youtu.be/8E0a81hfds0 The BlazeJp's 2015 SDGQ run]. Sorix's run is the most up to date and contains some skips not found in the latter two.<br />
<br />
==Version Differences==<br />
Halo 3 (H3) originally released on the Xbox 360, this version of H3 is referred to as the Original Game (OG). Halo 3 released as part of the Master Chief Collection is commonly referred to as H3 MCC. There are small differences between the two that are a result of frame rate differences, as well as potentially hardware. Enemies on MCC are more aggressive and notice you more quickly, making legendary more difficult on MCC than on OG. However, momentum is more easily conserved through gravemind and cortana moments on MCC, which makes some skips easier. Animation sequences are also slightly faster on MCC, so the drones on crow's nest come out of their pipe faster on MCC than on OG (for example). <br />
<br />
==Level Strategies==<br />
*[[Sierra 117]]<br />
*[[Crow's Nest]]<br />
*[[Tsavo Highway]]<br />
*[[The Storm]]<br />
*[[Floodgate]]<br />
*[[The Ark]]<br />
*[[The Covenant]]<br />
*[[Cortana]]<br />
*[[Halo (Halo 3)]]<br />
<br />
==Movement Techniques==<br />
<br />
===Grenade Jumping===<br />
Similar to many other FPS games, you can use the acceleration from a grenade explosion to jump higher or farther. Throw the grenade at your feet and time your jump so that you jump just before the grenade explodes.<br />
<br />
===Brute Shot/Fuel Rod jumping===<br />
Like grenade jumping, Brute shots and fuel rod guns can be used to accelerate jumps due to their explosive rounds. The idea behind the jumps is the same as grenade jumping; jump just before the explosion occurs.<br />
<br />
===Slide Jumping===<br />
With the Newtonian physics engine in Halo 3, extra horizontal speed can be obtained by jumping upon landing on a sloped surface. By jumping immediately after landing on a sloped surface, the physics engine will convert the player's downward velocity into horizontal velocity. The effect is most pronounced if the player crouches in mid-air, then uncrouches at the same time they jump off the sloped surface.<br />
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{{#widget:Snippet|file={{filepath:SleeplessSpecial.mp4}}|thumbnail|left|caption=Cone launch using a plasma grenade and brute shot combined}}<br />
===Cone Launching===<br />
When an object hits you with some velocity in Halo 3, that object will collide elastically with you and transfer some of its kinetic energy over to you. Heavy objects usually end up killing you, but lighter objects like barrels or cones will give you boosts without splattering you. To perform a cone launch, simply place a grenade (or shoot a rocket or brute shot) on one side of the cone and stand on the opposite side so the cone will hit you. It helps to already be in the air when the cone hits you for maximum velocity.<br />
<br />
===Hammer Launching===<br />
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer. Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time. Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles. To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer. Different objects require different positions in relation to the object. A tutorial on how positioning affects the launch can be found here: [https://youtu.be/Ui86YImm4nA Hammer Launching Nuances]<br />
<br />
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.<br />
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{{#widget:Snippet|file={{filepath:Butterfly.mp4}}|thumbnail|left|caption=A player Butterflying to "ride" a Drone.}}<br />
===Butterflying===<br />
Butterflying is an exploitation of the melee and reload mechanics. When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy. At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload. Manual reloads can happen if the player has a partially filled clip with ammo reserves left.<br />
<br />
<br />
<br />
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round. Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly. The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.<br />
<br />
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around. However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level. Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.<br />
<br />
===Deployable Cover (DC) Launching===<br />
{{#Widget:YouTube|id=hqzDk5dUHMQ|right|caption=DC Launching tutorial.}}<br />
Deployable Cover Launching (DC Launching for short) is a glitch where the player forces himself into the geometry of a Deployable Cover. Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects every frame, which builds up a force vector. If the force vector gets large enough without overflowing and you then move out to the edge of the hitbox intersection, you will have that force vector applied to you and can travel huge distances in short amounts of time. When a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds. DC launches can be performed forwards, backwards, vertically, and sideways, with each kind of launch having its own advantages and disadvantages. Because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing. To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.<br />
<br />
On MCC, it is possible to clip through walls with the DC Launch. To do so, perform a full strength DC Launch very close to a wall. Once the launch is performed, the player will launch past the wall before the game can perform a collision check, essentially going through it. <br />
<br />
<br />
Here are different methods of doing the DC Launch:<br />
<br />
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.<br />
<br />
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward<br />
<br />
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice<br />
<br />
===Equipment Jumping===<br />
{{#Widget:YouTube|id=PgVhMRvxJnw|right|caption=An example of Equipment Jumping at 3:35.}}<br />
Equipment Jumping allows you to get a "double jump" and gain extra height/distance.<br />
<br />
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.<br />
<br />
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].<br />
<br />
==Enemies==<br />
<br />
Disclaimer: The descriptions for these enemies are written for Legendary runners. Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.<br />
<br />
===Brutes===<br />
Brutes are the one of the main enemies encountered in Halo 3. They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields. However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.<br />
<br />
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield. Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover. Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second. <br />
<br />
There are many ranks of Brutes, but most of them are similar. Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively. Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches. The other two ranks of Brute Infantry usually drop Bubble Shields when killed.<br />
<br />
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively. They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields. Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields. The Noob Combo or Sniper weapons are recommended for dispatching Captains. There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains. However, they have weaker shields and Pale Blue armor.<br />
<br />
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively. Chieftains will always have a Gravity Hammer and either a Flare or Invincibility. They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots. War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain. They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.<br />
<br />
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities. Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields. In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles. They have weak shields and have a visible ripple while moving. Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.<br />
<br />
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]<br />
<br />
===Grunts===<br />
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player. While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels. Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.<br />
<br />
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless. However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands. Should they do this, it is strongly recommended to take them out quickly before they get too close. <br />
<br />
While they are adept at a support role, Grunts are still weak compared to other enemies. Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them. Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage. When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.<br />
<br />
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy. They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them. Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor. Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors. Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.<br />
<br />
===Jackals===<br />
Jackals are one of the most annoying enemies to deal with in Halo 3. They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.<br />
<br />
Jackals come in 3 ranks: Minor, Major, and Marksmen. Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand. While the shield is very robust, there is a gap on in the shield that reveals their left hand. Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot. Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.<br />
<br />
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol. Often, they are positioned in high areas where they can gun down the player, and they are very dangerous. Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits. However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.<br />
<br />
===Hunters===<br />
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun. There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant. The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank. The pair of Hunters on The Covenant are almost always ignored.<br />
<br />
However, despite their rarity, they are very dangerous. Hunters are beefy walking tanks with dangerous attacks. They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks. The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit. In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.<br />
<br />
===Drones===<br />
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones. However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons.. However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.<br />
<br />
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons. On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe. On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.<br />
<br />
===Flood Combat Forms===<br />
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear. They come in 3 variants: Human, Brute, and Elite. Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.<br />
<br />
Human and Brute variants are very similar; they have no shields and are quite fragile. One melee or headshot will kill them easily. Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust. It takes a significant amount of ammunition in order to break their shields. Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot. However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.<br />
<br />
===Flood Carrier Forms===<br />
Flood Carrier forms are slow and pose no threat from ranged. Their only attack is to walk up to the player, drop dead, and explode. Doing so will release a swarm of Infection Forms. If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.<br />
<br />
Carrier Forms are very weak. They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively. However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.<br />
<br />
There are several ways to kill a Carrier Form without having it spawn more Infection Forms. Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns. Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect. The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.<br />
<br />
===Flood Pure Form (Stalker)===<br />
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form. Sometimes, they will run towards the player and then mutate into a Flood Tank Form. They often do not participate in combat, but they do have melee attacks. Their melee attack is strong enough to deplete the player's shields, but they rarely attack. Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.<br />
<br />
===Flood Pure Form (Ranged)===<br />
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana. They often stick themselves onto walls, out of melee range while sending barrages of Carbine-like projectiles. Unfortunately, they are very resilient to mid-range weapons like the Battle Rifle and Carbine, making them very hard to kill, especially when they cover their weak spot. Like Carbine-wielding Jackals, they are capable of killing the player with a headshot if the player's shields are depleted.<br />
<br />
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks. If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades. If grenades are not available, the Needler is the next best alternative as a single Supercombine will kill them regardless of their pose.<br />
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===Flood Pure Form (Tank)===<br />
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks. They are beefy, and they have powerful melee attacks. Caution should be advised when engaging in melee combat as they can kill the player with one single swipe. Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.<br />
<br />
Dealing with them is not too difficult. Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them. Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe. Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons. The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit. However, all other weapons tend to not fare well.<br />
<br />
==Shields And Health==<br />
* Note that the exact values given below are taken from the Multiplayer portion of Halo 3. It is not known if the values differ in campaign.<br />
<br />
You have two kinds of hitpoints in Halo 3; Shield points (sp) which are kept track of via the shield meter at the top of the HUD, and Body points (bp) which are invisible to the player. You have 70 shield points and they will begin recharging at 40 pts/second after not taking damage for 5 seconds. You have 45 body points and they begin recharging at 9 pts/second after not taking damage for 10 seconds. If you take ANY damage while either shield points or body points are recharging, BOTH will stop recharging and you must wait 5 and 10 seconds again for shield and body points to begin recharging again respectively. <br />
<br />
==Weapons and Equipment==<br />
The information on weapon damage and reload times given here was taken from an archived Bungie.net post. These times will be verified and updated as more information becomes available.<br />
<br />
sp = Shield Points<br />
bp = Body points<br />
<br />
===Weapon Damage per Hit ordered from most damage to least damage===<br />
* Spartan Laser: 284.0 dmg (This value is for the full length of the laser shot. At roughly 22 dmg/frame for 13 frames.)<br />
* Gravity Hammer: 230.0 dmg<br />
* Rocket Launcher: 220.0 dmg<br />
* Energy Sword: 150.0 dmg<br />
* Shotgun: 150.0 dmg<br />
* Missile Pod: 126.0 dmg<br />
* Mauler: 107.0 dmg<br />
* Beam Rifle: 80.0 dmg<br />
* Sniper Rifle: 80.0 dmg<br />
* Brute Shot: 38.0 dmg<br />
* Battle Rifle: 18.0 dmg/burst (6.0 dmg/bullet)<br />
* Machine Gun Turret: 15.0 dmg<br />
* Magnum: 15.0 dmg<br />
* Plasma Rifle: 14.5 dmg(sp) & 3.5 dmg(bp)<br />
* Carbine: 10.0 dmg<br />
* Plasma Pistol: 10.0 dmg(sp) & 2.4 dmg(bp) (charged-shot deals ∞ dmg(sp) and 0 dmg(bp))<br />
* Spiker: 9.0 dmg<br />
* Assault Rifle: 7.5 dmg<br />
* Needler: 5.0 dmg (after 8 needles embed themselves they deal 225 dmg explosively)<br />
* SMG: 4.8 dmg<br />
<br />
* Massive Melee; Brute Shot, (Sentinel Beam): 90 dmg<br />
* Heavy Melee; Rockets, Laser, Hammer, (Fuel Rod): 80 dmg<br />
* Strong Melee; Spiker, Mauler:72 dmg<br />
* Normal Melee: 70 dmg<br />
<br />
Note - while Bungie has never stated that any weapon's melee does more than 72 damage, conclusive tests seem to prove otherwise.<br />
<br />
===Reload/Cooldown times (approximate values) ordered from longest to shortest===<br />
* Rockets 4.3 s<br />
* Brute Shot 3 s<br />
* Beam Rifle 2.9 s<br />
* Plasma Rifle 2.6 s<br />
* Sniper Rifle 2.6 s<br />
* Spartan Laser 2.4 s<br />
* Carbine 2.4 s<br />
* Mauler 2.4 s<br />
* Plasma Pistol 2.1 s<br />
* Battle Rifle 2 s<br />
* Magnum 1.9 s<br />
* Assault Rifle 1.8 s<br />
* Spiker 1.6 s<br />
* SMG 1.4 s<br />
* Needler 1.1 s<br />
<br />
* Shotgun 2/4.5** s<br />
<br />
==Training for Legendary==<br />
Part of being good at legendary revolves around being good at combat and dealing with unexpected scenarios. the best way to improve your combat is to play through the levels on Legendary with all skulls on except Black eye, Iron, Catch, Cowbell, and Blind. This forces you to increase your accuracy and get better at dodging. Removing the aforementioned skulls keeps AI behaviour similar to a regular Legendary run, and allows you to keep regular shields as well as to retry sections from the last checkpoint when you die.<br />
<br />
The secret to going fast on Legendary is to never miss a headshot. Ever. Try playing through the sniper forest section of Sierra 117 and hitting every jackal with a headshot first try, and don't stop moving forwards. Once you can do that consistently you will find your headshot abilities have drastically increased.</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_3&diff=22146Halo 32018-10-09T17:09:17Z<p>Paradoxxic: clean up and modernize.</p>
<hr />
<div>Halo 3 is a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer showing a basic introduction to running the game on easy. This guide is outdated and in need of a revamp. If you are interested in learning the game on Legendary, check out [https://www.youtube.com/watch?v=hVIUaGI4qnA&list=PLY3qkA_3-TfWGVczNT24hlUZsgnyRN2Gy This Playlist of Legendary guides by a variety of legendary runners.] These legendary guides are mostly up to date.<br />
<br />
Halo 3 is the third installment of the Halo franchise. The physics engine is a modified version of the Havok engine, and is identical to the physics engine used for Halo 3: ODST. Halo 3 is not a difficult game to learn, and with multiple releases and ports of this game it is easily accessible to many a new runner. Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times. Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.<br />
<br />
If a level has a video tutorial it will be linked at the top of each Individual level's page. To see some fullgame runs with commentary, check out [https://youtu.be/cuGiggKof84 Sorix's 2018 ESA run] or [https://youtu.be/9D4GaxWWmXE Dark's 2015 ESA run] or [https://youtu.be/8E0a81hfds0 The BlazeJp's 2015 SDGQ run]. Sorix's run is the most up to date and contains some skips not found in the latter two.<br />
<br />
==Version Differences==<br />
Halo 3 (H3) originally released on the Xbox 360, this version of H3 is referred to as the Original Game (OG). Halo 3 released as part of the Master Chief Collection is commonly referred to as H3 MCC. There are small differences between the two that are a result of frame rate differences, as well as potentially hardware. Enemies on MCC are more aggressive and notice you more quickly, making legendary more difficult on MCC than on OG. However, momentum is more easily conserved through gravemind and cortana moments on MCC, which makes some skips easier. Animation sequences are also slightly faster on MCC, so the drones on crow's nest come out of their pipe faster on MCC than on OG (for example). <br />
<br />
==Level Strategies==<br />
*[[Sierra 117]]<br />
*[[Crow's Nest]]<br />
*[[Tsavo Highway]]<br />
*[[The Storm]]<br />
*[[Floodgate]]<br />
*[[The Ark]]<br />
*[[The Covenant]]<br />
*[[Cortana]]<br />
*[[Halo (Halo 3)]]<br />
<br />
==Movement Techniques==<br />
<br />
===Grenade Jumping===<br />
Similar to many other FPS games, you can use the acceleration from a grenade explosion to jump higher or farther. Throw the grenade at your feet and time your jump so that you jump just before the grenade explodes.<br />
<br />
===Brute Shot/Fuel Rod jumping===<br />
Like grenade jumping, Brute shots and fuel rod guns can be used to accelerate jumps due to their explosive rounds. The idea behind the jumps is the same as grenade jumping; jump just before the explosion occurs.<br />
<br />
===Slide Jumping===<br />
With the Newtonian physics engine in Halo 3, extra horizontal speed can be obtained by jumping upon landing on a sloped surface. By jumping immediately after landing on a sloped surface, the physics engine will convert the player's downward velocity into horizontal velocity. The effect is most pronounced if the player crouches in mid-air, then uncrouches at the same time they jump off the sloped surface.<br />
<br />
{{#widget:Snippet|file={{filepath:SleeplessSpecial.mp4}}|thumbnail|left|caption=Cone launch using a plasma grenade and brute shot combined}}<br />
===Cone Launching===<br />
When an object hits you with some velocity in Halo 3, that object will collide elastically with you and transfer some of its kinetic energy over to you. Heavy objects usually end up killing you, but lighter objects like barrels or cones will give you boosts without splattering you. To perform a cone launch, simply place a grenade (or shoot a rocket or brute shot) on one side of the cone and stand on the opposite side so the cone will hit you. It helps to already be in the air when the cone hits you for maximum velocity.<br />
<br />
===Hammer Launching===<br />
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer. Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time. Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles. To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer. Different objects require different positions in relation to the object. A tutorial on how positioning affects the launch can be found here: [https://youtu.be/Ui86YImm4nA Hammer Launching Nuances]<br />
<br />
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.<br />
<br />
{{#widget:Snippet|file={{filepath:Butterfly.mp4}}|thumbnail|left|caption=A player Butterflying to "ride" a Drone.}}<br />
===Butterflying===<br />
Butterflying is an exploitation of the melee and reload mechanics. When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy. At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload. Manual reloads can happen if the player has a partially filled clip with ammo reserves left.<br />
<br />
<br />
<br />
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round. Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly. The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.<br />
<br />
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around. However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level. Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.<br />
<br />
===Deployable Cover (DC) Launching===<br />
{{#Widget:YouTube|id=hqzDk5dUHMQ|right|caption=DC Launching tutorial.}}<br />
Deployable Cover Launching (DC Launching for short) is a glitch where the player forces himself into the geometry of a Deployable Cover. Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects every frame, which builds up a force vector. If the force vector gets large enough without overflowing and you then move out to the edge of the hitbox intersection, you will have that force vector applied to you and can travel huge distances in short amounts of time. When a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds. DC launches can be performed forwards, backwards, vertically, and sideways, with each kind of launch having its own advantages and disadvantages. Because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing. To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.<br />
<br />
On MCC, it is possible to clip through walls with the DC Launch. To do so, perform a full strength DC Launch very close to a wall. Once the launch is performed, the player will launch past the wall before the game can perform a collision check, essentially going through it. <br />
<br />
<br />
Here are different methods of doing the DC Launch:<br />
<br />
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.<br />
<br />
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward<br />
<br />
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice<br />
<br />
===Equipment Jumping===<br />
{{#Widget:YouTube|id=PgVhMRvxJnw|right|caption=An example of Equipment Jumping at 3:35.}}<br />
Equipment Jumping allows you to get a "double jump" and gain extra height/distance.<br />
<br />
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.<br />
<br />
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].<br />
<br />
==Enemies==<br />
<br />
Disclaimer: The descriptions for these enemies are written for Legendary runners. Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.<br />
<br />
===Brutes===<br />
Brutes are the one of the main enemies encountered in Halo 3. They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields. However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.<br />
<br />
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield. Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover. Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second. <br />
<br />
There are many ranks of Brutes, but most of them are similar. Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively. Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches. The other two ranks of Brute Infantry usually drop Bubble Shields when killed.<br />
<br />
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively. They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields. Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields. The Noob Combo or Sniper weapons are recommended for dispatching Captains. There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains. However, they have weaker shields and Pale Blue armor.<br />
<br />
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively. Chieftains will always have a Gravity Hammer and either a Flare or Invincibility. They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots. War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain. They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.<br />
<br />
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities. Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields. In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles. They have weak shields and have a visible ripple while moving. Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.<br />
<br />
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]<br />
<br />
===Grunts===<br />
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player. While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels. Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.<br />
<br />
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless. However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands. Should they do this, it is strongly recommended to take them out quickly before they get too close. <br />
<br />
While they are adept at a support role, Grunts are still weak compared to other enemies. Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them. Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage. When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.<br />
<br />
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy. They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them. Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor. Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors. Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.<br />
<br />
===Jackals===<br />
Jackals are one of the most annoying enemies to deal with in Halo 3. They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.<br />
<br />
Jackals come in 3 ranks: Minor, Major, and Marksmen. Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand. While the shield is very robust, there is a gap on in the shield that reveals their left hand. Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot. Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.<br />
<br />
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol. Often, they are positioned in high areas where they can gun down the player, and they are very dangerous. Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits. However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.<br />
<br />
===Hunters===<br />
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun. There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant. The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank. The pair of Hunters on The Covenant are almost always ignored.<br />
<br />
However, despite their rarity, they are very dangerous. Hunters are beefy walking tanks with dangerous attacks. They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks. The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit. In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.<br />
<br />
===Drones===<br />
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones. However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons.. However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.<br />
<br />
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons. On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe. On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.<br />
<br />
===Flood Combat Forms===<br />
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear. They come in 3 variants: Human, Brute, and Elite. Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.<br />
<br />
Human and Brute variants are very similar; they have no shields and are quite fragile. One melee or headshot will kill them easily. Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust. It takes a significant amount of ammunition in order to break their shields. Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot. However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.<br />
<br />
===Flood Carrier Forms===<br />
Flood Carrier forms are slow and pose no threat from ranged. Their only attack is to walk up to the player, drop dead, and explode. Doing so will release a swarm of Infection Forms. If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.<br />
<br />
Carrier Forms are very weak. They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively. However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.<br />
<br />
There are several ways to kill a Carrier Form without having it spawn more Infection Forms. Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns. Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect. The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.<br />
<br />
===Flood Pure Form (Stalker)===<br />
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form. Sometimes, they will run towards the player and then mutate into a Flood Tank Form. They often do not participate in combat, but they do have melee attacks. Their melee attack is strong enough to deplete the player's shields, but they rarely attack. Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.<br />
<br />
===Flood Pure Form (Ranged)===<br />
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana. They often stick themselves onto walls, out of melee range while sending barrages of Carbine-like projectiles. Unfortunately, they are very resilient to mid-range weapons like the Battle Rifle and Carbine, making them very hard to kill, especially when they cover their weak spot. Like Carbine-wielding Jackals, they are capable of killing the player with a headshot if the player's shields are depleted.<br />
<br />
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks. If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades. If grenades are not available, the Needler is the next best alternative as a single Supercombine will kill them regardless of their pose.<br />
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===Flood Pure Form (Tank)===<br />
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks. They are beefy, and they have powerful melee attacks. Caution should be advised when engaging in melee combat as they can kill the player with one single swipe. Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.<br />
<br />
Dealing with them is not too difficult. Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them. Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe. Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons. The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit. However, all other weapons tend to not fare well.<br />
<br />
==Shields And Health==<br />
* Note that the exact values given below are taken from the Multiplayer portion of Halo 3. It is not known if the values differ in campaign.<br />
<br />
You have two kinds of hitpoints in Halo 3; Shield points (sp) which are kept track of via the shield meter at the top of the HUD, and Body points (bp) which are invisible to the player. You have 70 shield points and they will begin recharging at 40 pts/second after not taking damage for 5 seconds. You have 45 body points and they begin recharging at 9 pts/second after not taking damage for 10 seconds. If you take ANY damage while either shield points or body points are recharging, BOTH will stop recharging and you must wait 5 and 10 seconds again for shield and body points to begin recharging again respectively. <br />
<br />
==Weapons and Equipment==<br />
The information on weapon damage and reload times given here was taken from an archived Bungie.net post. These times will be verified and updated as more information becomes available.<br />
<br />
sp = Shield Points<br />
bp = Body points<br />
<br />
===Weapon Damage per Hit ordered from most damage to least damage===<br />
* Spartan Laser: 284.0 dmg (This value is for the full length of the laser shot. At roughly 22 dmg/frame for 13 frames.)<br />
* Gravity Hammer: 230.0 dmg<br />
* Rocket Launcher: 220.0 dmg<br />
* Energy Sword: 150.0 dmg<br />
* Shotgun: 150.0 dmg<br />
* Missile Pod: 126.0 dmg<br />
* Mauler: 107.0 dmg<br />
* Beam Rifle: 80.0 dmg<br />
* Sniper Rifle: 80.0 dmg<br />
* Brute Shot: 38.0 dmg<br />
* Battle Rifle: 18.0 dmg/burst (6.0 dmg/bullet)<br />
* Machine Gun Turret: 15.0 dmg<br />
* Magnum: 15.0 dmg<br />
* Plasma Rifle: 14.5 dmg(sp) & 3.5 dmg(bp)<br />
* Carbine: 10.0 dmg<br />
* Plasma Pistol: 10.0 dmg(sp) & 2.4 dmg(bp) (charged-shot deals ∞ dmg(sp) and 0 dmg(bp))<br />
* Spiker: 9.0 dmg<br />
* Assault Rifle: 7.5 dmg<br />
* Needler: 5.0 dmg (after 8 needles embed themselves they deal 225 dmg explosively)<br />
* SMG: 4.8 dmg<br />
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* Massive Melee; Brute Shot, (Sentinel Beam): 90 dmg<br />
* Heavy Melee; Rockets, Laser, Hammer, (Fuel Rod): 80 dmg<br />
* Strong Melee; Spiker, Mauler:72 dmg<br />
* Normal Melee: 70 dmg<br />
<br />
Note - while Bungie has never stated that any weapon's melee does more than 72 damage, conclusive tests seem to prove otherwise.<br />
<br />
===Reload/Cooldown times (approximate values) ordered from longest to shortest===<br />
* Rockets 4.3 s<br />
* Brute Shot 3 s<br />
* Beam Rifle 2.9 s<br />
* Plasma Rifle 2.6 s<br />
* Sniper Rifle 2.6 s<br />
* Spartan Laser 2.4 s<br />
* Carbine 2.4 s<br />
* Mauler 2.4 s<br />
* Plasma Pistol 2.1 s<br />
* Battle Rifle 2 s<br />
* Magnum 1.9 s<br />
* Assault Rifle 1.8 s<br />
* Spiker 1.6 s<br />
* SMG 1.4 s<br />
* Needler 1.1 s<br />
<br />
* Shotgun 2/4.5** s<br />
<br />
==Training for Legendary==<br />
Part of being good at legendary revolves around being good at combat and dealing with unexpected scenarios. the best way to improve your combat is to play through the levels on Legendary with all skulls on except Black eye, Iron, Catch, Cowbell, and Blind. This forces you to increase your accuracy and get better at dodging. Removing the aforementioned skulls keeps AI behaviour similar to a regular Legendary run, and allows you to keep regular shields as well as to retry sections from the last checkpoint when you die.<br />
<br />
The secret to going fast on Legendary is to never miss a headshot. Ever. Try playing through the sniper forest section of Sierra 117 and hitting every jackal with a headshot first try, and don't stop moving forwards. Once you can do that consistently you will find your headshot abilities have drastically increased.</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_3&diff=22106Halo 32018-06-07T21:25:13Z<p>Paradoxxic: </p>
<hr />
<div>Halo 3 is a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty. <br />
<br />
All joking aside, Halo 3 is the third installment of the Halo franchise. The physics engine is a modified version of the Havok engine, and is identical to the physics engine used for Halo 3: ODST. Halo 3 is not a difficult game to learn, and with multiple releases and ports of this game it is easily accessible to many a new runner. <br />
<br />
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times. Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.<br />
<br />
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) <br />
<br />
Some levels have video tutorials for legendary difficulty. If a level has a video tutorial it will be linked at the top of each Individual level's page. To see some fullgame runs with commentary, check out [https://youtu.be/9D4GaxWWmXE Dark's 2015 ESA run] or [https://youtu.be/8E0a81hfds0 The BlazeJp's SDGQ run]. Both are good starting points for those looking at tackling the game on Legendary.<br />
<br />
==Version Differences==<br />
Halo 3 (H3) originally released on the Xbox 360, this version of H3 is referred to as the Original Game (OG). Halo 3 released as part of the Master Chief Collection is commonly referred to as H3 MCC. There are small differences between the two that are a result of frame rate differences, as well as potentially hardware. Enemies on MCC are more aggressive and notice you more quickly, making legendary more difficult on MCC than on OG. However, momentum is more easily conserved through gravemind and cortana moments on MCC, which makes some skips easier. Animation sequences are also slightly faster on MCC, so the drones on crow's nest come out of their pipe faster on MCC than on OG (for example). <br />
<br />
==Level Strategies==<br />
*[[Sierra 117]]<br />
*[[Crow's Nest]]<br />
*[[Tsavo Highway]]<br />
*[[The Storm]]<br />
*[[Floodgate]]<br />
*[[The Ark]]<br />
*[[The Covenant]]<br />
*[[Cortana]]<br />
*[[Halo (Halo 3)]]<br />
<br />
==Movement Techniques==<br />
<br />
===Grenade Jumping===<br />
Similar to many other FPS games, you can use the acceleration from a grenade explosion to jump higher or farther. Throw the grenade at your feet and time your jump so that you jump just before the grenade explodes.<br />
<br />
===Brute Shot/Fuel Rod jumping===<br />
Like grenade jumping, Brute shots and fuel rod guns can be used to accelerate jumps due to their explosive rounds. The idea behind the jumps is the same as grenade jumping; jump just before the explosion occurs.<br />
<br />
===Slide Jumping===<br />
With the Newtonian physics engine in Halo 3, extra horizontal speed can be obtained by jumping upon landing on a sloped surface. By jumping immediately after landing on a sloped surface, the physics engine will convert the player's downward velocity into horizontal velocity. The effect is most pronounced if the player crouches in mid-air, then uncrouches at the same time they jump off the sloped surface.<br />
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{{#widget:Snippet|file={{filepath:SleeplessSpecial.mp4}}|thumbnail|left|caption=Cone launch using a plasma grenade and brute shot combined}}<br />
===Cone Launching===<br />
When an object hits you with some velocity in Halo 3, that object will collide elastically with you and transfer some of its kinetic energy over to you. Heavy objects usually end up killing you, but lighter objects like barrels or cones will give you boosts without splattering you. To perform a cone launch, simply place a grenade (or shoot a rocket or brute shot) on one side of the cone and stand on the opposite side so the cone will hit you. It helps to already be in the air when the cone hits you for maximum velocity.<br />
<br />
===Hammer Launching===<br />
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer. Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time. Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles. To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer. Different objects require different positions in relation to the object. A tutorial on how positioning affects the launch can be found here: [https://youtu.be/Ui86YImm4nA Hammer Launching Nuances]<br />
<br />
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.<br />
<br />
{{#widget:Snippet|file={{filepath:Butterfly.mp4}}|thumbnail|left|caption=A player Butterflying to "ride" a Drone.}}<br />
===Butterflying===<br />
Butterflying is an exploitation of the melee and reload mechanics. When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy. At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload. Manual reloads can happen if the player has a partially filled clip with ammo reserves left.<br />
<br />
<br />
<br />
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round. Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly. The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.<br />
<br />
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around. However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level. Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.<br />
<br />
===Deployable Cover (DC) Launching===<br />
{{#Widget:YouTube|id=hqzDk5dUHMQ|right|caption=DC Launching tutorial.}}<br />
Deployable Cover Launching (DC Launching for short) is a glitch where the player forces himself into the geometry of a Deployable Cover. Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects every frame, which builds up a force vector. If the force vector gets large enough without overflowing and you then move out to the edge of the hitbox intersection, you will have that force vector applied to you and can travel huge distances in short amounts of time. When a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds. DC launches can be performed forwards, backwards, vertically, and sideways, with each kind of launch having its own advantages and disadvantages. Because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing. To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.<br />
<br />
On MCC, it is possible to clip through walls with the DC Launch. To do so, perform a full strength DC Launch very close to a wall. Once the launch is performed, the player will launch past the wall before the game can perform a collision check, essentially going through it. <br />
<br />
<br />
Here are different methods of doing the DC Launch:<br />
<br />
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.<br />
<br />
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward<br />
<br />
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice<br />
<br />
===Equipment Jumping===<br />
{{#Widget:YouTube|id=PgVhMRvxJnw|right|caption=An example of Equipment Jumping at 3:35.}}<br />
Equipment Jumping allows you to get a "double jump" and gain extra height/distance.<br />
<br />
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.<br />
<br />
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].<br />
<br />
==Enemies==<br />
<br />
Disclaimer: The descriptions for these enemies are written for Legendary runners. Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.<br />
<br />
===Brutes===<br />
Brutes are the one of the main enemies encountered in Halo 3. They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields. However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.<br />
<br />
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield. Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover. Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second. <br />
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There are many ranks of Brutes, but most of them are similar. Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively. Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches. The other two ranks of Brute Infantry usually drop Bubble Shields when killed.<br />
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Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively. They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields. Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields. The Noob Combo or Sniper weapons are recommended for dispatching Captains. There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains. However, they have weaker shields and Pale Blue armor.<br />
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The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively. Chieftains will always have a Gravity Hammer and either a Flare or Invincibility. They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots. War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain. They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.<br />
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In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities. Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields. In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles. They have weak shields and have a visible ripple while moving. Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.<br />
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More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]<br />
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===Grunts===<br />
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player. While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels. Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.<br />
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If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless. However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands. Should they do this, it is strongly recommended to take them out quickly before they get too close. <br />
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While they are adept at a support role, Grunts are still weak compared to other enemies. Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them. Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage. When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.<br />
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Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy. They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them. Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor. Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors. Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.<br />
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===Jackals===<br />
Jackals are one of the most annoying enemies to deal with in Halo 3. They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.<br />
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Jackals come in 3 ranks: Minor, Major, and Marksmen. Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand. While the shield is very robust, there is a gap on in the shield that reveals their left hand. Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot. Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.<br />
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Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol. Often, they are positioned in high areas where they can gun down the player, and they are very dangerous. Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits. However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.<br />
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===Hunters===<br />
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun. There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant. The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank. The pair of Hunters on The Covenant are almost always ignored.<br />
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However, despite their rarity, they are very dangerous. Hunters are beefy walking tanks with dangerous attacks. They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks. The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit. In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.<br />
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===Drones===<br />
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones. However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons.. However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.<br />
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Despite the danger of their large numbers, dealing with them is can be easy with the right weapons. On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe. On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.<br />
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===Flood Combat Forms===<br />
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear. They come in 3 variants: Human, Brute, and Elite. Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.<br />
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Human and Brute variants are very similar; they have no shields and are quite fragile. One melee or headshot will kill them easily. Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust. It takes a significant amount of ammunition in order to break their shields. Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot. However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.<br />
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===Flood Carrier Forms===<br />
Flood Carrier forms are slow and pose no threat from ranged. Their only attack is to walk up to the player, drop dead, and explode. Doing so will release a swarm of Infection Forms. If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.<br />
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Carrier Forms are very weak. They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively. However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.<br />
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There are several ways to kill a Carrier Form without having it spawn more Infection Forms. Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns. Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect. The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.<br />
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===Flood Pure Form (Stalker)===<br />
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form. Sometimes, they will run towards the player and then mutate into a Flood Tank Form. They often do not participate in combat, but they do have melee attacks. Their melee attack is strong enough to deplete the player's shields, but they rarely attack. Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.<br />
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===Flood Pure Form (Ranged)===<br />
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana. They often stick themselves onto walls, out of melee range while sending barrages of Carbine-like projectiles. Unfortunately, they are very resilient to mid-range weapons like the Battle Rifle and Carbine, making them very hard to kill, especially when they cover their weak spot. Like Carbine-wielding Jackals, they are capable of killing the player with a headshot if the player's shields are depleted.<br />
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The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks. If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades. If grenades are not available, the Needler is the next best alternative as a single Supercombine will kill them regardless of their pose.<br />
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===Flood Pure Form (Tank)===<br />
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks. They are beefy, and they have powerful melee attacks. Caution should be advised when engaging in melee combat as they can kill the player with one single swipe. Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.<br />
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Dealing with them is not too difficult. Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them. Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe. Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons. The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit. However, all other weapons tend to not fare well.<br />
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==Shields And Health==<br />
* Note that the exact values given below are taken from the Multiplayer portion of Halo 3. It is not known if the values differ in campaign.<br />
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You have two kinds of hitpoints in Halo 3; Shield points (sp) which are kept track of via the shield meter at the top of the HUD, and Body points (bp) which are invisible to the player. You have 70 shield points and they will begin recharging at 40 pts/second after not taking damage for 5 seconds. You have 45 body points and they begin recharging at 9 pts/second after not taking damage for 10 seconds. If you take ANY damage while either shield points or body points are recharging, BOTH will stop recharging and you must wait 5 and 10 seconds again for shield and body points to begin recharging again respectively. <br />
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==Weapons and Equipment==<br />
The information on weapon damage and reload times given here was taken from an archived Bungie.net post. These times will be verified and updated as more information becomes available.<br />
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sp = Shield Points<br />
bp = Body points<br />
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===Weapon Damage per Hit ordered from most damage to least damage===<br />
* Spartan Laser: 284.0 dmg (This value is for the full length of the laser shot. At roughly 22 dmg/frame for 13 frames.)<br />
* Gravity Hammer: 230.0 dmg<br />
* Rocket Launcher: 220.0 dmg<br />
* Energy Sword: 150.0 dmg<br />
* Shotgun: 150.0 dmg<br />
* Missile Pod: 126.0 dmg<br />
* Mauler: 107.0 dmg<br />
* Beam Rifle: 80.0 dmg<br />
* Sniper Rifle: 80.0 dmg<br />
* Brute Shot: 38.0 dmg<br />
* Battle Rifle: 18.0 dmg/burst (6.0 dmg/bullet)<br />
* Machine Gun Turret: 15.0 dmg<br />
* Magnum: 15.0 dmg<br />
* Plasma Rifle: 14.5 dmg(sp) & 3.5 dmg(bp)<br />
* Carbine: 10.0 dmg<br />
* Plasma Pistol: 10.0 dmg(sp) & 2.4 dmg(bp) (charged-shot deals ∞ dmg(sp) and 0 dmg(bp))<br />
* Spiker: 9.0 dmg<br />
* Assault Rifle: 7.5 dmg<br />
* Needler: 5.0 dmg (after 8 needles embed themselves they deal 225 dmg explosively)<br />
* SMG: 4.8 dmg<br />
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* Massive Melee; Brute Shot, (Sentinel Beam): 90 dmg<br />
* Heavy Melee; Rockets, Laser, Hammer, (Fuel Rod): 80 dmg<br />
* Strong Melee; Spiker, Mauler:72 dmg<br />
* Normal Melee: 70 dmg<br />
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Note - while Bungie has never stated that any weapon's melee does more than 72 damage, conclusive tests seem to prove otherwise.<br />
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===Reload/Cooldown times (approximate values) ordered from longest to shortest===<br />
* Rockets 4.3 s<br />
* Brute Shot 3 s<br />
* Beam Rifle 2.9 s<br />
* Plasma Rifle 2.6 s<br />
* Sniper Rifle 2.6 s<br />
* Spartan Laser 2.4 s<br />
* Carbine 2.4 s<br />
* Mauler 2.4 s<br />
* Plasma Pistol 2.1 s<br />
* Battle Rifle 2 s<br />
* Magnum 1.9 s<br />
* Assault Rifle 1.8 s<br />
* Spiker 1.6 s<br />
* SMG 1.4 s<br />
* Needler 1.1 s<br />
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* Shotgun 2/4.5** s<br />
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==Training for Legendary==<br />
Part of being good at legendary revolves around being good at combat and dealing with unexpected scenarios. the best way to improve your combat is to play through the levels on Legendary with all skulls on except Black eye, Iron, Catch, Cowbell, and Blind. This forces you to increase your accuracy and get better at dodging. Removing the aforementioned skulls keeps AI behaviour similar to a regular Legendary run, and allows you to keep regular shields as well as to retry sections from the last checkpoint when you die.<br />
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The secret to going fast on Legendary is to never miss a headshot. Ever. Try playing through the sniper forest section of Sierra 117 and hitting every jackal with a headshot first try, and don't stop moving forwards. Once you can do that consistently you will find your headshot abilities have drastically increased.</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_2&diff=22105Halo 22018-06-07T21:14:20Z<p>Paradoxxic: </p>
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<div>'''Halo 2''' is one of the more technical speedruns in the series. With the discovery of glitches such as sword flying and sword canceling, movement in Halo 2 is much faster compared to other Halo titles. Glitches can also work against you however, as there are several run-killing glitches that can occur.<br />
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Legendary is an absolutely brutal category. It is highly recommended that you become familiar with both the speedrunning tricks and the main route, as well as having a general knowledge of the game, before attempting to run Legendary.<br />
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Halo 2 has multiple versions including the original Halo 2 (2004, Xbox), Halo 2 vista (2004, PC), and Halo 2 re-released as part of the Master Chief Collection (MCC) (2014, Xbox One). Given the number of changes made in MCC and how different it is from the other two releases, it is considered a different game by the community and thus has its own separate leaderboard. <br />
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The differences between original and Vista are noteworthy, but not significant enough for them to be classified as different games for the purposes of speedrunning. The faster version of the two is the original 2004 release for the Xbox. It is suggested you run this on version 1.0 on the Xbox 360 console, as this will allow swordflying and give you better overall performance compared to the Original Xbox console (if you are running patched, simply clear your consoles cache and it should revert to 1.0). Halo 2 Vista (the PC version) is slower due to sword flying being patched out, the addition of loading screens between levels, and a change in tickrate that affects the physics engine. <br />
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It's also worth noting that there are some slight differences across languages. Since certain events in-game are scripted to happen at the end of character dialogue, faster dialogue completion allow dialogue dependent events to save time over the English version. The Japanese version is currently considered the fastest, though the timesave compared to English is only around five to ten seconds across the whole run, with the potential to be completely nullified as more skips are found.<br />
Halo Runs record page: http://www.haloruns.com/records?lb=200 (click the timestamps for video links) <br />
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<br />
Looking for [[Halo_2_MCC|Halo 2 MCC]]?<br />
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==Level Strategies==<br />
*[[The Armory]]<br />
*[[Cairo Station]]<br />
*[[Outskirts]]<br />
*[[Metropolis]]<br />
*[[The Arbiter]]<br />
*[[Oracle]]<br />
*[[Delta Halo]]<br />
*[[Regret]]<br />
*[[Sacred Icon]]<br />
*[[Quarantine Zone]]<br />
*[[Gravemind]]<br />
*[[Uprising]]<br />
*[[High Charity]]<br />
*[[The Great Journey]]<br />
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==Movement Techniques==<br />
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===Sword Flying===<br />
{{#Widget:YouTube|id=tj3Ls7-P2UM|right|caption=One handed sword flying demo, by MisterMonopoli.}}<br />
{{#Widget:YouTube|id=GNLvuECAfbY|right|caption=Two handed sword flying demo, by scurty. (old method)}}<br />
Sword flying lets you lunge towards enemies across long distances. Unlike the normal limit on the sword's lunge distance, sword flying allows you to cover vast distances at high speed.<br />
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via scurty:<br />
: First off, you need to make sure you have two things: The Xbox Live update NOT installed and a sword with another weapon of your choice.<br />
: Sword flying is a simple three button combination that is quick to master because it has a rhythm to it. '''The button combination goes in this order: (Y) (X) (Right Trigger)''' The first two are hit in rapid succession (usually by the sliding of your thumb) while the third button is hit slower than the first two are spaced apart. Watch the video to hear how it sounds.<br />
: '''Your reticule must be red''' for this to work on your gun when you switch to your sword (by pressing Y). You also don't have to be zoomed if if you don't want to, although in most cases you will be zoomed in.<br />
Most people find it easier to sword fly with an Xbox 360 controller than with an Original Xbox controller. To sword fly with one hand, slide your thumb from Y to X, then press R. Alternatively, you can sword fly while clawing by rolling your index finger from Y to X, then pressing R with your middle finger. This allows you to aim while preparing to sword fly, but it can be very awkward or even uncomfortable to claw for a sword fly. It is highly recommended that you learn to sword fly one-handed. This will allow you to continue moving while preparing to do your sword fly.<br />
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'''If an enemy is standing still, you will be able to swordfly over its head and past it.''' If the enemy moves horizontally by a substantial amount away from it's initial position, or if you are aiming too far to the left or right after executing the fly, the swordfly will abruptly stop at or above the enemy's original position.<br />
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The Rocket Launcher is one of the most useful weapons to sword fly with because it has a large reticule, a 2x scope, and turns red at fairly long distances with minimal aiming and even without zooming in. The needler is nearly the same as the rocket in this regard, though you cannot zoom in for a sword fly with the needler.<br />
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===Sword Canceling===<br />
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Sword canceling is a movement technique. In its simplest form, sword canceling is the ability to "cancel" the effects of a sword lunge. If you press R to lunge, you can press X (Reload) to cancel the impact of the lunge any time before it hits.<br />
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This can be utilized to travel long distances in tight quarters. To swordcancel past an enemy, press R+X+A simultaneously (Fire+Reload+Jump). R+X will perform the sword cancel, and jumping will make you rise in height as you lunge, thus letting you fly through the air.<br />
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To swordcancel over an enemy's head, press A, then R+X+A simultaneously. The first jump gives you height to get over the enemy.<br />
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===Butterflying===<br />
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Butterflying is currently used in two levels in the speedrun and has a slightly different method for each. In it's purest form butterflying allows you to gain momentum upwards while underneath an enemy by melee-ing an enemy but canceling your melee before it connects (repeat ad-nauseam). You're going to want to start by learning the basic button combo method used for prison skip on Gravemind.<br />
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To execute this trick, you simply switch between pressing A+B with your right hand and X with your left hand at a somewhat fast pace while looking upwards at the enemy above you. This allows you to jump and melee upwards at the same time without killing the enemy on top of your head.<br />
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===Ghosting===<br />
Ghosting (also referred to as box humping) is a relatively new trick to the speedrun and is used several times throughout. By walking back and forth into an object you can displace your hitbox and walk through walls. This is similar to the hitbox displacement utilized for superbouncing. The main visual cue for judging your hitbox displacement is a slight screenshake after hitting the object or wall your are displacing off of. It isn't the end of the world if you miss a couple screenshakes here and there, but it is definitely something you should practice.<br />
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One major issue with ghosting is that if you do not get enough hitbox displacement, you risk dying when in solid space as the game is programmed to kill the player if they find themselves out of bounds. To avoid dying, it is recommended you attempt to get at least 10-14 or more screenshakes for any given ghost apart from Hangar 2 skip. The first ghost in the game on Cairo station is a major skip and is also one of the easiest ghosts in the game, it has no enemies and is the perfect place to start learning.<br />
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===Superbouncing===<br />
Superbouncing is a variation of a pressure launch. If the player model intersects with the geometry, the game will apply a large amount of force to try and push the player out. By going into auto-crouch, you can glitch the player model. Then when you jump on a polygon seam, you will intersect, and the game will push you out. Superbounces differ between PAL and NTSC, because different framerates means different intervals for collision detection.<br />
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The only place superbouncing is useful is as a method to board the Scarab early in [[Metropolis]].<br />
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===Melee Boost===<br />
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Melee Boosting is similar to sword cancelling but is accomplished without a sword. The goal is to melee at an enemy, cancel the melee damage just like you would during a sword cancel and then keep your momentum and fly past the enemy. If you combine the melee and cancel with a well timed jump, you can get some significant distance. Elites are the easiest to melee boost off of because of their height.<br />
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Button Combo: B-X and B-Y<br />
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Keep your crosshair over the enemy so you fly past him (crouching helps a lot). It can be timed perfectly but it may be easier to spam the required buttons.<br />
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===Ghost Wheelie/Quickturn===<br />
While boosting in a Ghost, hold A to lean back and raise the nose of the Ghost. This allows you to turn more sharply while boosting but slows you down significantly. It also makes you prone to flipping, so be careful.<br />
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Holding A can also be useful for getting enough air on certain jumps and grenade launches.<br />
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==Combat Techniques==<br />
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===Double Shot===<br />
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By pressing Fire twice and then Reload (RRX), you can fire two Battle Rifle bursts in quick succession. The timing of X is around when the last bullet of the first burst is fired. After the doubleshot, the BR will reload itself, unless you perform another doubleshot.<br />
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You can chain together doubleshots by tapping YY to switch away and back to the BR. With the right timing, you can double shot until the clip is empty - RRX YY RRX YY etc.<br />
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===Double Grenade===<br />
Fire a plasma pistol overcharge. When the overheat bar is at halfway, quickly tap L twice. You should throw two grenades in quick succession. This is useful for some launches, such as the [[Delta Halo]] Ghost launch.<br />
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You can also double nade with a beam rifle overheat, but the timing is different.<br />
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===Double Melee===<br />
In addition to the BLB method from Halo CE, you can also do BXB or BYB to melee twice in quick succession. It's not as useful for speedrunning due to the low melee damage of Halo 2 1.0.<br />
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===Quick Reload===<br />
After a certain point in the reload animation (usually after the clip is in the weapon), the weapon counts as reloaded. At this point, you can cancel the rest of the animation by pressing YY to quickly switch away and back to your main weapon. If you are only carrying one weapon, you can melee and hit X to cancel the melee. When using a scoped weapon, it can be faster to zoom out by pressing YY. You can press YY after a sword lunge as well.<br />
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==Enemies==<br />
In Halo 2, there are some enemy types worth taking into consideration.<br />
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===Elites===<br />
'''Jetpack Elites''' are usually dual-wielding Plasma Rifles. Generally, you want to home in on them with a plasma pistol overcharge or snipe them with a ranged weapon. Their shields are weaker than normal Elites, a sword lunge will do them in if you can close the distance and one body shot from a snipe followed by a couple battle rifle shots will also do the trick.<br />
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'''Stealth Elites''' have the weakest shields of any Elite but this is compensated for by their fast shield recharge rate, which makes them extremely durable. Like all cloaked enemies, they do not turn the reticule red. In all instances upon spawning, they will be briefly uncloaked so you can get a sword fly off of them. You can force them to uncloak by shooting them. A sniper weapon has enough stunning power to keep them immobilized. Melee attacks are also a good way of de-camoing enemies, as well as stunning them. A sword lunge will either kill them or remove their shield completely. Getting them caught in a grenade explosion can expose them. It should also be noted that the stealth elites in the camo room on Regret have an absurd amount of health. The sword elite in that area does not share this trait.<br />
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'''Ultra Elites''' are known for their raw firepower and the highest elite shielding in the game. They will usually enrage when you close the distance or stand behind them, which causes them to pull out their energy sword, this is a good opportunity for a backsmack or grenade stick. However, be very careful of dual-wielding Ultras. They are some of the most dangerous enemies in the game.<br />
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'''Zealots''' are rare in Halo 2, and only appear in a few locations, such as Hangar B in [[Cairo Station]], the tunnels on [[Metropolis]], and the last enemy on [[Gravemind]]. They always spawn with swords but their shield isn't different from a blue Elite.<br />
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===Flood===<br />
'''Infection Forms''' in Halo 2 do a lot of damage, especially against unshielded players. A good way to get rid of them is by using nades, sentinel beam, or your sword melee. Infection forms also avoid being nearby combat forms that are actively agrod to you, so they're not usually an issue during close quarters combat until the enemy dies. They can also glitch out and refuse to pop when they hit you. This wouldn't be a problem except for the fact that they do damage ''per frame'' - In short, they absolutely melt your shields and health, so it's advisable to keep your distance and take care of them as quickly as possible.<br />
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'''Carrier Forms''' are also very damaging, although their movement has been nerfed from Halo: Combat Evolved. Also, they deploy fewer Infection Forms than before. A fast killing method is to make it fall down and stick it with a plasma grenade, but there's a small window of time for the stick.<br />
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'''Combat Forms''' have melees with weird hitboxes, so sometimes they can gain the ability to assassinate you at absurd angles. Again, keep your distance. You should also destroy dead combat Forms so they won't be re-animated by Infection Forms, this is a key factor in Oracle lab fight and Sacred Icon end fight.<br />
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===Other Enemies===<br />
'''Heretic Grunts''' almost always have Needlers. Their projectiles can easily hit you, even when you're behind cover, due to the large hitboxes.<br />
<br />
'''Fuel Rod Grunts''' can hit you through thin walls, again due to the hitboxes. Fuel rod rounds from enemies will also curve towards the player, though this is mainly only an issue during the final gondola ride on Regret. While there is no longer a kill switch on their weapons like in CE, it is common for them to sometimes shoot their fuel rod once they die. This can be fatal when killing them at close range.<br />
<br />
'''Jackal Snipers''' are very strong on Legendary. They can easily snipe you out of your seat when driving a Ghost or Hog. They do not miss very often.<br />
<br />
Most '''Brutes''' can tear through shields in an instant with their weapons. Best to keep your distance. Having a sword or brute shot can make a huge difference in close encounters. Stick them when you can, especially when they berserk. Dual-wielding Needlers is also efficient though rarely used.<br />
<br />
On Legendary, any encounter with a shotgun wielding enemy has an extremely high chance to prove fatal, they have extraordinary range with their shots.</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_2&diff=22104Halo 22018-06-07T21:13:48Z<p>Paradoxxic: grammar</p>
<hr />
<div>'''Halo 2''' is one of the more technical speedruns in the series. With the discovery of glitches such as sword flying and sword canceling, movement in Halo 2 is much faster compared to other Halo titles. Glitches can also work against you however, as there are several run-killing glitches that can occur.<br />
<br />
Legendary is an absolutely brutal category. It is highly recommended that you become familiar with both the speedrunning tricks and the main route, as well as having a general knowledge of the game, before attempting to run Legendary.<br />
<br />
Halo 2 has multiple versions including the original Halo 2 (2004, Xbox), Halo 2 vista (2004, PC), and Halo 2 re-released as part of the Master Chief Collection (MCC) (2014, Xbox One). Given the number of changes made in MCC and how different it is from the other two releases, it is considered a different game by the community and thus has its own separate leaderboard. <br />
<br />
The differences between original and Vista are noteworthy, but not significant enough for them to be classified as different games for the purposes of speedrunning. The faster version of the two is the original 2004 release for the Xbox. It is suggested you run this on version 1.0 on the Xbox 360 console, as this will allow swordflying and give you better overall performance compared to the Original Xbox console (if you are running patched, simply clear your consoles cache and it should revert to 1.0). Halo 2 Vista (the PC version) is slower due to sword flying being patched out, the addition of loading screens between levels, and a change in tickrate that affects the physics engine. <br />
<br />
It's also worth noting that there are some slight differences across languages. Since certain events in-game are scripted to happen at the end of character dialogue, faster dialogue completion allow dialogue dependent events to save time over the English version. The Japanese version is currently considered the fastest, though the timesave compared to English is only around five to ten seconds across the whole run, with the potential to be completely nullified as more skips are found.<br />
Halo Runs record page: http://www.haloruns.com/records?lb=200 (click the timestamps for video links) <br />
<br />
<br />
Looking for [[Halo_2_MCC|Halo 2 MCC]]?<br />
<br />
==Level Strategies==<br />
*[[The Armory]]<br />
*[[Cairo Station]]<br />
*[[Outskirts]]<br />
*[[Metropolis]]<br />
*[[The Arbiter]]<br />
*[[Oracle]]<br />
*[[Delta Halo]]<br />
*[[Regret]]<br />
*[[Sacred Icon]]<br />
*[[Quarantine Zone]]<br />
*[[Gravemind]]<br />
*[[Uprising]]<br />
*[[High Charity]]<br />
*[[The Great Journey]]<br />
<br />
==Movement Techniques==<br />
<br />
===Sword Flying===<br />
{{#Widget:YouTube|id=tj3Ls7-P2UM|right|caption=One handed sword flying demo, by MisterMonopoli.}}<br />
{{#Widget:YouTube|id=GNLvuECAfbY|right|caption=Two handed sword flying demo, by scurty. (old method)}}<br />
Sword flying lets you lunge towards enemies across long distances. Unlike the normal limit on the sword's lunge distance, sword flying allows you to cover vast distances at high speed.<br />
<br />
via scurty:<br />
: First off, you need to make sure you have two things: The Xbox Live update NOT installed and a sword with another weapon of your choice.<br />
: Sword flying is a simple three button combination that is quick to master because it has a rhythm to it. '''The button combination goes in this order: (Y) (X) (Right Trigger)''' The first two are hit in rapid succession (usually by the sliding of your thumb) while the third button is hit slower than the first two are spaced apart. Watch the video to hear how it sounds.<br />
: '''Your reticule must be red''' for this to work on your gun when you switch to your sword (by pressing Y). You also don't have to be zoomed if if you don't want to, although in most cases you will be zoomed in.<br />
Most people find it easier to sword fly with an Xbox 360 controller than with an Original Xbox controller. To sword fly with one hand, slide your thumb from Y to X, then press R. Alternatively, you can sword fly while clawing by rolling your index finger from Y to X, then pressing R with your middle finger. This allows you to aim while preparing to sword fly, but it can be very awkward or even uncomfortable to claw for a sword fly. It is highly recommended that you learn to sword fly one-handed. This will allow you to continue moving while preparing to do your sword fly.<br />
<br />
'''If an enemy is standing still, you will be able to swordfly over its head and past it.''' If the enemy moves horizontally by a substantial amount away from it's initial position, or if you are aiming too far to the left or right after executing the fly, the swordfly will abruptly stop at or above the enemy's original position.<br />
<br />
The Rocket Launcher is one of the most useful weapons to sword fly with because it has a large reticule, a 2x scope, and turns red at fairly long distances with minimal aiming and even without zooming in. The needler is nearly the same as the rocket in this regard, though you cannot zoom in for a sword fly with the needler.<br />
<br />
===Sword Canceling===<br />
<br />
Sword canceling is a movement technique. In its simplest form, sword canceling is the ability to "cancel" the effects of a sword lunge. If you press R to lunge, you can press X (Reload) to cancel the impact of the lunge any time before it hits.<br />
<br />
This can be utilized to travel long distances in tight quarters. To swordcancel past an enemy, press R+X+A simultaneously (Fire+Reload+Jump). R+X will perform the sword cancel, and jumping will make you rise in height as you lunge, thus letting you fly through the air.<br />
<br />
To swordcancel over an enemy's head, press A, then R+X+A simultaneously. The first jump gives you height to get over the enemy.<br />
<br />
===Butterflying===<br />
<br />
Butterflying is currently used in two levels in the speedrun and has a slightly different method for each. In it's purest form butterflying allows you to gain momentum upwards while underneath an enemy by melee-ing an enemy but canceling your melee before it connects (repeat ad-nauseam). You're going to want to start by learning the basic button combo method used for prison skip on Gravemind.<br />
<br />
To execute this trick, you simply switch between pressing A+B with your right hand and X with your left hand at a somewhat fast pace while looking upwards at the enemy above you. This allows you to jump and melee upwards at the same time without killing the enemy on top of your head.<br />
<br />
===Ghosting===<br />
Ghosting (also referred to as box humping) is a relatively new trick to the speedrun and is used several times throughout. By walking back and forth into an object you can displace your hitbox and walk through walls. This is similar to the hitbox displacement utilized for superbouncing. The main visual cue for judging your hitbox displacement is a slight screenshake after hitting the object or wall your are displacing off of. It isn't the end of the world if you miss a couple screenshakes here and there, but it is definitely something you should practice.<br />
<br />
One major issue with ghosting is that if you do not get enough hitbox displacement, you risk dying when in solid space as the game is programmed to kill the player if they find themselves out of bounds. To avoid dying, it is recommended you attempt to get at least 10-14 or more screenshakes for any given ghost apart from Hangar 2 skip. The first ghost in the game on Cairo station is a major skip and is also one of the easiest ghosts in the game, it has no enemies and is the perfect place to start learning.<br />
<br />
===Superbouncing===<br />
Superbouncing is a variation of a pressure launch. If the player model intersects with the geometry, the game will apply a large amount of force to try and push the player out. By going into auto-crouch, you can glitch the player model. Then when you jump on a polygon seam, you will intersect, and the game will push you out. Superbounces differ between PAL and NTSC, because different framerates means different intervals for collision detection.<br />
<br />
The only place superbouncing is useful is as a method to board the Scarab early in [[Metropolis]].<br />
<br />
===Melee Boost===<br />
<br />
Melee Boosting is similar to sword cancelling but is accomplished without a sword. The goal is to melee at an enemy, cancel the melee damage just like you would during a sword cancel and then keep your momentum and fly past the enemy. If you combine the melee and cancel with a well timed jump, you can some significant distance. Elites are the easiest to melee boost off of because of their height.<br />
<br />
Button Combo: B-X and B-Y<br />
<br />
Keep your crosshair over the enemy so you fly past him (crouching helps a lot). It can be timed perfectly but it may be easier to spam the required buttons.<br />
<br />
===Ghost Wheelie/Quickturn===<br />
While boosting in a Ghost, hold A to lean back and raise the nose of the Ghost. This allows you to turn more sharply while boosting but slows you down significantly. It also makes you prone to flipping, so be careful.<br />
<br />
Holding A can also be useful for getting enough air on certain jumps and grenade launches.<br />
<br />
==Combat Techniques==<br />
<br />
===Double Shot===<br />
<br />
By pressing Fire twice and then Reload (RRX), you can fire two Battle Rifle bursts in quick succession. The timing of X is around when the last bullet of the first burst is fired. After the doubleshot, the BR will reload itself, unless you perform another doubleshot.<br />
<br />
You can chain together doubleshots by tapping YY to switch away and back to the BR. With the right timing, you can double shot until the clip is empty - RRX YY RRX YY etc.<br />
<br />
===Double Grenade===<br />
Fire a plasma pistol overcharge. When the overheat bar is at halfway, quickly tap L twice. You should throw two grenades in quick succession. This is useful for some launches, such as the [[Delta Halo]] Ghost launch.<br />
<br />
You can also double nade with a beam rifle overheat, but the timing is different.<br />
<br />
===Double Melee===<br />
In addition to the BLB method from Halo CE, you can also do BXB or BYB to melee twice in quick succession. It's not as useful for speedrunning due to the low melee damage of Halo 2 1.0.<br />
<br />
===Quick Reload===<br />
After a certain point in the reload animation (usually after the clip is in the weapon), the weapon counts as reloaded. At this point, you can cancel the rest of the animation by pressing YY to quickly switch away and back to your main weapon. If you are only carrying one weapon, you can melee and hit X to cancel the melee. When using a scoped weapon, it can be faster to zoom out by pressing YY. You can press YY after a sword lunge as well.<br />
<br />
==Enemies==<br />
In Halo 2, there are some enemy types worth taking into consideration.<br />
<br />
===Elites===<br />
'''Jetpack Elites''' are usually dual-wielding Plasma Rifles. Generally, you want to home in on them with a plasma pistol overcharge or snipe them with a ranged weapon. Their shields are weaker than normal Elites, a sword lunge will do them in if you can close the distance and one body shot from a snipe followed by a couple battle rifle shots will also do the trick.<br />
<br />
'''Stealth Elites''' have the weakest shields of any Elite but this is compensated for by their fast shield recharge rate, which makes them extremely durable. Like all cloaked enemies, they do not turn the reticule red. In all instances upon spawning, they will be briefly uncloaked so you can get a sword fly off of them. You can force them to uncloak by shooting them. A sniper weapon has enough stunning power to keep them immobilized. Melee attacks are also a good way of de-camoing enemies, as well as stunning them. A sword lunge will either kill them or remove their shield completely. Getting them caught in a grenade explosion can expose them. It should also be noted that the stealth elites in the camo room on Regret have an absurd amount of health. The sword elite in that area does not share this trait.<br />
<br />
'''Ultra Elites''' are known for their raw firepower and the highest elite shielding in the game. They will usually enrage when you close the distance or stand behind them, which causes them to pull out their energy sword, this is a good opportunity for a backsmack or grenade stick. However, be very careful of dual-wielding Ultras. They are some of the most dangerous enemies in the game.<br />
<br />
'''Zealots''' are rare in Halo 2, and only appear in a few locations, such as Hangar B in [[Cairo Station]], the tunnels on [[Metropolis]], and the last enemy on [[Gravemind]]. They always spawn with swords but their shield isn't different from a blue Elite.<br />
<br />
===Flood===<br />
'''Infection Forms''' in Halo 2 do a lot of damage, especially against unshielded players. A good way to get rid of them is by using nades, sentinel beam, or your sword melee. Infection forms also avoid being nearby combat forms that are actively agrod to you, so they're not usually an issue during close quarters combat until the enemy dies. They can also glitch out and refuse to pop when they hit you. This wouldn't be a problem except for the fact that they do damage ''per frame'' - In short, they absolutely melt your shields and health, so it's advisable to keep your distance and take care of them as quickly as possible.<br />
<br />
'''Carrier Forms''' are also very damaging, although their movement has been nerfed from Halo: Combat Evolved. Also, they deploy fewer Infection Forms than before. A fast killing method is to make it fall down and stick it with a plasma grenade, but there's a small window of time for the stick.<br />
<br />
'''Combat Forms''' have melees with weird hitboxes, so sometimes they can gain the ability to assassinate you at absurd angles. Again, keep your distance. You should also destroy dead combat Forms so they won't be re-animated by Infection Forms, this is a key factor in Oracle lab fight and Sacred Icon end fight.<br />
<br />
===Other Enemies===<br />
'''Heretic Grunts''' almost always have Needlers. Their projectiles can easily hit you, even when you're behind cover, due to the large hitboxes.<br />
<br />
'''Fuel Rod Grunts''' can hit you through thin walls, again due to the hitboxes. Fuel rod rounds from enemies will also curve towards the player, though this is mainly only an issue during the final gondola ride on Regret. While there is no longer a kill switch on their weapons like in CE, it is common for them to sometimes shoot their fuel rod once they die. This can be fatal when killing them at close range.<br />
<br />
'''Jackal Snipers''' are very strong on Legendary. They can easily snipe you out of your seat when driving a Ghost or Hog. They do not miss very often.<br />
<br />
Most '''Brutes''' can tear through shields in an instant with their weapons. Best to keep your distance. Having a sword or brute shot can make a huge difference in close encounters. Stick them when you can, especially when they berserk. Dual-wielding Needlers is also efficient though rarely used.<br />
<br />
On Legendary, any encounter with a shotgun wielding enemy has an extremely high chance to prove fatal, they have extraordinary range with their shots.</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_2&diff=22103Halo 22018-06-07T21:09:56Z<p>Paradoxxic: ghosting</p>
<hr />
<div>'''Halo 2''' is one of the more technical speedruns in the series. With the discovery of glitches such as sword flying and sword canceling, movement in Halo 2 is much faster compared to other Halo titles. Glitches can also work against you however, as there are several run-killing glitches that can occur.<br />
<br />
Legendary is an absolutely brutal category. It is highly recommended that you become familiar with both the speedrunning tricks and the main route, as well as having a general knowledge of the game, before attempting to run Legendary.<br />
<br />
Halo 2 has multiple versions including the original Halo 2 (2004, Xbox), Halo 2 vista (2004, PC), and Halo 2 re-released as part of the Master Chief Collection (MCC) (2014, Xbox One). Given the number of changes made in MCC and how different it is from the other two releases, it is considered a different game by the community and thus has its own separate leaderboard. <br />
<br />
The differences between original and Vista are noteworthy, but not significant enough for them to be classified as different games for the purposes of speedrunning. The faster version of the two is the original 2004 release for the Xbox. It is suggested you run this on version 1.0 on the Xbox 360 console, as this will allow swordflying and give you better overall performance compared to the Original Xbox console (if you are running patched, simply clear your consoles cache and it should revert to 1.0). Halo 2 Vista (the PC version) is slower due to sword flying being patched out, the addition of loading screens between levels, and a change in tickrate that affects the physics engine. <br />
<br />
It's also worth noting that there are some slight differences across languages. Since certain events in-game are scripted to happen at the end of character dialogue, faster dialogue completion allow dialogue dependent events to save time over the English version. The Japanese version is currently considered the fastest, though the timesave compared to English is only around five to ten seconds across the whole run, with the potential to be completely nullified as more skips are found.<br />
Halo Runs record page: http://www.haloruns.com/records?lb=200 (click the timestamps for video links) <br />
<br />
<br />
Looking for [[Halo_2_MCC|Halo 2 MCC]]?<br />
<br />
==Level Strategies==<br />
*[[The Armory]]<br />
*[[Cairo Station]]<br />
*[[Outskirts]]<br />
*[[Metropolis]]<br />
*[[The Arbiter]]<br />
*[[Oracle]]<br />
*[[Delta Halo]]<br />
*[[Regret]]<br />
*[[Sacred Icon]]<br />
*[[Quarantine Zone]]<br />
*[[Gravemind]]<br />
*[[Uprising]]<br />
*[[High Charity]]<br />
*[[The Great Journey]]<br />
<br />
==Movement Techniques==<br />
<br />
===Sword Flying===<br />
{{#Widget:YouTube|id=tj3Ls7-P2UM|right|caption=One handed sword flying demo, by MisterMonopoli.}}<br />
{{#Widget:YouTube|id=GNLvuECAfbY|right|caption=Two handed sword flying demo, by scurty. (old method)}}<br />
Sword flying lets you lunge towards enemies across long distances. Unlike the normal limit on the sword's lunge distance, sword flying allows you to cover vast distances at high speed.<br />
<br />
via scurty:<br />
: First off, you need to make sure you have two things: The Xbox Live update NOT installed and a sword with another weapon of your choice.<br />
: Sword flying is a simple three button combination that is quick to master because it has a rhythm to it. '''The button combination goes in this order: (Y) (X) (Right Trigger)''' The first two are hit in rapid succession (usually by the sliding of your thumb) while the third button is hit slower than the first two are spaced apart. Watch the video to hear how it sounds.<br />
: '''Your reticule must be red''' for this to work on your gun when you switch to your sword (by pressing Y). You also don't have to be zoomed if if you don't want to, although in most cases you will be zoomed in.<br />
Most people find it easier to sword fly with an Xbox 360 controller than with an Original Xbox controller. To sword fly with one hand, slide your thumb from Y to X, then press R. Alternatively, you can sword fly while clawing by rolling your index finger from Y to X, then pressing R with your middle finger. This allows you to aim while preparing to sword fly, but it can be very awkward or even uncomfortable to claw for a sword fly. It is highly recommended that you learn to sword fly one-handed. This will allow you to continue moving while preparing to do your sword fly.<br />
<br />
'''If an enemy is standing still, you will be able to swordfly over its head and past it.''' If the enemy moves horizontally by a substantial amount away from it's initial position, or if you are aiming too far to the left or right after executing the fly, the swordfly will abruptly stop at or above the enemy's original position.<br />
<br />
The Rocket Launcher is one of the most useful weapons to sword fly with because it has a large reticule, a 2x scope, and turns red at fairly long distances with minimal aiming and even without zooming in. The needler is nearly the same as the rocket in this regard, though you cannot zoom in for a sword fly with the needler.<br />
<br />
===Sword Canceling===<br />
<br />
Sword canceling is a movement technique. In its simplest form, sword canceling is the ability to "cancel" the effects of a sword lunge. If you press R to lunge, you can press X (Reload) to cancel the impact of the lunge any time before it hits.<br />
<br />
This can be utilized to travel long distances in tight quarters. To swordcancel past an enemy, press R+X+A simultaneously (Fire+Reload+Jump). R+X will perform the sword cancel, and jumping will make you rise in height as you lunge, thus letting you fly through the air.<br />
<br />
To swordcancel over an enemy's head, press A, then R+X+A simultaneously. The first jump gives you height to get over the enemy.<br />
<br />
===Butterflying===<br />
<br />
Butterflying is currently used in two levels in the speedrun and has a slightly different method for each. In it's purest form butterflying allows you to gain momentum upwards while underneath an enemy by melee-ing an enemy but canceling your melee before it connects (repeat ad-nauseam). You're going to want to start by learning the basic button combo method used for prison skip on Gravemind.<br />
<br />
To execute this trick, you simply switch between pressing A+B with your right hand and X with your left hand at a somewhat fast pace while looking upwards at the enemy above you. This allows you to jump and melee upwards at the same time without killing the enemy on top of your head.<br />
<br />
===Ghosting===<br />
Ghosting (also referred to as box humping) is a relatively new trick to the speedrun and is used several times throughout. By walking back and forth into an object you can displace your hitbox and walk through walls. This is similar to the hitbox displacement utilized for superbouncing. The main visual cue for judging your hitbox displacement is a slight screenshake after hitting the object or wall your are displacing off of. It isn't the end of the world if you miss a couple screenshakes here and there, but it is definitely something you should practice.<br />
<br />
One major issue with ghosting is that if you do not get enough hitbox displacement, you risk dying when in solid space as the game is programmed to kill the player if they find themselves out of bounds. To avoid dying, it is recommended you attempt to get at least 10-14 or more screenshakes for any given ghost apart from Hangar 2 skip. The first ghost in the game on Cairo station is a major skip and is also one of the easiest ghosts in the game, it has no enemies and is the perfect place to start learning.<br />
<br />
===Superbouncing===<br />
Superbouncing is a variation of a pressure launch. If the player model intersects with the geometry, the game will apply a large amount of force to try and push the player out. By going into auto-crouch, you can glitch the player model. Then when you jump on a polygon seam, you will intersect, and the game will push you out. Superbounces differ between PAL and NTSC, because different framerates means different intervals for collision detection.<br />
<br />
The only place superbouncing is useful is as a method to board the Scarab early in [[Metropolis]].<br />
<br />
===Melee Boost===<br />
<br />
Melee Boosting is similar to sword cancelling, however you can do it without a sword. The goal is to melee at an enemy, cancel the melee damage just like you would during a sword cancel and then keep your momentum and fly past the enemy. If you combine the melee and cancel with a jump timed well, you can get varying results. Elites are the easiest to melee boost off of because of their height.<br />
<br />
Button Combo: B-X and B-Y<br />
<br />
Keep your crosshair over the enemy so you fly past him (crouching helps a lot). It can be timed perfectly but it may be easier to spam the required buttons.<br />
<br />
===Ghost Wheelie/Quickturn===<br />
While boosting in a Ghost, hold A to lean back and raise the nose of the Ghost. This allows you to turn more sharply while boosting, though it will slightly slow down your Ghost. It also makes you prone to flipping, so be careful.<br />
<br />
Holding A can also be useful for getting enough air on certain jumps and grenade launches.<br />
<br />
==Combat Techniques==<br />
<br />
===Double Shot===<br />
<br />
By pressing Fire twice and then Reload (RRX), you can fire two Battle Rifle bursts in quick succession. The timing of X is around when the last bullet of the first burst is fired. After the doubleshot, the BR will reload itself, unless you perform another doubleshot.<br />
<br />
You can chain together doubleshots by tapping YY to switch away and back to the BR. With the right timing, you can double shot until the clip is empty - RRX YY RRX YY etc.<br />
<br />
===Double Grenade===<br />
Fire a plasma pistol overcharge. When the overheat bar is at halfway, quickly tap L twice. You should throw two grenades in quick succession. This is useful for some launches, such as the [[Delta Halo]] Ghost launch.<br />
<br />
You can also double nade with a beam rifle overheat, but the timing is different.<br />
<br />
===Double Melee===<br />
In addition to the BLB method from Halo CE, you can also do BXB or BYB to melee twice in quick succession. It's not as useful for speedrunning due to the low melee damage of Halo 2 1.0.<br />
<br />
===Quick Reload===<br />
After a certain point in the reload animation (usually after the clip is in the weapon), the weapon counts as reloaded. At this point, you can cancel the rest of the animation by pressing YY to quickly switch away and back to your main weapon. If you are only carrying one weapon, you can melee and hit X to cancel the melee. When using a scoped weapon, it can be faster to zoom out by pressing YY. You can press YY after a sword lunge as well.<br />
<br />
==Enemies==<br />
In Halo 2, there are some enemy types worth taking into consideration.<br />
<br />
===Elites===<br />
'''Jetpack Elites''' are usually dual-wielding Plasma Rifles. Generally, you want to home in on them with a plasma pistol overcharge or snipe them with a ranged weapon. Their shields are weaker than normal Elites, a sword lunge will do them in if you can close the distance and one body shot from a snipe followed by a couple battle rifle shots will also do the trick.<br />
<br />
'''Stealth Elites''' have the weakest shields of any Elite but this is compensated for by their fast shield recharge rate, which makes them extremely durable. Like all cloaked enemies, they do not turn the reticule red. In all instances upon spawning, they will be briefly uncloaked so you can get a sword fly off of them. You can force them to uncloak by shooting them. A sniper weapon has enough stunning power to keep them immobilized. Melee attacks are also a good way of de-camoing enemies, as well as stunning them. A sword lunge will either kill them or remove their shield completely. Getting them caught in a grenade explosion can expose them. It should also be noted that the stealth elites in the camo room on Regret have an absurd amount of health. The sword elite in that area does not share this trait.<br />
<br />
'''Ultra Elites''' are known for their raw firepower and the highest elite shielding in the game. They will usually enrage when you close the distance or stand behind them, which causes them to pull out their energy sword, this is a good opportunity for a backsmack or grenade stick. However, be very careful of dual-wielding Ultras. They are some of the most dangerous enemies in the game.<br />
<br />
'''Zealots''' are rare in Halo 2, and only appear in a few locations, such as Hangar B in [[Cairo Station]], the tunnels on [[Metropolis]], and the last enemy on [[Gravemind]]. They always spawn with swords but their shield isn't different from a blue Elite.<br />
<br />
===Flood===<br />
'''Infection Forms''' in Halo 2 do a lot of damage, especially against unshielded players. A good way to get rid of them is by using nades, sentinel beam, or your sword melee. Infection forms also avoid being nearby combat forms that are actively agrod to you, so they're not usually an issue during close quarters combat until the enemy dies. They can also glitch out and refuse to pop when they hit you. This wouldn't be a problem except for the fact that they do damage ''per frame'' - In short, they absolutely melt your shields and health, so it's advisable to keep your distance and take care of them as quickly as possible.<br />
<br />
'''Carrier Forms''' are also very damaging, although their movement has been nerfed from Halo: Combat Evolved. Also, they deploy fewer Infection Forms than before. A fast killing method is to make it fall down and stick it with a plasma grenade, but there's a small window of time for the stick.<br />
<br />
'''Combat Forms''' have melees with weird hitboxes, so sometimes they can gain the ability to assassinate you at absurd angles. Again, keep your distance. You should also destroy dead combat Forms so they won't be re-animated by Infection Forms, this is a key factor in Oracle lab fight and Sacred Icon end fight.<br />
<br />
===Other Enemies===<br />
'''Heretic Grunts''' almost always have Needlers. Their projectiles can easily hit you, even when you're behind cover, due to the large hitboxes.<br />
<br />
'''Fuel Rod Grunts''' can hit you through thin walls, again due to the hitboxes. Fuel rod rounds from enemies will also curve towards the player, though this is mainly only an issue during the final gondola ride on Regret. While there is no longer a kill switch on their weapons like in CE, it is common for them to sometimes shoot their fuel rod once they die. This can be fatal when killing them at close range.<br />
<br />
'''Jackal Snipers''' are very strong on Legendary. They can easily snipe you out of your seat when driving a Ghost or Hog. They do not miss very often.<br />
<br />
Most '''Brutes''' can tear through shields in an instant with their weapons. Best to keep your distance. Having a sword or brute shot can make a huge difference in close encounters. Stick them when you can, especially when they berserk. Dual-wielding Needlers is also efficient though rarely used.<br />
<br />
On Legendary, any encounter with a shotgun wielding enemy has an extremely high chance to prove fatal, they have extraordinary range with their shots.</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_2&diff=22102Halo 22018-06-07T21:04:54Z<p>Paradoxxic: butterflying edit</p>
<hr />
<div>'''Halo 2''' is one of the more technical speedruns in the series. With the discovery of glitches such as sword flying and sword canceling, movement in Halo 2 is much faster compared to other Halo titles. Glitches can also work against you however, as there are several run-killing glitches that can occur.<br />
<br />
Legendary is an absolutely brutal category. It is highly recommended that you become familiar with both the speedrunning tricks and the main route, as well as having a general knowledge of the game, before attempting to run Legendary.<br />
<br />
Halo 2 has multiple versions including the original Halo 2 (2004, Xbox), Halo 2 vista (2004, PC), and Halo 2 re-released as part of the Master Chief Collection (MCC) (2014, Xbox One). Given the number of changes made in MCC and how different it is from the other two releases, it is considered a different game by the community and thus has its own separate leaderboard. <br />
<br />
The differences between original and Vista are noteworthy, but not significant enough for them to be classified as different games for the purposes of speedrunning. The faster version of the two is the original 2004 release for the Xbox. It is suggested you run this on version 1.0 on the Xbox 360 console, as this will allow swordflying and give you better overall performance compared to the Original Xbox console (if you are running patched, simply clear your consoles cache and it should revert to 1.0). Halo 2 Vista (the PC version) is slower due to sword flying being patched out, the addition of loading screens between levels, and a change in tickrate that affects the physics engine. <br />
<br />
It's also worth noting that there are some slight differences across languages. Since certain events in-game are scripted to happen at the end of character dialogue, faster dialogue completion allow dialogue dependent events to save time over the English version. The Japanese version is currently considered the fastest, though the timesave compared to English is only around five to ten seconds across the whole run, with the potential to be completely nullified as more skips are found.<br />
Halo Runs record page: http://www.haloruns.com/records?lb=200 (click the timestamps for video links) <br />
<br />
<br />
Looking for [[Halo_2_MCC|Halo 2 MCC]]?<br />
<br />
==Level Strategies==<br />
*[[The Armory]]<br />
*[[Cairo Station]]<br />
*[[Outskirts]]<br />
*[[Metropolis]]<br />
*[[The Arbiter]]<br />
*[[Oracle]]<br />
*[[Delta Halo]]<br />
*[[Regret]]<br />
*[[Sacred Icon]]<br />
*[[Quarantine Zone]]<br />
*[[Gravemind]]<br />
*[[Uprising]]<br />
*[[High Charity]]<br />
*[[The Great Journey]]<br />
<br />
==Movement Techniques==<br />
<br />
===Sword Flying===<br />
{{#Widget:YouTube|id=tj3Ls7-P2UM|right|caption=One handed sword flying demo, by MisterMonopoli.}}<br />
{{#Widget:YouTube|id=GNLvuECAfbY|right|caption=Two handed sword flying demo, by scurty. (old method)}}<br />
Sword flying lets you lunge towards enemies across long distances. Unlike the normal limit on the sword's lunge distance, sword flying allows you to cover vast distances at high speed.<br />
<br />
via scurty:<br />
: First off, you need to make sure you have two things: The Xbox Live update NOT installed and a sword with another weapon of your choice.<br />
: Sword flying is a simple three button combination that is quick to master because it has a rhythm to it. '''The button combination goes in this order: (Y) (X) (Right Trigger)''' The first two are hit in rapid succession (usually by the sliding of your thumb) while the third button is hit slower than the first two are spaced apart. Watch the video to hear how it sounds.<br />
: '''Your reticule must be red''' for this to work on your gun when you switch to your sword (by pressing Y). You also don't have to be zoomed if if you don't want to, although in most cases you will be zoomed in.<br />
Most people find it easier to sword fly with an Xbox 360 controller than with an Original Xbox controller. To sword fly with one hand, slide your thumb from Y to X, then press R. Alternatively, you can sword fly while clawing by rolling your index finger from Y to X, then pressing R with your middle finger. This allows you to aim while preparing to sword fly, but it can be very awkward or even uncomfortable to claw for a sword fly. It is highly recommended that you learn to sword fly one-handed. This will allow you to continue moving while preparing to do your sword fly.<br />
<br />
'''If an enemy is standing still, you will be able to swordfly over its head and past it.''' If the enemy moves horizontally by a substantial amount away from it's initial position, or if you are aiming too far to the left or right after executing the fly, the swordfly will abruptly stop at or above the enemy's original position.<br />
<br />
The Rocket Launcher is one of the most useful weapons to sword fly with because it has a large reticule, a 2x scope, and turns red at fairly long distances with minimal aiming and even without zooming in. The needler is nearly the same as the rocket in this regard, though you cannot zoom in for a sword fly with the needler.<br />
<br />
===Sword Canceling===<br />
<br />
Sword canceling is a movement technique. In its simplest form, sword canceling is the ability to "cancel" the effects of a sword lunge. If you press R to lunge, you can press X (Reload) to cancel the impact of the lunge any time before it hits.<br />
<br />
This can be utilized to travel long distances in tight quarters. To swordcancel past an enemy, press R+X+A simultaneously (Fire+Reload+Jump). R+X will perform the sword cancel, and jumping will make you rise in height as you lunge, thus letting you fly through the air.<br />
<br />
To swordcancel over an enemy's head, press A, then R+X+A simultaneously. The first jump gives you height to get over the enemy.<br />
<br />
===Butterflying===<br />
<br />
Butterflying is currently used in two levels in the speedrun and has a slightly different method for each. In it's purest form butterflying allows you to gain momentum upwards while underneath an enemy by melee-ing an enemy but canceling your melee before it connects (repeat ad-nauseam). You're going to want to start by learning the basic button combo method used for prison skip on Gravemind.<br />
<br />
To execute this trick, you simply switch between pressing A+B with your right hand and X with your left hand at a somewhat fast pace while looking upwards at the enemy above you. This allows you to jump and melee upwards at the same time without killing the enemy on top of your head.<br />
<br />
===Ghosting===<br />
Ghosting (also referred to as box humping) is relatively new to the speedrun, and is used several times throughout the speedrun. It works by walking back and forth into an object in order to displace your hit box and walk through walls. This is similar to superbounces, just a different dance. The main visual cue you have in order to tell you are displacing properly is when you see a slight screenshake after hitting the object or wall your are displacing off of. It isn't the end of the world if you miss a couple screenshakes here and there, but it is definitely something you should practice.<br />
<br />
One major issue with ghosting is that if you do not get enough screenshakes, you risk dying when in solid space as the game is programmed to kill the player if they find themselves out of bounds. To avoid dying, it is recommended you attempt to get at least 10-14 or more screenshakes for any given ghost apart from Hangar 2 skip. The first ghost in the game on Cairo station is a major skip and is also one of the easiest ghosts in the game, it has no enemies and is a perfect place to start learning.<br />
<br />
===Superbouncing===<br />
Superbouncing is a variation of a pressure launch. If the player model intersects with the geometry, the game will apply a large amount of force to try and push the player out. By going into auto-crouch, you can glitch the player model. Then when you jump on a polygon seam, you will intersect, and the game will push you out. Superbounces differ between PAL and NTSC, because different framerates means different intervals for collision detection.<br />
<br />
The only place superbouncing is useful is as a method to board the Scarab early in [[Metropolis]].<br />
<br />
===Melee Boost===<br />
<br />
Melee Boosting is similar to sword cancelling, however you can do it without a sword. The goal is to melee at an enemy, cancel the melee damage just like you would during a sword cancel and then keep your momentum and fly past the enemy. If you combine the melee and cancel with a jump timed well, you can get varying results. Elites are the easiest to melee boost off of because of their height.<br />
<br />
Button Combo: B-X and B-Y<br />
<br />
Keep your crosshair over the enemy so you fly past him (crouching helps a lot). It can be timed perfectly but it may be easier to spam the required buttons.<br />
<br />
===Ghost Wheelie/Quickturn===<br />
While boosting in a Ghost, hold A to lean back and raise the nose of the Ghost. This allows you to turn more sharply while boosting, though it will slightly slow down your Ghost. It also makes you prone to flipping, so be careful.<br />
<br />
Holding A can also be useful for getting enough air on certain jumps and grenade launches.<br />
<br />
==Combat Techniques==<br />
<br />
===Double Shot===<br />
<br />
By pressing Fire twice and then Reload (RRX), you can fire two Battle Rifle bursts in quick succession. The timing of X is around when the last bullet of the first burst is fired. After the doubleshot, the BR will reload itself, unless you perform another doubleshot.<br />
<br />
You can chain together doubleshots by tapping YY to switch away and back to the BR. With the right timing, you can double shot until the clip is empty - RRX YY RRX YY etc.<br />
<br />
===Double Grenade===<br />
Fire a plasma pistol overcharge. When the overheat bar is at halfway, quickly tap L twice. You should throw two grenades in quick succession. This is useful for some launches, such as the [[Delta Halo]] Ghost launch.<br />
<br />
You can also double nade with a beam rifle overheat, but the timing is different.<br />
<br />
===Double Melee===<br />
In addition to the BLB method from Halo CE, you can also do BXB or BYB to melee twice in quick succession. It's not as useful for speedrunning due to the low melee damage of Halo 2 1.0.<br />
<br />
===Quick Reload===<br />
After a certain point in the reload animation (usually after the clip is in the weapon), the weapon counts as reloaded. At this point, you can cancel the rest of the animation by pressing YY to quickly switch away and back to your main weapon. If you are only carrying one weapon, you can melee and hit X to cancel the melee. When using a scoped weapon, it can be faster to zoom out by pressing YY. You can press YY after a sword lunge as well.<br />
<br />
==Enemies==<br />
In Halo 2, there are some enemy types worth taking into consideration.<br />
<br />
===Elites===<br />
'''Jetpack Elites''' are usually dual-wielding Plasma Rifles. Generally, you want to home in on them with a plasma pistol overcharge or snipe them with a ranged weapon. Their shields are weaker than normal Elites, a sword lunge will do them in if you can close the distance and one body shot from a snipe followed by a couple battle rifle shots will also do the trick.<br />
<br />
'''Stealth Elites''' have the weakest shields of any Elite but this is compensated for by their fast shield recharge rate, which makes them extremely durable. Like all cloaked enemies, they do not turn the reticule red. In all instances upon spawning, they will be briefly uncloaked so you can get a sword fly off of them. You can force them to uncloak by shooting them. A sniper weapon has enough stunning power to keep them immobilized. Melee attacks are also a good way of de-camoing enemies, as well as stunning them. A sword lunge will either kill them or remove their shield completely. Getting them caught in a grenade explosion can expose them. It should also be noted that the stealth elites in the camo room on Regret have an absurd amount of health. The sword elite in that area does not share this trait.<br />
<br />
'''Ultra Elites''' are known for their raw firepower and the highest elite shielding in the game. They will usually enrage when you close the distance or stand behind them, which causes them to pull out their energy sword, this is a good opportunity for a backsmack or grenade stick. However, be very careful of dual-wielding Ultras. They are some of the most dangerous enemies in the game.<br />
<br />
'''Zealots''' are rare in Halo 2, and only appear in a few locations, such as Hangar B in [[Cairo Station]], the tunnels on [[Metropolis]], and the last enemy on [[Gravemind]]. They always spawn with swords but their shield isn't different from a blue Elite.<br />
<br />
===Flood===<br />
'''Infection Forms''' in Halo 2 do a lot of damage, especially against unshielded players. A good way to get rid of them is by using nades, sentinel beam, or your sword melee. Infection forms also avoid being nearby combat forms that are actively agrod to you, so they're not usually an issue during close quarters combat until the enemy dies. They can also glitch out and refuse to pop when they hit you. This wouldn't be a problem except for the fact that they do damage ''per frame'' - In short, they absolutely melt your shields and health, so it's advisable to keep your distance and take care of them as quickly as possible.<br />
<br />
'''Carrier Forms''' are also very damaging, although their movement has been nerfed from Halo: Combat Evolved. Also, they deploy fewer Infection Forms than before. A fast killing method is to make it fall down and stick it with a plasma grenade, but there's a small window of time for the stick.<br />
<br />
'''Combat Forms''' have melees with weird hitboxes, so sometimes they can gain the ability to assassinate you at absurd angles. Again, keep your distance. You should also destroy dead combat Forms so they won't be re-animated by Infection Forms, this is a key factor in Oracle lab fight and Sacred Icon end fight.<br />
<br />
===Other Enemies===<br />
'''Heretic Grunts''' almost always have Needlers. Their projectiles can easily hit you, even when you're behind cover, due to the large hitboxes.<br />
<br />
'''Fuel Rod Grunts''' can hit you through thin walls, again due to the hitboxes. Fuel rod rounds from enemies will also curve towards the player, though this is mainly only an issue during the final gondola ride on Regret. While there is no longer a kill switch on their weapons like in CE, it is common for them to sometimes shoot their fuel rod once they die. This can be fatal when killing them at close range.<br />
<br />
'''Jackal Snipers''' are very strong on Legendary. They can easily snipe you out of your seat when driving a Ghost or Hog. They do not miss very often.<br />
<br />
Most '''Brutes''' can tear through shields in an instant with their weapons. Best to keep your distance. Having a sword or brute shot can make a huge difference in close encounters. Stick them when you can, especially when they berserk. Dual-wielding Needlers is also efficient though rarely used.<br />
<br />
On Legendary, any encounter with a shotgun wielding enemy has an extremely high chance to prove fatal, they have extraordinary range with their shots.</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_2&diff=22100Halo 22018-06-07T17:13:10Z<p>Paradoxxic: grammar</p>
<hr />
<div>'''Halo 2''' is one of the more technical speedruns in the series. With the discovery of glitches such as sword flying and sword canceling, movement in Halo 2 is much faster compared to other Halo titles. Glitches can also work against you however, as there are several run-killing glitches that can occur.<br />
<br />
Legendary is an absolutely brutal category. It is highly recommended that you become familiar with both the speedrunning tricks and the main route, as well as having a general knowledge of the game, before attempting to run Legendary.<br />
<br />
Halo 2 has multiple versions including the original Halo 2 (2004, Xbox), Halo 2 vista (2004, PC), and Halo 2 re-released as part of the Master Chief Collection (MCC) (2014, Xbox One). Given the number of changes made in MCC and how different it is from the other two releases, it is considered a different game by the community and thus has its own separate leaderboard. <br />
<br />
The differences between original and Vista are noteworthy, but not significant enough for them to be classified as different games for the purposes of speedrunning. The faster version of the two is the original 2004 release for the Xbox. It is suggested you run this on version 1.0 on the Xbox 360 console, as this will allow swordflying and give you better overall performance compared to the Original Xbox console (if you are running patched, simply clear your consoles cache and it should revert to 1.0). Halo 2 Vista (the PC version) is slower due to sword flying being patched out, the addition of loading screens between levels, and a slightly modified physics engine. <br />
<br />
It's also worth noting that there are some slight differences across languages. Since certain events in-game are scripted to happen at the end of character dialogue, faster dialogue completion allow dialogue dependent events to save time over the English version. The Japanese version is currently considered the fastest, though the timesave compared to English is only around five to ten seconds across the whole run, with the potential to be completely nullified as more skips are found.<br />
Halo Runs record page: http://www.haloruns.com/records?lb=200 (click the timestamps for video links) <br />
<br />
<br />
Looking for [[Halo_2_MCC|Halo 2 MCC]]?<br />
<br />
==Level Strategies==<br />
*[[The Armory]]<br />
*[[Cairo Station]]<br />
*[[Outskirts]]<br />
*[[Metropolis]]<br />
*[[The Arbiter]]<br />
*[[Oracle]]<br />
*[[Delta Halo]]<br />
*[[Regret]]<br />
*[[Sacred Icon]]<br />
*[[Quarantine Zone]]<br />
*[[Gravemind]]<br />
*[[Uprising]]<br />
*[[High Charity]]<br />
*[[The Great Journey]]<br />
<br />
==Movement Techniques==<br />
<br />
===Sword Flying===<br />
{{#Widget:YouTube|id=tj3Ls7-P2UM|right|caption=One handed sword flying demo, by MisterMonopoli.}}<br />
{{#Widget:YouTube|id=GNLvuECAfbY|right|caption=Two handed sword flying demo, by scurty. (old method)}}<br />
Sword flying lets you lunge towards enemies across long distances. Unlike the normal limit on the sword's lunge distance, sword flying allows you to cover vast distances at high speed.<br />
<br />
via scurty:<br />
: First off, you need to make sure you have two things: The Xbox Live update NOT installed and a sword with another weapon of your choice.<br />
: Sword flying is a simple three button combination that is quick to master because it has a rhythm to it. '''The button combination goes in this order: (Y) (X) (Right Trigger)''' The first two are hit in rapid succession (usually by the sliding of your thumb) while the third button is hit slower than the first two are spaced apart. Watch the video to hear how it sounds.<br />
: '''Your reticule must be red''' for this to work on your gun when you switch to your sword (by pressing Y). You also don't have to be zoomed if if you don't want to, although in most cases you will be zoomed in.<br />
Most people find it easier to sword fly with an Xbox 360 controller than with an Original Xbox controller. To sword fly with one hand, slide your thumb from Y to X, then press R. Alternatively, you can sword fly while clawing by rolling your index finger from Y to X, then pressing R with your middle finger. This allows you to aim while preparing to sword fly, but it can be very awkward or even uncomfortable to claw for a sword fly. It is highly recommended that you learn to sword fly one-handed. This will allow you to continue moving while preparing to do your sword fly.<br />
<br />
'''If an enemy is standing still, you will be able to swordfly over its head and past it.''' If the enemy moves horizontally by a substantial amount away from it's initial position, or if you are aiming too far to the left or right after executing the fly, the swordfly will abruptly stop at or above the enemy's original position.<br />
<br />
The Rocket Launcher is one of the most useful weapons to sword fly with because it has a large reticule, a 2x scope, and turns red at fairly long distances with minimal aiming and even without zooming in. The needler is nearly the same as the rocket in this regard, though you cannot zoom in for a sword fly with the needler.<br />
<br />
===Sword Canceling===<br />
<br />
Sword canceling is a movement technique. In its simplest form, sword canceling is the ability to "cancel" the effects of a sword lunge. If you press R to lunge, you can press X (Reload) to cancel the impact of the lunge any time before it hits.<br />
<br />
This can be utilized to travel long distances in tight quarters. To swordcancel past an enemy, press R+X+A simultaneously (Fire+Reload+Jump). R+X will perform the sword cancel, and jumping will make you rise in height as you lunge, thus letting you fly through the air.<br />
<br />
To swordcancel over an enemy's head, press A, then R+X+A simultaneously. The first jump gives you height to get over the enemy.<br />
<br />
===Butterflying===<br />
<br />
Butterflying is currently used in two levels in the speedrun and has different methods for either one. In it's simplest form it allows you to gain momentum upwards while underneath an enemy by using button combos. You're going to want to know the basic button combo method, as it is used in prison skip.<br />
<br />
To execute this trick, you simply switch between pressing A+B with your right hand and X with your left hand at a somewhat fast pace while looking upwards at the enemy above you. This allows you to jump and melee upwards at the same time without killing the enemy on top of your head.<br />
<br />
===Ghosting===<br />
Ghosting (also referred to as box humping) is relatively new to the speedrun, and is used several times throughout the speedrun. It works by walking back and forth into an object in order to displace your hit box and walk through walls. This is similar to superbounces, just a different dance. The main visual cue you have in order to tell you are displacing properly is when you see a slight screenshake after hitting the object or wall your are displacing off of. It isn't the end of the world if you miss a couple screenshakes here and there, but it is definitely something you should practice.<br />
<br />
One major issue with ghosting is that if you do not get enough screenshakes, you risk dying when in solid space as the game is programmed to kill the player if they find themselves out of bounds. To avoid dying, it is recommended you attempt to get at least 10-14 or more screenshakes for any given ghost apart from Hangar 2 skip. The first ghost in the game on Cairo station is a major skip and is also one of the easiest ghosts in the game, it has no enemies and is a perfect place to start learning.<br />
<br />
===Superbouncing===<br />
Superbouncing is a variation of a pressure launch. If the player model intersects with the geometry, the game will apply a large amount of force to try and push the player out. By going into auto-crouch, you can glitch the player model. Then when you jump on a polygon seam, you will intersect, and the game will push you out. Superbounces differ between PAL and NTSC, because different framerates means different intervals for collision detection.<br />
<br />
The only place superbouncing is useful is as a method to board the Scarab early in [[Metropolis]].<br />
<br />
===Melee Boost===<br />
<br />
Melee Boosting is similar to sword cancelling, however you can do it without a sword. The goal is to melee at an enemy, cancel the melee damage just like you would during a sword cancel and then keep your momentum and fly past the enemy. If you combine the melee and cancel with a jump timed well, you can get varying results. Elites are the easiest to melee boost off of because of their height.<br />
<br />
Button Combo: B-X and B-Y<br />
<br />
Keep your crosshair over the enemy so you fly past him (crouching helps a lot). It can be timed perfectly but it may be easier to spam the required buttons.<br />
<br />
===Ghost Wheelie/Quickturn===<br />
While boosting in a Ghost, hold A to lean back and raise the nose of the Ghost. This allows you to turn more sharply while boosting, though it will slightly slow down your Ghost. It also makes you prone to flipping, so be careful.<br />
<br />
Holding A can also be useful for getting enough air on certain jumps and grenade launches.<br />
<br />
==Combat Techniques==<br />
<br />
===Double Shot===<br />
<br />
By pressing Fire twice and then Reload (RRX), you can fire two Battle Rifle bursts in quick succession. The timing of X is around when the last bullet of the first burst is fired. After the doubleshot, the BR will reload itself, unless you perform another doubleshot.<br />
<br />
You can chain together doubleshots by tapping YY to switch away and back to the BR. With the right timing, you can double shot until the clip is empty - RRX YY RRX YY etc.<br />
<br />
===Double Grenade===<br />
Fire a plasma pistol overcharge. When the overheat bar is at halfway, quickly tap L twice. You should throw two grenades in quick succession. This is useful for some launches, such as the [[Delta Halo]] Ghost launch.<br />
<br />
You can also double nade with a beam rifle overheat, but the timing is different.<br />
<br />
===Double Melee===<br />
In addition to the BLB method from Halo CE, you can also do BXB or BYB to melee twice in quick succession. It's not as useful for speedrunning due to the low melee damage of Halo 2 1.0.<br />
<br />
===Quick Reload===<br />
After a certain point in the reload animation (usually after the clip is in the weapon), the weapon counts as reloaded. At this point, you can cancel the rest of the animation by pressing YY to quickly switch away and back to your main weapon. If you are only carrying one weapon, you can melee and hit X to cancel the melee. When using a scoped weapon, it can be faster to zoom out by pressing YY. You can press YY after a sword lunge as well.<br />
<br />
==Enemies==<br />
In Halo 2, there are some enemy types worth taking into consideration.<br />
<br />
===Elites===<br />
'''Jetpack Elites''' are usually dual-wielding Plasma Rifles. Generally, you want to home in on them with a plasma pistol overcharge or snipe them with a ranged weapon. Their shields are weaker than normal Elites, a sword lunge will do them in if you can close the distance and one body shot from a snipe followed by a couple battle rifle shots will also do the trick.<br />
<br />
'''Stealth Elites''' have the weakest shields of any Elite but this is compensated for by their fast shield recharge rate, which makes them extremely durable. Like all cloaked enemies, they do not turn the reticule red. In all instances upon spawning, they will be briefly uncloaked so you can get a sword fly off of them. You can force them to uncloak by shooting them. A sniper weapon has enough stunning power to keep them immobilized. Melee attacks are also a good way of de-camoing enemies, as well as stunning them. A sword lunge will either kill them or remove their shield completely. Getting them caught in a grenade explosion can expose them. It should also be noted that the stealth elites in the camo room on Regret have an absurd amount of health. The sword elite in that area does not share this trait.<br />
<br />
'''Ultra Elites''' are known for their raw firepower and the highest elite shielding in the game. They will usually enrage when you close the distance or stand behind them, which causes them to pull out their energy sword, this is a good opportunity for a backsmack or grenade stick. However, be very careful of dual-wielding Ultras. They are some of the most dangerous enemies in the game.<br />
<br />
'''Zealots''' are rare in Halo 2, and only appear in a few locations, such as Hangar B in [[Cairo Station]], the tunnels on [[Metropolis]], and the last enemy on [[Gravemind]]. They always spawn with swords but their shield isn't different from a blue Elite.<br />
<br />
===Flood===<br />
'''Infection Forms''' in Halo 2 do a lot of damage, especially against unshielded players. A good way to get rid of them is by using nades, sentinel beam, or your sword melee. Infection forms also avoid being nearby combat forms that are actively agrod to you, so they're not usually an issue during close quarters combat until the enemy dies. They can also glitch out and refuse to pop when they hit you. This wouldn't be a problem except for the fact that they do damage ''per frame'' - In short, they absolutely melt your shields and health, so it's advisable to keep your distance and take care of them as quickly as possible.<br />
<br />
'''Carrier Forms''' are also very damaging, although their movement has been nerfed from Halo: Combat Evolved. Also, they deploy fewer Infection Forms than before. A fast killing method is to make it fall down and stick it with a plasma grenade, but there's a small window of time for the stick.<br />
<br />
'''Combat Forms''' have melees with weird hitboxes, so sometimes they can gain the ability to assassinate you at absurd angles. Again, keep your distance. You should also destroy dead combat Forms so they won't be re-animated by Infection Forms, this is a key factor in Oracle lab fight and Sacred Icon end fight.<br />
<br />
===Other Enemies===<br />
'''Heretic Grunts''' almost always have Needlers. Their projectiles can easily hit you, even when you're behind cover, due to the large hitboxes.<br />
<br />
'''Fuel Rod Grunts''' can hit you through thin walls, again due to the hitboxes. Fuel rod rounds from enemies will also curve towards the player, though this is mainly only an issue during the final gondola ride on Regret. While there is no longer a kill switch on their weapons like in CE, it is common for them to sometimes shoot their fuel rod once they die. This can be fatal when killing them at close range.<br />
<br />
'''Jackal Snipers''' are very strong on Legendary. They can easily snipe you out of your seat when driving a Ghost or Hog. They do not miss very often.<br />
<br />
Most '''Brutes''' can tear through shields in an instant with their weapons. Best to keep your distance. Having a sword or brute shot can make a huge difference in close encounters. Stick them when you can, especially when they berserk. Dual-wielding Needlers is also efficient though rarely used.<br />
<br />
On Legendary, any encounter with a shotgun wielding enemy has an extremely high chance to prove fatal, they have extraordinary range with their shots.</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_3&diff=22093Halo 32018-06-06T16:07:21Z<p>Paradoxxic: Updating DC launching techniques</p>
<hr />
<div>Halo 3 is a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty. All joking aside, Halo 3 is the third installment of the Halo franchise. The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST. Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games. <br />
<br />
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times. Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.<br />
<br />
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) <br />
<br />
Some levels have video tutorials for legendary difficulty. If a level has a video tutorial it will be linked at the top of each Individual level's page. To see some fullgame runs with commentary, check out [https://youtu.be/9D4GaxWWmXE Dark's 2015 ESA run] or [https://youtu.be/8E0a81hfds0 The BlazeJp's SDGQ run]. Both are good starting points for those looking at tackling the game on Legendary.<br />
<br />
==Version Differences==<br />
Halo 3 (H3) originally released on the Xbox 360, this version of H3 is referred to as the Original Game (OG). Halo 3 released as part of the Master Chief Collection is commonly referred to as H3 MCC. There are small differences between the two that are a result of frame rate differences, as well as potentially hardware. Enemies on MCC are more aggressive and notice you more quickly, making legendary more difficult on MCC than on OG. However, momentum is more easily conserved through gravemind and cortana moments on MCC, which makes some skips easier. Animation sequences are also slightly faster on MCC, so the drones on crow's nest come out of their pipe faster on MCC than on OG (for example). <br />
<br />
==Level Strategies==<br />
*[[Sierra 117]]<br />
*[[Crow's Nest]]<br />
*[[Tsavo Highway]]<br />
*[[The Storm]]<br />
*[[Floodgate]]<br />
*[[The Ark]]<br />
*[[The Covenant]]<br />
*[[Cortana]]<br />
*[[Halo (Halo 3)]]<br />
<br />
==Movement Techniques==<br />
<br />
===Grenade Jumping===<br />
Similar to many other FPS games, you can use the acceleration from a grenade explosion to jump higher or farther. Throw the grenade at your feet and time your jump so that you jump just before the grenade explodes.<br />
<br />
===Brute Shot/Fuel Rod jumping===<br />
Like grenade jumping, Brute shots and fuel rod guns can be used to accelerate jumps due to their explosive rounds. The idea behind the jumps is the same as grenade jumping; jump just before the explosion occurs.<br />
<br />
===Slide Jumping===<br />
With the Newtonian physics engine in Halo 3, extra horizontal speed can be obtained by jumping upon landing on a sloped surface. By jumping immediately after landing on a sloped surface, the physics engine will convert the player's downward velocity into horizontal velocity. The effect is most pronounced if the player crouches in mid-air, then uncrouches at the same time they jump off the sloped surface.<br />
<br />
{{#widget:Snippet|file={{filepath:SleeplessSpecial.mp4}}|thumbnail|left|caption=Cone launch using a plasma grenade and brute shot combined}}<br />
===Cone Launching===<br />
When an object hits you with some velocity in Halo 3, that object will collide elastically with you and transfer some of its kinetic energy over to you. Heavy objects usually end up killing you, but lighter objects like barrels or cones will give you boosts without splattering you. To perform a cone launch, simply place a grenade (or shoot a rocket or brute shot) on one side of the cone and stand on the opposite side so the cone will hit you. It helps to already be in the air when the cone hits you for maximum velocity.<br />
<br />
===Hammer Launching===<br />
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer. Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time. Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles. To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer. Different objects require different positions in relation to the object. A tutorial on how positioning affects the launch can be found here: [https://youtu.be/Ui86YImm4nA Hammer Launching Nuances]<br />
<br />
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.<br />
<br />
{{#widget:Snippet|file={{filepath:Butterfly.mp4}}|thumbnail|left|caption=A player Butterflying to "ride" a Drone.}}<br />
===Butterflying===<br />
Butterflying is an exploitation of the melee and reload mechanics. When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy. At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload. Manual reloads can happen if the player has a partially filled clip with ammo reserves left.<br />
<br />
<br />
<br />
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round. Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly. The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.<br />
<br />
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around. However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level. Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.<br />
<br />
===Deployable Cover (DC) Launching===<br />
{{#Widget:YouTube|id=hqzDk5dUHMQ|right|caption=DC Launching tutorial.}}<br />
Deployable Cover Launching (DC Launching for short) is a glitch where the player forces himself into the geometry of a Deployable Cover. Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects every frame, which builds up a force vector. If the force vector gets large enough without overflowing and you then move out to the edge of the hitbox intersection, you will have that force vector applied to you and can travel huge distances in short amounts of time. When a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds. DC launches can be performed forwards, backwards, vertically, and sideways, with each kind of launch having its own advantages and disadvantages. Because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing. To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.<br />
<br />
On MCC, it is possible to clip through walls with the DC Launch. To do so, perform a full strength DC Launch very close to a wall. Once the launch is performed, the player will launch past the wall before the game can perform a collision check, essentially going through it. <br />
<br />
<br />
Here are different methods of doing the DC Launch:<br />
<br />
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.<br />
<br />
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward<br />
<br />
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice<br />
<br />
===Equipment Jumping===<br />
{{#Widget:YouTube|id=PgVhMRvxJnw|right|caption=An example of Equipment Jumping at 3:35.}}<br />
Equipment Jumping allows you to get a "double jump" and gain extra height/distance.<br />
<br />
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.<br />
<br />
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].<br />
<br />
==Enemies==<br />
<br />
Disclaimer: The descriptions for these enemies are written for Legendary runners. Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.<br />
<br />
===Brutes===<br />
Brutes are the one of the main enemies encountered in Halo 3. They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields. However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.<br />
<br />
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield. Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover. Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second. <br />
<br />
There are many ranks of Brutes, but most of them are similar. Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively. Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches. The other two ranks of Brute Infantry usually drop Bubble Shields when killed.<br />
<br />
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively. They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields. Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields. The Noob Combo or Sniper weapons are recommended for dispatching Captains. There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains. However, they have weaker shields and Pale Blue armor.<br />
<br />
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively. Chieftains will always have a Gravity Hammer and either a Flare or Invincibility. They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots. War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain. They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.<br />
<br />
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities. Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields. In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles. They have weak shields and have a visible ripple while moving. Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.<br />
<br />
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]<br />
<br />
===Grunts===<br />
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player. While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels. Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.<br />
<br />
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless. However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands. Should they do this, it is strongly recommended to take them out quickly before they get too close. <br />
<br />
While they are adept at a support role, Grunts are still weak compared to other enemies. Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them. Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage. When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.<br />
<br />
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy. They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them. Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor. Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors. Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.<br />
<br />
===Jackals===<br />
Jackals are one of the most annoying enemies to deal with in Halo 3. They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.<br />
<br />
Jackals come in 3 ranks: Minor, Major, and Marksmen. Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand. While the shield is very robust, there is a gap on in the shield that reveals their left hand. Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot. Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.<br />
<br />
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol. Often, they are positioned in high areas where they can gun down the player, and they are very dangerous. Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits. However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.<br />
<br />
===Hunters===<br />
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun. There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant. The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank. The pair of Hunters on The Covenant are almost always ignored.<br />
<br />
However, despite their rarity, they are very dangerous. Hunters are beefy walking tanks with dangerous attacks. They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks. The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit. In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.<br />
<br />
===Drones===<br />
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones. However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons.. However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.<br />
<br />
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons. On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe. On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.<br />
<br />
===Flood Combat Forms===<br />
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear. They come in 3 variants: Human, Brute, and Elite. Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.<br />
<br />
Human and Brute variants are very similar; they have no shields and are quite fragile. One melee or headshot will kill them easily. Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust. It takes a significant amount of ammunition in order to break their shields. Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot. However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.<br />
<br />
===Flood Carrier Forms===<br />
Flood Carrier forms are slow and pose no threat from ranged. Their only attack is to walk up to the player, drop dead, and explode. Doing so will release a swarm of Infection Forms. If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.<br />
<br />
Carrier Forms are very weak. They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively. However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.<br />
<br />
There are several ways to kill a Carrier Form without having it spawn more Infection Forms. Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns. Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect. The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.<br />
<br />
===Flood Pure Form (Stalker)===<br />
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form. Sometimes, they will run towards the player and then mutate into a Flood Tank Form. They often do not participate in combat, but they do have melee attacks. Their melee attack is strong enough to deplete the player's shields, but they rarely attack. Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.<br />
<br />
===Flood Pure Form (Ranged)===<br />
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana. They often stick themselves onto walls, out of melee range while sending barrages of Carbine-like projectiles. Unfortunately, they are very resilient to mid-range weapons like the Battle Rifle and Carbine, making them very hard to kill, especially when they cover their weak spot. Like Carbine-wielding Jackals, they are capable of killing the player with a headshot if the player's shields are depleted.<br />
<br />
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks. If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades. If grenades are not available, the Needler is the next best alternative as a single Supercombine will kill them regardless of their pose.<br />
<br />
===Flood Pure Form (Tank)===<br />
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks. They are beefy, and they have powerful melee attacks. Caution should be advised when engaging in melee combat as they can kill the player with one single swipe. Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.<br />
<br />
Dealing with them is not too difficult. Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them. Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe. Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons. The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit. However, all other weapons tend to not fare well.<br />
<br />
==Shields And Health==<br />
* Note that the exact values given below are taken from the Multiplayer portion of Halo 3. It is not known if the values differ in campaign.<br />
<br />
You have two kinds of hitpoints in Halo 3; Shield points (sp) which are kept track of via the shield meter at the top of the HUD, and Body points (bp) which are invisible to the player. You have 70 shield points and they will begin recharging at 40 pts/second after not taking damage for 5 seconds. You have 45 body points and they begin recharging at 9 pts/second after not taking damage for 10 seconds. If you take ANY damage while either shield points or body points are recharging, BOTH will stop recharging and you must wait 5 and 10 seconds again for shield and body points to begin recharging again respectively. <br />
<br />
==Weapons and Equipment==<br />
The information on weapon damage and reload times given here was taken from an archived Bungie.net post. These times will be verified and updated as more information becomes available.<br />
<br />
sp = Shield Points<br />
bp = Body points<br />
<br />
===Weapon Damage per Hit ordered from most damage to least damage===<br />
* Spartan Laser: 284.0 dmg (This value is for the full length of the laser shot. At roughly 22 dmg/frame for 13 frames.)<br />
* Gravity Hammer: 230.0 dmg<br />
* Rocket Launcher: 220.0 dmg<br />
* Energy Sword: 150.0 dmg<br />
* Shotgun: 150.0 dmg<br />
* Missile Pod: 126.0 dmg<br />
* Mauler: 107.0 dmg<br />
* Beam Rifle: 80.0 dmg<br />
* Sniper Rifle: 80.0 dmg<br />
* Brute Shot: 38.0 dmg<br />
* Battle Rifle: 18.0 dmg/burst (6.0 dmg/bullet)<br />
* Machine Gun Turret: 15.0 dmg<br />
* Magnum: 15.0 dmg<br />
* Plasma Rifle: 14.5 dmg(sp) & 3.5 dmg(bp)<br />
* Carbine: 10.0 dmg<br />
* Plasma Pistol: 10.0 dmg(sp) & 2.4 dmg(bp) (charged-shot deals ∞ dmg(sp) and 0 dmg(bp))<br />
* Spiker: 9.0 dmg<br />
* Assault Rifle: 7.5 dmg<br />
* Needler: 5.0 dmg (after 8 needles embed themselves they deal 225 dmg explosively)<br />
* SMG: 4.8 dmg<br />
<br />
* Massive Melee; Brute Shot, (Sentinel Beam): 90 dmg<br />
* Heavy Melee; Rockets, Laser, Hammer, (Fuel Rod): 80 dmg<br />
* Strong Melee; Spiker, Mauler:72 dmg<br />
* Normal Melee: 70 dmg<br />
<br />
Note - while Bungie has never stated that any weapon's melee does more than 72 damage, conclusive tests seem to prove otherwise.<br />
<br />
===Reload/Cooldown times (approximate values) ordered from longest to shortest===<br />
* Rockets 4.3 s<br />
* Brute Shot 3 s<br />
* Beam Rifle 2.9 s<br />
* Plasma Rifle 2.6 s<br />
* Sniper Rifle 2.6 s<br />
* Spartan Laser 2.4 s<br />
* Carbine 2.4 s<br />
* Mauler 2.4 s<br />
* Plasma Pistol 2.1 s<br />
* Battle Rifle 2 s<br />
* Magnum 1.9 s<br />
* Assault Rifle 1.8 s<br />
* Spiker 1.6 s<br />
* SMG 1.4 s<br />
* Needler 1.1 s<br />
<br />
* Shotgun 2/4.5** s<br />
<br />
==Training for Legendary==<br />
Part of being good at legendary revolves around being good at combat and dealing with unexpected scenarios. the best way to improve your combat is to play through the levels on Legendary with all skulls on except Black eye, Iron, Catch, Cowbell, and Blind. This forces you to increase your accuracy and get better at dodging. Removing the aforementioned skulls keeps AI behaviour similar to a regular Legendary run, and allows you to keep regular shields as well as to retry sections from the last checkpoint when you die.<br />
<br />
The secret to going fast on Legendary is to never miss a headshot. Ever. Try playing through the sniper forest section of Sierra 117 and hitting every jackal with a headshot first try, and don't stop moving forwards. Once you can do that consistently you will find your headshot abilities have drastically increased.</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_3&diff=22059Halo 32018-01-21T00:28:33Z<p>Paradoxxic: edits</p>
<hr />
<div>Halo 3 is a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty. All joking aside, Halo 3 is the third installment of the Halo franchise. The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST. Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games. <br />
<br />
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times. Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.<br />
<br />
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) <br />
<br />
Some levels have video tutorials for legendary difficulty. If a level has a video tutorial it will be linked at the top of each Individual level's page. To see some fullgame runs with commentary, check out [https://youtu.be/9D4GaxWWmXE Dark's 2015 ESA run] or [https://youtu.be/8E0a81hfds0 The BlazeJp's SDGQ run]. Both are good starting points for those looking at tackling the game on Legendary.<br />
<br />
==Version Differences==<br />
Halo 3 (H3) originally released on the Xbox 360, this version of H3 is referred to as the Original Game (OG). Halo 3 released as part of the Master Chief Collection is commonly referred to as H3 MCC. There are small differences between the two that are a result of frame rate differences, as well as potentially hardware. Enemies on MCC are more aggressive and notice you more quickly, making legendary more difficult on MCC than on OG. However, momentum is more easily conserved through gravemind and cortana moments on MCC, which makes some skips easier. Animation sequences are also slightly faster on MCC, so the drones on crow's nest come out of their pipe faster on MCC than on OG (for example). <br />
<br />
==Level Strategies==<br />
*[[Sierra 117]]<br />
*[[Crow's Nest]]<br />
*[[Tsavo Highway]]<br />
*[[The Storm]]<br />
*[[Floodgate]]<br />
*[[The Ark]]<br />
*[[The Covenant]]<br />
*[[Cortana]]<br />
*[[Halo (Halo 3)]]<br />
<br />
==Movement Techniques==<br />
<br />
===Grenade Jumping===<br />
Similar to many other FPS games, you can use the acceleration from a grenade explosion to jump higher or farther. Throw the grenade at your feet and time your jump so that you jump just before the grenade explodes.<br />
<br />
===Brute Shot/Fuel Rod jumping===<br />
Like grenade jumping, Brute shots and fuel rod guns can be used to accelerate jumps due to their explosive rounds. The idea behind the jumps is the same as grenade jumping; jump just before the explosion occurs.<br />
<br />
===Slide Jumping===<br />
With the Newtonian physics engine in Halo 3, extra horizontal speed can be obtained by jumping upon landing on a sloped surface. By jumping immediately after landing on a sloped surface, the physics engine will convert the player's downward velocity into horizontal velocity. The effect is most pronounced if the player crouches in mid-air, then uncrouches at the same time they jump off the sloped surface.<br />
<br />
{{#widget:Snippet|file={{filepath:SleeplessSpecial.mp4}}|thumbnail|left|caption=Cone launch using a plasma grenade and brute shot combined}}<br />
===Cone Launching===<br />
When an object hits you with some velocity in Halo 3, that object will collide elastically with you and transfer some of its kinetic energy over to you. Heavy objects usually end up killing you, but lighter objects like barrels or cones will give you boosts without splattering you. To perform a cone launch, simply place a grenade (or shoot a rocket or brute shot) on one side of the cone and stand on the opposite side so the cone will hit you. It helps to already be in the air when the cone hits you for maximum velocity.<br />
<br />
===Hammer Launching===<br />
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer. Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time. Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles. To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer. Different objects require different positions in relation to the object. A tutorial on how positioning affects the launch can be found here: [https://youtu.be/Ui86YImm4nA Hammer Launching Nuances]<br />
<br />
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.<br />
<br />
{{#widget:Snippet|file={{filepath:Butterfly.mp4}}|thumbnail|left|caption=A player Butterflying to "ride" a Drone.}}<br />
===Butterflying===<br />
Butterflying is an exploitation of the melee and reload mechanics. When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy. At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload. Manual reloads can happen if the player has a partially filled clip with ammo reserves left.<br />
<br />
<br />
<br />
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round. Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly. The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.<br />
<br />
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around. However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level. Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.<br />
<br />
===Deployable Cover (DC) Launching===<br />
{{#Widget:YouTube|id=hqzDk5dUHMQ|right|caption=DC Launching tutorial.}}<br />
Deployable Cover Launching, or DC Launching for short, is a glitch where the player forces himself into the geometry of a Deployable Cover. Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects, and this sometimes results in objects launching away from each other at very high speeds. Having said this, the DC Launch exploits this mechanic; when a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds. Doing this allows players to cover large distances in little time. However, because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing. To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.<br />
<br />
On MCC, it is possible to clip through walls with the DC Launch. To do so, perform the DC Launch very close to a wall. Once the launch is performed, the player will launch past the wall, essentially going through it.<br />
<br />
Here are different methods of doing the DC Launch:<br />
<br />
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.<br />
<br />
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward<br />
<br />
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice<br />
<br />
<br />
===Equipment Jumping===<br />
{{#Widget:YouTube|id=PgVhMRvxJnw|right|caption=An example of Equipment Jumping at 3:35.}}<br />
Equipment Jumping allows you to get a "double jump" and gain extra height/distance.<br />
<br />
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.<br />
<br />
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].<br />
<br />
==Enemies==<br />
<br />
Disclaimer: The descriptions for these enemies are written for Legendary runners. Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.<br />
<br />
===Brutes===<br />
Brutes are the one of the main enemies encountered in Halo 3. They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields. However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.<br />
<br />
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield. Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover. Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second. <br />
<br />
There are many ranks of Brutes, but most of them are similar. Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively. Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches. The other two ranks of Brute Infantry usually drop Bubble Shields when killed.<br />
<br />
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively. They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields. Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields. The Noob Combo or Sniper weapons are recommended for dispatching Captains. There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains. However, they have weaker shields and Pale Blue armor.<br />
<br />
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively. Chieftains will always have a Gravity Hammer and either a Flare or Invincibility. They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots. War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain. They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.<br />
<br />
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities. Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields. In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles. They have weak shields and have a visible ripple while moving. Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.<br />
<br />
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]<br />
<br />
===Grunts===<br />
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player. While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels. Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.<br />
<br />
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless. However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands. Should they do this, it is strongly recommended to take them out quickly before they get too close. <br />
<br />
While they are adept at a support role, Grunts are still weak compared to other enemies. Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them. Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage. When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.<br />
<br />
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy. They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them. Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor. Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors. Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.<br />
<br />
===Jackals===<br />
Jackals are one of the most annoying enemies to deal with in Halo 3. They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.<br />
<br />
Jackals come in 3 ranks: Minor, Major, and Marksmen. Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand. While the shield is very robust, there is a gap on in the shield that reveals their left hand. Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot. Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.<br />
<br />
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol. Often, they are positioned in high areas where they can gun down the player, and they are very dangerous. Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits. However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.<br />
<br />
===Hunters===<br />
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun. There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant. The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank. The pair of Hunters on The Covenant are almost always ignored.<br />
<br />
However, despite their rarity, they are very dangerous. Hunters are beefy walking tanks with dangerous attacks. They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks. The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit. In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.<br />
<br />
===Drones===<br />
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones. However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons.. However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.<br />
<br />
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons. On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe. On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.<br />
<br />
===Flood Combat Forms===<br />
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear. They come in 3 variants: Human, Brute, and Elite. Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.<br />
<br />
Human and Brute variants are very similar; they have no shields and are quite fragile. One melee or headshot will kill them easily. Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust. It takes a significant amount of ammunition in order to break their shields. Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot. However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.<br />
<br />
===Flood Carrier Forms===<br />
Flood Carrier forms are slow and pose no threat from ranged. Their only attack is to walk up to the player, drop dead, and explode. Doing so will release a swarm of Infection Forms. If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.<br />
<br />
Carrier Forms are very weak. They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively. However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.<br />
<br />
There are several ways to kill a Carrier Form without having it spawn more Infection Forms. Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns. Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect. The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.<br />
<br />
===Flood Pure Form (Stalker)===<br />
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form. Sometimes, they will run towards the player and then mutate into a Flood Tank Form. They often do not participate in combat, but they do have melee attacks. Their melee attack is strong enough to deplete the player's shields, but they rarely attack. Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.<br />
<br />
===Flood Pure Form (Ranged)===<br />
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana. They often stick themselves onto walls, out of melee range while sending barrages of Carbine-like projectiles. Unfortunately, they are very resilient to mid-range weapons like the Battle Rifle and Carbine, making them very hard to kill, especially when they cover their weak spot. Like Carbine-wielding Jackals, they are capable of killing the player with a headshot if the player's shields are depleted.<br />
<br />
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks. If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades. If grenades are not available, the Needler is the next best alternative as a single Supercombine will kill them regardless of their pose.<br />
<br />
===Flood Pure Form (Tank)===<br />
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks. They are beefy, and they have powerful melee attacks. Caution should be advised when engaging in melee combat as they can kill the player with one single swipe. Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.<br />
<br />
Dealing with them is not too difficult. Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them. Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe. Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons. The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit. However, all other weapons tend to not fare well.<br />
<br />
==Shields And Health==<br />
* Note that the exact values given below are taken from the Multiplayer portion of Halo 3. It is not known if the values differ in campaign.<br />
<br />
You have two kinds of hitpoints in Halo 3; Shield points (sp) which are kept track of via the shield meter at the top of the HUD, and Body points (bp) which are invisible to the player. You have 70 shield points and they will begin recharging at 40 pts/second after not taking damage for 5 seconds. You have 45 body points and they begin recharging at 9 pts/second after not taking damage for 10 seconds. If you take ANY damage while either shield points or body points are recharging, BOTH will stop recharging and you must wait 5 and 10 seconds again for shield and body points to begin recharging again respectively. <br />
<br />
==Weapons and Equipment==<br />
The information on weapon damage and reload times given here was taken from an archived Bungie.net post. These times will be verified and updated as more information becomes available.<br />
<br />
sp = Shield Points<br />
bp = Body points<br />
<br />
===Weapon Damage per Hit ordered from most damage to least damage===<br />
* Spartan Laser: 284.0 dmg (This value is for the full length of the laser shot. At roughly 22 dmg/frame for 13 frames.)<br />
* Gravity Hammer: 230.0 dmg<br />
* Rocket Launcher: 220.0 dmg<br />
* Energy Sword: 150.0 dmg<br />
* Shotgun: 150.0 dmg<br />
* Missile Pod: 126.0 dmg<br />
* Mauler: 107.0 dmg<br />
* Beam Rifle: 80.0 dmg<br />
* Sniper Rifle: 80.0 dmg<br />
* Brute Shot: 38.0 dmg<br />
* Battle Rifle: 18.0 dmg/burst (6.0 dmg/bullet)<br />
* Machine Gun Turret: 15.0 dmg<br />
* Magnum: 15.0 dmg<br />
* Plasma Rifle: 14.5 dmg(sp) & 3.5 dmg(bp)<br />
* Carbine: 10.0 dmg<br />
* Plasma Pistol: 10.0 dmg(sp) & 2.4 dmg(bp) (charged-shot deals ∞ dmg(sp) and 0 dmg(bp))<br />
* Spiker: 9.0 dmg<br />
* Assault Rifle: 7.5 dmg<br />
* Needler: 5.0 dmg (after 8 needles embed themselves they deal 225 dmg explosively)<br />
* SMG: 4.8 dmg<br />
<br />
* Massive Melee; Brute Shot, (Sentinel Beam): 90 dmg<br />
* Heavy Melee; Rockets, Laser, Hammer, (Fuel Rod): 80 dmg<br />
* Strong Melee; Spiker, Mauler:72 dmg<br />
* Normal Melee: 70 dmg<br />
<br />
Note - while Bungie has never stated that any weapon's melee does more than 72 damage, conclusive tests seem to prove otherwise.<br />
<br />
===Reload/Cooldown times (approximate values) ordered from longest to shortest===<br />
* Rockets 4.3 s<br />
* Brute Shot 3 s<br />
* Beam Rifle 2.9 s<br />
* Plasma Rifle 2.6 s<br />
* Sniper Rifle 2.6 s<br />
* Spartan Laser 2.4 s<br />
* Carbine 2.4 s<br />
* Mauler 2.4 s<br />
* Plasma Pistol 2.1 s<br />
* Battle Rifle 2 s<br />
* Magnum 1.9 s<br />
* Assault Rifle 1.8 s<br />
* Spiker 1.6 s<br />
* SMG 1.4 s<br />
* Needler 1.1 s<br />
<br />
* Shotgun 2/4.5** s<br />
<br />
==Training for Legendary==<br />
Part of being good at legendary revolves around being good at combat and dealing with unexpected scenarios. the best way to improve your combat is to play through the levels on Legendary with all skulls on except Black eye, Iron, Catch, Cowbell, and Blind. This forces you to increase your accuracy and get better at dodging. Removing the aforementioned skulls keeps AI behaviour similar to a regular Legendary run, and allows you to keep regular shields as well as to retry sections from the last checkpoint when you die.<br />
<br />
The secret to going fast on Legendary is to never miss a headshot. Ever. Try playing through the sniper forest section of Sierra 117 and hitting every jackal with a headshot first try, and don't stop moving forwards. Once you can do that consistently you will find your headshot abilities have drastically increased.</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=The_Covenant&diff=22058The Covenant2018-01-17T20:45:48Z<p>Paradoxxic: tutorial</p>
<hr />
<div>{{Level Infobox<br />
| title = The Covenant<br />
| image = [[File:TheCovenant.jpg|300px]]<br />
| caption = I count two Scarabs! I repeat: Two Scarabs!<br />
| game = Halo 3<br />
| time = Easy: ~10:40 <br>Legendary: ~13:30<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 />
This level has a [https://youtu.be/24177lT2AIY Video tutorial for Legendary]<br />
<br />
==Easy==<br />
===Beach Fight===<br />
- The Beach fight is heavily optimized. The current world record has roughly a 30 second clear, but faster is possible. When killing the first wave of enemies, it is important not to kill too many of them too early. The trigger for spawning the next wave of enemies is tied to the number of enemies killed in the first wave. Charge up your spartan Laser and try to kill the second wave of enemies right as they spawn. Then turn your attention to the left hand turret and throw a grenade at it, right after throwing a grenade, charge up your laser and kill the AA wraith, then go right and kill the second turret, move forward and clean up the remaining enemies. Once you get the "Beach Secure", grab the fresh spartan laser from the front of the crashed pelican and make sure you also pick up the fuel rod cannon and as many grenades as you can from the dead bodies.<br />
<br />
===First Tower Approach===<br />
Take the warthog, as it has a higher top-speed than the mongoose. Avoid running into the ghosts on the way up and when you get to the top of the cliff, cut left immediately and get some sick air off the cliff. Make a bee-line straight for the entrance to the Tower, but slow down just slightly before you get to the narrow hallway and hang slightly to the right. Let the two Brute choppers make their way out of the hallway before charging in there with your warthog. Splatter the turret and get out and make your way through the doors into the Tower.<br />
<br />
===First Tower Interior===<br />
Proceed through the door and choose one of two main routes:<br />
<br />
'''Route 1 (fastest)''': Run forwards and jump onto the covenant ammo crates in the middle of the room, then fuel rod jump up onto the elevator platform.<br />
<br />
'''Route 2''': after the entrance hallway, cut left and jump onto the support beam, then up through the window onto the second floor, then jump to the elevator. You can also use this to pick up the power drain if you feel so inclined.<br />
<br />
once you press the elevator button, fuel rod jump up and into the beam of light. There is an invisible platform here to stand on that will help you get to the top of the elevator ever so slightly earlier. Charge up your laser and try to hit the chieftain and one other brute with the laser before they've finished their animation sequence, then just clean up the brutes, hit the button, make your way back down the elevator, and try not to die while making your way back out to your warthog. Sometimes the warthog despawns. If it has, just run up the ramp to outside and the marines should have brought you a nice warthog. Make your way back to the beach.<br />
<br />
===Hornet Section And Third Tower===<br />
once at the beach, take a Hornet and make a bee-line for the sea cliffs in the distance. You'll go around the cliffs and come upon the third tower. Drop out of the Hornet into the Right hand side tower entrance and laser the brutes coming out. Once inside the tower, avoid the middle area, as hunters are about to show up. Instead, cut left and use the gravity hammer to jump up to the second level where you can then walk onto the platform and press the button.<br />
<br />
Charge up your laser as the lift nears the top floor. Kill all brutes as fast as possible, press the button, and make your way back down the lift. Back on the ground floor, you can use the covenant ammo crates on either side of the entrance area to box launch towards the door, but you may sometimes be overpowered and die from hitting the large glass wall or the back wall of the tower.<br />
<br />
===Through the Cliffs===<br />
<br />
<br />
===Double Scarab===<br />
<br />
- Hog/Ghost past vehicle barrier inside of the Citadel<br />
===Citadel, to Truth===<br />
<br />
<br />
===Citadel, to End===<br />
<br />
==Legendary==<br />
===Beach Fight===<br />
<br />
===First Tower Approach===<br />
<br />
<br />
===First Tower Interior===<br />
<br />
<br />
===Hornet Section===<br />
<br />
<br />
===Third Tower Interior===<br />
<br />
<br />
===Third Tower Exit===<br />
<br />
<br />
===Through the Cliffs===<br />
<br />
<br />
===Double Scarab===<br />
<br />
<br />
===Citadel, to Truth===<br />
<br />
<br />
===Citadel, to End===<br />
<br />
<br />
[[Category:Levels|3-7]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=The_Ark&diff=22022The Ark2018-01-04T18:06:27Z<p>Paradoxxic: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Ark<br />
| image = [[File:TheArk.jpg|300px]]<br />
| caption = Why didn't the forerunners just go to the ark...?<br />
| game = Halo 3<br />
| time = Easy: ~10:40 <br>Legendary: ~14:00<br />
| previous = [[Floodgate]]<br />
| next = [[The Covenant]]<br />
}}<br />
<br />
This level has two video tutorials on Legendary. [https://youtu.be/6TQNZ6bY5AI This Basic Tutorial by Paradoxxic] which goes over easier strats for completing the level, and [https://youtu.be/J1YwkGA-9-Q This advanced tutorial by Sorix]<br />
<br />
'''The Ark''' is the sixth playable level in [[Halo_3|Halo 3]]. See [http://halo.wikia.com/wiki/The_Ark_(level) The Ark (Halo Nation)] for general information.<br />
==Version Differences==<br />
This is the level with arguably the biggest subtle differences between versions. The differences are outlined below.<br />
* The first two enemy encounters are easier on OG than on MCC for Legendary runners. There is a jackal carbine atop the AA gun during the second encounter that will commonly kill you on MCC if you don't take him out first, but can be ignored on OG.<br />
* At the crashed pelican, if you are taking the mongoose on either legendary or easy, you will have a much tighter timing window to reach the closest ghost before the grunt does on MCC than on OG, owing to the faster reaction time of enemies.<br />
* While doing ghost strats after dawn fight as you head back to spark door, you will encounter significant frame drops. The lag is lessened on MCC which makes driving the ghost well through the frame drops much easier on MCC than on OG.<br />
* As you make your way down to do scarab board on Legendary, there is a grunt with a Fuel Rod Gun (Grunt of Doom) in the centre structure where you typically pick up a gravity lift. He can kill you easily on MCC but is almost never a problem on OG.<br />
* After killing the scarab on MCC, it is possible to get a delayed load where the pelican will not load in until 2 enemies on the ramps leading up to the spire are dead. This can cause significant time-loss if you aren't paying attention. To avoid this, easy runners should stay with their chopper down in the scarab area until they see the "loading...done" text on screen after the scarab dies before moving on with the level. It is possible to get this delayed load on OG, but it is far less common.<br />
* There is a strategy on OG that allows you to do the entire interior of the spire section and reach the button cutscene without alerting any enemies with about a 50% success rate. No viable method for this has been found for MCC.<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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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<br />
==Legendary==<br />
For the first 20-30 seconds of the level, you will be, just like on Easy, sitting in the Pelican with nothing to do. Once Johnson says "Stand to, Marines," hold Action/Reload to exit the Pelican 2-3 seconds earlier than usual.<br />
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Moving ahead, move towards the left rather than the normal path to the right. Jump over the first rocky ledge and jump onto the rock ahead. From there, couch-jump to the ledge above and jump across the gap to the next rock. Afterwards, move forward a few paces and try to do a slide jump towards the right. There will be a rock that you can use to get onto the ring for the first fight.<br />
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===First Fight===<br />
In this area, there are 3 Brutes, one of which is a Captain with a Brute Shot, and several Grunts and Jackals. Your primary target is the Captain. There are two routes to dealing with this area.<br />
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The safe strategy is to snipe the Captain with your Sniper Rifle 2-3 times and reload. Move towards the right and there will be two Grunt Heavies. Take them out with your Battle Rifle and move along. If you require ammo, there is a Weapon Pod with a Sniper Rifle. Ahead, there are two more Jackals before entering the Cave. Take them out with the Battle Rifle and move into the Cave, where there are two Jackal Marksmen; take them out as well. This route takes about 5 seconds longer than the risky strategy for this area.<br />
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The risky strategy instead would involve moving forward instead. Once you jump onto the ring, shoot the Brute Captain. He will usually flinch backwards, and the Brute next to him will line up with you, setting up a 2-for-1. Try to line up both the Captain and the Brute next to him, and you should be able to take them out with one clip of the Sniper Rifle. If they drop grenades and equipment, it is recommended to pick them up if possible, especially if there is a Deployable cover, and there is time to reload your Sniper Rifle if these two Brutes have been killed properly. Moving ahead, there are two Jackals; take them out with the Battle Rifle. If you managed to reload your Sniper Rifle in time, you can pick up some ammo in the nearby Weapon Pod. Going into the cave, take out the two Jackal Marksmen and move to the AA Gun section.<br />
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===AA Gun Section===<br />
Your next destination upon entering this section is a door above you on the left. Though there are quite a number of enemies here, it is possible to skip them all with tactical jumps.<br />
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The safest way to deal with these enemies is to skirt around the perimeter, maximizing distance between you and the enemies. While this is arguably the easiest way, it takes a considerable amount of time to take this route.<br />
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The next easiest way is to move towards the left, where there is an antenna-like structure. Crouch-Jump to this structure and jump forward to the rock ahead. Keep moving ahead towards the leg of the AA Gun, and do a slide-jump from the base of the leg to the slope. Then move up the slope to your next destination. This will take about 10 more seconds to do than doing the Antenna Jump.<br />
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One of the quickest ways is to do the Antenna Jump. Again, on the left, there is the Antenna-like structure. Jump on the right part of the antenna. Look to the left, at the cliff, move forward slightly, and jump. This jump is quick, but it will require extensive practice. Upon getting up to the cliff, it is strongly advised to take out the Jackal in the AA Gun.<br />
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At the top of the cliff, there will be a Brute Captain, with a Brute Shot, and 7 Grunts. The safest and most consistent way to take them out is to take out the Grunts with the Battle Rifle while keeping one Grunt between you and the Brute Captain as you approach the Captain. Approach the Captain and melee him to stagger him for 2-3 seconds. During this time, you can either run past him or run around him to back-smack him.<br />
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After dealing with the group, move along towards the Crashed Pelican area.<br />
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===Crashed Pelican Area===<br />
The Crashed Pelican area is quite a simple area, though getting out will require luck. Your objective here is to pick up the Rocket Launcher under the crashed Pelican and to get to a Ghost in the next area as fast as possible. Coming into this area, there are plenty of Plasma Grenades on the ground; pick them up if you do not have any.<br />
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There are quite a few enemies in this area, but the only concerns here are a Brute on the far side and some Grunts under the downed Pelican. The typical way of approaching this section is to take out the Brute on the far side. The Brute can be killed with a long-ranged Plasma Grenade, 2-3 Sniper shots, or 1 Sniper shot with 2-3 Battle Rifle shots. After killing this Brute, move to the downed Pelican, where there are a few Grunts; take them out with the Battle Rifle. Then, swap the Battle Rifle for the Rocket Launcher, and make sure to pick up the nearby Rocket Launcher ammo. Make your way towards the Mongoose and drive onto the next section. Initially, take a hard left and then drive to the next area to minimize time spent driving uphill. Pray to RNGesus that the 2 Prowlers along the way do not start shooting you as you jump the cliff.<br />
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Alternatively, if the player has a Deployable Cover, it is possible to launch from this section to a Ghost in the next section. As usual, pick up grenades going into this area. However, it will not be necessary to take out the Brute on the far side. Make your way to the downed Pelican, dispatch any Grunts, and take the Rocket Launcher. Turn right and move up the hill. Aim in the direction of where a Ghost is in the next section. At the top of the hill, launch from there to the next section.<br />
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===Vehicle Section===<br />
If you exited the last section on a Mongoose, there will be a Chopper in the area. Try to make it to the downed Longsword as fast as possible since the Chopper can shoot the Mongoose and cause it to spin out or to flip. As you approach the crashed Longsword, there is debris near the left wing through which the Mongoose can drive. Drive through this debris, but slow down before going through as there is a panel on the ground that can mess up everything if the Mongoose is going at full speed. Ahead, there is a Grunt about to board a Ghost. Make your way to this Ghost and hijack the Ghost. Then drive on to the cliff area.<br />
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If you did a DC Launch from the last area, you will typically land near the Ghost parked by 2 Choppers. If the enemies in this area are not active upon landing, revert to the last checkpoint or the game will softlock later on. If the Brutes are approaching their Choppers, then board the nearby Ghost and drive to the left side of the downed Longsword. Unlike the Mongoose approach, drive over the debris rather than under it. The Grunt in the next area will have likely boarded his Ghost so try to move past him as soon as possible. If your shields are down, shoot a couple shots towards the Grunts near the downed Phantom to get one Grunt off his Turret; this will reduce incoming fire and increase chances of survival.<br />
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Regardless of how you acquired a Ghost in this section, you will be approaching a cliff. Instead of driving off this cliff, drive up the slope to the right of the cliff. Hold Jump to make it easier to climb the slope as you boost onto it. After boosting up the slope, there will be a steep slope towards the left; descend slowly down this slope and use your boost upward to maintain stability. Once about halfway from the top of the slope to the ground below, there will be another sloped area. Boost along this area towards another hill ahead and climb the hill, but avoid driving too far to the left as you are climbing or a set of enemies will spawn.<br />
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After boosting off this hill, make your way to the AA Wraith Section.<br />
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===AA Wraith Section===<br />
Ahead, there is a cave leading to an area with 3 Wraiths (2 Anti-Air Wraiths and 1 Standard Wraith). There are multiple ways to tackle this section.<br />
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The safe method is to swap out your Ghost for a Chopper before heading into the cave leading to the AA Wraith Section. Then boost into the Cave, but stay in the cave. Get off and take out your Sniper Rifle. In the distance, there is a cove. Zoom into the cove and target the thigh of a Brute. Next, take out your Rocket Launcher and shoot; the Rocket will hit the Brute and kill all all enemies in the cove. Get back on your Chopper and target the Wraith towards the right side. The cave will protect you from any mortars that the Wraith sends. Kill the Wraith and the nearby Shade Turret. Once those two targets are down, get off your Chopper and take out the nearby Grunt who is on a Plasma Turret and the 4 Brutes on the left side. Get back on on your Chopper and make your way towards the AA Wraiths. Along the way, there will be 2 Ghosts; dispatch them and move on. Once you see the 2 AA Wraiths, take out the nearby Sniper Tower and Grunt or their Turrets will kill you. Once these two threats are gone, target the cores of each AA Wraith and take them out. The trigger for the Forward Unto Dawn landing should occur once both Wraiths are destroyed.<br />
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The risky method of this section is to keep your Ghost and boost into the cave. Like the safe method, target the distant Brute in the cove and fire a Rocket to dispatch a group of enemies there and reload your Rockets. Then, target the group of enemies on the right side. Kill the Grunt on the Turret and the Brute on the Wraith Turret. Next, focus on the 4 Brutes on the left side. Kill 2 of those Brutes and weaken the other 2 if you wish, but do not take out a third Brute or 2 Ghosts will spawn early and make killing the Wraith very difficult. Get back on your Ghosts and head towards the Wraith and Shade Turret. Ram into the Shade Turret to kill it and board the Wraith. Kill the Wraith and then stick your Ghost to prevent the remaining Brutes form boarding it. Make your way to the AA Wraiths and snipe the Grunt in the Sniper Tower; if you have bullets left in your clip, shoot the remaining 2 Brutes if possible, but do not take too long. Afterwards, there will be a Grunt on a Plasma Turret to your left; throw a grenade to kill him. Take out your Rocket Launcher as 2 Ghosts approach you and take them out. If you killed only the drivers, you can use the Ghost to kill the AA Wraiths; else, board the Wraiths.<br />
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Once everything is dead, pick up a Fuel Rod Cannon and ammo at the cove and scour the area for grenades. At this point, you should at least have a Fuel Rod Cannon with 22-24 shots in the reserve.<br />
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===Forward Unto Dawn===<br />
At this point, the Forward Unto Dawn will land, dropping off 3 Scorpion Tanks and a Warthog. A Pelican will also arrive to drop off 4 Marines. If you need extra ammo for your Rocket Launcher, trade with one of the Marines who gets off and kill him/her. Alternatively, you can also trade with or kill a Marine to get a Battle Rifle. <br />
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Afterwards, board the closest Scorpion Tank and make your way back to the cave, where you entered this section. As you approach the cave, 4 Ghosts will come out of the cave. Attempt to blast each of them with one direct hit. Then, a Prowler will emerge with 2 Brutes riding; 2 direct hits will destroy it. Then, 2 more Ghosts and 2 Hunters will come through the cave. Kill all of them with 1 direct hit each.<br />
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After getting through the cave, there will be quite a few enemies, including the set of enemies that were skipped on the way to the AA Wraith section. There is a Phantom deploying a Sniper Nest; destroy the turret and the Sniper Nest as soon as they are visible. Then, there will be 3-4 Jackals on the left side. They are top priority due to their ability to disable the tank. Shoot 1-2 shots at the group of Jackals to kill them and move along. As a safety tactic, kill the Brute Captains, who wield a Brute Shot and a Fuel Rod Cannon, so your allies behind you will join you in the next section.<br />
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Moving along, drive the Scorpion Tank down the valley. Around the corner, 2 Ghosts will confront you so take them both down. Up ahead, there is a Wraith. Though it takes 4 shots to completely destroy the Wraith, it is faster to take down the driver with 3 shots and let your gunner finish it off. At the top of the hill ahead, there is a camp with a Sniper Nest with 2 Turrets and a group of Grunts and Jackals near the bottom-right base of the tower. Additionally, 4 Ghosts will start to approach. Prioritize the Ghosts if they are closing in, but try to send a shot into the group of Grunts as soon as possible as there are Grunts with Fuel Rod Cannons in that group. The Sniper Nest is the last priority as the turrets will not shoot until you are relatively close to it.<br />
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After everything is dead, move onto the Ark Door section.<br />
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===Ark Door===<br />
This area has several vehicle enemies, including 3 Wraiths, 2 Ghosts, 2 Choppers, and several Shade Turrets. The terrain of this area features 2 cliffs on the left side; one upper-level and one mid-level. The upper level is safer but a bit slower while the middle level is more direct but slightly riskier. <br />
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As you enter this area, there are 2 Wraiths being dropped off in the distance. Target the one on the left first and hit it with 4 direct shots. There is a tree that can block your shots; this can be remedied by aiming slightly below and the lowest branch. After killing that Wraith, focus on the other Wraith and shoot 4 direct shots at it. Shoot 3-4 shots at any nearby enemies and then look to the right and above the wall. A Phantom will spawn in the sky with a third Wraith; kill this Phantom with 5 direct shots (though it's possible but more difficult with 3 shots). If done correctly, the Phantom will explode and the Brutes in the Wraith will die. Make your way to the platform and kill anything in the way. Once on the platform, make your way to the door and kill the Shade Turret there. At this point, get out of the Tank and switch to a Chopper while Guilty Spark unlocks the Ark Door. If Guilty Spark is still saying "Reclaimer, come to the upper doorway; the others can take the lower route," then shoot him to skip a bit of dialogue and save about 6 seconds.<br />
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Once Guilty Spark unlocks the door, drive your Chopper through the door and boost down the ramp. Once down the ramp, there is a locked door to your left. Turn your camera away from this door for a few seconds and Guilty Spark will spawn there to open the door. After Spark opens the door, drive to the middle of the next room, but do not drive onto the circular platform. Get off and activate the panel to unlock the door on the far side. Get back on the Chopper and drive through the next 2 rooms. In each of these rooms, there are two nodes; driving between the closest node and the wall is the fastest way of navigating these rooms while driving between the nodes is usually easier.<br />
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As you navigate the second room, get ready to boost into the Scarab Section.<br />
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===Scarab Section===<br />
This is one of the more brutal parts of the mission. Dying or making mistakes here can cost potentially entire minutes. Your first objective in this section is to destroy the Scarab which appears on the very far side of this whole area. Afterwards, you will need to head up a spire to the chapter "Real Men Don't Read Maps."<br />
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Immediately as you exit the previous section, turn about 30 degrees right and boost to the right of a tree. Then turn slightly to the left and go down the cliff. Once you reach the bottom of the cliff, boost off the ledge and stay near the right towards the rock wall. Drive along the shadow and turn left to boost off the next ledge. Go under the rock arch and head to the structure with a flat roof. Inside, drive slowly up the ramp and pick up the Grav Lift to the right if you choose. Regardless of whether you chose to pick up a Grav Lift or not, get out of the structure and head to the right, where the Scarab will spawn.<br />
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If you have a Grav Lift, boost into the shadows and park your Chopper there. Find a little wedge in the shadow and plant your Grav Lift close to the peak of the wedge (about 1 meter/3 feet to the left or 2 meters/6 feet to the right). The Scarab should be coming down in a few seconds, and the core will appear on your motion track. Once the red dot moves past you on the motion tracker, move forward and jump as the Grav Lift boosts you up to the Scarab Core. The core will be invulnerable for about 3-4 seconds; wait for that to pass and then destroy the core with 2 Fuel Rod Shots and get back to your Chopper.<br />
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If you do not have a Grav Lift, a Fuel Rod Jump is possible to board the Scarab at the boarding deck. Like before, park your Chopper in the shadows. However, position yourself at the edge of the shadow and look for the Scarab Core on your motion tracker. Once the red dot passes you, run forward and do a Fuel Rod Jump to get into the boarding deck of the Scarab.<br />
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If neither one of these options is appealing, drive the Chopper to the roof of the structure instead of going to where the Scarab will spawn. Place your Grav Lift there and wait for the Scarab to come. Line up your Chopper with the Grav Lift and Scarab. Then, boost onto the Grav Lift, and you should land on top of the Scarab. Get off the Chopper, find the Scarab Core, and destroy it. Jump off the Scarab and find the nearest Chopper without dying.<br />
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After destroying the Scarab, you will need to get to the top of the Spire. The safer and most common way of doing so is to drive back up the area. Turn your Chopper so you are going uphill. Drive to the right of the flat-roof structure and past 3 outcrops. Then, turn left and you should see a grey and beige rooftop. There is a rocky ledge from which you can boost onto the roof. Once you're on the roof, keep driving along the grey portion of the roof and boost towards the end. Once you are close to the end of the rooftop, drop through the gap on your left, but get off your Chopper halfway through the drop or the Fall Timer will kill you. Find your way to the door to the building and kill the nearby Jackal Sniper with your Fuel Rod Cannon.<br />
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The riskier way to get to the top of the Spire is to charge up the ramp with your Chopper. After getting off the Scarab, boost towards the ramp leading to the top of the spire. The Choppers in the area may prove to be a threat, but if you can make it up to the ramp in time, you should survive. Go up the first part of the ramp, but conserve your boost as you're going up to boost once you reach the top of this ramp. Line up your reticule between the Covenant Crate and the wall at the top of the second part of the ramp. Then boost up this ramp; boosting prevents the nearby Fuel Rod Brute Captain from killing you. At this point, get off your Chopper and kill some of the 4 Jackal Marksmen at the very top of the area. Keep moving to the top and kill the Jackal Sniper to the left once you reach the top. <br />
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If time permits after doing the risky method, pick up the Beam Rifle and kill enemies that you passed on the way up. There will be 1 Brute just below you with Camo. Kill him for Incendiary Grenades and possibly a Cloaking or a Radar Jammer. On the level below, your Chopper should be parked there, and there will be 3 Brutes and the Fuel Rod Captain. Your goal here is to kill them and hopefully pick up a Bubble Shield. The Fuel Rod Captain will have most likely boarded the Chopper, but sniping him should be very easy. However, at the very bottom of the spire, there will be enemies firing Fuel Rods at you so be careful. Use whatever equipment you have to help you kill the Captain and the 2 nearby Brutes for a Bubble Shield. Then, after getting a Bubble Shield, if you have obtained one, go back up the ramp, where a Pelican drops off 2 Marines.<br />
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Before entering "Real Men Don't Read Maps," a Pelican will drop off the Arbiter and 2 Marines. Kill the Male Marine to skip about 15 seconds of dialogue during "Real Men Don't Read Maps."<br />
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===Real Men Don't Read Maps===<br />
Once you enter the Spire, you will be waiting for about 15 seconds as 343 Guilty Spark unlocks a door. There are 2 Plasma Grenades on the ground; pick them up if you need them. Once Guilty Spark opens the door, proceed to the far right corner of the room, where there is the Pissing Brute Easter Egg. Backsmack him so he does not alert anyone in the room and for a Bubble Shield if you have not gotten one already. Go through the nearby door and attempt a slide-jump down the ramp. Go through the door at the bottom of the ramp and head down the hall.<br />
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After the end of the hall, you will be in a room where there is a door ahead of you, another door down below you, and a ramp to your left. If you have a Bubble Shield, drop down and head through the door below and proceed through the next room without getting spotted. If you do not have a Bubble Shield, you may want to stick to the upper level and assassinate the Brute for another chance at getting a Bubble Shield. Sometimes, regardless of your path, you will get spotted by the Brute. Should this happen, you may wish to kill most of the enemies in the room before going into Hell Room. Else, you will not get a checkpoint prior to going into Hell Room, and all the enemies in Hell Room will be alerted. If you managed to not get spotted, you will receive a checkpoint just before going into Hell Room, and the enemies in there will not be alerted.<br />
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===Hell Room===<br />
This room is quite dangerous. There are about 5 Brutes in here, and 4 of them wield Brute Shots. Your objective here is to get past everything and go through the door on the far side of the room. You will likely die multiple times in this section, though running through and dying multiple times is still much faster than taking out every enemy in the room.<br />
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Before you enter this room, a Brute will spawn at the entrance to Hell Room. Unless the enemies in the previous room are still alive and alerted, this Brute will not be alerted yet, even if you are in front of him. As you enter the door, the Brute will try to melee you. Side-step to the left and bypass him. You may wish to turn around and stick him with a grenade, but this is just a matter of preference.<br />
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From here, there are multiple tactics as to getting to the far side of the room. If the Brutes have just become alerted, move forward past 2 small pillars and past another large pillar in the middle of the room. After passing that large pillar, turn left into an alcove and make your way towards the door. However, 2 Brutes with Brute Shots are in your way. In order to get past them, either throw down your Bubble Shield (though this makes getting past Hell's Hall harder) or approach both Brutes as you go to the door in order to make the Brutes melee instead of shooting you.<br />
<br />
If the Brutes are already alerted before you entered the room, then you may wish to go towards the left immediately rather than going straight forward. As you go forward, there are 2 Brutes wielding Brute Shots in your way. Spam Fuel Rod Cannon shots, grenades, and Rockets (if you have Rockets) towards them. If you have your Bubble Shield, you may want to deploy it, but doing so will make getting past Hell's Hall much more difficult.<br />
<br />
After getting through Hell Room, make your way to the Cartographer controls and activate the panel.<br />
<br />
===Hell's Hall===<br />
After activating the Cartographer, you will be making your way back into Hell Room, though Hell Room will not be as difficult as it was on the way to the Cartographer. However, in the hall before getting back into Hell Room, a Brute with a Brute Shot may appear. Pay attention to your motion tracker, and if he is going into the hall, blast him with 2-3 Fuel Rods.<br />
<br />
Once you are in Hell Room, there will be 3 Grunts towards your left. Though it is tempting to kill them, it is safer to run past them while holding the Fuel Rod Cannon out as having a heavy weapon out will cause Grunts to panic. On the far end of the room, there will be 4 Jackals. Take them out with your Fuel Rod Cannon and make your way into Hell's Hall.<br />
<br />
In Hell's Hall, there are 2 Brute Bodyguards with Maulers and a Turret Chieftain. Getting through here depends on what resources you have (weapons, grenades, equipment). <br />
<br />
If you have a Bubble Shield, you can simply drop it towards the top of the ramp and run down. The Bubble Shield will protect you from the front Brute Bodyguard, and you will be able to close in on the second Brute Bodyguard to melee him. Run past the Chieftain and make your way into the Camo Room.<br />
<br />
If you do not have a Bubble Shield, your strat will vary depending on what weapons you have. If you have Rockets, you will want to blast the Bodyguards with a rocket and follow it up with several Fuel Rods and Grenades. If possible, pick up a Regenerator from one of the Bodyguards and deploy it immediately to provide yourself some shield regeneration against the Chieftain. If you have brought a Sniper weapon in this area, stun the 2 Bodyguards with a shot in each of them. The stun will render them harmless for about 2 seconds so move quickly past them before they shoot you. If you have neither a Rocket Launcher or a sniper weapon, run past all of them and hope that the Bodyguards try to melee you rather than shoot you.<br />
<br />
===Camo Room===<br />
This room has 4 Brute Stalkers with Spikers. While they have low shields, they are hard to spot, and they can dish out a lot of damage in a short amount of time. This room has an upper level with 2 Brutes and a lower level with 2 more Brutes. Additionally, there will be 2 Jackals that will come through a door on the lower level. Your main weapon in this area will be your Fuel Rod Cannon. It is strong enough to kill each Brute Stalker in 2 hits, and it can kill Jackals in 1 direct hit.<br />
<br />
Upon entering this room, have your Fuel Rod Cannon out and move towards the right. There will be a Brute Stalker right in front of you. Blast him with two Fuel Rods or hit him with a Plasma Grenade to kill him quickly. Then, strafe left to drop down to the lower level. There will be another Brute Stalker in the corner so kill him. The Brute Stalker on the upper level will drop down. Find him and kill him. After that, there should be only 1 Brute Stalker left; use your radar and listen to your surroundings to kill him.<br />
<br />
After all the Brute Stalkers are dead, 2 Jackals will come through a door. Use a Plasma Grenade or your Fuel Rod Cannon to kill them. Then move towards the door from which they came. Before entering the door, if you need Plasma Grenades, jump to pick up 2 Plasma Grenades through the floor of the upper level. Then proceed to the final fight.<br />
<br />
===Final Fight===<br />
In the last area of The Ark, there will be a Hammer Chieftain accompanied by 6 Jetpack Brutes. However, each of the Jetpack Brutes will remain in place until the player starts fighting them. This gives ample time to get into position or to pick up another weapon if needed.<br />
<br />
Upon entering this area, the player has quite a few options before the enemies become active. If need be, there is a weapon crate on the left side of the area with Carbines. This may be useful if the player is low on ammo or grenades.<br />
<br />
Upon starting the fight, you will want to have your Fuel Rod Cannon out. Approach the nearest Jetpack Brute and stick him with a Plasma/Spike/Incendiary Grenade. If you have a Cloaking, activate it to keep the Brutes inactive. Move to the next Brute and repeat the same process; however, be careful about the Hammer Chieftain. Do this until either you have no more sticking grenades or until all the Jetpack Brutes are dead. If there are still Jetpack Brutes alive, blast them with your Fuel Rod Cannon. <br />
<br />
Once all the Jetpack Brutes are dead, deal with the Chieftain. If he does not activate Invincibility, then he has a Flare; simply blast him with 4 Fuel Rods. However, if he does activate Invincibility, either wait for it to expire or assassinate him. Due to the terrain of this area, he may not do his signature lunge attack needed to assassinate him so keep moving around and wait for him to lunge at you.<br />
<br />
After killing the Chieftain, face the area from which you came. Then, look towards the left, and 2 Jackal Marksmen will come out of a door. Kill them with any means possible, and the level will end 20 seconds after you kill the last enemy in this area.<br />
<br />
[[Category:Levels|3-6]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=The_Ark&diff=22021The Ark2018-01-02T19:57:36Z<p>Paradoxxic: vid links</p>
<hr />
<div>{{Level Infobox<br />
| title = The Ark<br />
| image = [[File:TheArk.jpg|300px]]<br />
| caption = Why didn't the forerunners just go to the ark...?<br />
| game = Halo 3<br />
| time = Easy: ~10:40 <br>Legendary: ~14:00<br />
| previous = [[Floodgate]]<br />
| next = [[The Covenant]]<br />
}}<br />
<br />
This level has two video tutorials on Legendary. [https://youtu.be/6TQNZ6bY5AI This Basic Tutorial by Paradoxxic] which goes over easier strats for completing the level, and [https://www.twitch.tv/videos/214576805 This advanced tutorial by Sorix]<br />
<br />
'''The Ark''' is the sixth playable level in [[Halo_3|Halo 3]]. See [http://halo.wikia.com/wiki/The_Ark_(level) The Ark (Halo Nation)] for general information.<br />
==Version Differences==<br />
This is the level with arguably the biggest subtle differences between versions. The differences are outlined below.<br />
* The first two enemy encounters are easier on OG than on MCC for Legendary runners. There is a jackal carbine atop the AA gun during the second encounter that will commonly kill you on MCC if you don't take him out first, but can be ignored on OG.<br />
* At the crashed pelican, if you are taking the mongoose on either legendary or easy, you will have a much tighter timing window to reach the closest ghost before the grunt does on MCC than on OG, owing to the faster reaction time of enemies.<br />
* While doing ghost strats after dawn fight as you head back to spark door, you will encounter significant frame drops. The lag is lessened on MCC which makes driving the ghost well through the frame drops much easier on MCC than on OG.<br />
* As you make your way down to do scarab board on Legendary, there is a grunt with a Fuel Rod Gun (Grunt of Doom) in the centre structure where you typically pick up a gravity lift. He can kill you easily on MCC but is almost never a problem on OG.<br />
* After killing the scarab on MCC, it is possible to get a delayed load where the pelican will not load in until 2 enemies on the ramps leading up to the spire are dead. This can cause significant time-loss if you aren't paying attention. To avoid this, easy runners should stay with their chopper down in the scarab area until they see the "loading...done" text on screen after the scarab dies before moving on with the level. It is possible to get this delayed load on OG, but it is far less common.<br />
* There is a strategy on OG that allows you to do the entire interior of the spire section and reach the button cutscene without alerting any enemies with about a 50% success rate. No viable method for this has been found for MCC.<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 />
==Legendary==<br />
For the first 20-30 seconds of the level, you will be, just like on Easy, sitting in the Pelican with nothing to do. Once Johnson says "Stand to, Marines," hold Action/Reload to exit the Pelican 2-3 seconds earlier than usual.<br />
<br />
Moving ahead, move towards the left rather than the normal path to the right. Jump over the first rocky ledge and jump onto the rock ahead. From there, couch-jump to the ledge above and jump across the gap to the next rock. Afterwards, move forward a few paces and try to do a slide jump towards the right. There will be a rock that you can use to get onto the ring for the first fight.<br />
<br />
===First Fight===<br />
In this area, there are 3 Brutes, one of which is a Captain with a Brute Shot, and several Grunts and Jackals. Your primary target is the Captain. There are two routes to dealing with this area.<br />
<br />
The safe strategy is to snipe the Captain with your Sniper Rifle 2-3 times and reload. Move towards the right and there will be two Grunt Heavies. Take them out with your Battle Rifle and move along. If you require ammo, there is a Weapon Pod with a Sniper Rifle. Ahead, there are two more Jackals before entering the Cave. Take them out with the Battle Rifle and move into the Cave, where there are two Jackal Marksmen; take them out as well. This route takes about 5 seconds longer than the risky strategy for this area.<br />
<br />
The risky strategy instead would involve moving forward instead. Once you jump onto the ring, shoot the Brute Captain. He will usually flinch backwards, and the Brute next to him will line up with you, setting up a 2-for-1. Try to line up both the Captain and the Brute next to him, and you should be able to take them out with one clip of the Sniper Rifle. If they drop grenades and equipment, it is recommended to pick them up if possible, especially if there is a Deployable cover, and there is time to reload your Sniper Rifle if these two Brutes have been killed properly. Moving ahead, there are two Jackals; take them out with the Battle Rifle. If you managed to reload your Sniper Rifle in time, you can pick up some ammo in the nearby Weapon Pod. Going into the cave, take out the two Jackal Marksmen and move to the AA Gun section.<br />
<br />
===AA Gun Section===<br />
Your next destination upon entering this section is a door above you on the left. Though there are quite a number of enemies here, it is possible to skip them all with tactical jumps.<br />
<br />
The safest way to deal with these enemies is to skirt around the perimeter, maximizing distance between you and the enemies. While this is arguably the easiest way, it takes a considerable amount of time to take this route.<br />
<br />
The next easiest way is to move towards the left, where there is an antenna-like structure. Crouch-Jump to this structure and jump forward to the rock ahead. Keep moving ahead towards the leg of the AA Gun, and do a slide-jump from the base of the leg to the slope. Then move up the slope to your next destination. This will take about 10 more seconds to do than doing the Antenna Jump.<br />
<br />
One of the quickest ways is to do the Antenna Jump. Again, on the left, there is the Antenna-like structure. Jump on the right part of the antenna. Look to the left, at the cliff, move forward slightly, and jump. This jump is quick, but it will require extensive practice. Upon getting up to the cliff, it is strongly advised to take out the Jackal in the AA Gun.<br />
<br />
At the top of the cliff, there will be a Brute Captain, with a Brute Shot, and 7 Grunts. The safest and most consistent way to take them out is to take out the Grunts with the Battle Rifle while keeping one Grunt between you and the Brute Captain as you approach the Captain. Approach the Captain and melee him to stagger him for 2-3 seconds. During this time, you can either run past him or run around him to back-smack him.<br />
<br />
After dealing with the group, move along towards the Crashed Pelican area.<br />
<br />
===Crashed Pelican Area===<br />
The Crashed Pelican area is quite a simple area, though getting out will require luck. Your objective here is to pick up the Rocket Launcher under the crashed Pelican and to get to a Ghost in the next area as fast as possible. Coming into this area, there are plenty of Plasma Grenades on the ground; pick them up if you do not have any.<br />
<br />
There are quite a few enemies in this area, but the only concerns here are a Brute on the far side and some Grunts under the downed Pelican. The typical way of approaching this section is to take out the Brute on the far side. The Brute can be killed with a long-ranged Plasma Grenade, 2-3 Sniper shots, or 1 Sniper shot with 2-3 Battle Rifle shots. After killing this Brute, move to the downed Pelican, where there are a few Grunts; take them out with the Battle Rifle. Then, swap the Battle Rifle for the Rocket Launcher, and make sure to pick up the nearby Rocket Launcher ammo. Make your way towards the Mongoose and drive onto the next section. Initially, take a hard left and then drive to the next area to minimize time spent driving uphill. Pray to RNGesus that the 2 Prowlers along the way do not start shooting you as you jump the cliff.<br />
<br />
Alternatively, if the player has a Deployable Cover, it is possible to launch from this section to a Ghost in the next section. As usual, pick up grenades going into this area. However, it will not be necessary to take out the Brute on the far side. Make your way to the downed Pelican, dispatch any Grunts, and take the Rocket Launcher. Turn right and move up the hill. Aim in the direction of where a Ghost is in the next section. At the top of the hill, launch from there to the next section.<br />
<br />
===Vehicle Section===<br />
If you exited the last section on a Mongoose, there will be a Chopper in the area. Try to make it to the downed Longsword as fast as possible since the Chopper can shoot the Mongoose and cause it to spin out or to flip. As you approach the crashed Longsword, there is debris near the left wing through which the Mongoose can drive. Drive through this debris, but slow down before going through as there is a panel on the ground that can mess up everything if the Mongoose is going at full speed. Ahead, there is a Grunt about to board a Ghost. Make your way to this Ghost and hijack the Ghost. Then drive on to the cliff area.<br />
<br />
If you did a DC Launch from the last area, you will typically land near the Ghost parked by 2 Choppers. If the enemies in this area are not active upon landing, revert to the last checkpoint or the game will softlock later on. If the Brutes are approaching their Choppers, then board the nearby Ghost and drive to the left side of the downed Longsword. Unlike the Mongoose approach, drive over the debris rather than under it. The Grunt in the next area will have likely boarded his Ghost so try to move past him as soon as possible. If your shields are down, shoot a couple shots towards the Grunts near the downed Phantom to get one Grunt off his Turret; this will reduce incoming fire and increase chances of survival.<br />
<br />
Regardless of how you acquired a Ghost in this section, you will be approaching a cliff. Instead of driving off this cliff, drive up the slope to the right of the cliff. Hold Jump to make it easier to climb the slope as you boost onto it. After boosting up the slope, there will be a steep slope towards the left; descend slowly down this slope and use your boost upward to maintain stability. Once about halfway from the top of the slope to the ground below, there will be another sloped area. Boost along this area towards another hill ahead and climb the hill, but avoid driving too far to the left as you are climbing or a set of enemies will spawn.<br />
<br />
After boosting off this hill, make your way to the AA Wraith Section.<br />
<br />
===AA Wraith Section===<br />
Ahead, there is a cave leading to an area with 3 Wraiths (2 Anti-Air Wraiths and 1 Standard Wraith). There are multiple ways to tackle this section.<br />
<br />
The safe method is to swap out your Ghost for a Chopper before heading into the cave leading to the AA Wraith Section. Then boost into the Cave, but stay in the cave. Get off and take out your Sniper Rifle. In the distance, there is a cove. Zoom into the cove and target the thigh of a Brute. Next, take out your Rocket Launcher and shoot; the Rocket will hit the Brute and kill all all enemies in the cove. Get back on your Chopper and target the Wraith towards the right side. The cave will protect you from any mortars that the Wraith sends. Kill the Wraith and the nearby Shade Turret. Once those two targets are down, get off your Chopper and take out the nearby Grunt who is on a Plasma Turret and the 4 Brutes on the left side. Get back on on your Chopper and make your way towards the AA Wraiths. Along the way, there will be 2 Ghosts; dispatch them and move on. Once you see the 2 AA Wraiths, take out the nearby Sniper Tower and Grunt or their Turrets will kill you. Once these two threats are gone, target the cores of each AA Wraith and take them out. The trigger for the Forward Unto Dawn landing should occur once both Wraiths are destroyed.<br />
<br />
The risky method of this section is to keep your Ghost and boost into the cave. Like the safe method, target the distant Brute in the cove and fire a Rocket to dispatch a group of enemies there and reload your Rockets. Then, target the group of enemies on the right side. Kill the Grunt on the Turret and the Brute on the Wraith Turret. Next, focus on the 4 Brutes on the left side. Kill 2 of those Brutes and weaken the other 2 if you wish, but do not take out a third Brute or 2 Ghosts will spawn early and make killing the Wraith very difficult. Get back on your Ghosts and head towards the Wraith and Shade Turret. Ram into the Shade Turret to kill it and board the Wraith. Kill the Wraith and then stick your Ghost to prevent the remaining Brutes form boarding it. Make your way to the AA Wraiths and snipe the Grunt in the Sniper Tower; if you have bullets left in your clip, shoot the remaining 2 Brutes if possible, but do not take too long. Afterwards, there will be a Grunt on a Plasma Turret to your left; throw a grenade to kill him. Take out your Rocket Launcher as 2 Ghosts approach you and take them out. If you killed only the drivers, you can use the Ghost to kill the AA Wraiths; else, board the Wraiths.<br />
<br />
Once everything is dead, pick up a Fuel Rod Cannon and ammo at the cove and scour the area for grenades. At this point, you should at least have a Fuel Rod Cannon with 22-24 shots in the reserve.<br />
<br />
===Forward Unto Dawn===<br />
At this point, the Forward Unto Dawn will land, dropping off 3 Scorpion Tanks and a Warthog. A Pelican will also arrive to drop off 4 Marines. If you need extra ammo for your Rocket Launcher, trade with one of the Marines who gets off and kill him/her. Alternatively, you can also trade with or kill a Marine to get a Battle Rifle. <br />
<br />
Afterwards, board the closest Scorpion Tank and make your way back to the cave, where you entered this section. As you approach the cave, 4 Ghosts will come out of the cave. Attempt to blast each of them with one direct hit. Then, a Prowler will emerge with 2 Brutes riding; 2 direct hits will destroy it. Then, 2 more Ghosts and 2 Hunters will come through the cave. Kill all of them with 1 direct hit each.<br />
<br />
After getting through the cave, there will be quite a few enemies, including the set of enemies that were skipped on the way to the AA Wraith section. There is a Phantom deploying a Sniper Nest; destroy the turret and the Sniper Nest as soon as they are visible. Then, there will be 3-4 Jackals on the left side. They are top priority due to their ability to disable the tank. Shoot 1-2 shots at the group of Jackals to kill them and move along. As a safety tactic, kill the Brute Captains, who wield a Brute Shot and a Fuel Rod Cannon, so your allies behind you will join you in the next section.<br />
<br />
Moving along, drive the Scorpion Tank down the valley. Around the corner, 2 Ghosts will confront you so take them both down. Up ahead, there is a Wraith. Though it takes 4 shots to completely destroy the Wraith, it is faster to take down the driver with 3 shots and let your gunner finish it off. At the top of the hill ahead, there is a camp with a Sniper Nest with 2 Turrets and a group of Grunts and Jackals near the bottom-right base of the tower. Additionally, 4 Ghosts will start to approach. Prioritize the Ghosts if they are closing in, but try to send a shot into the group of Grunts as soon as possible as there are Grunts with Fuel Rod Cannons in that group. The Sniper Nest is the last priority as the turrets will not shoot until you are relatively close to it.<br />
<br />
After everything is dead, move onto the Ark Door section.<br />
<br />
===Ark Door===<br />
This area has several vehicle enemies, including 3 Wraiths, 2 Ghosts, 2 Choppers, and several Shade Turrets. The terrain of this area features 2 cliffs on the left side; one upper-level and one mid-level. The upper level is safer but a bit slower while the middle level is more direct but slightly riskier. <br />
<br />
As you enter this area, there are 2 Wraiths being dropped off in the distance. Target the one on the left first and hit it with 4 direct shots. There is a tree that can block your shots; this can be remedied by aiming slightly below and the lowest branch. After killing that Wraith, focus on the other Wraith and shoot 4 direct shots at it. Shoot 3-4 shots at any nearby enemies and then look to the right and above the wall. A Phantom will spawn in the sky with a third Wraith; kill this Phantom with 5 direct shots (though it's possible but more difficult with 3 shots). If done correctly, the Phantom will explode and the Brutes in the Wraith will die. Make your way to the platform and kill anything in the way. Once on the platform, make your way to the door and kill the Shade Turret there. At this point, get out of the Tank and switch to a Chopper while Guilty Spark unlocks the Ark Door. If Guilty Spark is still saying "Reclaimer, come to the upper doorway; the others can take the lower route," then shoot him to skip a bit of dialogue and save about 6 seconds.<br />
<br />
Once Guilty Spark unlocks the door, drive your Chopper through the door and boost down the ramp. Once down the ramp, there is a locked door to your left. Turn your camera away from this door for a few seconds and Guilty Spark will spawn there to open the door. After Spark opens the door, drive to the middle of the next room, but do not drive onto the circular platform. Get off and activate the panel to unlock the door on the far side. Get back on the Chopper and drive through the next 2 rooms. In each of these rooms, there are two nodes; driving between the closest node and the wall is the fastest way of navigating these rooms while driving between the nodes is usually easier.<br />
<br />
As you navigate the second room, get ready to boost into the Scarab Section.<br />
<br />
===Scarab Section===<br />
This is one of the more brutal parts of the mission. Dying or making mistakes here can cost potentially entire minutes. Your first objective in this section is to destroy the Scarab which appears on the very far side of this whole area. Afterwards, you will need to head up a spire to the chapter "Real Men Don't Read Maps."<br />
<br />
Immediately as you exit the previous section, turn about 30 degrees right and boost to the right of a tree. Then turn slightly to the left and go down the cliff. Once you reach the bottom of the cliff, boost off the ledge and stay near the right towards the rock wall. Drive along the shadow and turn left to boost off the next ledge. Go under the rock arch and head to the structure with a flat roof. Inside, drive slowly up the ramp and pick up the Grav Lift to the right if you choose. Regardless of whether you chose to pick up a Grav Lift or not, get out of the structure and head to the right, where the Scarab will spawn.<br />
<br />
If you have a Grav Lift, boost into the shadows and park your Chopper there. Find a little wedge in the shadow and plant your Grav Lift close to the peak of the wedge (about 1 meter/3 feet to the left or 2 meters/6 feet to the right). The Scarab should be coming down in a few seconds, and the core will appear on your motion track. Once the red dot moves past you on the motion tracker, move forward and jump as the Grav Lift boosts you up to the Scarab Core. The core will be invulnerable for about 3-4 seconds; wait for that to pass and then destroy the core with 2 Fuel Rod Shots and get back to your Chopper.<br />
<br />
If you do not have a Grav Lift, a Fuel Rod Jump is possible to board the Scarab at the boarding deck. Like before, park your Chopper in the shadows. However, position yourself at the edge of the shadow and look for the Scarab Core on your motion tracker. Once the red dot passes you, run forward and do a Fuel Rod Jump to get into the boarding deck of the Scarab.<br />
<br />
If neither one of these options is appealing, drive the Chopper to the roof of the structure instead of going to where the Scarab will spawn. Place your Grav Lift there and wait for the Scarab to come. Line up your Chopper with the Grav Lift and Scarab. Then, boost onto the Grav Lift, and you should land on top of the Scarab. Get off the Chopper, find the Scarab Core, and destroy it. Jump off the Scarab and find the nearest Chopper without dying.<br />
<br />
After destroying the Scarab, you will need to get to the top of the Spire. The safer and most common way of doing so is to drive back up the area. Turn your Chopper so you are going uphill. Drive to the right of the flat-roof structure and past 3 outcrops. Then, turn left and you should see a grey and beige rooftop. There is a rocky ledge from which you can boost onto the roof. Once you're on the roof, keep driving along the grey portion of the roof and boost towards the end. Once you are close to the end of the rooftop, drop through the gap on your left, but get off your Chopper halfway through the drop or the Fall Timer will kill you. Find your way to the door to the building and kill the nearby Jackal Sniper with your Fuel Rod Cannon.<br />
<br />
The riskier way to get to the top of the Spire is to charge up the ramp with your Chopper. After getting off the Scarab, boost towards the ramp leading to the top of the spire. The Choppers in the area may prove to be a threat, but if you can make it up to the ramp in time, you should survive. Go up the first part of the ramp, but conserve your boost as you're going up to boost once you reach the top of this ramp. Line up your reticule between the Covenant Crate and the wall at the top of the second part of the ramp. Then boost up this ramp; boosting prevents the nearby Fuel Rod Brute Captain from killing you. At this point, get off your Chopper and kill some of the 4 Jackal Marksmen at the very top of the area. Keep moving to the top and kill the Jackal Sniper to the left once you reach the top. <br />
<br />
If time permits after doing the risky method, pick up the Beam Rifle and kill enemies that you passed on the way up. There will be 1 Brute just below you with Camo. Kill him for Incendiary Grenades and possibly a Cloaking or a Radar Jammer. On the level below, your Chopper should be parked there, and there will be 3 Brutes and the Fuel Rod Captain. Your goal here is to kill them and hopefully pick up a Bubble Shield. The Fuel Rod Captain will have most likely boarded the Chopper, but sniping him should be very easy. However, at the very bottom of the spire, there will be enemies firing Fuel Rods at you so be careful. Use whatever equipment you have to help you kill the Captain and the 2 nearby Brutes for a Bubble Shield. Then, after getting a Bubble Shield, if you have obtained one, go back up the ramp, where a Pelican drops off 2 Marines.<br />
<br />
Before entering "Real Men Don't Read Maps," a Pelican will drop off the Arbiter and 2 Marines. Kill the Male Marine to skip about 15 seconds of dialogue during "Real Men Don't Read Maps."<br />
<br />
===Real Men Don't Read Maps===<br />
Once you enter the Spire, you will be waiting for about 15 seconds as 343 Guilty Spark unlocks a door. There are 2 Plasma Grenades on the ground; pick them up if you need them. Once Guilty Spark opens the door, proceed to the far right corner of the room, where there is the Pissing Brute Easter Egg. Backsmack him so he does not alert anyone in the room and for a Bubble Shield if you have not gotten one already. Go through the nearby door and attempt a slide-jump down the ramp. Go through the door at the bottom of the ramp and head down the hall.<br />
<br />
After the end of the hall, you will be in a room where there is a door ahead of you, another door down below you, and a ramp to your left. If you have a Bubble Shield, drop down and head through the door below and proceed through the next room without getting spotted. If you do not have a Bubble Shield, you may want to stick to the upper level and assassinate the Brute for another chance at getting a Bubble Shield. Sometimes, regardless of your path, you will get spotted by the Brute. Should this happen, you may wish to kill most of the enemies in the room before going into Hell Room. Else, you will not get a checkpoint prior to going into Hell Room, and all the enemies in Hell Room will be alerted. If you managed to not get spotted, you will receive a checkpoint just before going into Hell Room, and the enemies in there will not be alerted.<br />
<br />
===Hell Room===<br />
This room is quite dangerous. There are about 5 Brutes in here, and 4 of them wield Brute Shots. Your objective here is to get past everything and go through the door on the far side of the room. You will likely die multiple times in this section, though running through and dying multiple times is still much faster than taking out every enemy in the room.<br />
<br />
Before you enter this room, a Brute will spawn at the entrance to Hell Room. Unless the enemies in the previous room are still alive and alerted, this Brute will not be alerted yet, even if you are in front of him. As you enter the door, the Brute will try to melee you. Side-step to the left and bypass him. You may wish to turn around and stick him with a grenade, but this is just a matter of preference.<br />
<br />
From here, there are multiple tactics as to getting to the far side of the room. If the Brutes have just become alerted, move forward past 2 small pillars and past another large pillar in the middle of the room. After passing that large pillar, turn left into an alcove and make your way towards the door. However, 2 Brutes with Brute Shots are in your way. In order to get past them, either throw down your Bubble Shield (though this makes getting past Hell's Hall harder) or approach both Brutes as you go to the door in order to make the Brutes melee instead of shooting you.<br />
<br />
If the Brutes are already alerted before you entered the room, then you may wish to go towards the left immediately rather than going straight forward. As you go forward, there are 2 Brutes wielding Brute Shots in your way. Spam Fuel Rod Cannon shots, grenades, and Rockets (if you have Rockets) towards them. If you have your Bubble Shield, you may want to deploy it, but doing so will make getting past Hell's Hall much more difficult.<br />
<br />
After getting through Hell Room, make your way to the Cartographer controls and activate the panel.<br />
<br />
===Hell's Hall===<br />
After activating the Cartographer, you will be making your way back into Hell Room, though Hell Room will not be as difficult as it was on the way to the Cartographer. However, in the hall before getting back into Hell Room, a Brute with a Brute Shot may appear. Pay attention to your motion tracker, and if he is going into the hall, blast him with 2-3 Fuel Rods.<br />
<br />
Once you are in Hell Room, there will be 3 Grunts towards your left. Though it is tempting to kill them, it is safer to run past them while holding the Fuel Rod Cannon out as having a heavy weapon out will cause Grunts to panic. On the far end of the room, there will be 4 Jackals. Take them out with your Fuel Rod Cannon and make your way into Hell's Hall.<br />
<br />
In Hell's Hall, there are 2 Brute Bodyguards with Maulers and a Turret Chieftain. Getting through here depends on what resources you have (weapons, grenades, equipment). <br />
<br />
If you have a Bubble Shield, you can simply drop it towards the top of the ramp and run down. The Bubble Shield will protect you from the front Brute Bodyguard, and you will be able to close in on the second Brute Bodyguard to melee him. Run past the Chieftain and make your way into the Camo Room.<br />
<br />
If you do not have a Bubble Shield, your strat will vary depending on what weapons you have. If you have Rockets, you will want to blast the Bodyguards with a rocket and follow it up with several Fuel Rods and Grenades. If possible, pick up a Regenerator from one of the Bodyguards and deploy it immediately to provide yourself some shield regeneration against the Chieftain. If you have brought a Sniper weapon in this area, stun the 2 Bodyguards with a shot in each of them. The stun will render them harmless for about 2 seconds so move quickly past them before they shoot you. If you have neither a Rocket Launcher or a sniper weapon, run past all of them and hope that the Bodyguards try to melee you rather than shoot you.<br />
<br />
===Camo Room===<br />
This room has 4 Brute Stalkers with Spikers. While they have low shields, they are hard to spot, and they can dish out a lot of damage in a short amount of time. This room has an upper level with 2 Brutes and a lower level with 2 more Brutes. Additionally, there will be 2 Jackals that will come through a door on the lower level. Your main weapon in this area will be your Fuel Rod Cannon. It is strong enough to kill each Brute Stalker in 2 hits, and it can kill Jackals in 1 direct hit.<br />
<br />
Upon entering this room, have your Fuel Rod Cannon out and move towards the right. There will be a Brute Stalker right in front of you. Blast him with two Fuel Rods or hit him with a Plasma Grenade to kill him quickly. Then, strafe left to drop down to the lower level. There will be another Brute Stalker in the corner so kill him. The Brute Stalker on the upper level will drop down. Find him and kill him. After that, there should be only 1 Brute Stalker left; use your radar and listen to your surroundings to kill him.<br />
<br />
After all the Brute Stalkers are dead, 2 Jackals will come through a door. Use a Plasma Grenade or your Fuel Rod Cannon to kill them. Then move towards the door from which they came. Before entering the door, if you need Plasma Grenades, jump to pick up 2 Plasma Grenades through the floor of the upper level. Then proceed to the final fight.<br />
<br />
===Final Fight===<br />
In the last area of The Ark, there will be a Hammer Chieftain accompanied by 6 Jetpack Brutes. However, each of the Jetpack Brutes will remain in place until the player starts fighting them. This gives ample time to get into position or to pick up another weapon if needed.<br />
<br />
Upon entering this area, the player has quite a few options before the enemies become active. If need be, there is a weapon crate on the left side of the area with Carbines. This may be useful if the player is low on ammo or grenades.<br />
<br />
Upon starting the fight, you will want to have your Fuel Rod Cannon out. Approach the nearest Jetpack Brute and stick him with a Plasma/Spike/Incendiary Grenade. If you have a Cloaking, activate it to keep the Brutes inactive. Move to the next Brute and repeat the same process; however, be careful about the Hammer Chieftain. Do this until either you have no more sticking grenades or until all the Jetpack Brutes are dead. If there are still Jetpack Brutes alive, blast them with your Fuel Rod Cannon. <br />
<br />
Once all the Jetpack Brutes are dead, deal with the Chieftain. If he does not activate Invincibility, then he has a Flare; simply blast him with 4 Fuel Rods. However, if he does activate Invincibility, either wait for it to expire or assassinate him. Due to the terrain of this area, he may not do his signature lunge attack needed to assassinate him so keep moving around and wait for him to lunge at you.<br />
<br />
After killing the Chieftain, face the area from which you came. Then, look towards the left, and 2 Jackal Marksmen will come out of a door. Kill them with any means possible, and the level will end 20 seconds after you kill the last enemy in this area.<br />
<br />
[[Category:Levels|3-6]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_(Halo_3)&diff=21932Halo (Halo 3)2017-10-26T18:45:52Z<p>Paradoxxic: </p>
<hr />
<div>{{Level Infobox<br />
| title = Halo<br />
| image = [[File:HaloH3.jpg|300px]]<br />
| caption = Its not the explosions that kill you, its the flying giant hunks of metal.<br />
| game = Halo 3<br />
| time = Easy: ~10:30 <br>Legendary: ~11:00<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 />
==Intro==<br />
The strats for this level are very similar for both easy and legendary. The beginning of the level focuses mainly on getting to the top of the centre tower as fast as possible. This is most easily accomplished by grabbing the gravity hammer from the closest flood when you enter the col, then grenade+hammer jumping off one of the pedestals up onto the tower centre support beam closest to where it goes into the ground. As you walk up the tower you can shoot a rocket or two over to your right at the door in the cliff where johnson is coming out. This kills johnson and skips some dialogue later. Walking up to the top of the tower will begin the fight.<br />
<br />
==Tower Fight==<br />
The spawns for the tower fight are manipulable in that the location and speed of the spawns are related to the player position and the player's field of view. In order to maximize the spawn rate for the flood for both waves, make sure you are constantly moving and never looking in one place for too long. There are two auto-turrets by the door. You can activate them to help you deal with the flood, but make sure to save one for later in order to speed up the guilty spark fight slightly. On Easy, there is an invincibility underneath the centre support beam on the edge of the tower farthest from the door.<br />
<br />
Once the fight is done, if you didn't manage to kill johnson before, he will jump down off the cliffs and go to the door and say some things. If you can headshot him before he gets to the doors you can skip his dialogue. Head on in to the guilty spark fight.<br />
<br />
==343 Guilty Spark FIght==<br />
During this fight you have two options: Wait for johnson to fire a laser shot at Guilty-spark, or perform the auto-turret jump to save about 10 seconds. Jumping off of autoturrets is slightly different than jumping off other equipment in the game, and many people get frustrated with this trick and decide not to do it. Regardless, trade your gravity hammer with johnson to get his spartan laser. This 'reloads' your gravity hammer. Once you have shot 3 laser shots at guilty-spark, equipment run your gravity hammer back towards the door at the exit of the area. Drop your gravity hammer so that it is leaning against the door. If done properly, when you load the next section of the mission you will be able to grab your gravity hammer through the door. This trick is very easy on MCC, and significantly harder on OG.<br />
<br />
==The Way the World Ends==<br />
Make your way back out to the tower fight area and up the cliffs on the right. You can perform some gravity-hammer slide jumps down the snowy slope if you managed to get the gravity hammer through the door after the spark fight, but just be careful not to fall off the edge. Every runner has fallen off the edge trying these slide jumps at least once. Make your way through the cliffs and try not to die. Once you get to the warthog you're ready for the fun part of the level.<br />
<br />
==The Driving Strats==<br />
The driving physics are different on OG and MCC. Most of the really difficult driving strats are easier on OG, but can be completed on MCC as well. The regular driving route is easy to do on both versions and is too difficult to explain well in text. Suffice it to say that the most important thing is maintaining top speed with the warthog, so don't take turns too sharply or bounce around or flip over. And exemplary driving route for Easy is shown in [https://youtu.be/pxWpCKFgKfk?t=5m50s Prokiller's 9:47 run]. On legendary, there are more panels that blow up so the route should be adjusted accordingly to account for the extra holes.<br />
<br />
[[Category:Levels|3-9]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Cortana&diff=21931Cortana2017-10-26T18:44:40Z<p>Paradoxxic: </p>
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<div>{{Level Infobox<br />
| title = Cortana<br />
| image = [[File:Cortana.jpg|300px]]<br />
| game = Halo 3<br />
| caption = Don't get flood-blocked<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>Paradoxxichttps://wiki.haloruns.com/index.php?title=The_Ark&diff=21930The Ark2017-10-26T18:43:41Z<p>Paradoxxic: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Ark<br />
| image = [[File:TheArk.jpg|300px]]<br />
| caption = Why didn't the forerunners just go to the ark...?<br />
| game = Halo 3<br />
| time = Easy: ~10:40 <br>Legendary: ~14:00<br />
| previous = [[Floodgate]]<br />
| next = [[The Covenant]]<br />
}}<br />
<br />
'''The Ark''' is the sixth playable level in [[Halo_3|Halo 3]]. See [http://halo.wikia.com/wiki/The_Ark_(level) The Ark (Halo Nation)] for general information.<br />
==Version Differences==<br />
This is the level with arguably the biggest subtle differences between versions. The differences are outlined below.<br />
* The first two enemy encounters are easier on OG than on MCC for Legendary runners. There is a jackal carbine atop the AA gun during the second encounter that will commonly kill you on MCC if you don't take him out first, but can be ignored on OG.<br />
* At the crashed pelican, if you are taking the mongoose on either legendary or easy, you will have a much tighter timing window to reach the closest ghost before the grunt does on MCC than on OG, owing to the faster reaction time of enemies.<br />
* While doing ghost strats after dawn fight as you head back to spark door, you will encounter significant frame drops. The lag is lessened on MCC which makes driving the ghost well through the frame drops much easier on MCC than on OG.<br />
* As you make your way down to do scarab board on Legendary, there is a grunt with a Fuel Rod Gun (Grunt of Doom) in the centre structure where you typically pick up a gravity lift. He can kill you easily on MCC but is almost never a problem on OG.<br />
* After killing the scarab on MCC, it is possible to get a delayed load where the pelican will not load in until 2 enemies on the ramps leading up to the spire are dead. This can cause significant time-loss if you aren't paying attention. To avoid this, easy runners should stay with their chopper down in the scarab area until they see the "loading...done" text on screen after the scarab dies before moving on with the level. It is possible to get this delayed load on OG, but it is far less common.<br />
* There is a strategy on OG that allows you to do the entire interior of the spire section and reach the button cutscene without alerting any enemies with about a 50% success rate. No viable method for this has been found for MCC.<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 />
==Legendary==<br />
For the first 20-30 seconds of the level, you will be, just like on Easy, sitting in the Pelican with nothing to do. Once Johnson says "Stand to, Marines," hold Action/Reload to exit the Pelican 2-3 seconds earlier than usual.<br />
<br />
Moving ahead, move towards the left rather than the normal path to the right. Jump over the first rocky ledge and jump onto the rock ahead. From there, couch-jump to the ledge above and jump across the gap to the next rock. Afterwards, move forward a few paces and try to do a slide jump towards the right. There will be a rock that you can use to get onto the ring for the first fight.<br />
<br />
===First Fight===<br />
In this area, there are 3 Brutes, one of which is a Captain with a Brute Shot, and several Grunts and Jackals. Your primary target is the Captain. There are two routes to dealing with this area.<br />
<br />
The safe strategy is to snipe the Captain with your Sniper Rifle 2-3 times and reload. Move towards the right and there will be two Grunt Heavies. Take them out with your Battle Rifle and move along. If you require ammo, there is a Weapon Pod with a Sniper Rifle. Ahead, there are two more Jackals before entering the Cave. Take them out with the Battle Rifle and move into the Cave, where there are two Jackal Marksmen; take them out as well. This route takes about 5 seconds longer than the risky strategy for this area.<br />
<br />
The risky strategy instead would involve moving forward instead. Once you jump onto the ring, shoot the Brute Captain. He will usually flinch backwards, and the Brute next to him will line up with you, setting up a 2-for-1. Try to line up both the Captain and the Brute next to him, and you should be able to take them out with one clip of the Sniper Rifle. If they drop grenades and equipment, it is recommended to pick them up if possible, especially if there is a Deployable cover, and there is time to reload your Sniper Rifle if these two Brutes have been killed properly. Moving ahead, there are two Jackals; take them out with the Battle Rifle. If you managed to reload your Sniper Rifle in time, you can pick up some ammo in the nearby Weapon Pod. Going into the cave, take out the two Jackal Marksmen and move to the AA Gun section.<br />
<br />
===AA Gun Section===<br />
Your next destination upon entering this section is a door above you on the left. Though there are quite a number of enemies here, it is possible to skip them all with tactical jumps.<br />
<br />
The safest way to deal with these enemies is to skirt around the perimeter, maximizing distance between you and the enemies. While this is arguably the easiest way, it takes a considerable amount of time to take this route.<br />
<br />
The next easiest way is to move towards the left, where there is an antenna-like structure. Crouch-Jump to this structure and jump forward to the rock ahead. Keep moving ahead towards the leg of the AA Gun, and do a slide-jump from the base of the leg to the slope. Then move up the slope to your next destination. This will take about 10 more seconds to do than doing the Antenna Jump.<br />
<br />
One of the quickest ways is to do the Antenna Jump. Again, on the left, there is the Antenna-like structure. Jump on the right part of the antenna. Look to the left, at the cliff, move forward slightly, and jump. This jump is quick, but it will require extensive practice. Upon getting up to the cliff, it is strongly advised to take out the Jackal in the AA Gun.<br />
<br />
At the top of the cliff, there will be a Brute Captain, with a Brute Shot, and 7 Grunts. The safest and most consistent way to take them out is to take out the Grunts with the Battle Rifle while keeping one Grunt between you and the Brute Captain as you approach the Captain. Approach the Captain and melee him to stagger him for 2-3 seconds. During this time, you can either run past him or run around him to back-smack him.<br />
<br />
After dealing with the group, move along towards the Crashed Pelican area.<br />
<br />
===Crashed Pelican Area===<br />
The Crashed Pelican area is quite a simple area, though getting out will require luck. Your objective here is to pick up the Rocket Launcher under the crashed Pelican and to get to a Ghost in the next area as fast as possible. Coming into this area, there are plenty of Plasma Grenades on the ground; pick them up if you do not have any.<br />
<br />
There are quite a few enemies in this area, but the only concerns here are a Brute on the far side and some Grunts under the downed Pelican. The typical way of approaching this section is to take out the Brute on the far side. The Brute can be killed with a long-ranged Plasma Grenade, 2-3 Sniper shots, or 1 Sniper shot with 2-3 Battle Rifle shots. After killing this Brute, move to the downed Pelican, where there are a few Grunts; take them out with the Battle Rifle. Then, swap the Battle Rifle for the Rocket Launcher, and make sure to pick up the nearby Rocket Launcher ammo. Make your way towards the Mongoose and drive onto the next section. Initially, take a hard left and then drive to the next area to minimize time spent driving uphill. Pray to RNGesus that the 2 Prowlers along the way do not start shooting you as you jump the cliff.<br />
<br />
Alternatively, if the player has a Deployable Cover, it is possible to launch from this section to a Ghost in the next section. As usual, pick up grenades going into this area. However, it will not be necessary to take out the Brute on the far side. Make your way to the downed Pelican, dispatch any Grunts, and take the Rocket Launcher. Turn right and move up the hill. Aim in the direction of where a Ghost is in the next section. At the top of the hill, launch from there to the next section.<br />
<br />
===Vehicle Section===<br />
If you exited the last section on a Mongoose, there will be a Chopper in the area. Try to make it to the downed Longsword as fast as possible since the Chopper can shoot the Mongoose and cause it to spin out or to flip. As you approach the crashed Longsword, there is debris near the left wing through which the Mongoose can drive. Drive through this debris, but slow down before going through as there is a panel on the ground that can mess up everything if the Mongoose is going at full speed. Ahead, there is a Grunt about to board a Ghost. Make your way to this Ghost and hijack the Ghost. Then drive on to the cliff area.<br />
<br />
If you did a DC Launch from the last area, you will typically land near the Ghost parked by 2 Choppers. If the enemies in this area are not active upon landing, revert to the last checkpoint or the game will softlock later on. If the Brutes are approaching their Choppers, then board the nearby Ghost and drive to the left side of the downed Longsword. Unlike the Mongoose approach, drive over the debris rather than under it. The Grunt in the next area will have likely boarded his Ghost so try to move past him as soon as possible. If your shields are down, shoot a couple shots towards the Grunts near the downed Phantom to get one Grunt off his Turret; this will reduce incoming fire and increase chances of survival.<br />
<br />
Regardless of how you acquired a Ghost in this section, you will be approaching a cliff. Instead of driving off this cliff, drive up the slope to the right of the cliff. Hold Jump to make it easier to climb the slope as you boost onto it. After boosting up the slope, there will be a steep slope towards the left; descend slowly down this slope and use your boost upward to maintain stability. Once about halfway from the top of the slope to the ground below, there will be another sloped area. Boost along this area towards another hill ahead and climb the hill, but avoid driving too far to the left as you are climbing or a set of enemies will spawn.<br />
<br />
After boosting off this hill, make your way to the AA Wraith Section.<br />
<br />
===AA Wraith Section===<br />
Ahead, there is a cave leading to an area with 3 Wraiths (2 Anti-Air Wraiths and 1 Standard Wraith). There are multiple ways to tackle this section.<br />
<br />
The safe method is to swap out your Ghost for a Chopper before heading into the cave leading to the AA Wraith Section. Then boost into the Cave, but stay in the cave. Get off and take out your Sniper Rifle. In the distance, there is a cove. Zoom into the cove and target the thigh of a Brute. Next, take out your Rocket Launcher and shoot; the Rocket will hit the Brute and kill all all enemies in the cove. Get back on your Chopper and target the Wraith towards the right side. The cave will protect you from any mortars that the Wraith sends. Kill the Wraith and the nearby Shade Turret. Once those two targets are down, get off your Chopper and take out the nearby Grunt who is on a Plasma Turret and the 4 Brutes on the left side. Get back on on your Chopper and make your way towards the AA Wraiths. Along the way, there will be 2 Ghosts; dispatch them and move on. Once you see the 2 AA Wraiths, take out the nearby Sniper Tower and Grunt or their Turrets will kill you. Once these two threats are gone, target the cores of each AA Wraith and take them out. The trigger for the Forward Unto Dawn landing should occur once both Wraiths are destroyed.<br />
<br />
The risky method of this section is to keep your Ghost and boost into the cave. Like the safe method, target the distant Brute in the cove and fire a Rocket to dispatch a group of enemies there and reload your Rockets. Then, target the group of enemies on the right side. Kill the Grunt on the Turret and the Brute on the Wraith Turret. Next, focus on the 4 Brutes on the left side. Kill 2 of those Brutes and weaken the other 2 if you wish, but do not take out a third Brute or 2 Ghosts will spawn early and make killing the Wraith very difficult. Get back on your Ghosts and head towards the Wraith and Shade Turret. Ram into the Shade Turret to kill it and board the Wraith. Kill the Wraith and then stick your Ghost to prevent the remaining Brutes form boarding it. Make your way to the AA Wraiths and snipe the Grunt in the Sniper Tower; if you have bullets left in your clip, shoot the remaining 2 Brutes if possible, but do not take too long. Afterwards, there will be a Grunt on a Plasma Turret to your left; throw a grenade to kill him. Take out your Rocket Launcher as 2 Ghosts approach you and take them out. If you killed only the drivers, you can use the Ghost to kill the AA Wraiths; else, board the Wraiths.<br />
<br />
Once everything is dead, pick up a Fuel Rod Cannon and ammo at the cove and scour the area for grenades. At this point, you should at least have a Fuel Rod Cannon with 22-24 shots in the reserve.<br />
<br />
===Forward Unto Dawn===<br />
At this point, the Forward Unto Dawn will land, dropping off 3 Scorpion Tanks and a Warthog. A Pelican will also arrive to drop off 4 Marines. If you need extra ammo for your Rocket Launcher, trade with one of the Marines who gets off and kill him/her. Alternatively, you can also trade with or kill a Marine to get a Battle Rifle. <br />
<br />
Afterwards, board the closest Scorpion Tank and make your way back to the cave, where you entered this section. As you approach the cave, 4 Ghosts will come out of the cave. Attempt to blast each of them with one direct hit. Then, a Prowler will emerge with 2 Brutes riding; 2 direct hits will destroy it. Then, 2 more Ghosts and 2 Hunters will come through the cave. Kill all of them with 1 direct hit each.<br />
<br />
After getting through the cave, there will be quite a few enemies, including the set of enemies that were skipped on the way to the AA Wraith section. There is a Phantom deploying a Sniper Nest; destroy the turret and the Sniper Nest as soon as they are visible. Then, there will be 3-4 Jackals on the left side. They are top priority due to their ability to disable the tank. Shoot 1-2 shots at the group of Jackals to kill them and move along. As a safety tactic, kill the Brute Captains, who wield a Brute Shot and a Fuel Rod Cannon, so your allies behind you will join you in the next section.<br />
<br />
Moving along, drive the Scorpion Tank down the valley. Around the corner, 2 Ghosts will confront you so take them both down. Up ahead, there is a Wraith. Though it takes 4 shots to completely destroy the Wraith, it is faster to take down the driver with 3 shots and let your gunner finish it off. At the top of the hill ahead, there is a camp with a Sniper Nest with 2 Turrets and a group of Grunts and Jackals near the bottom-right base of the tower. Additionally, 4 Ghosts will start to approach. Prioritize the Ghosts if they are closing in, but try to send a shot into the group of Grunts as soon as possible as there are Grunts with Fuel Rod Cannons in that group. The Sniper Nest is the last priority as the turrets will not shoot until you are relatively close to it.<br />
<br />
After everything is dead, move onto the Ark Door section.<br />
<br />
===Ark Door===<br />
This area has several vehicle enemies, including 3 Wraiths, 2 Ghosts, 2 Choppers, and several Shade Turrets. The terrain of this area features 2 cliffs on the left side; one upper-level and one mid-level. The upper level is safer but a bit slower while the middle level is more direct but slightly riskier. <br />
<br />
As you enter this area, there are 2 Wraiths being dropped off in the distance. Target the one on the left first and hit it with 4 direct shots. There is a tree that can block your shots; this can be remedied by aiming slightly below and the lowest branch. After killing that Wraith, focus on the other Wraith and shoot 4 direct shots at it. Shoot 3-4 shots at any nearby enemies and then look to the right and above the wall. A Phantom will spawn in the sky with a third Wraith; kill this Phantom with 5 direct shots (though it's possible but more difficult with 3 shots). If done correctly, the Phantom will explode and the Brutes in the Wraith will die. Make your way to the platform and kill anything in the way. Once on the platform, make your way to the door and kill the Shade Turret there. At this point, get out of the Tank and switch to a Chopper while Guilty Spark unlocks the Ark Door. If Guilty Spark is still saying "Reclaimer, come to the upper doorway; the others can take the lower route," then shoot him to skip a bit of dialogue and save about 6 seconds.<br />
<br />
Once Guilty Spark unlocks the door, drive your Chopper through the door and boost down the ramp. Once down the ramp, there is a locked door to your left. Turn your camera away from this door for a few seconds and Guilty Spark will spawn there to open the door. After Spark opens the door, drive to the middle of the next room, but do not drive onto the circular platform. Get off and activate the panel to unlock the door on the far side. Get back on the Chopper and drive through the next 2 rooms. In each of these rooms, there are two nodes; driving between the closest node and the wall is the fastest way of navigating these rooms while driving between the nodes is usually easier.<br />
<br />
As you navigate the second room, get ready to boost into the Scarab Section.<br />
<br />
===Scarab Section===<br />
This is one of the more brutal parts of the mission. Dying or making mistakes here can cost potentially entire minutes. Your first objective in this section is to destroy the Scarab which appears on the very far side of this whole area. Afterwards, you will need to head up a spire to the chapter "Real Men Don't Read Maps."<br />
<br />
Immediately as you exit the previous section, turn about 30 degrees right and boost to the right of a tree. Then turn slightly to the left and go down the cliff. Once you reach the bottom of the cliff, boost off the ledge and stay near the right towards the rock wall. Drive along the shadow and turn left to boost off the next ledge. Go under the rock arch and head to the structure with a flat roof. Inside, drive slowly up the ramp and pick up the Grav Lift to the right if you choose. Regardless of whether you chose to pick up a Grav Lift or not, get out of the structure and head to the right, where the Scarab will spawn.<br />
<br />
If you have a Grav Lift, boost into the shadows and park your Chopper there. Find a little wedge in the shadow and plant your Grav Lift close to the peak of the wedge (about 1 meter/3 feet to the left or 2 meters/6 feet to the right). The Scarab should be coming down in a few seconds, and the core will appear on your motion track. Once the red dot moves past you on the motion tracker, move forward and jump as the Grav Lift boosts you up to the Scarab Core. The core will be invulnerable for about 3-4 seconds; wait for that to pass and then destroy the core with 2 Fuel Rod Shots and get back to your Chopper.<br />
<br />
If you do not have a Grav Lift, a Fuel Rod Jump is possible to board the Scarab at the boarding deck. Like before, park your Chopper in the shadows. However, position yourself at the edge of the shadow and look for the Scarab Core on your motion tracker. Once the red dot passes you, run forward and do a Fuel Rod Jump to get into the boarding deck of the Scarab.<br />
<br />
If neither one of these options is appealing, drive the Chopper to the roof of the structure instead of going to where the Scarab will spawn. Place your Grav Lift there and wait for the Scarab to come. Line up your Chopper with the Grav Lift and Scarab. Then, boost onto the Grav Lift, and you should land on top of the Scarab. Get off the Chopper, find the Scarab Core, and destroy it. Jump off the Scarab and find the nearest Chopper without dying.<br />
<br />
After destroying the Scarab, you will need to get to the top of the Spire. The safer and most common way of doing so is to drive back up the area. Turn your Chopper so you are going uphill. Drive to the right of the flat-roof structure and past 3 outcrops. Then, turn left and you should see a grey and beige rooftop. There is a rocky ledge from which you can boost onto the roof. Once you're on the roof, keep driving along the grey portion of the roof and boost towards the end. Once you are close to the end of the rooftop, drop through the gap on your left, but get off your Chopper halfway through the drop or the Fall Timer will kill you. Find your way to the door to the building and kill the nearby Jackal Sniper with your Fuel Rod Cannon.<br />
<br />
The riskier way to get to the top of the Spire is to charge up the ramp with your Chopper. After getting off the Scarab, boost towards the ramp leading to the top of the spire. The Choppers in the area may prove to be a threat, but if you can make it up to the ramp in time, you should survive. Go up the first part of the ramp, but conserve your boost as you're going up to boost once you reach the top of this ramp. Line up your reticule between the Covenant Crate and the wall at the top of the second part of the ramp. Then boost up this ramp; boosting prevents the nearby Fuel Rod Brute Captain from killing you. At this point, get off your Chopper and kill some of the 4 Jackal Marksmen at the very top of the area. Keep moving to the top and kill the Jackal Sniper to the left once you reach the top. <br />
<br />
If time permits after doing the risky method, pick up the Beam Rifle and kill enemies that you passed on the way up. There will be 1 Brute just below you with Camo. Kill him for Incendiary Grenades and possibly a Cloaking or a Radar Jammer. On the level below, your Chopper should be parked there, and there will be 3 Brutes and the Fuel Rod Captain. Your goal here is to kill them and hopefully pick up a Bubble Shield. The Fuel Rod Captain will have most likely boarded the Chopper, but sniping him should be very easy. However, at the very bottom of the spire, there will be enemies firing Fuel Rods at you so be careful. Use whatever equipment you have to help you kill the Captain and the 2 nearby Brutes for a Bubble Shield. Then, after getting a Bubble Shield, if you have obtained one, go back up the ramp, where a Pelican drops off 2 Marines.<br />
<br />
Before entering "Real Men Don't Read Maps," a Pelican will drop off the Arbiter and 2 Marines. Kill the Male Marine to skip about 15 seconds of dialogue during "Real Men Don't Read Maps."<br />
<br />
===Real Men Don't Read Maps===<br />
Once you enter the Spire, you will be waiting for about 15 seconds as 343 Guilty Spark unlocks a door. There are 2 Plasma Grenades on the ground; pick them up if you need them. Once Guilty Spark opens the door, proceed to the far right corner of the room, where there is the Pissing Brute Easter Egg. Backsmack him so he does not alert anyone in the room and for a Bubble Shield if you have not gotten one already. Go through the nearby door and attempt a slide-jump down the ramp. Go through the door at the bottom of the ramp and head down the hall.<br />
<br />
After the end of the hall, you will be in a room where there is a door ahead of you, another door down below you, and a ramp to your left. If you have a Bubble Shield, drop down and head through the door below and proceed through the next room without getting spotted. If you do not have a Bubble Shield, you may want to stick to the upper level and assassinate the Brute for another chance at getting a Bubble Shield. Sometimes, regardless of your path, you will get spotted by the Brute. Should this happen, you may wish to kill most of the enemies in the room before going into Hell Room. Else, you will not get a checkpoint prior to going into Hell Room, and all the enemies in Hell Room will be alerted. If you managed to not get spotted, you will receive a checkpoint just before going into Hell Room, and the enemies in there will not be alerted.<br />
<br />
===Hell Room===<br />
This room is quite dangerous. There are about 5 Brutes in here, and 4 of them wield Brute Shots. Your objective here is to get past everything and go through the door on the far side of the room. You will likely die multiple times in this section, though running through and dying multiple times is still much faster than taking out every enemy in the room.<br />
<br />
Before you enter this room, a Brute will spawn at the entrance to Hell Room. Unless the enemies in the previous room are still alive and alerted, this Brute will not be alerted yet, even if you are in front of him. As you enter the door, the Brute will try to melee you. Side-step to the left and bypass him. You may wish to turn around and stick him with a grenade, but this is just a matter of preference.<br />
<br />
From here, there are multiple tactics as to getting to the far side of the room. If the Brutes have just become alerted, move forward past 2 small pillars and past another large pillar in the middle of the room. After passing that large pillar, turn left into an alcove and make your way towards the door. However, 2 Brutes with Brute Shots are in your way. In order to get past them, either throw down your Bubble Shield (though this makes getting past Hell's Hall harder) or approach both Brutes as you go to the door in order to make the Brutes melee instead of shooting you.<br />
<br />
If the Brutes are already alerted before you entered the room, then you may wish to go towards the left immediately rather than going straight forward. As you go forward, there are 2 Brutes wielding Brute Shots in your way. Spam Fuel Rod Cannon shots, grenades, and Rockets (if you have Rockets) towards them. If you have your Bubble Shield, you may want to deploy it, but doing so will make getting past Hell's Hall much more difficult.<br />
<br />
After getting through Hell Room, make your way to the Cartographer controls and activate the panel.<br />
<br />
===Hell's Hall===<br />
After activating the Cartographer, you will be making your way back into Hell Room, though Hell Room will not be as difficult as it was on the way to the Cartographer. However, in the hall before getting back into Hell Room, a Brute with a Brute Shot may appear. Pay attention to your motion tracker, and if he is going into the hall, blast him with 2-3 Fuel Rods.<br />
<br />
Once you are in Hell Room, there will be 3 Grunts towards your left. Though it is tempting to kill them, it is safer to run past them while holding the Fuel Rod Cannon out as having a heavy weapon out will cause Grunts to panic. On the far end of the room, there will be 4 Jackals. Take them out with your Fuel Rod Cannon and make your way into Hell's Hall.<br />
<br />
In Hell's Hall, there are 2 Brute Bodyguards with Maulers and a Turret Chieftain. Getting through here depends on what resources you have (weapons, grenades, equipment). <br />
<br />
If you have a Bubble Shield, you can simply drop it towards the top of the ramp and run down. The Bubble Shield will protect you from the front Brute Bodyguard, and you will be able to close in on the second Brute Bodyguard to melee him. Run past the Chieftain and make your way into the Camo Room.<br />
<br />
If you do not have a Bubble Shield, your strat will vary depending on what weapons you have. If you have Rockets, you will want to blast the Bodyguards with a rocket and follow it up with several Fuel Rods and Grenades. If possible, pick up a Regenerator from one of the Bodyguards and deploy it immediately to provide yourself some shield regeneration against the Chieftain. If you have brought a Sniper weapon in this area, stun the 2 Bodyguards with a shot in each of them. The stun will render them harmless for about 2 seconds so move quickly past them before they shoot you. If you have neither a Rocket Launcher or a sniper weapon, run past all of them and hope that the Bodyguards try to melee you rather than shoot you.<br />
<br />
===Camo Room===<br />
This room has 4 Brute Stalkers with Spikers. While they have low shields, they are hard to spot, and they can dish out a lot of damage in a short amount of time. This room has an upper level with 2 Brutes and a lower level with 2 more Brutes. Additionally, there will be 2 Jackals that will come through a door on the lower level. Your main weapon in this area will be your Fuel Rod Cannon. It is strong enough to kill each Brute Stalker in 2 hits, and it can kill Jackals in 1 direct hit.<br />
<br />
Upon entering this room, have your Fuel Rod Cannon out and move towards the right. There will be a Brute Stalker right in front of you. Blast him with two Fuel Rods or hit him with a Plasma Grenade to kill him quickly. Then, strafe left to drop down to the lower level. There will be another Brute Stalker in the corner so kill him. The Brute Stalker on the upper level will drop down. Find him and kill him. After that, there should be only 1 Brute Stalker left; use your radar and listen to your surroundings to kill him.<br />
<br />
After all the Brute Stalkers are dead, 2 Jackals will come through a door. Use a Plasma Grenade or your Fuel Rod Cannon to kill them. Then move towards the door from which they came. Before entering the door, if you need Plasma Grenades, jump to pick up 2 Plasma Grenades through the floor of the upper level. Then proceed to the final fight.<br />
<br />
===Final Fight===<br />
In the last area of The Ark, there will be a Hammer Chieftain accompanied by 6 Jetpack Brutes. However, each of the Jetpack Brutes will remain in place until the player starts fighting them. This gives ample time to get into position or to pick up another weapon if needed.<br />
<br />
Upon entering this area, the player has quite a few options before the enemies become active. If need be, there is a weapon crate on the left side of the area with Carbines. This may be useful if the player is low on ammo or grenades.<br />
<br />
Upon starting the fight, you will want to have your Fuel Rod Cannon out. Approach the nearest Jetpack Brute and stick him with a Plasma/Spike/Incendiary Grenade. If you have a Cloaking, activate it to keep the Brutes inactive. Move to the next Brute and repeat the same process; however, be careful about the Hammer Chieftain. Do this until either you have no more sticking grenades or until all the Jetpack Brutes are dead. If there are still Jetpack Brutes alive, blast them with your Fuel Rod Cannon. <br />
<br />
Once all the Jetpack Brutes are dead, deal with the Chieftain. If he does not activate Invincibility, then he has a Flare; simply blast him with 4 Fuel Rods. However, if he does activate Invincibility, either wait for it to expire or assassinate him. Due to the terrain of this area, he may not do his signature lunge attack needed to assassinate him so keep moving around and wait for him to lunge at you.<br />
<br />
After killing the Chieftain, face the area from which you came. Then, look towards the left, and 2 Jackal Marksmen will come out of a door. Kill them with any means possible, and the level will end 20 seconds after you kill the last enemy in this area.<br />
<br />
[[Category:Levels|3-6]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Floodgate&diff=21929Floodgate2017-10-26T18:42:59Z<p>Paradoxxic: </p>
<hr />
<div>{{Level Infobox<br />
| title = Floodgate<br />
| image = [[File:Floodgate.jpg|300px]]<br />
| caption = Flood are terrible pilots<br />
| game = [[Halo 3]]<br />
| time = Easy: ~3:30 <br>Legendary: ~3:30<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 [http://halo.wikia.com/wiki/Floodgate Floodgate (Halo Nation)] for general information. Due to the lack of danger from enemies, there will be only one tutorial for this level, though difficulty-specific tactics and notable details will still be included.<br />
==Version Differences==<br />
Box launches and DC launches are more powerful on MCC, making this level faster on MCC than on OG. The DC clip strat to finish the level is also an MCC only trick.<br />
<br />
==Tutorial==<br />
This level centres around quality movement and good box and DC launching technique.<br />
<br />
===It Followed Me Home===<br />
The beginning of this level focuses on pure movement. Do slide jumps down the hill and make your way to the corner. A boost similar to an over-jump can be obtained off of the overturned barrier at the top of the ramp. To perform the first box launch, round the corner and throw a grenade at the base of the two boxes on the right. Pick up the gravity hammer and then shoot one of the boxes forward so that it is beyond the confines of the hallway. Do the box launch and head on into the factory.<br />
<br />
===Factory===<br />
Pick up the spike grenades and throw one spike grenade behind the weapon crate at the point where the floor tile corners intersect. This will rotate the weapon crate and give you the perfect orientation for launching. Launch off it and continue on through the factory. You should pick up a DC from the small bridge just before entering the Cortana zone. grenade jump or hammer jump up left onto the upper platforms. Perform the Cortana skip and then jump up above the Maze room and box launch to the hallway leading to the outside. Melee or jump to delay a checkpoint here, as you want a checkpoint to happen immediately after the next cut-scene finishes playing.<br />
<br />
[[File:FGskip.gif|thumb|A player performing the Cortana Skip.]]<br />
<br />
====''Cortana Skip''====<br />
A cortana moment will activate if you fall into a trigger volume in this room. The trigger volume only extends to about head-height above the floor, so as long as you stay above that height you won't trigger the cortana moment. The most common method to perform this skip is to jump onto the closest weapon crate on the left side of the room, then bank a frag grenade off the white label on the other weapon crate and jump so that you move the crate and land on it by the door. You can then crouch and walk forward and off the crate to skip the cortana moment. There are other ways to do this skip and it is possible to do it without any grenades or hammer swings.<br />
<br />
===Shadow of Intent===<br />
If you delayed your checkpoint, you should get one as soon as the cutscene is over. Look to the left of the crane and perform a DC launch towards the other end of the lakebed. This launch is relatively easy on MCC, but much harder to do well on OG halo 3. If your dc launch falls short (or you decide to walk), you may trigger a wave of enemies to spawn in at the doorway to the next area. On easy this is not a problem. On Legendary it is important to have you BR out and kill as many flood as you can while bee-lining for the doorway. <br />
<br />
===Tunnel===<br />
This is the one section of this level where Legendary and Easy strats may differ. On easy, to perform the hallway box launch you must either destroy the large box with a spike grenade or hit it with a hammer swing to weaken it, and the second hammer swing will break the box and launch you. While this method is also viable on Legendary, getting a poor launch will likely result in your death. On Legendary, the safe strat is to keep the BR out and run along the left-hand corridor of the building, killing flood along the way.<br />
<br />
===The Flood, It Has Evolved===<br />
Box launch or walk out into the large open lakebed. There are literally an infinite number of strats for this area, but the most common and easiest method is to collect the DC by the large crates, hammer jump up onto the first crate, and DC launch accross the lakebed to the crashed ship. This is slightly easier on OG halo 3, as the more powerful MCC launches can kill you. An alternative method is to collect the tripmine by the turret, angle one of the small boxes near the edge of the platform, and perform a tripmine assisted Box launch (OG H3), or box launch normally then trip mine jump in mid-air to make it accross the gap (MCC).<br />
<br />
===Infinite Devil Machine===<br />
Make you way through the ship and optimize movement just like at the beginning of the level. Go up high on the left hand side before entering the control room and perform a gravity hammer assisted slide jump to reach the console early before the gravemind moment finishes. <br />
[[Category:Levels|3-5]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Tsavo_Highway&diff=21928Tsavo Highway2017-10-26T18:41:40Z<p>Paradoxxic: </p>
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<div>{{Level Infobox<br />
| title = Tsavo Highway<br />
| image = [[File:TsavoHighway.jpg|300px]]<br />
| caption = Drive the warthog fast<br />
| game = [[Halo 3]]<br />
| time = Easy: ~3:30 <br>Legendary: ~4:00<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 />
This level has a Video tutorial for [https://youtu.be/qyJn3vrp968 Legendary with beginner strats here] if you're just looking to learn the level.<br />
<br />
==Version Differences==<br />
This level is essentially identical, with the main difference being that driving physics differ slightly between MCC and OG.<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 />
<br />
==Legendary==<br />
If going for the IL record on Legendary, this level has to be played using the same strats as on easy, just praying that nothing will kill you. The Legendary route given below is for consistency and better for fullgames.<br />
<br />
At the beginning of the level, make sure you get two marines in your warthog (One gunner and one side-seat) before leaving, because these marines will soak damage and make surviving the following sections much easier. Upon getting to the "bridge section" mentioned in the easy section above, the path you take through the centre of the area is important; if you attempt to go straight for the hill beside the bridge, you leave yourself too open to the sniper fire from the sniper nest on the left side of the area and you will likely get shot. Thus, make sure your route curves a little as you head through the water on the valley floor.<br />
<br />
At the barrier section, make sure to grab a grav lift from the far building, then drive towards the barrier. At this point check the position of the turret by the plasma barrier, it will either be on the left or right side of the barrier. If the Turret is on the right side of the barrier, simply drive the regular easy route, get out and shelter behind the barrier for shields, then melee the barrier generator and carry on. If the turret is on the left side, you can just drive straight into the turret and splatter it, then get out, go behind the barrier and kill it and get back in the hog and drive away. Alternatively, if this seems too hard, you can try being very fast and going right around the sniper tower and booking it behind the barrier. This method leaves you open to direct fire from the turret, but works if you move very quickly.<br />
<br />
Do the bridge jump either with the gravity lift or by squeezing your warthog between the concrete barriers, then drive through the next battleground by going through the pipes on the right hand side of the valley, and make your way to the wraith and two choppers. It is easiest here to go around the left hand side of this area and then navigate your way through the debris on the far side of the valley to avoid the chopper shots and wraith shots. You have to be careful however because the hitboxes of the debris do not line up with the models for the debris.<br />
<br />
In the next area, kill both brutes and pick up the fuel rod gun. Grab a chopper and head towards the underside of the bridge, instead of the rock you normally ride up on easy. Go up the slope on the left of the bridge and make your way towards the brute barrier. Get out before you reach the very end of the level and fire off fuel rod shots at the Turret and at the plasma barrier, then jump off the right side of the highway and walk along the cliff towards the barrier until you get closer, at which point you can jump back up under the truck and crouch walk towards the barrier in order to end the level.<br />
[[Category:Levels|3-3]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=The_Storm&diff=21927The Storm2017-10-26T04:13:55Z<p>Paradoxxic: added video tutorial</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: ~5:30 <br>Legendary: ~7:00<br />
| previous = [[Tsavo Highway]]<br />
| next = [[Floodgate]]<br />
}}<br />
<br />
'''The Storm''' is the fourth playable level in [[Halo 3|Halo 3]]. See [http://halo.wikia.com/wiki/The_Storm_(level) The Storm (Halo Nation)] for general information.<br />
<br />
This level has a video [https://youtu.be/5jCt8Wbnmcw tutorial using beginner strats] here<br />
<br />
==Version Differences==<br />
This level is incredibly Chaotic, and as such is easier on Legendary if played on OG. The first lakebed phantom has a much higher chance of having the phantom turret blown off by marines on OG, meaning far more runs will make it past first lakebed. In addition to this,<br />
* The rocket marines in the 2nd lakebed are more trigger happy on MCC, and kill you more often.<br />
* DC clipping to deload the scarab is only possible on MCC. OG runs must use the mongoose clip.<br />
<br />
==Easy==<br />
<br />
Before getting into the breakdown of the mission, it is important to explain the concept of an RNG seed. A seed is the basis that all future random events are calculated from, and so if the seed is the same for two identical runs the random events will be the same. This is true at the start of a level, but due to how every RNG call will change the value later events are not as strongly connected due to small changes in how the level is played and what things need to call for a random value (say for a random drop or an enemy's behaviour). When a level is first loaded, an RNG seed is created and this is used for the duration of the level being loaded. The seed will be the same every time the level is restarted, so when restarting the level in the same load instance some random behaviour will seem more regular. The seed will also subtly change over time, but only after an hour or two. For IL runs the seed is vital, and if you want a top time some time will have to be spent reloading the level for a favourable seed. However in full game runs the level can only be loaded once and so it is not possible to use the seed to gain any advantage.<br />
<br />
===- Before first lakebed===<br />
<br />
This mission opens with an autoscroller, where a marine drives the warthog over to the door. While this section is not affected in any way by the player, it can be affected by the seed. Fortunately it is at the very start of the level, so once a seed has been found with a fast warthog it will be fast on (almost) every reset while the level is still loaded.<br />
<br />
Once the warthog has reached the door it will kick you out automatically. It is best to just walk straight to the door button and hit it, although you can use a grenade boost if you wish.<br />
<br />
The indoor section preceding the first lakebed is on a timer, so as long as you don't stop for a few seconds you will not lose time here. For this section it is recommended to pick up the BR that is at the end of the walkway on the right of the last tunnel. You can also try and collect some plasma grenades from the grunts, and certain routes can use a plasma pistol acquired here. Once you have walked over to the ghosts, collecting things along the way, hop into a ghost and drive it over to the button. The button should still be flashing if you have walked straight over, so get ready to press it when it does activate. Then hop back into your ghost and leave through the door. The mission is about to begin.<br />
<br />
===- First lakebed===<br />
<br />
===- Between first and second lakebed===<br />
<br />
===- Second lakebed===<br />
<br />
====Mounted pod strats====<br />
<br />
====Rocket snipe strats====<br />
<br />
====Double phantom strats====<br />
<br />
===- Scarab fight/skip===<br />
<br />
====Scarab board====<br />
<br />
====Mongoose clip====<br />
<br />
====DC clip====<br />
<br />
===- Factory===<br />
<br />
===- Outside and AA gun===<br />
<br />
===-- Legacy info, temporary===<br />
<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 />
==Legendary==<br />
<br />
===Ghost Town===<br />
<br />
===First Lakebed===<br />
<br />
===Second Lakebed===<br />
<br />
===Scarab Board===<br />
<br />
===Factory===<br />
<br />
===Destroying the AA Gun===<br />
<br />
[[Category:Levels|3-4]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Tsavo_Highway&diff=21926Tsavo Highway2017-10-26T03:53:14Z<p>Paradoxxic: added video tutorial</p>
<hr />
<div>{{Level Infobox<br />
| title = Tsavo Highway<br />
| image = [[File:TsavoHighway.jpg|300px]]<br />
| caption = <br />
| game = [[Halo 3]]<br />
| time = Easy: ~3:30 <br>Legendary: ~4:00<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 />
This level has a Video tutorial for [https://youtu.be/qyJn3vrp968 Legendary with beginner strats here] if you're just looking to learn the level.<br />
<br />
==Version Differences==<br />
This level is essentially identical, with the main difference being that driving physics differ slightly between MCC and OG.<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 />
<br />
==Legendary==<br />
If going for the IL record on Legendary, this level has to be played using the same strats as on easy, just praying that nothing will kill you. The Legendary route given below is for consistency and better for fullgames.<br />
<br />
At the beginning of the level, make sure you get two marines in your warthog (One gunner and one side-seat) before leaving, because these marines will soak damage and make surviving the following sections much easier. Upon getting to the "bridge section" mentioned in the easy section above, the path you take through the centre of the area is important; if you attempt to go straight for the hill beside the bridge, you leave yourself too open to the sniper fire from the sniper nest on the left side of the area and you will likely get shot. Thus, make sure your route curves a little as you head through the water on the valley floor.<br />
<br />
At the barrier section, make sure to grab a grav lift from the far building, then drive towards the barrier. At this point check the position of the turret by the plasma barrier, it will either be on the left or right side of the barrier. If the Turret is on the right side of the barrier, simply drive the regular easy route, get out and shelter behind the barrier for shields, then melee the barrier generator and carry on. If the turret is on the left side, you can just drive straight into the turret and splatter it, then get out, go behind the barrier and kill it and get back in the hog and drive away. Alternatively, if this seems too hard, you can try being very fast and going right around the sniper tower and booking it behind the barrier. This method leaves you open to direct fire from the turret, but works if you move very quickly.<br />
<br />
Do the bridge jump either with the gravity lift or by squeezing your warthog between the concrete barriers, then drive through the next battleground by going through the pipes on the right hand side of the valley, and make your way to the wraith and two choppers. It is easiest here to go around the left hand side of this area and then navigate your way through the debris on the far side of the valley to avoid the chopper shots and wraith shots. You have to be careful however because the hitboxes of the debris do not line up with the models for the debris.<br />
<br />
In the next area, kill both brutes and pick up the fuel rod gun. Grab a chopper and head towards the underside of the bridge, instead of the rock you normally ride up on easy. Go up the slope on the left of the bridge and make your way towards the brute barrier. Get out before you reach the very end of the level and fire off fuel rod shots at the Turret and at the plasma barrier, then jump off the right side of the highway and walk along the cliff towards the barrier until you get closer, at which point you can jump back up under the truck and crouch walk towards the barrier in order to end the level.<br />
[[Category:Levels|3-3]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=The_Ark&diff=21918The Ark2017-10-11T22:09:04Z<p>Paradoxxic: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Ark<br />
| image = [[File:TheArk.jpg|300px]]<br />
| caption = <br />
| game = Halo 3<br />
| time = Easy: ~10:40 <br>Legendary: ~14:00<br />
| previous = [[Floodgate]]<br />
| next = [[The Covenant]]<br />
}}<br />
<br />
'''The Ark''' is the sixth playable level in [[Halo_3|Halo 3]]. See [http://halo.wikia.com/wiki/The_Ark_(level) The Ark (Halo Nation)] for general information.<br />
==Version Differences==<br />
This is the level with arguably the biggest subtle differences between versions. The differences are outlined below.<br />
* The first two enemy encounters are easier on OG than on MCC for Legendary runners. There is a jackal carbine atop the AA gun during the second encounter that will commonly kill you on MCC if you don't take him out first, but can be ignored on OG.<br />
* At the crashed pelican, if you are taking the mongoose on either legendary or easy, you will have a much tighter timing window to reach the closest ghost before the grunt does on MCC than on OG, owing to the faster reaction time of enemies.<br />
* While doing ghost strats after dawn fight as you head back to spark door, you will encounter significant frame drops. The lag is lessened on MCC which makes driving the ghost well through the frame drops much easier on MCC than on OG.<br />
* As you make your way down to do scarab board on Legendary, there is a grunt with a Fuel Rod Gun (Grunt of Doom) in the centre structure where you typically pick up a gravity lift. He can kill you easily on MCC but is almost never a problem on OG.<br />
* After killing the scarab on MCC, it is possible to get a delayed load where the pelican will not load in until 2 enemies on the ramps leading up to the spire are dead. This can cause significant time-loss if you aren't paying attention. To avoid this, easy runners should stay with their chopper down in the scarab area until they see the "loading...done" text on screen after the scarab dies before moving on with the level. It is possible to get this delayed load on OG, but it is far less common.<br />
* There is a strategy on OG that allows you to do the entire interior of the spire section and reach the button cutscene without alerting any enemies with about a 50% success rate. No viable method for this has been found for MCC.<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 />
==Legendary==<br />
For the first 20-30 seconds of the level, you will be, just like on Easy, sitting in the Pelican with nothing to do. Once Johnson says "Stand to, Marines," hold Action/Reload to exit the Pelican 2-3 seconds earlier than usual.<br />
<br />
Moving ahead, move towards the left rather than the normal path to the right. Jump over the first rocky ledge and jump onto the rock ahead. From there, couch-jump to the ledge above and jump across the gap to the next rock. Afterwards, move forward a few paces and try to do a slide jump towards the right. There will be a rock that you can use to get onto the ring for the first fight.<br />
<br />
===First Fight===<br />
In this area, there are 3 Brutes, one of which is a Captain with a Brute Shot, and several Grunts and Jackals. Your primary target is the Captain. There are two routes to dealing with this area.<br />
<br />
The safe strategy is to snipe the Captain with your Sniper Rifle 2-3 times and reload. Move towards the right and there will be two Grunt Heavies. Take them out with your Battle Rifle and move along. If you require ammo, there is a Weapon Pod with a Sniper Rifle. Ahead, there are two more Jackals before entering the Cave. Take them out with the Battle Rifle and move into the Cave, where there are two Jackal Marksmen; take them out as well. This route takes about 5 seconds longer than the risky strategy for this area.<br />
<br />
The risky strategy instead would involve moving forward instead. Once you jump onto the ring, shoot the Brute Captain. He will usually flinch backwards, and the Brute next to him will line up with you, setting up a 2-for-1. Try to line up both the Captain and the Brute next to him, and you should be able to take them out with one clip of the Sniper Rifle. If they drop grenades and equipment, it is recommended to pick them up if possible, especially if there is a Deployable cover, and there is time to reload your Sniper Rifle if these two Brutes have been killed properly. Moving ahead, there are two Jackals; take them out with the Battle Rifle. If you managed to reload your Sniper Rifle in time, you can pick up some ammo in the nearby Weapon Pod. Going into the cave, take out the two Jackal Marksmen and move to the AA Gun section.<br />
<br />
===AA Gun Section===<br />
Your next destination upon entering this section is a door above you on the left. Though there are quite a number of enemies here, it is possible to skip them all with tactical jumps.<br />
<br />
The safest way to deal with these enemies is to skirt around the perimeter, maximizing distance between you and the enemies. While this is arguably the easiest way, it takes a considerable amount of time to take this route.<br />
<br />
The next easiest way is to move towards the left, where there is an antenna-like structure. Crouch-Jump to this structure and jump forward to the rock ahead. Keep moving ahead towards the leg of the AA Gun, and do a slide-jump from the base of the leg to the slope. Then move up the slope to your next destination. This will take about 10 more seconds to do than doing the Antenna Jump.<br />
<br />
One of the quickest ways is to do the Antenna Jump. Again, on the left, there is the Antenna-like structure. Jump on the right part of the antenna. Look to the left, at the cliff, move forward slightly, and jump. This jump is quick, but it will require extensive practice. Upon getting up to the cliff, it is strongly advised to take out the Jackal in the AA Gun.<br />
<br />
At the top of the cliff, there will be a Brute Captain, with a Brute Shot, and 7 Grunts. The safest and most consistent way to take them out is to take out the Grunts with the Battle Rifle while keeping one Grunt between you and the Brute Captain as you approach the Captain. Approach the Captain and melee him to stagger him for 2-3 seconds. During this time, you can either run past him or run around him to back-smack him.<br />
<br />
After dealing with the group, move along towards the Crashed Pelican area.<br />
<br />
===Crashed Pelican Area===<br />
The Crashed Pelican area is quite a simple area, though getting out will require luck. Your objective here is to pick up the Rocket Launcher under the crashed Pelican and to get to a Ghost in the next area as fast as possible. Coming into this area, there are plenty of Plasma Grenades on the ground; pick them up if you do not have any.<br />
<br />
There are quite a few enemies in this area, but the only concerns here are a Brute on the far side and some Grunts under the downed Pelican. The typical way of approaching this section is to take out the Brute on the far side. The Brute can be killed with a long-ranged Plasma Grenade, 2-3 Sniper shots, or 1 Sniper shot with 2-3 Battle Rifle shots. After killing this Brute, move to the downed Pelican, where there are a few Grunts; take them out with the Battle Rifle. Then, swap the Battle Rifle for the Rocket Launcher, and make sure to pick up the nearby Rocket Launcher ammo. Make your way towards the Mongoose and drive onto the next section. Initially, take a hard left and then drive to the next area to minimize time spent driving uphill. Pray to RNGesus that the 2 Prowlers along the way do not start shooting you as you jump the cliff.<br />
<br />
Alternatively, if the player has a Deployable Cover, it is possible to launch from this section to a Ghost in the next section. As usual, pick up grenades going into this area. However, it will not be necessary to take out the Brute on the far side. Make your way to the downed Pelican, dispatch any Grunts, and take the Rocket Launcher. Turn right and move up the hill. Aim in the direction of where a Ghost is in the next section. At the top of the hill, launch from there to the next section.<br />
<br />
===Vehicle Section===<br />
If you exited the last section on a Mongoose, there will be a Chopper in the area. Try to make it to the downed Longsword as fast as possible since the Chopper can shoot the Mongoose and cause it to spin out or to flip. As you approach the crashed Longsword, there is debris near the left wing through which the Mongoose can drive. Drive through this debris, but slow down before going through as there is a panel on the ground that can mess up everything if the Mongoose is going at full speed. Ahead, there is a Grunt about to board a Ghost. Make your way to this Ghost and hijack the Ghost. Then drive on to the cliff area.<br />
<br />
If you did a DC Launch from the last area, you will typically land near the Ghost parked by 2 Choppers. If the enemies in this area are not active upon landing, revert to the last checkpoint or the game will softlock later on. If the Brutes are approaching their Choppers, then board the nearby Ghost and drive to the left side of the downed Longsword. Unlike the Mongoose approach, drive over the debris rather than under it. The Grunt in the next area will have likely boarded his Ghost so try to move past him as soon as possible. If your shields are down, shoot a couple shots towards the Grunts near the downed Phantom to get one Grunt off his Turret; this will reduce incoming fire and increase chances of survival.<br />
<br />
Regardless of how you acquired a Ghost in this section, you will be approaching a cliff. Instead of driving off this cliff, drive up the slope to the right of the cliff. Hold Jump to make it easier to climb the slope as you boost onto it. After boosting up the slope, there will be a steep slope towards the left; descend slowly down this slope and use your boost upward to maintain stability. Once about halfway from the top of the slope to the ground below, there will be another sloped area. Boost along this area towards another hill ahead and climb the hill, but avoid driving too far to the left as you are climbing or a set of enemies will spawn.<br />
<br />
After boosting off this hill, make your way to the AA Wraith Section.<br />
<br />
===AA Wraith Section===<br />
Ahead, there is a cave leading to an area with 3 Wraiths (2 Anti-Air Wraiths and 1 Standard Wraith). There are multiple ways to tackle this section.<br />
<br />
The safe method is to swap out your Ghost for a Chopper before heading into the cave leading to the AA Wraith Section. Then boost into the Cave, but stay in the cave. Get off and take out your Sniper Rifle. In the distance, there is a cove. Zoom into the cove and target the thigh of a Brute. Next, take out your Rocket Launcher and shoot; the Rocket will hit the Brute and kill all all enemies in the cove. Get back on your Chopper and target the Wraith towards the right side. The cave will protect you from any mortars that the Wraith sends. Kill the Wraith and the nearby Shade Turret. Once those two targets are down, get off your Chopper and take out the nearby Grunt who is on a Plasma Turret and the 4 Brutes on the left side. Get back on on your Chopper and make your way towards the AA Wraiths. Along the way, there will be 2 Ghosts; dispatch them and move on. Once you see the 2 AA Wraiths, take out the nearby Sniper Tower and Grunt or their Turrets will kill you. Once these two threats are gone, target the cores of each AA Wraith and take them out. The trigger for the Forward Unto Dawn landing should occur once both Wraiths are destroyed.<br />
<br />
The risky method of this section is to keep your Ghost and boost into the cave. Like the safe method, target the distant Brute in the cove and fire a Rocket to dispatch a group of enemies there and reload your Rockets. Then, target the group of enemies on the right side. Kill the Grunt on the Turret and the Brute on the Wraith Turret. Next, focus on the 4 Brutes on the left side. Kill 2 of those Brutes and weaken the other 2 if you wish, but do not take out a third Brute or 2 Ghosts will spawn early and make killing the Wraith very difficult. Get back on your Ghosts and head towards the Wraith and Shade Turret. Ram into the Shade Turret to kill it and board the Wraith. Kill the Wraith and then stick your Ghost to prevent the remaining Brutes form boarding it. Make your way to the AA Wraiths and snipe the Grunt in the Sniper Tower; if you have bullets left in your clip, shoot the remaining 2 Brutes if possible, but do not take too long. Afterwards, there will be a Grunt on a Plasma Turret to your left; throw a grenade to kill him. Take out your Rocket Launcher as 2 Ghosts approach you and take them out. If you killed only the drivers, you can use the Ghost to kill the AA Wraiths; else, board the Wraiths.<br />
<br />
Once everything is dead, pick up a Fuel Rod Cannon and ammo at the cove and scour the area for grenades. At this point, you should at least have a Fuel Rod Cannon with 22-24 shots in the reserve.<br />
<br />
===Forward Unto Dawn===<br />
At this point, the Forward Unto Dawn will land, dropping off 3 Scorpion Tanks and a Warthog. A Pelican will also arrive to drop off 4 Marines. If you need extra ammo for your Rocket Launcher, trade with one of the Marines who gets off and kill him/her. Alternatively, you can also trade with or kill a Marine to get a Battle Rifle. <br />
<br />
Afterwards, board the closest Scorpion Tank and make your way back to the cave, where you entered this section. As you approach the cave, 4 Ghosts will come out of the cave. Attempt to blast each of them with one direct hit. Then, a Prowler will emerge with 2 Brutes riding; 2 direct hits will destroy it. Then, 2 more Ghosts and 2 Hunters will come through the cave. Kill all of them with 1 direct hit each.<br />
<br />
After getting through the cave, there will be quite a few enemies, including the set of enemies that were skipped on the way to the AA Wraith section. There is a Phantom deploying a Sniper Nest; destroy the turret and the Sniper Nest as soon as they are visible. Then, there will be 3-4 Jackals on the left side. They are top priority due to their ability to disable the tank. Shoot 1-2 shots at the group of Jackals to kill them and move along. As a safety tactic, kill the Brute Captains, who wield a Brute Shot and a Fuel Rod Cannon, so your allies behind you will join you in the next section.<br />
<br />
Moving along, drive the Scorpion Tank down the valley. Around the corner, 2 Ghosts will confront you so take them both down. Up ahead, there is a Wraith. Though it takes 4 shots to completely destroy the Wraith, it is faster to take down the driver with 3 shots and let your gunner finish it off. At the top of the hill ahead, there is a camp with a Sniper Nest with 2 Turrets and a group of Grunts and Jackals near the bottom-right base of the tower. Additionally, 4 Ghosts will start to approach. Prioritize the Ghosts if they are closing in, but try to send a shot into the group of Grunts as soon as possible as there are Grunts with Fuel Rod Cannons in that group. The Sniper Nest is the last priority as the turrets will not shoot until you are relatively close to it.<br />
<br />
After everything is dead, move onto the Ark Door section.<br />
<br />
===Ark Door===<br />
This area has several vehicle enemies, including 3 Wraiths, 2 Ghosts, 2 Choppers, and several Shade Turrets. The terrain of this area features 2 cliffs on the left side; one upper-level and one mid-level. The upper level is safer but a bit slower while the middle level is more direct but slightly riskier. <br />
<br />
As you enter this area, there are 2 Wraiths being dropped off in the distance. Target the one on the left first and hit it with 4 direct shots. There is a tree that can block your shots; this can be remedied by aiming slightly below and the lowest branch. After killing that Wraith, focus on the other Wraith and shoot 4 direct shots at it. Shoot 3-4 shots at any nearby enemies and then look to the right and above the wall. A Phantom will spawn in the sky with a third Wraith; kill this Phantom with 5 direct shots (though it's possible but more difficult with 3 shots). If done correctly, the Phantom will explode and the Brutes in the Wraith will die. Make your way to the platform and kill anything in the way. Once on the platform, make your way to the door and kill the Shade Turret there. At this point, get out of the Tank and switch to a Chopper while Guilty Spark unlocks the Ark Door. If Guilty Spark is still saying "Reclaimer, come to the upper doorway; the others can take the lower route," then shoot him to skip a bit of dialogue and save about 6 seconds.<br />
<br />
Once Guilty Spark unlocks the door, drive your Chopper through the door and boost down the ramp. Once down the ramp, there is a locked door to your left. Turn your camera away from this door for a few seconds and Guilty Spark will spawn there to open the door. After Spark opens the door, drive to the middle of the next room, but do not drive onto the circular platform. Get off and activate the panel to unlock the door on the far side. Get back on the Chopper and drive through the next 2 rooms. In each of these rooms, there are two nodes; driving between the closest node and the wall is the fastest way of navigating these rooms while driving between the nodes is usually easier.<br />
<br />
As you navigate the second room, get ready to boost into the Scarab Section.<br />
<br />
===Scarab Section===<br />
This is one of the more brutal parts of the mission. Dying or making mistakes here can cost potentially entire minutes. Your first objective in this section is to destroy the Scarab which appears on the very far side of this whole area. Afterwards, you will need to head up a spire to the chapter "Real Men Don't Read Maps."<br />
<br />
Immediately as you exit the previous section, turn about 30 degrees right and boost to the right of a tree. Then turn slightly to the left and go down the cliff. Once you reach the bottom of the cliff, boost off the ledge and stay near the right towards the rock wall. Drive along the shadow and turn left to boost off the next ledge. Go under the rock arch and head to the structure with a flat roof. Inside, drive slowly up the ramp and pick up the Grav Lift to the right if you choose. Regardless of whether you chose to pick up a Grav Lift or not, get out of the structure and head to the right, where the Scarab will spawn.<br />
<br />
If you have a Grav Lift, boost into the shadows and park your Chopper there. Find a little wedge in the shadow and plant your Grav Lift close to the peak of the wedge (about 1 meter/3 feet to the left or 2 meters/6 feet to the right). The Scarab should be coming down in a few seconds, and the core will appear on your motion track. Once the red dot moves past you on the motion tracker, move forward and jump as the Grav Lift boosts you up to the Scarab Core. The core will be invulnerable for about 3-4 seconds; wait for that to pass and then destroy the core with 2 Fuel Rod Shots and get back to your Chopper.<br />
<br />
If you do not have a Grav Lift, a Fuel Rod Jump is possible to board the Scarab at the boarding deck. Like before, park your Chopper in the shadows. However, position yourself at the edge of the shadow and look for the Scarab Core on your motion tracker. Once the red dot passes you, run forward and do a Fuel Rod Jump to get into the boarding deck of the Scarab.<br />
<br />
If neither one of these options is appealing, drive the Chopper to the roof of the structure instead of going to where the Scarab will spawn. Place your Grav Lift there and wait for the Scarab to come. Line up your Chopper with the Grav Lift and Scarab. Then, boost onto the Grav Lift, and you should land on top of the Scarab. Get off the Chopper, find the Scarab Core, and destroy it. Jump off the Scarab and find the nearest Chopper without dying.<br />
<br />
After destroying the Scarab, you will need to get to the top of the Spire. The safer and most common way of doing so is to drive back up the area. Turn your Chopper so you are going uphill. Drive to the right of the flat-roof structure and past 3 outcrops. Then, turn left and you should see a grey and beige rooftop. There is a rocky ledge from which you can boost onto the roof. Once you're on the roof, keep driving along the grey portion of the roof and boost towards the end. Once you are close to the end of the rooftop, drop through the gap on your left, but get off your Chopper halfway through the drop or the Fall Timer will kill you. Find your way to the door to the building and kill the nearby Jackal Sniper with your Fuel Rod Cannon.<br />
<br />
The riskier way to get to the top of the Spire is to charge up the ramp with your Chopper. After getting off the Scarab, boost towards the ramp leading to the top of the spire. The Choppers in the area may prove to be a threat, but if you can make it up to the ramp in time, you should survive. Go up the first part of the ramp, but conserve your boost as you're going up to boost once you reach the top of this ramp. Line up your reticule between the Covenant Crate and the wall at the top of the second part of the ramp. Then boost up this ramp; boosting prevents the nearby Fuel Rod Brute Captain from killing you. At this point, get off your Chopper and kill some of the 4 Jackal Marksmen at the very top of the area. Keep moving to the top and kill the Jackal Sniper to the left once you reach the top. <br />
<br />
If time permits after doing the risky method, pick up the Beam Rifle and kill enemies that you passed on the way up. There will be 1 Brute just below you with Camo. Kill him for Incendiary Grenades and possibly a Cloaking or a Radar Jammer. On the level below, your Chopper should be parked there, and there will be 3 Brutes and the Fuel Rod Captain. Your goal here is to kill them and hopefully pick up a Bubble Shield. The Fuel Rod Captain will have most likely boarded the Chopper, but sniping him should be very easy. However, at the very bottom of the spire, there will be enemies firing Fuel Rods at you so be careful. Use whatever equipment you have to help you kill the Captain and the 2 nearby Brutes for a Bubble Shield. Then, after getting a Bubble Shield, if you have obtained one, go back up the ramp, where a Pelican drops off 2 Marines.<br />
<br />
Before entering "Real Men Don't Read Maps," a Pelican will drop off the Arbiter and 2 Marines. Kill the Male Marine to skip about 15 seconds of dialogue during "Real Men Don't Read Maps."<br />
<br />
===Real Men Don't Read Maps===<br />
Once you enter the Spire, you will be waiting for about 15 seconds as 343 Guilty Spark unlocks a door. There are 2 Plasma Grenades on the ground; pick them up if you need them. Once Guilty Spark opens the door, proceed to the far right corner of the room, where there is the Pissing Brute Easter Egg. Backsmack him so he does not alert anyone in the room and for a Bubble Shield if you have not gotten one already. Go through the nearby door and attempt a slide-jump down the ramp. Go through the door at the bottom of the ramp and head down the hall.<br />
<br />
After the end of the hall, you will be in a room where there is a door ahead of you, another door down below you, and a ramp to your left. If you have a Bubble Shield, drop down and head through the door below and proceed through the next room without getting spotted. If you do not have a Bubble Shield, you may want to stick to the upper level and assassinate the Brute for another chance at getting a Bubble Shield. Sometimes, regardless of your path, you will get spotted by the Brute. Should this happen, you may wish to kill most of the enemies in the room before going into Hell Room. Else, you will not get a checkpoint prior to going into Hell Room, and all the enemies in Hell Room will be alerted. If you managed to not get spotted, you will receive a checkpoint just before going into Hell Room, and the enemies in there will not be alerted.<br />
<br />
===Hell Room===<br />
This room is quite dangerous. There are about 5 Brutes in here, and 4 of them wield Brute Shots. Your objective here is to get past everything and go through the door on the far side of the room. You will likely die multiple times in this section, though running through and dying multiple times is still much faster than taking out every enemy in the room.<br />
<br />
Before you enter this room, a Brute will spawn at the entrance to Hell Room. Unless the enemies in the previous room are still alive and alerted, this Brute will not be alerted yet, even if you are in front of him. As you enter the door, the Brute will try to melee you. Side-step to the left and bypass him. You may wish to turn around and stick him with a grenade, but this is just a matter of preference.<br />
<br />
From here, there are multiple tactics as to getting to the far side of the room. If the Brutes have just become alerted, move forward past 2 small pillars and past another large pillar in the middle of the room. After passing that large pillar, turn left into an alcove and make your way towards the door. However, 2 Brutes with Brute Shots are in your way. In order to get past them, either throw down your Bubble Shield (though this makes getting past Hell's Hall harder) or approach both Brutes as you go to the door in order to make the Brutes melee instead of shooting you.<br />
<br />
If the Brutes are already alerted before you entered the room, then you may wish to go towards the left immediately rather than going straight forward. As you go forward, there are 2 Brutes wielding Brute Shots in your way. Spam Fuel Rod Cannon shots, grenades, and Rockets (if you have Rockets) towards them. If you have your Bubble Shield, you may want to deploy it, but doing so will make getting past Hell's Hall much more difficult.<br />
<br />
After getting through Hell Room, make your way to the Cartographer controls and activate the panel.<br />
<br />
===Hell's Hall===<br />
After activating the Cartographer, you will be making your way back into Hell Room, though Hell Room will not be as difficult as it was on the way to the Cartographer. However, in the hall before getting back into Hell Room, a Brute with a Brute Shot may appear. Pay attention to your motion tracker, and if he is going into the hall, blast him with 2-3 Fuel Rods.<br />
<br />
Once you are in Hell Room, there will be 3 Grunts towards your left. Though it is tempting to kill them, it is safer to run past them while holding the Fuel Rod Cannon out as having a heavy weapon out will cause Grunts to panic. On the far end of the room, there will be 4 Jackals. Take them out with your Fuel Rod Cannon and make your way into Hell's Hall.<br />
<br />
In Hell's Hall, there are 2 Brute Bodyguards with Maulers and a Turret Chieftain. Getting through here depends on what resources you have (weapons, grenades, equipment). <br />
<br />
If you have a Bubble Shield, you can simply drop it towards the top of the ramp and run down. The Bubble Shield will protect you from the front Brute Bodyguard, and you will be able to close in on the second Brute Bodyguard to melee him. Run past the Chieftain and make your way into the Camo Room.<br />
<br />
If you do not have a Bubble Shield, your strat will vary depending on what weapons you have. If you have Rockets, you will want to blast the Bodyguards with a rocket and follow it up with several Fuel Rods and Grenades. If possible, pick up a Regenerator from one of the Bodyguards and deploy it immediately to provide yourself some shield regeneration against the Chieftain. If you have brought a Sniper weapon in this area, stun the 2 Bodyguards with a shot in each of them. The stun will render them harmless for about 2 seconds so move quickly past them before they shoot you. If you have neither a Rocket Launcher or a sniper weapon, run past all of them and hope that the Bodyguards try to melee you rather than shoot you.<br />
<br />
===Camo Room===<br />
This room has 4 Brute Stalkers with Spikers. While they have low shields, they are hard to spot, and they can dish out a lot of damage in a short amount of time. This room has an upper level with 2 Brutes and a lower level with 2 more Brutes. Additionally, there will be 2 Jackals that will come through a door on the lower level. Your main weapon in this area will be your Fuel Rod Cannon. It is strong enough to kill each Brute Stalker in 2 hits, and it can kill Jackals in 1 direct hit.<br />
<br />
Upon entering this room, have your Fuel Rod Cannon out and move towards the right. There will be a Brute Stalker right in front of you. Blast him with two Fuel Rods or hit him with a Plasma Grenade to kill him quickly. Then, strafe left to drop down to the lower level. There will be another Brute Stalker in the corner so kill him. The Brute Stalker on the upper level will drop down. Find him and kill him. After that, there should be only 1 Brute Stalker left; use your radar and listen to your surroundings to kill him.<br />
<br />
After all the Brute Stalkers are dead, 2 Jackals will come through a door. Use a Plasma Grenade or your Fuel Rod Cannon to kill them. Then move towards the door from which they came. Before entering the door, if you need Plasma Grenades, jump to pick up 2 Plasma Grenades through the floor of the upper level. Then proceed to the final fight.<br />
<br />
===Final Fight===<br />
In the last area of The Ark, there will be a Hammer Chieftain accompanied by 6 Jetpack Brutes. However, each of the Jetpack Brutes will remain in place until the player starts fighting them. This gives ample time to get into position or to pick up another weapon if needed.<br />
<br />
Upon entering this area, the player has quite a few options before the enemies become active. If need be, there is a weapon crate on the left side of the area with Carbines. This may be useful if the player is low on ammo or grenades.<br />
<br />
Upon starting the fight, you will want to have your Fuel Rod Cannon out. Approach the nearest Jetpack Brute and stick him with a Plasma/Spike/Incendiary Grenade. If you have a Cloaking, activate it to keep the Brutes inactive. Move to the next Brute and repeat the same process; however, be careful about the Hammer Chieftain. Do this until either you have no more sticking grenades or until all the Jetpack Brutes are dead. If there are still Jetpack Brutes alive, blast them with your Fuel Rod Cannon. <br />
<br />
Once all the Jetpack Brutes are dead, deal with the Chieftain. If he does not activate Invincibility, then he has a Flare; simply blast him with 4 Fuel Rods. However, if he does activate Invincibility, either wait for it to expire or assassinate him. Due to the terrain of this area, he may not do his signature lunge attack needed to assassinate him so keep moving around and wait for him to lunge at you.<br />
<br />
After killing the Chieftain, face the area from which you came. Then, look towards the left, and 2 Jackal Marksmen will come out of a door. Kill them with any means possible, and the level will end 20 seconds after you kill the last enemy in this area.<br />
<br />
[[Category:Levels|3-6]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=The_Ark&diff=21917The Ark2017-10-11T22:05:00Z<p>Paradoxxic: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Ark<br />
| image = [[File:TheArk.jpg|300px]]<br />
| caption = <br />
| game = Halo 3<br />
| time = Easy: ~10:40 <br>Legendary: ~14:00<br />
| previous = [[Floodgate]]<br />
| next = [[The Covenant]]<br />
}}<br />
<br />
'''The Ark''' is the sixth playable level in [[Halo_3|Halo 3]]. See [http://halo.wikia.com/wiki/The_Ark_(level) The Ark (Halo Nation)] for general information.<br />
==Version Differences==<br />
This is the level with arguably the biggest subtle differences between versions. The differences are outlined below.<br />
* The first two enemy encounters are easier on OG than on MCC for Legendary runners. There is a jackal carbine atop the AA gun during the second encounter that will commonly kill you on MCC if you don't take him out first, but can be ignored on OG.<br />
* At the crashed pelican, if you are taking the mongoose on either legendary or easy, you will have a much tighter timing window to reach the closest ghost before the grunt does on MCC than on OG, owing to the faster reaction time of enemies.<br />
* While doing ghost strats after dawn fight as you head back to spark door, you will encounter significant frame drops. The lag is lessened on MCC which makes driving the ghost well through the frame drops much easier on MCC than on OG.<br />
* As you make your way down to do scarab board on Legendary, there is a grunt with a Fuel Rod Gun (Grunt of Doom) in the centre structure where you typically pick up a gravity lift. He can kill you easily on MCC but is almost never a problem on OG.<br />
* After killing the scarab on MCC, it is possible to get a delayed load where the pelican will not load in until 2 enemies on the ramps leading up to the spire are dead. This can cause significant time-loss if you aren't paying attention. To avoid this, easy runners should stay with their chopper down in the scarab area until they see the "loading...done" text on screen after the scarab dies before moving on with the level. It is possible to get this delayed load on OG, but it is far less common.<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 />
==Legendary==<br />
For the first 20-30 seconds of the level, you will be, just like on Easy, sitting in the Pelican with nothing to do. Once Johnson says "Stand to, Marines," hold Action/Reload to exit the Pelican 2-3 seconds earlier than usual.<br />
<br />
Moving ahead, move towards the left rather than the normal path to the right. Jump over the first rocky ledge and jump onto the rock ahead. From there, couch-jump to the ledge above and jump across the gap to the next rock. Afterwards, move forward a few paces and try to do a slide jump towards the right. There will be a rock that you can use to get onto the ring for the first fight.<br />
<br />
===First Fight===<br />
In this area, there are 3 Brutes, one of which is a Captain with a Brute Shot, and several Grunts and Jackals. Your primary target is the Captain. There are two routes to dealing with this area.<br />
<br />
The safe strategy is to snipe the Captain with your Sniper Rifle 2-3 times and reload. Move towards the right and there will be two Grunt Heavies. Take them out with your Battle Rifle and move along. If you require ammo, there is a Weapon Pod with a Sniper Rifle. Ahead, there are two more Jackals before entering the Cave. Take them out with the Battle Rifle and move into the Cave, where there are two Jackal Marksmen; take them out as well. This route takes about 5 seconds longer than the risky strategy for this area.<br />
<br />
The risky strategy instead would involve moving forward instead. Once you jump onto the ring, shoot the Brute Captain. He will usually flinch backwards, and the Brute next to him will line up with you, setting up a 2-for-1. Try to line up both the Captain and the Brute next to him, and you should be able to take them out with one clip of the Sniper Rifle. If they drop grenades and equipment, it is recommended to pick them up if possible, especially if there is a Deployable cover, and there is time to reload your Sniper Rifle if these two Brutes have been killed properly. Moving ahead, there are two Jackals; take them out with the Battle Rifle. If you managed to reload your Sniper Rifle in time, you can pick up some ammo in the nearby Weapon Pod. Going into the cave, take out the two Jackal Marksmen and move to the AA Gun section.<br />
<br />
===AA Gun Section===<br />
Your next destination upon entering this section is a door above you on the left. Though there are quite a number of enemies here, it is possible to skip them all with tactical jumps.<br />
<br />
The safest way to deal with these enemies is to skirt around the perimeter, maximizing distance between you and the enemies. While this is arguably the easiest way, it takes a considerable amount of time to take this route.<br />
<br />
The next easiest way is to move towards the left, where there is an antenna-like structure. Crouch-Jump to this structure and jump forward to the rock ahead. Keep moving ahead towards the leg of the AA Gun, and do a slide-jump from the base of the leg to the slope. Then move up the slope to your next destination. This will take about 10 more seconds to do than doing the Antenna Jump.<br />
<br />
One of the quickest ways is to do the Antenna Jump. Again, on the left, there is the Antenna-like structure. Jump on the right part of the antenna. Look to the left, at the cliff, move forward slightly, and jump. This jump is quick, but it will require extensive practice. Upon getting up to the cliff, it is strongly advised to take out the Jackal in the AA Gun.<br />
<br />
At the top of the cliff, there will be a Brute Captain, with a Brute Shot, and 7 Grunts. The safest and most consistent way to take them out is to take out the Grunts with the Battle Rifle while keeping one Grunt between you and the Brute Captain as you approach the Captain. Approach the Captain and melee him to stagger him for 2-3 seconds. During this time, you can either run past him or run around him to back-smack him.<br />
<br />
After dealing with the group, move along towards the Crashed Pelican area.<br />
<br />
===Crashed Pelican Area===<br />
The Crashed Pelican area is quite a simple area, though getting out will require luck. Your objective here is to pick up the Rocket Launcher under the crashed Pelican and to get to a Ghost in the next area as fast as possible. Coming into this area, there are plenty of Plasma Grenades on the ground; pick them up if you do not have any.<br />
<br />
There are quite a few enemies in this area, but the only concerns here are a Brute on the far side and some Grunts under the downed Pelican. The typical way of approaching this section is to take out the Brute on the far side. The Brute can be killed with a long-ranged Plasma Grenade, 2-3 Sniper shots, or 1 Sniper shot with 2-3 Battle Rifle shots. After killing this Brute, move to the downed Pelican, where there are a few Grunts; take them out with the Battle Rifle. Then, swap the Battle Rifle for the Rocket Launcher, and make sure to pick up the nearby Rocket Launcher ammo. Make your way towards the Mongoose and drive onto the next section. Initially, take a hard left and then drive to the next area to minimize time spent driving uphill. Pray to RNGesus that the 2 Prowlers along the way do not start shooting you as you jump the cliff.<br />
<br />
Alternatively, if the player has a Deployable Cover, it is possible to launch from this section to a Ghost in the next section. As usual, pick up grenades going into this area. However, it will not be necessary to take out the Brute on the far side. Make your way to the downed Pelican, dispatch any Grunts, and take the Rocket Launcher. Turn right and move up the hill. Aim in the direction of where a Ghost is in the next section. At the top of the hill, launch from there to the next section.<br />
<br />
===Vehicle Section===<br />
If you exited the last section on a Mongoose, there will be a Chopper in the area. Try to make it to the downed Longsword as fast as possible since the Chopper can shoot the Mongoose and cause it to spin out or to flip. As you approach the crashed Longsword, there is debris near the left wing through which the Mongoose can drive. Drive through this debris, but slow down before going through as there is a panel on the ground that can mess up everything if the Mongoose is going at full speed. Ahead, there is a Grunt about to board a Ghost. Make your way to this Ghost and hijack the Ghost. Then drive on to the cliff area.<br />
<br />
If you did a DC Launch from the last area, you will typically land near the Ghost parked by 2 Choppers. If the enemies in this area are not active upon landing, revert to the last checkpoint or the game will softlock later on. If the Brutes are approaching their Choppers, then board the nearby Ghost and drive to the left side of the downed Longsword. Unlike the Mongoose approach, drive over the debris rather than under it. The Grunt in the next area will have likely boarded his Ghost so try to move past him as soon as possible. If your shields are down, shoot a couple shots towards the Grunts near the downed Phantom to get one Grunt off his Turret; this will reduce incoming fire and increase chances of survival.<br />
<br />
Regardless of how you acquired a Ghost in this section, you will be approaching a cliff. Instead of driving off this cliff, drive up the slope to the right of the cliff. Hold Jump to make it easier to climb the slope as you boost onto it. After boosting up the slope, there will be a steep slope towards the left; descend slowly down this slope and use your boost upward to maintain stability. Once about halfway from the top of the slope to the ground below, there will be another sloped area. Boost along this area towards another hill ahead and climb the hill, but avoid driving too far to the left as you are climbing or a set of enemies will spawn.<br />
<br />
After boosting off this hill, make your way to the AA Wraith Section.<br />
<br />
===AA Wraith Section===<br />
Ahead, there is a cave leading to an area with 3 Wraiths (2 Anti-Air Wraiths and 1 Standard Wraith). There are multiple ways to tackle this section.<br />
<br />
The safe method is to swap out your Ghost for a Chopper before heading into the cave leading to the AA Wraith Section. Then boost into the Cave, but stay in the cave. Get off and take out your Sniper Rifle. In the distance, there is a cove. Zoom into the cove and target the thigh of a Brute. Next, take out your Rocket Launcher and shoot; the Rocket will hit the Brute and kill all all enemies in the cove. Get back on your Chopper and target the Wraith towards the right side. The cave will protect you from any mortars that the Wraith sends. Kill the Wraith and the nearby Shade Turret. Once those two targets are down, get off your Chopper and take out the nearby Grunt who is on a Plasma Turret and the 4 Brutes on the left side. Get back on on your Chopper and make your way towards the AA Wraiths. Along the way, there will be 2 Ghosts; dispatch them and move on. Once you see the 2 AA Wraiths, take out the nearby Sniper Tower and Grunt or their Turrets will kill you. Once these two threats are gone, target the cores of each AA Wraith and take them out. The trigger for the Forward Unto Dawn landing should occur once both Wraiths are destroyed.<br />
<br />
The risky method of this section is to keep your Ghost and boost into the cave. Like the safe method, target the distant Brute in the cove and fire a Rocket to dispatch a group of enemies there and reload your Rockets. Then, target the group of enemies on the right side. Kill the Grunt on the Turret and the Brute on the Wraith Turret. Next, focus on the 4 Brutes on the left side. Kill 2 of those Brutes and weaken the other 2 if you wish, but do not take out a third Brute or 2 Ghosts will spawn early and make killing the Wraith very difficult. Get back on your Ghosts and head towards the Wraith and Shade Turret. Ram into the Shade Turret to kill it and board the Wraith. Kill the Wraith and then stick your Ghost to prevent the remaining Brutes form boarding it. Make your way to the AA Wraiths and snipe the Grunt in the Sniper Tower; if you have bullets left in your clip, shoot the remaining 2 Brutes if possible, but do not take too long. Afterwards, there will be a Grunt on a Plasma Turret to your left; throw a grenade to kill him. Take out your Rocket Launcher as 2 Ghosts approach you and take them out. If you killed only the drivers, you can use the Ghost to kill the AA Wraiths; else, board the Wraiths.<br />
<br />
Once everything is dead, pick up a Fuel Rod Cannon and ammo at the cove and scour the area for grenades. At this point, you should at least have a Fuel Rod Cannon with 22-24 shots in the reserve.<br />
<br />
===Forward Unto Dawn===<br />
At this point, the Forward Unto Dawn will land, dropping off 3 Scorpion Tanks and a Warthog. A Pelican will also arrive to drop off 4 Marines. If you need extra ammo for your Rocket Launcher, trade with one of the Marines who gets off and kill him/her. Alternatively, you can also trade with or kill a Marine to get a Battle Rifle. <br />
<br />
Afterwards, board the closest Scorpion Tank and make your way back to the cave, where you entered this section. As you approach the cave, 4 Ghosts will come out of the cave. Attempt to blast each of them with one direct hit. Then, a Prowler will emerge with 2 Brutes riding; 2 direct hits will destroy it. Then, 2 more Ghosts and 2 Hunters will come through the cave. Kill all of them with 1 direct hit each.<br />
<br />
After getting through the cave, there will be quite a few enemies, including the set of enemies that were skipped on the way to the AA Wraith section. There is a Phantom deploying a Sniper Nest; destroy the turret and the Sniper Nest as soon as they are visible. Then, there will be 3-4 Jackals on the left side. They are top priority due to their ability to disable the tank. Shoot 1-2 shots at the group of Jackals to kill them and move along. As a safety tactic, kill the Brute Captains, who wield a Brute Shot and a Fuel Rod Cannon, so your allies behind you will join you in the next section.<br />
<br />
Moving along, drive the Scorpion Tank down the valley. Around the corner, 2 Ghosts will confront you so take them both down. Up ahead, there is a Wraith. Though it takes 4 shots to completely destroy the Wraith, it is faster to take down the driver with 3 shots and let your gunner finish it off. At the top of the hill ahead, there is a camp with a Sniper Nest with 2 Turrets and a group of Grunts and Jackals near the bottom-right base of the tower. Additionally, 4 Ghosts will start to approach. Prioritize the Ghosts if they are closing in, but try to send a shot into the group of Grunts as soon as possible as there are Grunts with Fuel Rod Cannons in that group. The Sniper Nest is the last priority as the turrets will not shoot until you are relatively close to it.<br />
<br />
After everything is dead, move onto the Ark Door section.<br />
<br />
===Ark Door===<br />
This area has several vehicle enemies, including 3 Wraiths, 2 Ghosts, 2 Choppers, and several Shade Turrets. The terrain of this area features 2 cliffs on the left side; one upper-level and one mid-level. The upper level is safer but a bit slower while the middle level is more direct but slightly riskier. <br />
<br />
As you enter this area, there are 2 Wraiths being dropped off in the distance. Target the one on the left first and hit it with 4 direct shots. There is a tree that can block your shots; this can be remedied by aiming slightly below and the lowest branch. After killing that Wraith, focus on the other Wraith and shoot 4 direct shots at it. Shoot 3-4 shots at any nearby enemies and then look to the right and above the wall. A Phantom will spawn in the sky with a third Wraith; kill this Phantom with 5 direct shots (though it's possible but more difficult with 3 shots). If done correctly, the Phantom will explode and the Brutes in the Wraith will die. Make your way to the platform and kill anything in the way. Once on the platform, make your way to the door and kill the Shade Turret there. At this point, get out of the Tank and switch to a Chopper while Guilty Spark unlocks the Ark Door. If Guilty Spark is still saying "Reclaimer, come to the upper doorway; the others can take the lower route," then shoot him to skip a bit of dialogue and save about 6 seconds.<br />
<br />
Once Guilty Spark unlocks the door, drive your Chopper through the door and boost down the ramp. Once down the ramp, there is a locked door to your left. Turn your camera away from this door for a few seconds and Guilty Spark will spawn there to open the door. After Spark opens the door, drive to the middle of the next room, but do not drive onto the circular platform. Get off and activate the panel to unlock the door on the far side. Get back on the Chopper and drive through the next 2 rooms. In each of these rooms, there are two nodes; driving between the closest node and the wall is the fastest way of navigating these rooms while driving between the nodes is usually easier.<br />
<br />
As you navigate the second room, get ready to boost into the Scarab Section.<br />
<br />
===Scarab Section===<br />
This is one of the more brutal parts of the mission. Dying or making mistakes here can cost potentially entire minutes. Your first objective in this section is to destroy the Scarab which appears on the very far side of this whole area. Afterwards, you will need to head up a spire to the chapter "Real Men Don't Read Maps."<br />
<br />
Immediately as you exit the previous section, turn about 30 degrees right and boost to the right of a tree. Then turn slightly to the left and go down the cliff. Once you reach the bottom of the cliff, boost off the ledge and stay near the right towards the rock wall. Drive along the shadow and turn left to boost off the next ledge. Go under the rock arch and head to the structure with a flat roof. Inside, drive slowly up the ramp and pick up the Grav Lift to the right if you choose. Regardless of whether you chose to pick up a Grav Lift or not, get out of the structure and head to the right, where the Scarab will spawn.<br />
<br />
If you have a Grav Lift, boost into the shadows and park your Chopper there. Find a little wedge in the shadow and plant your Grav Lift close to the peak of the wedge (about 1 meter/3 feet to the left or 2 meters/6 feet to the right). The Scarab should be coming down in a few seconds, and the core will appear on your motion track. Once the red dot moves past you on the motion tracker, move forward and jump as the Grav Lift boosts you up to the Scarab Core. The core will be invulnerable for about 3-4 seconds; wait for that to pass and then destroy the core with 2 Fuel Rod Shots and get back to your Chopper.<br />
<br />
If you do not have a Grav Lift, a Fuel Rod Jump is possible to board the Scarab at the boarding deck. Like before, park your Chopper in the shadows. However, position yourself at the edge of the shadow and look for the Scarab Core on your motion tracker. Once the red dot passes you, run forward and do a Fuel Rod Jump to get into the boarding deck of the Scarab.<br />
<br />
If neither one of these options is appealing, drive the Chopper to the roof of the structure instead of going to where the Scarab will spawn. Place your Grav Lift there and wait for the Scarab to come. Line up your Chopper with the Grav Lift and Scarab. Then, boost onto the Grav Lift, and you should land on top of the Scarab. Get off the Chopper, find the Scarab Core, and destroy it. Jump off the Scarab and find the nearest Chopper without dying.<br />
<br />
After destroying the Scarab, you will need to get to the top of the Spire. The safer and most common way of doing so is to drive back up the area. Turn your Chopper so you are going uphill. Drive to the right of the flat-roof structure and past 3 outcrops. Then, turn left and you should see a grey and beige rooftop. There is a rocky ledge from which you can boost onto the roof. Once you're on the roof, keep driving along the grey portion of the roof and boost towards the end. Once you are close to the end of the rooftop, drop through the gap on your left, but get off your Chopper halfway through the drop or the Fall Timer will kill you. Find your way to the door to the building and kill the nearby Jackal Sniper with your Fuel Rod Cannon.<br />
<br />
The riskier way to get to the top of the Spire is to charge up the ramp with your Chopper. After getting off the Scarab, boost towards the ramp leading to the top of the spire. The Choppers in the area may prove to be a threat, but if you can make it up to the ramp in time, you should survive. Go up the first part of the ramp, but conserve your boost as you're going up to boost once you reach the top of this ramp. Line up your reticule between the Covenant Crate and the wall at the top of the second part of the ramp. Then boost up this ramp; boosting prevents the nearby Fuel Rod Brute Captain from killing you. At this point, get off your Chopper and kill some of the 4 Jackal Marksmen at the very top of the area. Keep moving to the top and kill the Jackal Sniper to the left once you reach the top. <br />
<br />
If time permits after doing the risky method, pick up the Beam Rifle and kill enemies that you passed on the way up. There will be 1 Brute just below you with Camo. Kill him for Incendiary Grenades and possibly a Cloaking or a Radar Jammer. On the level below, your Chopper should be parked there, and there will be 3 Brutes and the Fuel Rod Captain. Your goal here is to kill them and hopefully pick up a Bubble Shield. The Fuel Rod Captain will have most likely boarded the Chopper, but sniping him should be very easy. However, at the very bottom of the spire, there will be enemies firing Fuel Rods at you so be careful. Use whatever equipment you have to help you kill the Captain and the 2 nearby Brutes for a Bubble Shield. Then, after getting a Bubble Shield, if you have obtained one, go back up the ramp, where a Pelican drops off 2 Marines.<br />
<br />
Before entering "Real Men Don't Read Maps," a Pelican will drop off the Arbiter and 2 Marines. Kill the Male Marine to skip about 15 seconds of dialogue during "Real Men Don't Read Maps."<br />
<br />
===Real Men Don't Read Maps===<br />
Once you enter the Spire, you will be waiting for about 15 seconds as 343 Guilty Spark unlocks a door. There are 2 Plasma Grenades on the ground; pick them up if you need them. Once Guilty Spark opens the door, proceed to the far right corner of the room, where there is the Pissing Brute Easter Egg. Backsmack him so he does not alert anyone in the room and for a Bubble Shield if you have not gotten one already. Go through the nearby door and attempt a slide-jump down the ramp. Go through the door at the bottom of the ramp and head down the hall.<br />
<br />
After the end of the hall, you will be in a room where there is a door ahead of you, another door down below you, and a ramp to your left. If you have a Bubble Shield, drop down and head through the door below and proceed through the next room without getting spotted. If you do not have a Bubble Shield, you may want to stick to the upper level and assassinate the Brute for another chance at getting a Bubble Shield. Sometimes, regardless of your path, you will get spotted by the Brute. Should this happen, you may wish to kill most of the enemies in the room before going into Hell Room. Else, you will not get a checkpoint prior to going into Hell Room, and all the enemies in Hell Room will be alerted. If you managed to not get spotted, you will receive a checkpoint just before going into Hell Room, and the enemies in there will not be alerted.<br />
<br />
===Hell Room===<br />
This room is quite dangerous. There are about 5 Brutes in here, and 4 of them wield Brute Shots. Your objective here is to get past everything and go through the door on the far side of the room. You will likely die multiple times in this section, though running through and dying multiple times is still much faster than taking out every enemy in the room.<br />
<br />
Before you enter this room, a Brute will spawn at the entrance to Hell Room. Unless the enemies in the previous room are still alive and alerted, this Brute will not be alerted yet, even if you are in front of him. As you enter the door, the Brute will try to melee you. Side-step to the left and bypass him. You may wish to turn around and stick him with a grenade, but this is just a matter of preference.<br />
<br />
From here, there are multiple tactics as to getting to the far side of the room. If the Brutes have just become alerted, move forward past 2 small pillars and past another large pillar in the middle of the room. After passing that large pillar, turn left into an alcove and make your way towards the door. However, 2 Brutes with Brute Shots are in your way. In order to get past them, either throw down your Bubble Shield (though this makes getting past Hell's Hall harder) or approach both Brutes as you go to the door in order to make the Brutes melee instead of shooting you.<br />
<br />
If the Brutes are already alerted before you entered the room, then you may wish to go towards the left immediately rather than going straight forward. As you go forward, there are 2 Brutes wielding Brute Shots in your way. Spam Fuel Rod Cannon shots, grenades, and Rockets (if you have Rockets) towards them. If you have your Bubble Shield, you may want to deploy it, but doing so will make getting past Hell's Hall much more difficult.<br />
<br />
After getting through Hell Room, make your way to the Cartographer controls and activate the panel.<br />
<br />
===Hell's Hall===<br />
After activating the Cartographer, you will be making your way back into Hell Room, though Hell Room will not be as difficult as it was on the way to the Cartographer. However, in the hall before getting back into Hell Room, a Brute with a Brute Shot may appear. Pay attention to your motion tracker, and if he is going into the hall, blast him with 2-3 Fuel Rods.<br />
<br />
Once you are in Hell Room, there will be 3 Grunts towards your left. Though it is tempting to kill them, it is safer to run past them while holding the Fuel Rod Cannon out as having a heavy weapon out will cause Grunts to panic. On the far end of the room, there will be 4 Jackals. Take them out with your Fuel Rod Cannon and make your way into Hell's Hall.<br />
<br />
In Hell's Hall, there are 2 Brute Bodyguards with Maulers and a Turret Chieftain. Getting through here depends on what resources you have (weapons, grenades, equipment). <br />
<br />
If you have a Bubble Shield, you can simply drop it towards the top of the ramp and run down. The Bubble Shield will protect you from the front Brute Bodyguard, and you will be able to close in on the second Brute Bodyguard to melee him. Run past the Chieftain and make your way into the Camo Room.<br />
<br />
If you do not have a Bubble Shield, your strat will vary depending on what weapons you have. If you have Rockets, you will want to blast the Bodyguards with a rocket and follow it up with several Fuel Rods and Grenades. If possible, pick up a Regenerator from one of the Bodyguards and deploy it immediately to provide yourself some shield regeneration against the Chieftain. If you have brought a Sniper weapon in this area, stun the 2 Bodyguards with a shot in each of them. The stun will render them harmless for about 2 seconds so move quickly past them before they shoot you. If you have neither a Rocket Launcher or a sniper weapon, run past all of them and hope that the Bodyguards try to melee you rather than shoot you.<br />
<br />
===Camo Room===<br />
This room has 4 Brute Stalkers with Spikers. While they have low shields, they are hard to spot, and they can dish out a lot of damage in a short amount of time. This room has an upper level with 2 Brutes and a lower level with 2 more Brutes. Additionally, there will be 2 Jackals that will come through a door on the lower level. Your main weapon in this area will be your Fuel Rod Cannon. It is strong enough to kill each Brute Stalker in 2 hits, and it can kill Jackals in 1 direct hit.<br />
<br />
Upon entering this room, have your Fuel Rod Cannon out and move towards the right. There will be a Brute Stalker right in front of you. Blast him with two Fuel Rods or hit him with a Plasma Grenade to kill him quickly. Then, strafe left to drop down to the lower level. There will be another Brute Stalker in the corner so kill him. The Brute Stalker on the upper level will drop down. Find him and kill him. After that, there should be only 1 Brute Stalker left; use your radar and listen to your surroundings to kill him.<br />
<br />
After all the Brute Stalkers are dead, 2 Jackals will come through a door. Use a Plasma Grenade or your Fuel Rod Cannon to kill them. Then move towards the door from which they came. Before entering the door, if you need Plasma Grenades, jump to pick up 2 Plasma Grenades through the floor of the upper level. Then proceed to the final fight.<br />
<br />
===Final Fight===<br />
In the last area of The Ark, there will be a Hammer Chieftain accompanied by 6 Jetpack Brutes. However, each of the Jetpack Brutes will remain in place until the player starts fighting them. This gives ample time to get into position or to pick up another weapon if needed.<br />
<br />
Upon entering this area, the player has quite a few options before the enemies become active. If need be, there is a weapon crate on the left side of the area with Carbines. This may be useful if the player is low on ammo or grenades.<br />
<br />
Upon starting the fight, you will want to have your Fuel Rod Cannon out. Approach the nearest Jetpack Brute and stick him with a Plasma/Spike/Incendiary Grenade. If you have a Cloaking, activate it to keep the Brutes inactive. Move to the next Brute and repeat the same process; however, be careful about the Hammer Chieftain. Do this until either you have no more sticking grenades or until all the Jetpack Brutes are dead. If there are still Jetpack Brutes alive, blast them with your Fuel Rod Cannon. <br />
<br />
Once all the Jetpack Brutes are dead, deal with the Chieftain. If he does not activate Invincibility, then he has a Flare; simply blast him with 4 Fuel Rods. However, if he does activate Invincibility, either wait for it to expire or assassinate him. Due to the terrain of this area, he may not do his signature lunge attack needed to assassinate him so keep moving around and wait for him to lunge at you.<br />
<br />
After killing the Chieftain, face the area from which you came. Then, look towards the left, and 2 Jackal Marksmen will come out of a door. Kill them with any means possible, and the level will end 20 seconds after you kill the last enemy in this area.<br />
<br />
[[Category:Levels|3-6]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=The_Ark&diff=21916The Ark2017-10-11T21:54:55Z<p>Paradoxxic: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Ark<br />
| image = [[File:TheArk.jpg|300px]]<br />
| caption = <br />
| game = Halo 3<br />
| time = Easy: ~10:40 <br>Legendary: ~14:00<br />
| previous = [[Floodgate]]<br />
| next = [[The Covenant]]<br />
}}<br />
<br />
'''The Ark''' is the sixth playable level in [[Halo_3|Halo 3]]. See [http://halo.wikia.com/wiki/The_Ark_(level) The Ark (Halo Nation)] for general information.<br />
==Version Differences==<br />
This is the level with arguably the biggest subtle differences between versions. The differences are outlined below.<br />
* The first two enemy encounters are easier on OG than on MCC for Legendary runners. There is a jackal carbine atop the AA gun during the second encounter that will commonly kill you on MCC if you don't take him out first, but can be ignored on OG.<br />
* At the crashed pelican, if you are taking the mongoose on either legendary or easy, you will have a much tighter timing window to reach the closest ghost before the grunt does on MCC than on OG, owing to the faster reaction time of enemies.<br />
* While doing ghost strats after dawn fight as you head back to spark door, you will encounter significant frame drops. The lag is lessened on MCC which makes driving the ghost well through the frame drops much easier on MCC than on OG.<br />
* As you make your way down to do scarab board on Legendary, there is a grunt with a Fuel Rod Gun (Grunt of Doom) in the centre structure where you typically pick up a gravity lift. He can kill you easily on MCC but is almost never a problem on OG.<br />
* After killing the scarab on MCC, it is possible to get a load glitch where the pelican will not load in until 2 enemies on the ramps leading up to the spire are dead. This can cause significant time-loss if you aren't paying attention. To avoid this, easy runners should stay with their chopper down in the scarab area until they see the "loading...done" text on screen after the scarab dies before moving on with the level. There have not been any recorded occurrences of this glitch on OG.<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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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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 />
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<br />
==Legendary==<br />
For the first 20-30 seconds of the level, you will be, just like on Easy, sitting in the Pelican with nothing to do. Once Johnson says "Stand to, Marines," hold Action/Reload to exit the Pelican 2-3 seconds earlier than usual.<br />
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Moving ahead, move towards the left rather than the normal path to the right. Jump over the first rocky ledge and jump onto the rock ahead. From there, couch-jump to the ledge above and jump across the gap to the next rock. Afterwards, move forward a few paces and try to do a slide jump towards the right. There will be a rock that you can use to get onto the ring for the first fight.<br />
<br />
===First Fight===<br />
In this area, there are 3 Brutes, one of which is a Captain with a Brute Shot, and several Grunts and Jackals. Your primary target is the Captain. There are two routes to dealing with this area.<br />
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The safe strategy is to snipe the Captain with your Sniper Rifle 2-3 times and reload. Move towards the right and there will be two Grunt Heavies. Take them out with your Battle Rifle and move along. If you require ammo, there is a Weapon Pod with a Sniper Rifle. Ahead, there are two more Jackals before entering the Cave. Take them out with the Battle Rifle and move into the Cave, where there are two Jackal Marksmen; take them out as well. This route takes about 5 seconds longer than the risky strategy for this area.<br />
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The risky strategy instead would involve moving forward instead. Once you jump onto the ring, shoot the Brute Captain. He will usually flinch backwards, and the Brute next to him will line up with you, setting up a 2-for-1. Try to line up both the Captain and the Brute next to him, and you should be able to take them out with one clip of the Sniper Rifle. If they drop grenades and equipment, it is recommended to pick them up if possible, especially if there is a Deployable cover, and there is time to reload your Sniper Rifle if these two Brutes have been killed properly. Moving ahead, there are two Jackals; take them out with the Battle Rifle. If you managed to reload your Sniper Rifle in time, you can pick up some ammo in the nearby Weapon Pod. Going into the cave, take out the two Jackal Marksmen and move to the AA Gun section.<br />
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===AA Gun Section===<br />
Your next destination upon entering this section is a door above you on the left. Though there are quite a number of enemies here, it is possible to skip them all with tactical jumps.<br />
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The safest way to deal with these enemies is to skirt around the perimeter, maximizing distance between you and the enemies. While this is arguably the easiest way, it takes a considerable amount of time to take this route.<br />
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The next easiest way is to move towards the left, where there is an antenna-like structure. Crouch-Jump to this structure and jump forward to the rock ahead. Keep moving ahead towards the leg of the AA Gun, and do a slide-jump from the base of the leg to the slope. Then move up the slope to your next destination. This will take about 10 more seconds to do than doing the Antenna Jump.<br />
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One of the quickest ways is to do the Antenna Jump. Again, on the left, there is the Antenna-like structure. Jump on the right part of the antenna. Look to the left, at the cliff, move forward slightly, and jump. This jump is quick, but it will require extensive practice. Upon getting up to the cliff, it is strongly advised to take out the Jackal in the AA Gun.<br />
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At the top of the cliff, there will be a Brute Captain, with a Brute Shot, and 7 Grunts. The safest and most consistent way to take them out is to take out the Grunts with the Battle Rifle while keeping one Grunt between you and the Brute Captain as you approach the Captain. Approach the Captain and melee him to stagger him for 2-3 seconds. During this time, you can either run past him or run around him to back-smack him.<br />
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After dealing with the group, move along towards the Crashed Pelican area.<br />
<br />
===Crashed Pelican Area===<br />
The Crashed Pelican area is quite a simple area, though getting out will require luck. Your objective here is to pick up the Rocket Launcher under the crashed Pelican and to get to a Ghost in the next area as fast as possible. Coming into this area, there are plenty of Plasma Grenades on the ground; pick them up if you do not have any.<br />
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There are quite a few enemies in this area, but the only concerns here are a Brute on the far side and some Grunts under the downed Pelican. The typical way of approaching this section is to take out the Brute on the far side. The Brute can be killed with a long-ranged Plasma Grenade, 2-3 Sniper shots, or 1 Sniper shot with 2-3 Battle Rifle shots. After killing this Brute, move to the downed Pelican, where there are a few Grunts; take them out with the Battle Rifle. Then, swap the Battle Rifle for the Rocket Launcher, and make sure to pick up the nearby Rocket Launcher ammo. Make your way towards the Mongoose and drive onto the next section. Initially, take a hard left and then drive to the next area to minimize time spent driving uphill. Pray to RNGesus that the 2 Prowlers along the way do not start shooting you as you jump the cliff.<br />
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Alternatively, if the player has a Deployable Cover, it is possible to launch from this section to a Ghost in the next section. As usual, pick up grenades going into this area. However, it will not be necessary to take out the Brute on the far side. Make your way to the downed Pelican, dispatch any Grunts, and take the Rocket Launcher. Turn right and move up the hill. Aim in the direction of where a Ghost is in the next section. At the top of the hill, launch from there to the next section.<br />
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===Vehicle Section===<br />
If you exited the last section on a Mongoose, there will be a Chopper in the area. Try to make it to the downed Longsword as fast as possible since the Chopper can shoot the Mongoose and cause it to spin out or to flip. As you approach the crashed Longsword, there is debris near the left wing through which the Mongoose can drive. Drive through this debris, but slow down before going through as there is a panel on the ground that can mess up everything if the Mongoose is going at full speed. Ahead, there is a Grunt about to board a Ghost. Make your way to this Ghost and hijack the Ghost. Then drive on to the cliff area.<br />
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If you did a DC Launch from the last area, you will typically land near the Ghost parked by 2 Choppers. If the enemies in this area are not active upon landing, revert to the last checkpoint or the game will softlock later on. If the Brutes are approaching their Choppers, then board the nearby Ghost and drive to the left side of the downed Longsword. Unlike the Mongoose approach, drive over the debris rather than under it. The Grunt in the next area will have likely boarded his Ghost so try to move past him as soon as possible. If your shields are down, shoot a couple shots towards the Grunts near the downed Phantom to get one Grunt off his Turret; this will reduce incoming fire and increase chances of survival.<br />
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Regardless of how you acquired a Ghost in this section, you will be approaching a cliff. Instead of driving off this cliff, drive up the slope to the right of the cliff. Hold Jump to make it easier to climb the slope as you boost onto it. After boosting up the slope, there will be a steep slope towards the left; descend slowly down this slope and use your boost upward to maintain stability. Once about halfway from the top of the slope to the ground below, there will be another sloped area. Boost along this area towards another hill ahead and climb the hill, but avoid driving too far to the left as you are climbing or a set of enemies will spawn.<br />
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After boosting off this hill, make your way to the AA Wraith Section.<br />
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===AA Wraith Section===<br />
Ahead, there is a cave leading to an area with 3 Wraiths (2 Anti-Air Wraiths and 1 Standard Wraith). There are multiple ways to tackle this section.<br />
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The safe method is to swap out your Ghost for a Chopper before heading into the cave leading to the AA Wraith Section. Then boost into the Cave, but stay in the cave. Get off and take out your Sniper Rifle. In the distance, there is a cove. Zoom into the cove and target the thigh of a Brute. Next, take out your Rocket Launcher and shoot; the Rocket will hit the Brute and kill all all enemies in the cove. Get back on your Chopper and target the Wraith towards the right side. The cave will protect you from any mortars that the Wraith sends. Kill the Wraith and the nearby Shade Turret. Once those two targets are down, get off your Chopper and take out the nearby Grunt who is on a Plasma Turret and the 4 Brutes on the left side. Get back on on your Chopper and make your way towards the AA Wraiths. Along the way, there will be 2 Ghosts; dispatch them and move on. Once you see the 2 AA Wraiths, take out the nearby Sniper Tower and Grunt or their Turrets will kill you. Once these two threats are gone, target the cores of each AA Wraith and take them out. The trigger for the Forward Unto Dawn landing should occur once both Wraiths are destroyed.<br />
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The risky method of this section is to keep your Ghost and boost into the cave. Like the safe method, target the distant Brute in the cove and fire a Rocket to dispatch a group of enemies there and reload your Rockets. Then, target the group of enemies on the right side. Kill the Grunt on the Turret and the Brute on the Wraith Turret. Next, focus on the 4 Brutes on the left side. Kill 2 of those Brutes and weaken the other 2 if you wish, but do not take out a third Brute or 2 Ghosts will spawn early and make killing the Wraith very difficult. Get back on your Ghosts and head towards the Wraith and Shade Turret. Ram into the Shade Turret to kill it and board the Wraith. Kill the Wraith and then stick your Ghost to prevent the remaining Brutes form boarding it. Make your way to the AA Wraiths and snipe the Grunt in the Sniper Tower; if you have bullets left in your clip, shoot the remaining 2 Brutes if possible, but do not take too long. Afterwards, there will be a Grunt on a Plasma Turret to your left; throw a grenade to kill him. Take out your Rocket Launcher as 2 Ghosts approach you and take them out. If you killed only the drivers, you can use the Ghost to kill the AA Wraiths; else, board the Wraiths.<br />
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Once everything is dead, pick up a Fuel Rod Cannon and ammo at the cove and scour the area for grenades. At this point, you should at least have a Fuel Rod Cannon with 22-24 shots in the reserve.<br />
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===Forward Unto Dawn===<br />
At this point, the Forward Unto Dawn will land, dropping off 3 Scorpion Tanks and a Warthog. A Pelican will also arrive to drop off 4 Marines. If you need extra ammo for your Rocket Launcher, trade with one of the Marines who gets off and kill him/her. Alternatively, you can also trade with or kill a Marine to get a Battle Rifle. <br />
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Afterwards, board the closest Scorpion Tank and make your way back to the cave, where you entered this section. As you approach the cave, 4 Ghosts will come out of the cave. Attempt to blast each of them with one direct hit. Then, a Prowler will emerge with 2 Brutes riding; 2 direct hits will destroy it. Then, 2 more Ghosts and 2 Hunters will come through the cave. Kill all of them with 1 direct hit each.<br />
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After getting through the cave, there will be quite a few enemies, including the set of enemies that were skipped on the way to the AA Wraith section. There is a Phantom deploying a Sniper Nest; destroy the turret and the Sniper Nest as soon as they are visible. Then, there will be 3-4 Jackals on the left side. They are top priority due to their ability to disable the tank. Shoot 1-2 shots at the group of Jackals to kill them and move along. As a safety tactic, kill the Brute Captains, who wield a Brute Shot and a Fuel Rod Cannon, so your allies behind you will join you in the next section.<br />
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Moving along, drive the Scorpion Tank down the valley. Around the corner, 2 Ghosts will confront you so take them both down. Up ahead, there is a Wraith. Though it takes 4 shots to completely destroy the Wraith, it is faster to take down the driver with 3 shots and let your gunner finish it off. At the top of the hill ahead, there is a camp with a Sniper Nest with 2 Turrets and a group of Grunts and Jackals near the bottom-right base of the tower. Additionally, 4 Ghosts will start to approach. Prioritize the Ghosts if they are closing in, but try to send a shot into the group of Grunts as soon as possible as there are Grunts with Fuel Rod Cannons in that group. The Sniper Nest is the last priority as the turrets will not shoot until you are relatively close to it.<br />
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After everything is dead, move onto the Ark Door section.<br />
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===Ark Door===<br />
This area has several vehicle enemies, including 3 Wraiths, 2 Ghosts, 2 Choppers, and several Shade Turrets. The terrain of this area features 2 cliffs on the left side; one upper-level and one mid-level. The upper level is safer but a bit slower while the middle level is more direct but slightly riskier. <br />
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As you enter this area, there are 2 Wraiths being dropped off in the distance. Target the one on the left first and hit it with 4 direct shots. There is a tree that can block your shots; this can be remedied by aiming slightly below and the lowest branch. After killing that Wraith, focus on the other Wraith and shoot 4 direct shots at it. Shoot 3-4 shots at any nearby enemies and then look to the right and above the wall. A Phantom will spawn in the sky with a third Wraith; kill this Phantom with 5 direct shots (though it's possible but more difficult with 3 shots). If done correctly, the Phantom will explode and the Brutes in the Wraith will die. Make your way to the platform and kill anything in the way. Once on the platform, make your way to the door and kill the Shade Turret there. At this point, get out of the Tank and switch to a Chopper while Guilty Spark unlocks the Ark Door. If Guilty Spark is still saying "Reclaimer, come to the upper doorway; the others can take the lower route," then shoot him to skip a bit of dialogue and save about 6 seconds.<br />
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Once Guilty Spark unlocks the door, drive your Chopper through the door and boost down the ramp. Once down the ramp, there is a locked door to your left. Turn your camera away from this door for a few seconds and Guilty Spark will spawn there to open the door. After Spark opens the door, drive to the middle of the next room, but do not drive onto the circular platform. Get off and activate the panel to unlock the door on the far side. Get back on the Chopper and drive through the next 2 rooms. In each of these rooms, there are two nodes; driving between the closest node and the wall is the fastest way of navigating these rooms while driving between the nodes is usually easier.<br />
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As you navigate the second room, get ready to boost into the Scarab Section.<br />
<br />
===Scarab Section===<br />
This is one of the more brutal parts of the mission. Dying or making mistakes here can cost potentially entire minutes. Your first objective in this section is to destroy the Scarab which appears on the very far side of this whole area. Afterwards, you will need to head up a spire to the chapter "Real Men Don't Read Maps."<br />
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Immediately as you exit the previous section, turn about 30 degrees right and boost to the right of a tree. Then turn slightly to the left and go down the cliff. Once you reach the bottom of the cliff, boost off the ledge and stay near the right towards the rock wall. Drive along the shadow and turn left to boost off the next ledge. Go under the rock arch and head to the structure with a flat roof. Inside, drive slowly up the ramp and pick up the Grav Lift to the right if you choose. Regardless of whether you chose to pick up a Grav Lift or not, get out of the structure and head to the right, where the Scarab will spawn.<br />
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If you have a Grav Lift, boost into the shadows and park your Chopper there. Find a little wedge in the shadow and plant your Grav Lift close to the peak of the wedge (about 1 meter/3 feet to the left or 2 meters/6 feet to the right). The Scarab should be coming down in a few seconds, and the core will appear on your motion track. Once the red dot moves past you on the motion tracker, move forward and jump as the Grav Lift boosts you up to the Scarab Core. The core will be invulnerable for about 3-4 seconds; wait for that to pass and then destroy the core with 2 Fuel Rod Shots and get back to your Chopper.<br />
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If you do not have a Grav Lift, a Fuel Rod Jump is possible to board the Scarab at the boarding deck. Like before, park your Chopper in the shadows. However, position yourself at the edge of the shadow and look for the Scarab Core on your motion tracker. Once the red dot passes you, run forward and do a Fuel Rod Jump to get into the boarding deck of the Scarab.<br />
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If neither one of these options is appealing, drive the Chopper to the roof of the structure instead of going to where the Scarab will spawn. Place your Grav Lift there and wait for the Scarab to come. Line up your Chopper with the Grav Lift and Scarab. Then, boost onto the Grav Lift, and you should land on top of the Scarab. Get off the Chopper, find the Scarab Core, and destroy it. Jump off the Scarab and find the nearest Chopper without dying.<br />
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After destroying the Scarab, you will need to get to the top of the Spire. The safer and most common way of doing so is to drive back up the area. Turn your Chopper so you are going uphill. Drive to the right of the flat-roof structure and past 3 outcrops. Then, turn left and you should see a grey and beige rooftop. There is a rocky ledge from which you can boost onto the roof. Once you're on the roof, keep driving along the grey portion of the roof and boost towards the end. Once you are close to the end of the rooftop, drop through the gap on your left, but get off your Chopper halfway through the drop or the Fall Timer will kill you. Find your way to the door to the building and kill the nearby Jackal Sniper with your Fuel Rod Cannon.<br />
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The riskier way to get to the top of the Spire is to charge up the ramp with your Chopper. After getting off the Scarab, boost towards the ramp leading to the top of the spire. The Choppers in the area may prove to be a threat, but if you can make it up to the ramp in time, you should survive. Go up the first part of the ramp, but conserve your boost as you're going up to boost once you reach the top of this ramp. Line up your reticule between the Covenant Crate and the wall at the top of the second part of the ramp. Then boost up this ramp; boosting prevents the nearby Fuel Rod Brute Captain from killing you. At this point, get off your Chopper and kill some of the 4 Jackal Marksmen at the very top of the area. Keep moving to the top and kill the Jackal Sniper to the left once you reach the top. <br />
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If time permits after doing the risky method, pick up the Beam Rifle and kill enemies that you passed on the way up. There will be 1 Brute just below you with Camo. Kill him for Incendiary Grenades and possibly a Cloaking or a Radar Jammer. On the level below, your Chopper should be parked there, and there will be 3 Brutes and the Fuel Rod Captain. Your goal here is to kill them and hopefully pick up a Bubble Shield. The Fuel Rod Captain will have most likely boarded the Chopper, but sniping him should be very easy. However, at the very bottom of the spire, there will be enemies firing Fuel Rods at you so be careful. Use whatever equipment you have to help you kill the Captain and the 2 nearby Brutes for a Bubble Shield. Then, after getting a Bubble Shield, if you have obtained one, go back up the ramp, where a Pelican drops off 2 Marines.<br />
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Before entering "Real Men Don't Read Maps," a Pelican will drop off the Arbiter and 2 Marines. Kill the Male Marine to skip about 15 seconds of dialogue during "Real Men Don't Read Maps."<br />
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===Real Men Don't Read Maps===<br />
Once you enter the Spire, you will be waiting for about 15 seconds as 343 Guilty Spark unlocks a door. There are 2 Plasma Grenades on the ground; pick them up if you need them. Once Guilty Spark opens the door, proceed to the far right corner of the room, where there is the Pissing Brute Easter Egg. Backsmack him so he does not alert anyone in the room and for a Bubble Shield if you have not gotten one already. Go through the nearby door and attempt a slide-jump down the ramp. Go through the door at the bottom of the ramp and head down the hall.<br />
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After the end of the hall, you will be in a room where there is a door ahead of you, another door down below you, and a ramp to your left. If you have a Bubble Shield, drop down and head through the door below and proceed through the next room without getting spotted. If you do not have a Bubble Shield, you may want to stick to the upper level and assassinate the Brute for another chance at getting a Bubble Shield. Sometimes, regardless of your path, you will get spotted by the Brute. Should this happen, you may wish to kill most of the enemies in the room before going into Hell Room. Else, you will not get a checkpoint prior to going into Hell Room, and all the enemies in Hell Room will be alerted. If you managed to not get spotted, you will receive a checkpoint just before going into Hell Room, and the enemies in there will not be alerted.<br />
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===Hell Room===<br />
This room is quite dangerous. There are about 5 Brutes in here, and 4 of them wield Brute Shots. Your objective here is to get past everything and go through the door on the far side of the room. You will likely die multiple times in this section, though running through and dying multiple times is still much faster than taking out every enemy in the room.<br />
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Before you enter this room, a Brute will spawn at the entrance to Hell Room. Unless the enemies in the previous room are still alive and alerted, this Brute will not be alerted yet, even if you are in front of him. As you enter the door, the Brute will try to melee you. Side-step to the left and bypass him. You may wish to turn around and stick him with a grenade, but this is just a matter of preference.<br />
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From here, there are multiple tactics as to getting to the far side of the room. If the Brutes have just become alerted, move forward past 2 small pillars and past another large pillar in the middle of the room. After passing that large pillar, turn left into an alcove and make your way towards the door. However, 2 Brutes with Brute Shots are in your way. In order to get past them, either throw down your Bubble Shield (though this makes getting past Hell's Hall harder) or approach both Brutes as you go to the door in order to make the Brutes melee instead of shooting you.<br />
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If the Brutes are already alerted before you entered the room, then you may wish to go towards the left immediately rather than going straight forward. As you go forward, there are 2 Brutes wielding Brute Shots in your way. Spam Fuel Rod Cannon shots, grenades, and Rockets (if you have Rockets) towards them. If you have your Bubble Shield, you may want to deploy it, but doing so will make getting past Hell's Hall much more difficult.<br />
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After getting through Hell Room, make your way to the Cartographer controls and activate the panel.<br />
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===Hell's Hall===<br />
After activating the Cartographer, you will be making your way back into Hell Room, though Hell Room will not be as difficult as it was on the way to the Cartographer. However, in the hall before getting back into Hell Room, a Brute with a Brute Shot may appear. Pay attention to your motion tracker, and if he is going into the hall, blast him with 2-3 Fuel Rods.<br />
<br />
Once you are in Hell Room, there will be 3 Grunts towards your left. Though it is tempting to kill them, it is safer to run past them while holding the Fuel Rod Cannon out as having a heavy weapon out will cause Grunts to panic. On the far end of the room, there will be 4 Jackals. Take them out with your Fuel Rod Cannon and make your way into Hell's Hall.<br />
<br />
In Hell's Hall, there are 2 Brute Bodyguards with Maulers and a Turret Chieftain. Getting through here depends on what resources you have (weapons, grenades, equipment). <br />
<br />
If you have a Bubble Shield, you can simply drop it towards the top of the ramp and run down. The Bubble Shield will protect you from the front Brute Bodyguard, and you will be able to close in on the second Brute Bodyguard to melee him. Run past the Chieftain and make your way into the Camo Room.<br />
<br />
If you do not have a Bubble Shield, your strat will vary depending on what weapons you have. If you have Rockets, you will want to blast the Bodyguards with a rocket and follow it up with several Fuel Rods and Grenades. If possible, pick up a Regenerator from one of the Bodyguards and deploy it immediately to provide yourself some shield regeneration against the Chieftain. If you have brought a Sniper weapon in this area, stun the 2 Bodyguards with a shot in each of them. The stun will render them harmless for about 2 seconds so move quickly past them before they shoot you. If you have neither a Rocket Launcher or a sniper weapon, run past all of them and hope that the Bodyguards try to melee you rather than shoot you.<br />
<br />
===Camo Room===<br />
This room has 4 Brute Stalkers with Spikers. While they have low shields, they are hard to spot, and they can dish out a lot of damage in a short amount of time. This room has an upper level with 2 Brutes and a lower level with 2 more Brutes. Additionally, there will be 2 Jackals that will come through a door on the lower level. Your main weapon in this area will be your Fuel Rod Cannon. It is strong enough to kill each Brute Stalker in 2 hits, and it can kill Jackals in 1 direct hit.<br />
<br />
Upon entering this room, have your Fuel Rod Cannon out and move towards the right. There will be a Brute Stalker right in front of you. Blast him with two Fuel Rods or hit him with a Plasma Grenade to kill him quickly. Then, strafe left to drop down to the lower level. There will be another Brute Stalker in the corner so kill him. The Brute Stalker on the upper level will drop down. Find him and kill him. After that, there should be only 1 Brute Stalker left; use your radar and listen to your surroundings to kill him.<br />
<br />
After all the Brute Stalkers are dead, 2 Jackals will come through a door. Use a Plasma Grenade or your Fuel Rod Cannon to kill them. Then move towards the door from which they came. Before entering the door, if you need Plasma Grenades, jump to pick up 2 Plasma Grenades through the floor of the upper level. Then proceed to the final fight.<br />
<br />
===Final Fight===<br />
In the last area of The Ark, there will be a Hammer Chieftain accompanied by 6 Jetpack Brutes. However, each of the Jetpack Brutes will remain in place until the player starts fighting them. This gives ample time to get into position or to pick up another weapon if needed.<br />
<br />
Upon entering this area, the player has quite a few options before the enemies become active. If need be, there is a weapon crate on the left side of the area with Carbines. This may be useful if the player is low on ammo or grenades.<br />
<br />
Upon starting the fight, you will want to have your Fuel Rod Cannon out. Approach the nearest Jetpack Brute and stick him with a Plasma/Spike/Incendiary Grenade. If you have a Cloaking, activate it to keep the Brutes inactive. Move to the next Brute and repeat the same process; however, be careful about the Hammer Chieftain. Do this until either you have no more sticking grenades or until all the Jetpack Brutes are dead. If there are still Jetpack Brutes alive, blast them with your Fuel Rod Cannon. <br />
<br />
Once all the Jetpack Brutes are dead, deal with the Chieftain. If he does not activate Invincibility, then he has a Flare; simply blast him with 4 Fuel Rods. However, if he does activate Invincibility, either wait for it to expire or assassinate him. Due to the terrain of this area, he may not do his signature lunge attack needed to assassinate him so keep moving around and wait for him to lunge at you.<br />
<br />
After killing the Chieftain, face the area from which you came. Then, look towards the left, and 2 Jackal Marksmen will come out of a door. Kill them with any means possible, and the level will end 20 seconds after you kill the last enemy in this area.<br />
<br />
[[Category:Levels|3-6]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Sierra_117&diff=21915Sierra 1172017-10-04T15:21:27Z<p>Paradoxxic: </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: ~5:30; Legendary: ~7:00<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 />
A video tutorial for this level can be found here: [https://youtu.be/CBPHCg8F67s Sierra 117 Legendary Tutorial by TheBlazeJP]<br />
<br />
==Version Differences==<br />
On both Easy and Legendary, the most noticeable difference between the Original Game and MCC is that the early pelican board at the end of the level is slightly easier on MCC, due to increased knockback from the hammer/nade combo jump.<br />
<br />
==Easy==<br />
===Walk It Off===<br />
<br />
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things. Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.<br />
<br />
===Pipe Area=== <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 the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [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 />
===Entering Cortana Skip===<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 />
===Charlie Foxtrot===<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 />
===Jackal Sniper Forest===<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 />
===Chasm Jump===<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 />
===Quid Quo Pro===<br />
<br />
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam. Once the cutscene ends, jump down and make your way towards the lower level of the building to your right. As you approach the building, there is a cylindrical object towards your left. You can jump onto this. On the wall of the building is a ledge upon which you can stand and walk. Jump onto this and move towards the bridge. Assuming your movement has been decent, there are enemies dropping out of a Phantom. Dispatch these enemies quickly and move towards the prison. To your left is another ledge, similar to the one on the other building. You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior. Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.<br />
<br />
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment. The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick. Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level. Exit the prison and make your way back to the bridge. Use your Hammer and Battle Rifle to clear out as many enemies as possible. Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades. Make your way across the Bridge and kill the last group of enemies.<br />
<br />
At this point, the Pelican should be spawning soon. You will need to cross back to the Prison if you wish to do Early Pelican. To do so, there is a broken bridge. If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade. This will allow you to make it back to the prison and to be in position to do the Early Pelican.<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, but this forsakes the opportunity of saving potentially 20 seconds. To learn how to perform the Early Pelican trick, see the "Early Pelican" section further down the page for more detail.<br />
<br />
==Legendary==<br />
<br />
===Walk it Off===<br />
<br />
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement. If a Marine gets in your way, you can kill him with a headshot with your Pistol. If you do this, you may receive Frag Grenades, which will help later.<br />
<br />
===First Fight===<br />
[[File:Sierra117RockJump (1).gif|250px|thumb|right|Proper route for skipping majority of the first fight.]]<br />
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right. Jump on top of the rock and look for a point where the rock walls make a corner. Ghost-jump into the corner and spam-jump to get on top of the rock wall. However, do not immediately jump down as you will hit the loading trigger for enemies. Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down. This will properly skip the majority of enemies in this area, but there are still some Grunts in the area. Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades. Make your way out of the area now. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. <br />
<br />
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot by Grunts. As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade. A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret. If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along. As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave. Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]<br />
<br />
===Jackal Carbine Area===<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 />
==Important Tricks==<br />
<br />
===Cortana Skip===<br />
<br />
===Chasm Jump===<br />
<br />
===Early Pelican===<br />
<br />
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare. If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.<br />
<br />
At the end of Sierra 117, you will rescue Johnson from a prison. Exiting the prison, there are two wooden crates to the right near the edge as you exit. You will perform the Early Pelican trick near the far crate.<br />
<br />
[[File:EarlyPelicanWithFlare.gif|200px|thumb|left|Early Pelican done with a Flare.]]<br />
<br />
For the Frag + Flare method, stand on the edge of the platform face the are where the Pelican will come in. Listen for Foehammer to say "I see 'em; standby." Once you hear that, crouch, look directly down, and throw the grenade. Run forward and jump just before the the grenade explodes for a Grenade Jump, but continue looking down. At the apex of your jump, use the Flare and spam the Jump button to perform an Equipment Jump towards the Pelican. As you are moving towards the Pelican, look at the it and hold Action/Reload to board it.<br />
<br />
[[File:EarlyPelicanHammer.gif|200px|thumb|right|Early Pelican done with the Hammer. Notice how the hammer swing coincides with the grenade explosion]]<br />
<br />
The Frag + Gravity Hammer will require more practice as the technique to successfully use this method require more precision. Use the same positioning as before, but face the crate this time. Try to line yourself up with the right half of the crate to avoid missing the Pelican, and look down after lining up properly. As with before, listen to the dialogue to know when to execute the trick. After Foehammer says "I see 'em; standby," plant the Frag Grenade on the floor. Run backwards and jump the moment you notice a dip in your elevation. Time your hammer swing so that your Gravity Hammer activates simultaneously with the Frag Grenade explosion. The combined boost will be just enough to boost you to the Pelican. Make sure you turn around mid-air to receive the prompt to enter the Pelican.<br />
<br />
<br />
[[Category:Levels|3-1]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Crow%27s_Nest&diff=21914Crow's Nest2017-10-02T17:36:22Z<p>Paradoxxic: </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: ~8:20 <br>Legendary: ~9:50<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 />
A video tutorial for this level can be found here: [https://youtu.be/BJfQkjP3VCU Halo 3 Crow's Nest Legendary Tutorial]<br />
<br />
==Version Differences==<br />
* On MCC, the drones come out of the pipe in drone room slightly faster than on OG. <br />
* One of the brutes in the first wave of the jetpack fight has broken AI on MCC, making him just stand there uselessly.<br />
* DC clipping and launching strats are MCC only.<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 />
===Know Your Role...===<br />
There is not much to say here for legendary. Simply optimize movement and make sure to pick up a BR at the bottom of the staircase when exiting the first room.<br />
<br />
===Hallway Fights===<br />
<br />
Going fast in the first hallway fight hinges on good grenade throws and prioritizing the brute near the doorway to the next area. If he goes down quickly the surrounding grunts will panic and flee. You can use the slot in the barricade behind the first large shipping container to overcharge the brute.<br />
<br />
===Hangar Fight===<br />
<br />
Once in the Hangar, prioritize getting down to the hangar floor in order to trigger the phantoms to begin arriving. It is helpful to shoot all the fusion coils to make sure they can't be blown up later and surprise you. Kill the first wave of enemies at the back of the hangar, then turn your attention to the enemies dropping near the front of the hangar, but watch out for the turret of the phantom at the back of the hangar as it can damage and kill you very quickly.<br />
<br />
Once you clear this wave, it helps to grab a DC and BR ammo from either underneath the hangar floor, or from the upper lookout building at the front of the hangar. You can grab BR ammo through the wall by simply jumping up on the UNSC box and then jumping up alongside the metal wall of the lookout building.<br />
<br />
Clear the second wave of enemies and then wait for the third wave. When the third wave comes in you can stick the phantom turret to destroy it, this makes it easier to kill the third wave of enemies while running backwards out of the hangar. Make sure you pick up the brute shot from the hallway brute you killed earlier on your way back.<br />
<br />
===Drone Fight===<br />
<br />
As you enter the drone room, a marine will shout at you and then get picked up by a swarm of drones. Bounce a frag grenade off the ground near your feet to kill the drones. If you kill less than 5 drones an additional wave of drones will spawn at the pipe on the far side of the room. Run to the Turret and place the DC from the hangar in front of the turret, you will be able to shoot out through the DC but the drones will not be able to shoot through you. Grab a plasma pistol from the fallen drones.<br />
<br />
===Chieftain Fight===<br />
<br />
Make sure you wait for a checkpoint before opening the door in the bomb room, then melee to delay a further checkpoint just incase the cheiftan has a flare. The hallway between the boom room door and the Motor-Pool door is the load at which the equiptment the cheif is carrying is decided in. Use the plasma pistol to overcharge the chieftain and then quickly switch to your BR and headshot the chief four times. He will drop either an invincibility or a flare. If he drops a flare it is unlikely you will survive the room. If he drops an invincibility you can grab it and his gravity hammer then immediately activate the invincibility to survive the wrath of the 14 or so brutes that will then bear down upon you.<br />
<br />
===Hammer Tricks===<br />
<br />
When you drop down the hole, you can perform the Grate Launch by walking to the left side of the grate during the cortana moment and tossing a frag at your feet just off to the side of the grate. If done correctly you will flip the grate up against the right hand wall of the tunnel and you can then hammer launch off the grate all the way down the tunnel. When you meet up with arbiter you must press the button to open the door to the barracks before hammer launching off the grate on the wall to launch across the chasm and skip the entire barracks section of the level.<br />
<br />
===Landing Pad Fight===<br />
<br />
The most important part about this fight is that you get on top of the pelican before it lifts off. You will want to get on top of the lookout nest at the top of the map. When two of the initial brutes down below die, a secondary wave of 5 brutes will spawn on the floor of the lookout tower. There are two active camos inside the lookout tower, make sure you pick up one as you will need it later. When those five brutes in the lookout tower die, a door down back on the ground level will open and a third wave of 4 brutes will spawn. The faster you get down there the easier this fight is.<br />
<br />
===To the Bomb Room===<br />
<br />
After the cortana moment, perform a hammer launch off the weapon crate just after you open the door. Once you round the corner activate camo and simply walk right past all the enemies. There are a lot of enemies and two snipers on an upper landing at the end of the hallway. It is possible to do this section without camo, but it is difficult. If the enemies are actively aggressive in the previous area by the time you enter the bomb room, the enemies may be alerted earlier than if the enemies in the previous area were unaware of your presence.<br />
<br />
===Bomb Room Fight===<br />
<br />
The bomb room fight is the hardest section of the level. It is entirely possible to get to this section on record pace and just lose the run due to a poor hammer launch or particularly aggressive AI if you are going for world record. If you want a more consistent method of getting though this section, turn right as soon as you get in the door and jump onto the weapon crate, then onto the wall, then up onto the pipe in the ceiling. Walk along the pipe towards the bomb making sure that the pipe obscures the line-of-sight between you and the brute on the turret at the far end of the room. When you are at the bomb drop down and quickly activate it, then throw a grenade at the brute on the turret to make him get off, then walk backwards until you reach the top of the first set of stairs and perform a backwards hammer-assisted crouch jump and you will have just enough height to make it over the railing and hopefully escape.<br />
<br />
===Escape===<br />
<br />
As you exit the bomb room and enter drone room, go left around the pillar in the drone room to avoid getting shot by the jackals on the right side of the room. Make sure to fire off some BR ammo after the cortana moment in order to prepare for the drone butterfly. Pause for a half second in the doorway before the drone fly so that you don't aggro the grunts too early, then jump up and drone ride down the hallway. Do the last hammer launch off the crate, and run into the elevator and press the button. Then wait for the level to end.<br />
<br />
[[Category:Levels|3-2]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Floodgate&diff=21912Floodgate2017-09-17T22:59:22Z<p>Paradoxxic: </p>
<hr />
<div>{{Level Infobox<br />
| title = Floodgate<br />
| image = [[File:Floodgate.jpg|300px]]<br />
| caption = <br />
| game = [[Halo 3]]<br />
| time = Easy: ~3:30 <br>Legendary: ~3:30<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 [http://halo.wikia.com/wiki/Floodgate Floodgate (Halo Nation)] for general information. Due to the lack of danger from enemies, there will be only one tutorial for this level, though difficulty-specific tactics and notable details will still be included.<br />
==Version Differences==<br />
Box launches and DC launches are more powerful on MCC, making this level faster on MCC than on OG. The DC clip strat to finish the level is also an MCC only trick.<br />
<br />
==Tutorial==<br />
This level centres around quality movement and good box and DC launching technique.<br />
<br />
===It Followed Me Home===<br />
The beginning of this level focuses on pure movement. Do slide jumps down the hill and make your way to the corner. A boost similar to an over-jump can be obtained off of the overturned barrier at the top of the ramp. To perform the first box launch, round the corner and throw a grenade at the base of the two boxes on the right. Pick up the gravity hammer and then shoot one of the boxes forward so that it is beyond the confines of the hallway. Do the box launch and head on into the factory.<br />
<br />
===Factory===<br />
Pick up the spike grenades and throw one spike grenade behind the weapon crate at the point where the floor tile corners intersect. This will rotate the weapon crate and give you the perfect orientation for launching. Launch off it and continue on through the factory. You should pick up a DC from the small bridge just before entering the Cortana zone. grenade jump or hammer jump up left onto the upper platforms. Perform the Cortana skip and then jump up above the Maze room and box launch to the hallway leading to the outside. Melee or jump to delay a checkpoint here, as you want a checkpoint to happen immediately after the next cut-scene finishes playing.<br />
<br />
[[File:FGskip.gif|thumb|A player performing the Cortana Skip.]]<br />
<br />
====''Cortana Skip''====<br />
A cortana moment will activate if you fall into a trigger volume in this room. The trigger volume only extends to about head-height above the floor, so as long as you stay above that height you won't trigger the cortana moment. The most common method to perform this skip is to jump onto the closest weapon crate on the left side of the room, then bank a frag grenade off the white label on the other weapon crate and jump so that you move the crate and land on it by the door. You can then crouch and walk forward and off the crate to skip the cortana moment. There are other ways to do this skip and it is possible to do it without any grenades or hammer swings.<br />
<br />
===Shadow of Intent===<br />
If you delayed your checkpoint, you should get one as soon as the cutscene is over. Look to the left of the crane and perform a DC launch towards the other end of the lakebed. This launch is relatively easy on MCC, but much harder to do well on OG halo 3. If your dc launch falls short (or you decide to walk), you may trigger a wave of enemies to spawn in at the doorway to the next area. On easy this is not a problem. On Legendary it is important to have you BR out and kill as many flood as you can while bee-lining for the doorway. <br />
<br />
===Tunnel===<br />
This is the one section of this level where Legendary and Easy strats may differ. On easy, to perform the hallway box launch you must either destroy the large box with a spike grenade or hit it with a hammer swing to weaken it, and the second hammer swing will break the box and launch you. While this method is also viable on Legendary, getting a poor launch will likely result in your death. On Legendary, the safe strat is to keep the BR out and run along the left-hand corridor of the building, killing flood along the way.<br />
<br />
===The Flood, It Has Evolved===<br />
Box launch or walk out into the large open lakebed. There are literally an infinite number of strats for this area, but the most common and easiest method is to collect the DC by the large crates, hammer jump up onto the first crate, and DC launch accross the lakebed to the crashed ship. This is slightly easier on OG halo 3, as the more powerful MCC launches can kill you. An alternative method is to collect the tripmine by the turret, angle one of the small boxes near the edge of the platform, and perform a tripmine assisted Box launch (OG H3), or box launch normally then trip mine jump in mid-air to make it accross the gap (MCC).<br />
<br />
===Infinite Devil Machine===<br />
Make you way through the ship and optimize movement just like at the beginning of the level. Go up high on the left hand side before entering the control room and perform a gravity hammer assisted slide jump to reach the console early before the gravemind moment finishes. <br />
[[Category:Levels|3-5]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=The_Storm&diff=21911The Storm2017-09-17T22:58:05Z<p>Paradoxxic: </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: ~5:30 <br>Legendary: ~7:00<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 />
==Version Differences==<br />
This level is incredibly Chaotic, and as such is easier on Legendary if played on OG. The first lakebed phantom has a much higher chance of having the phantom turret blown off by marines on OG, meaning far more runs will make it past first lakebed. In addition to this,<br />
* The rocket marines in the 2nd lakebed are more trigger happy on MCC, and kill you more often.<br />
* DC clipping to deload the scarab is only possible on MCC. OG runs must use the mongoose clip.<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 />
==Legendary==<br />
<br />
===Ghost Town===<br />
<br />
===First Lakebed===<br />
<br />
===Second Lakebed===<br />
<br />
===Scarab Board===<br />
<br />
===Factory===<br />
<br />
===Destroying the AA Gun===<br />
<br />
[[Category:Levels|3-4]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Tsavo_Highway&diff=21910Tsavo Highway2017-09-17T22:53:05Z<p>Paradoxxic: </p>
<hr />
<div>{{Level Infobox<br />
| title = Tsavo Highway<br />
| image = [[File:TsavoHighway.jpg|300px]]<br />
| caption = <br />
| game = [[Halo 3]]<br />
| time = Easy: ~3:30 <br>Legendary: ~4:00<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 />
==Version Differences==<br />
This level is essentially identical, with the main difference being that driving physics differ slightly between MCC and OG.<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 />
<br />
==Legendary==<br />
If going for the IL record on Legendary, this level has to be played using the same strats as on easy, just praying that nothing will kill you. The Legendary route given below is for consistency and better for fullgames.<br />
<br />
At the beginning of the level, make sure you get two marines in your warthog (One gunner and one side-seat) before leaving, because these marines will soak damage and make surviving the following sections much easier. Upon getting to the "bridge section" mentioned in the easy section above, the path you take through the centre of the area is important; if you attempt to go straight for the hill beside the bridge, you leave yourself too open to the sniper fire from the sniper nest on the left side of the area and you will likely get shot. Thus, make sure your route curves a little as you head through the water on the valley floor.<br />
<br />
At the barrier section, make sure to grab a grav lift from the far building, then drive towards the barrier. At this point check the position of the turret by the plasma barrier, it will either be on the left or right side of the barrier. If the Turret is on the right side of the barrier, simply drive the regular easy route, get out and shelter behind the barrier for shields, then melee the barrier generator and carry on. If the turret is on the left side, you can just drive straight into the turret and splatter it, then get out, go behind the barrier and kill it and get back in the hog and drive away. Alternatively, if this seems too hard, you can try being very fast and going right around the sniper tower and booking it behind the barrier. This method leaves you open to direct fire from the turret, but works if you move very quickly.<br />
<br />
Do the bridge jump either with the gravity lift or by squeezing your warthog between the concrete barriers, then drive through the next battleground by going through the pipes on the right hand side of the valley, and make your way to the wraith and two choppers. It is easiest here to go around the left hand side of this area and then navigate your way through the debris on the far side of the valley to avoid the chopper shots and wraith shots. You have to be careful however because the hitboxes of the debris do not line up with the models for the debris.<br />
<br />
In the next area, kill both brutes and pick up the fuel rod gun. Grab a chopper and head towards the underside of the bridge, instead of the rock you normally ride up on easy. Go up the slope on the left of the bridge and make your way towards the brute barrier. Get out before you reach the very end of the level and fire off fuel rod shots at the Turret and at the plasma barrier, then jump off the right side of the highway and walk along the cliff towards the barrier until you get closer, at which point you can jump back up under the truck and crouch walk towards the barrier in order to end the level.<br />
[[Category:Levels|3-3]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Crow%27s_Nest&diff=21909Crow's Nest2017-09-17T22:51:51Z<p>Paradoxxic: </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: ~8:20 <br>Legendary: ~9:50<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 />
==Version Differences==<br />
* On MCC, the drones come out of the pipe in drone room slightly faster than on OG. <br />
* One of the brutes in the first wave of the jetpack fight has broken AI on MCC, making him just stand there uselessly.<br />
* DC clipping and launching strats are MCC only.<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 />
===Know Your Role...===<br />
There is not much to say here for legendary. Simply optimize movement and make sure to pick up a BR at the bottom of the staircase when exiting the first room.<br />
<br />
===Hallway Fights===<br />
<br />
Going fast in the first hallway fight hinges on good grenade throws and prioritizing the brute near the doorway to the next area. If he goes down quickly the surrounding grunts will panic and flee. You can use the slot in the barricade behind the first large shipping container to overcharge the brute.<br />
<br />
===Hangar Fight===<br />
<br />
Once in the Hangar, prioritize getting down to the hangar floor in order to trigger the phantoms to begin arriving. It is helpful to shoot all the fusion coils to make sure they can't be blown up later and surprise you. Kill the first wave of enemies at the back of the hangar, then turn your attention to the enemies dropping near the front of the hangar, but watch out for the turret of the phantom at the back of the hangar as it can damage and kill you very quickly.<br />
<br />
Once you clear this wave, it helps to grab a DC and BR ammo from either underneath the hangar floor, or from the upper lookout building at the front of the hangar. You can grab BR ammo through the wall by simply jumping up on the UNSC box and then jumping up alongside the metal wall of the lookout building.<br />
<br />
Clear the second wave of enemies and then wait for the third wave. When the third wave comes in you can stick the phantom turret to destroy it, this makes it easier to kill the third wave of enemies while running backwards out of the hangar. Make sure you pick up the brute shot from the hallway brute you killed earlier on your way back.<br />
<br />
===Drone Fight===<br />
<br />
As you enter the drone room, a marine will shout at you and then get picked up by a swarm of drones. Bounce a frag grenade off the ground near your feet to kill the drones. If you kill less than 5 drones an additional wave of drones will spawn at the pipe on the far side of the room. Run to the Turret and place the DC from the hangar in front of the turret, you will be able to shoot out through the DC but the drones will not be able to shoot through you. Grab a plasma pistol from the fallen drones.<br />
<br />
===Chieftain Fight===<br />
<br />
Make sure you wait for a checkpoint before opening the door in the bomb room, then melee to delay a further checkpoint just incase the cheiftan has a flare. The hallway between the boom room door and the Motor-Pool door is the load at which the equiptment the cheif is carrying is decided in. Use the plasma pistol to overcharge the chieftain and then quickly switch to your BR and headshot the chief four times. He will drop either an invincibility or a flare. If he drops a flare it is unlikely you will survive the room. If he drops an invincibility you can grab it and his gravity hammer then immediately activate the invincibility to survive the wrath of the 14 or so brutes that will then bear down upon you.<br />
<br />
===Hammer Tricks===<br />
<br />
When you drop down the hole, you can perform the Grate Launch by walking to the left side of the grate during the cortana moment and tossing a frag at your feet just off to the side of the grate. If done correctly you will flip the grate up against the right hand wall of the tunnel and you can then hammer launch off the grate all the way down the tunnel. When you meet up with arbiter you must press the button to open the door to the barracks before hammer launching off the grate on the wall to launch across the chasm and skip the entire barracks section of the level.<br />
<br />
===Landing Pad Fight===<br />
<br />
The most important part about this fight is that you get on top of the pelican before it lifts off. You will want to get on top of the lookout nest at the top of the map. When two of the initial brutes down below die, a secondary wave of 5 brutes will spawn on the floor of the lookout tower. There are two active camos inside the lookout tower, make sure you pick up one as you will need it later. When those five brutes in the lookout tower die, a door down back on the ground level will open and a third wave of 4 brutes will spawn. The faster you get down there the easier this fight is.<br />
<br />
===To the Bomb Room===<br />
<br />
After the cortana moment, perform a hammer launch off the weapon crate just after you open the door. Once you round the corner activate camo and simply walk right past all the enemies. There are a lot of enemies and two snipers on an upper landing at the end of the hallway. It is possible to do this section without camo, but it is difficult. If the enemies are actively aggressive in the previous area by the time you enter the bomb room, the enemies may be alerted earlier than if the enemies in the previous area were unaware of your presence.<br />
<br />
===Bomb Room Fight===<br />
<br />
The bomb room fight is the hardest section of the level. It is entirely possible to get to this section on record pace and just lose the run due to a poor hammer launch or particularly aggressive AI if you are going for world record. If you want a more consistent method of getting though this section, turn right as soon as you get in the door and jump onto the weapon crate, then onto the wall, then up onto the pipe in the ceiling. Walk along the pipe towards the bomb making sure that the pipe obscures the line-of-sight between you and the brute on the turret at the far end of the room. When you are at the bomb drop down and quickly activate it, then throw a grenade at the brute on the turret to make him get off, then walk backwards until you reach the top of the first set of stairs and perform a backwards hammer-assisted crouch jump and you will have just enough height to make it over the railing and hopefully escape.<br />
<br />
===Escape===<br />
<br />
As you exit the bomb room and enter drone room, go left around the pillar in the drone room to avoid getting shot by the jackals on the right side of the room. Make sure to fire off some BR ammo after the cortana moment in order to prepare for the drone butterfly. Pause for a half second in the doorway before the drone fly so that you don't aggro the grunts too early, then jump up and drone ride down the hallway. Do the last hammer launch off the crate, and run into the elevator and press the button. Then wait for the level to end.<br />
<br />
[[Category:Levels|3-2]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Crow%27s_Nest&diff=21908Crow's Nest2017-09-17T22:49:44Z<p>Paradoxxic: /* Version Differences */</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: ~8:20 <br>Legendary: ~9:50<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 />
==Version Differences==<br />
- On MCC, the drones come out of the pipe in drone room slightly faster than on OG. <br />
- One of the brutes in the first wave of the jetpack fight has broken AI on MCC, making him just stand there uselessly.<br />
- DC clipping and launching strats are MCC only.<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 />
===Know Your Role...===<br />
There is not much to say here for legendary. Simply optimize movement and make sure to pick up a BR at the bottom of the staircase when exiting the first room.<br />
<br />
===Hallway Fights===<br />
<br />
Going fast in the first hallway fight hinges on good grenade throws and prioritizing the brute near the doorway to the next area. If he goes down quickly the surrounding grunts will panic and flee. You can use the slot in the barricade behind the first large shipping container to overcharge the brute.<br />
<br />
===Hangar Fight===<br />
<br />
Once in the Hangar, prioritize getting down to the hangar floor in order to trigger the phantoms to begin arriving. It is helpful to shoot all the fusion coils to make sure they can't be blown up later and surprise you. Kill the first wave of enemies at the back of the hangar, then turn your attention to the enemies dropping near the front of the hangar, but watch out for the turret of the phantom at the back of the hangar as it can damage and kill you very quickly.<br />
<br />
Once you clear this wave, it helps to grab a DC and BR ammo from either underneath the hangar floor, or from the upper lookout building at the front of the hangar. You can grab BR ammo through the wall by simply jumping up on the UNSC box and then jumping up alongside the metal wall of the lookout building.<br />
<br />
Clear the second wave of enemies and then wait for the third wave. When the third wave comes in you can stick the phantom turret to destroy it, this makes it easier to kill the third wave of enemies while running backwards out of the hangar. Make sure you pick up the brute shot from the hallway brute you killed earlier on your way back.<br />
<br />
===Drone Fight===<br />
<br />
As you enter the drone room, a marine will shout at you and then get picked up by a swarm of drones. Bounce a frag grenade off the ground near your feet to kill the drones. If you kill less than 5 drones an additional wave of drones will spawn at the pipe on the far side of the room. Run to the Turret and place the DC from the hangar in front of the turret, you will be able to shoot out through the DC but the drones will not be able to shoot through you. Grab a plasma pistol from the fallen drones.<br />
<br />
===Chieftain Fight===<br />
<br />
Make sure you wait for a checkpoint before opening the door in the bomb room, then melee to delay a further checkpoint just incase the cheiftan has a flare. The hallway between the boom room door and the Motor-Pool door is the load at which the equiptment the cheif is carrying is decided in. Use the plasma pistol to overcharge the chieftain and then quickly switch to your BR and headshot the chief four times. He will drop either an invincibility or a flare. If he drops a flare it is unlikely you will survive the room. If he drops an invincibility you can grab it and his gravity hammer then immediately activate the invincibility to survive the wrath of the 14 or so brutes that will then bear down upon you.<br />
<br />
===Hammer Tricks===<br />
<br />
When you drop down the hole, you can perform the Grate Launch by walking to the left side of the grate during the cortana moment and tossing a frag at your feet just off to the side of the grate. If done correctly you will flip the grate up against the right hand wall of the tunnel and you can then hammer launch off the grate all the way down the tunnel. When you meet up with arbiter you must press the button to open the door to the barracks before hammer launching off the grate on the wall to launch across the chasm and skip the entire barracks section of the level.<br />
<br />
===Landing Pad Fight===<br />
<br />
The most important part about this fight is that you get on top of the pelican before it lifts off. You will want to get on top of the lookout nest at the top of the map. When two of the initial brutes down below die, a secondary wave of 5 brutes will spawn on the floor of the lookout tower. There are two active camos inside the lookout tower, make sure you pick up one as you will need it later. When those five brutes in the lookout tower die, a door down back on the ground level will open and a third wave of 4 brutes will spawn. The faster you get down there the easier this fight is.<br />
<br />
===To the Bomb Room===<br />
<br />
After the cortana moment, perform a hammer launch off the weapon crate just after you open the door. Once you round the corner activate camo and simply walk right past all the enemies. There are a lot of enemies and two snipers on an upper landing at the end of the hallway. It is possible to do this section without camo, but it is difficult. If the enemies are actively aggressive in the previous area by the time you enter the bomb room, the enemies may be alerted earlier than if the enemies in the previous area were unaware of your presence.<br />
<br />
===Bomb Room Fight===<br />
<br />
The bomb room fight is the hardest section of the level. It is entirely possible to get to this section on record pace and just lose the run due to a poor hammer launch or particularly aggressive AI if you are going for world record. If you want a more consistent method of getting though this section, turn right as soon as you get in the door and jump onto the weapon crate, then onto the wall, then up onto the pipe in the ceiling. Walk along the pipe towards the bomb making sure that the pipe obscures the line-of-sight between you and the brute on the turret at the far end of the room. When you are at the bomb drop down and quickly activate it, then throw a grenade at the brute on the turret to make him get off, then walk backwards until you reach the top of the first set of stairs and perform a backwards hammer-assisted crouch jump and you will have just enough height to make it over the railing and hopefully escape.<br />
<br />
===Escape===<br />
<br />
As you exit the bomb room and enter drone room, go left around the pillar in the drone room to avoid getting shot by the jackals on the right side of the room. Make sure to fire off some BR ammo after the cortana moment in order to prepare for the drone butterfly. Pause for a half second in the doorway before the drone fly so that you don't aggro the grunts too early, then jump up and drone ride down the hallway. Do the last hammer launch off the crate, and run into the elevator and press the button. Then wait for the level to end.<br />
<br />
[[Category:Levels|3-2]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Crow%27s_Nest&diff=21907Crow's Nest2017-09-17T22:47:53Z<p>Paradoxxic: </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: ~8:20 <br>Legendary: ~9:50<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 />
==Version Differences==<br />
On MCC, the drones come out of the pipe in drone room slightly faster than on OG. DC clipping and launching strats are MCC only.<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 />
===Know Your Role...===<br />
There is not much to say here for legendary. Simply optimize movement and make sure to pick up a BR at the bottom of the staircase when exiting the first room.<br />
<br />
===Hallway Fights===<br />
<br />
Going fast in the first hallway fight hinges on good grenade throws and prioritizing the brute near the doorway to the next area. If he goes down quickly the surrounding grunts will panic and flee. You can use the slot in the barricade behind the first large shipping container to overcharge the brute.<br />
<br />
===Hangar Fight===<br />
<br />
Once in the Hangar, prioritize getting down to the hangar floor in order to trigger the phantoms to begin arriving. It is helpful to shoot all the fusion coils to make sure they can't be blown up later and surprise you. Kill the first wave of enemies at the back of the hangar, then turn your attention to the enemies dropping near the front of the hangar, but watch out for the turret of the phantom at the back of the hangar as it can damage and kill you very quickly.<br />
<br />
Once you clear this wave, it helps to grab a DC and BR ammo from either underneath the hangar floor, or from the upper lookout building at the front of the hangar. You can grab BR ammo through the wall by simply jumping up on the UNSC box and then jumping up alongside the metal wall of the lookout building.<br />
<br />
Clear the second wave of enemies and then wait for the third wave. When the third wave comes in you can stick the phantom turret to destroy it, this makes it easier to kill the third wave of enemies while running backwards out of the hangar. Make sure you pick up the brute shot from the hallway brute you killed earlier on your way back.<br />
<br />
===Drone Fight===<br />
<br />
As you enter the drone room, a marine will shout at you and then get picked up by a swarm of drones. Bounce a frag grenade off the ground near your feet to kill the drones. If you kill less than 5 drones an additional wave of drones will spawn at the pipe on the far side of the room. Run to the Turret and place the DC from the hangar in front of the turret, you will be able to shoot out through the DC but the drones will not be able to shoot through you. Grab a plasma pistol from the fallen drones.<br />
<br />
===Chieftain Fight===<br />
<br />
Make sure you wait for a checkpoint before opening the door in the bomb room, then melee to delay a further checkpoint just incase the cheiftan has a flare. The hallway between the boom room door and the Motor-Pool door is the load at which the equiptment the cheif is carrying is decided in. Use the plasma pistol to overcharge the chieftain and then quickly switch to your BR and headshot the chief four times. He will drop either an invincibility or a flare. If he drops a flare it is unlikely you will survive the room. If he drops an invincibility you can grab it and his gravity hammer then immediately activate the invincibility to survive the wrath of the 14 or so brutes that will then bear down upon you.<br />
<br />
===Hammer Tricks===<br />
<br />
When you drop down the hole, you can perform the Grate Launch by walking to the left side of the grate during the cortana moment and tossing a frag at your feet just off to the side of the grate. If done correctly you will flip the grate up against the right hand wall of the tunnel and you can then hammer launch off the grate all the way down the tunnel. When you meet up with arbiter you must press the button to open the door to the barracks before hammer launching off the grate on the wall to launch across the chasm and skip the entire barracks section of the level.<br />
<br />
===Landing Pad Fight===<br />
<br />
The most important part about this fight is that you get on top of the pelican before it lifts off. You will want to get on top of the lookout nest at the top of the map. When two of the initial brutes down below die, a secondary wave of 5 brutes will spawn on the floor of the lookout tower. There are two active camos inside the lookout tower, make sure you pick up one as you will need it later. When those five brutes in the lookout tower die, a door down back on the ground level will open and a third wave of 4 brutes will spawn. The faster you get down there the easier this fight is.<br />
<br />
===To the Bomb Room===<br />
<br />
After the cortana moment, perform a hammer launch off the weapon crate just after you open the door. Once you round the corner activate camo and simply walk right past all the enemies. There are a lot of enemies and two snipers on an upper landing at the end of the hallway. It is possible to do this section without camo, but it is difficult. If the enemies are actively aggressive in the previous area by the time you enter the bomb room, the enemies may be alerted earlier than if the enemies in the previous area were unaware of your presence.<br />
<br />
===Bomb Room Fight===<br />
<br />
The bomb room fight is the hardest section of the level. It is entirely possible to get to this section on record pace and just lose the run due to a poor hammer launch or particularly aggressive AI if you are going for world record. If you want a more consistent method of getting though this section, turn right as soon as you get in the door and jump onto the weapon crate, then onto the wall, then up onto the pipe in the ceiling. Walk along the pipe towards the bomb making sure that the pipe obscures the line-of-sight between you and the brute on the turret at the far end of the room. When you are at the bomb drop down and quickly activate it, then throw a grenade at the brute on the turret to make him get off, then walk backwards until you reach the top of the first set of stairs and perform a backwards hammer-assisted crouch jump and you will have just enough height to make it over the railing and hopefully escape.<br />
<br />
===Escape===<br />
<br />
As you exit the bomb room and enter drone room, go left around the pillar in the drone room to avoid getting shot by the jackals on the right side of the room. Make sure to fire off some BR ammo after the cortana moment in order to prepare for the drone butterfly. Pause for a half second in the doorway before the drone fly so that you don't aggro the grunts too early, then jump up and drone ride down the hallway. Do the last hammer launch off the crate, and run into the elevator and press the button. Then wait for the level to end.<br />
<br />
[[Category:Levels|3-2]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Sierra_117&diff=21906Sierra 1172017-09-17T22:45:57Z<p>Paradoxxic: </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: ~5:30; Legendary: ~7:00<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 />
==Version Differences==<br />
On both Easy and Legendary, the most noticeable difference between the Original Game and MCC is that the early pelican board at the end of the level is slightly easier on MCC, due to increased knockback from the hammer/nade combo jump.<br />
<br />
==Easy==<br />
===Walk It Off===<br />
<br />
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things. Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.<br />
<br />
===Pipe Area=== <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 the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [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 />
===Entering Cortana Skip===<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 />
===Charlie Foxtrot===<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 />
===Jackal Sniper Forest===<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 />
===Chasm Jump===<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 />
===Quid Quo Pro===<br />
<br />
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam. Once the cutscene ends, jump down and make your way towards the lower level of the building to your right. As you approach the building, there is a cylindrical object towards your left. You can jump onto this. On the wall of the building is a ledge upon which you can stand and walk. Jump onto this and move towards the bridge. Assuming your movement has been decent, there are enemies dropping out of a Phantom. Dispatch these enemies quickly and move towards the prison. To your left is another ledge, similar to the one on the other building. You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior. Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.<br />
<br />
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment. The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick. Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level. Exit the prison and make your way back to the bridge. Use your Hammer and Battle Rifle to clear out as many enemies as possible. Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades. Make your way across the Bridge and kill the last group of enemies.<br />
<br />
At this point, the Pelican should be spawning soon. You will need to cross back to the Prison if you wish to do Early Pelican. To do so, there is a broken bridge. If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade. This will allow you to make it back to the prison and to be in position to do the Early Pelican.<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, but this forsakes the opportunity of saving potentially 20 seconds. To learn how to perform the Early Pelican trick, see the "Early Pelican" section further down the page for more detail.<br />
<br />
==Legendary==<br />
<br />
===Walk it Off===<br />
<br />
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement. If a Marine gets in your way, you can kill him with a headshot with your Pistol. If you do this, you may receive Frag Grenades, which will help later.<br />
<br />
===First Fight===<br />
[[File:Sierra117RockJump (1).gif|250px|thumb|right|Proper route for skipping majority of the first fight.]]<br />
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right. Jump on top of the rock and look for a point where the rock walls make a corner. Ghost-jump into the corner and spam-jump to get on top of the rock wall. However, do not immediately jump down as you will hit the loading trigger for enemies. Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down. This will properly skip the majority of enemies in this area, but there are still some Grunts in the area. Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades. Make your way out of the area now. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. <br />
<br />
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot by Grunts. As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade. A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret. If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along. As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave. Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]<br />
<br />
===Jackal Carbine Area===<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 />
==Important Tricks==<br />
<br />
===Cortana Skip===<br />
<br />
===Chasm Jump===<br />
<br />
===Early Pelican===<br />
<br />
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare. If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.<br />
<br />
At the end of Sierra 117, you will rescue Johnson from a prison. Exiting the prison, there are two wooden crates to the right near the edge as you exit. You will perform the Early Pelican trick near the far crate.<br />
<br />
[[File:EarlyPelicanWithFlare.gif|200px|thumb|left|Early Pelican done with a Flare.]]<br />
<br />
For the Frag + Flare method, stand on the edge of the platform face the are where the Pelican will come in. Listen for Foehammer to say "I see 'em; standby." Once you hear that, crouch, look directly down, and throw the grenade. Run forward and jump just before the the grenade explodes for a Grenade Jump, but continue looking down. At the apex of your jump, use the Flare and spam the Jump button to perform an Equipment Jump towards the Pelican. As you are moving towards the Pelican, look at the it and hold Action/Reload to board it.<br />
<br />
[[File:EarlyPelicanHammer.gif|200px|thumb|right|Early Pelican done with the Hammer. Notice how the hammer swing coincides with the grenade explosion]]<br />
<br />
The Frag + Gravity Hammer will require more practice as the technique to successfully use this method require more precision. Use the same positioning as before, but face the crate this time. Try to line yourself up with the right half of the crate to avoid missing the Pelican, and look down after lining up properly. As with before, listen to the dialogue to know when to execute the trick. After Foehammer says "I see 'em; standby," plant the Frag Grenade on the floor. Run backwards and jump the moment you notice a dip in your elevation. Time your hammer swing so that your Gravity Hammer activates simultaneously with the Frag Grenade explosion. The combined boost will be just enough to boost you to the Pelican. Make sure you turn around mid-air to receive the prompt to enter the Pelican.<br />
<br />
<br />
[[Category:Levels|3-1]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_3&diff=21905Halo 32017-09-17T22:36:50Z<p>Paradoxxic: </p>
<hr />
<div>Halo 3 is a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty. All joking aside, Halo 3 is the third installment of the Halo franchise. The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST. Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games. <br />
<br />
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times. Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.<br />
<br />
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) <br />
<br />
As of writing this (April 20th, 2017) No in-depth guide exists for Legendary, but [https://youtu.be/9D4GaxWWmXE Dark's 2015 ESA run] or [https://youtu.be/8E0a81hfds0 The BlazeJp's SDGQ run] both are good starting points for those looking at tackling the game on Legendary.<br />
<br />
==Version Differences==<br />
Halo 3 (H3) originally released on the Xbox 360, this version of H3 is referred to as the Original Game (OG). Halo 3 released as part of the Master Chief Collection is commonly referred to as H3 MCC. There are small differences between the two that are a result of frame rate differences, as well as potentially hardware. Enemies on MCC are more aggressive and notice you more quickly, making legendary more difficult on MCC than on OG. However, momentum is more easily conserved through gravemind and cortana moments on MCC, which makes some skips easier. Animation sequences are also slightly faster on MCC, so the drones on crow's nest come out of their pipe faster on MCC than on OG (for example). <br />
<br />
==Level Strategies==<br />
*[[Sierra 117]]<br />
*[[Crow's Nest]]<br />
*[[Tsavo Highway]]<br />
*[[The Storm]]<br />
*[[Floodgate]]<br />
*[[The Ark]]<br />
*[[The Covenant]]<br />
*[[Cortana]]<br />
*[[Halo (Halo 3)]]<br />
<br />
==Movement Techniques==<br />
<br />
===Grenade Jumping===<br />
Similar to many other FPS games, you can use the acceleration from a grenade explosion to jump higher or farther. Throw the grenade at your feet and time your jump so that you jump just before the grenade explodes.<br />
<br />
===Brute Shot/Fuel Rod jumping===<br />
Like grenade jumping, Brute shots and fuel rod guns can be used to accelerate jumps due to their explosive rounds. The idea behind the jumps is the same as grenade jumping; jump just before the explosion occurs.<br />
<br />
===Slide Jumping===<br />
With the Newtonian physics engine in Halo 3, extra horizontal speed can be obtained by jumping upon landing on a sloped surface. By jumping immediately after landing on a sloped surface, the physics engine will convert the player's downward velocity into horizontal velocity. The effect is most pronounced if the player crouches in mid-air, then uncrouches at the same time they jump off the sloped surface.<br />
<br />
{{#widget:Snippet|file={{filepath:SleeplessSpecial.mp4}}|thumbnail|left|caption=Cone launch using a plasma grenade and brute shot combined}}<br />
===Cone Launching===<br />
When an object hits you with some velocity in Halo 3, that object will collide elastically with you and transfer some of its kinetic energy over to you. Heavy objects usually end up killing you, but lighter objects like barrels or cones will give you boosts without splattering you. To perform a cone launch, simply place a grenade (or shoot a rocket or brute shot) on one side of the cone and stand on the opposite side so the cone will hit you. It helps to already be in the air when the cone hits you for maximum velocity.<br />
<br />
===Hammer Launching===<br />
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer. Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time. Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles. To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer. Different objects require different positions in relation to the object. A tutorial on how positioning affects the launch can be found here: [https://youtu.be/Ui86YImm4nA Hammer Launching Nuances]<br />
<br />
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.<br />
<br />
{{#widget:Snippet|file={{filepath:Butterfly.mp4}}|thumbnail|left|caption=A player Butterflying to "ride" a Drone.}}<br />
===Butterflying===<br />
Butterflying is an exploitation of the melee and reload mechanics. When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy. At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload. Manual reloads can happen if the player has a partially filled clip with ammo reserves left.<br />
<br />
<br />
<br />
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round. Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly. The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.<br />
<br />
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around. However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level. Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.<br />
<br />
===Deployable Cover (DC) Launching===<br />
{{#Widget:YouTube|id=hqzDk5dUHMQ|right|caption=DC Launching tutorial.}}<br />
Deployable Cover Launching, or DC Launching for short, is a glitch where the player forces himself into the geometry of a Deployable Cover. Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects, and this sometimes results in objects launching away from each other at very high speeds. Having said this, the DC Launch exploits this mechanic; when a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds. Doing this allows players to cover large distances in little time. However, because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing. To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.<br />
<br />
On MCC, it is possible to clip through walls with the DC Launch. To do so, perform the DC Launch very close to a wall. Once the launch is performed, the player will launch past the wall, essentially going through it.<br />
<br />
Here are different methods of doing the DC Launch:<br />
<br />
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.<br />
<br />
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward<br />
<br />
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice<br />
<br />
<br />
===Equipment Jumping===<br />
{{#Widget:YouTube|id=PgVhMRvxJnw|right|caption=An example of Equipment Jumping at 3:35.}}<br />
Equipment Jumping allows you to get a "double jump" and gain extra height/distance.<br />
<br />
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.<br />
<br />
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].<br />
<br />
==Enemies==<br />
<br />
Disclaimer: The descriptions for these enemies are written for Legendary runners. Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.<br />
<br />
===Brutes===<br />
Brutes are the one of the main enemies encountered in Halo 3. They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields. However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.<br />
<br />
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield. Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover. Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second. <br />
<br />
There are many ranks of Brutes, but most of them are similar. Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively. Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches. The other two ranks of Brute Infantry usually drop Bubble Shields when killed.<br />
<br />
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively. They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields. Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields. The Noob Combo or Sniper weapons are recommended for dispatching Captains. There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains. However, they have weaker shields and Pale Blue armor.<br />
<br />
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively. Chieftains will always have a Gravity Hammer and either a Flare or Invincibility. They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots. War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain. They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.<br />
<br />
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities. Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields. In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles. They have weak shields and have a visible ripple while moving. Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.<br />
<br />
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]<br />
<br />
===Grunts===<br />
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player. While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels. Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.<br />
<br />
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless. However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands. Should they do this, it is strongly recommended to take them out quickly before they get too close. <br />
<br />
While they are adept at a support role, Grunts are still weak compared to other enemies. Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them. Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage. When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.<br />
<br />
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy. They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them. Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor. Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors. Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.<br />
<br />
===Jackals===<br />
Jackals are one of the most annoying enemies to deal with in Halo 3. They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.<br />
<br />
Jackals come in 3 ranks: Minor, Major, and Marksmen. Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand. While the shield is very robust, there is a gap on in the shield that reveals their left hand. Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot. Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.<br />
<br />
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol. Often, they are positioned in high areas where they can gun down the player, and they are very dangerous. Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits. However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.<br />
<br />
===Hunters===<br />
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun. There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant. The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank. The pair of Hunters on The Covenant are almost always ignored.<br />
<br />
However, despite their rarity, they are very dangerous. Hunters are beefy walking tanks with dangerous attacks. They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks. The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit. In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.<br />
<br />
===Drones===<br />
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones. However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons.. However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.<br />
<br />
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons. On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe. On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.<br />
<br />
===Flood Combat Forms===<br />
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear. They come in 3 variants: Human, Brute, and Elite. Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.<br />
<br />
Human and Brute variants are very similar; they have no shields and are quite fragile. One melee or headshot will kill them easily. Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust. It takes a significant amount of ammunition in order to break their shields. Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot. However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.<br />
<br />
===Flood Carrier Forms===<br />
Flood Carrier forms are slow and pose no threat from ranged. Their only attack is to walk up to the player, drop dead, and explode. Doing so will release a swarm of Infection Forms. If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.<br />
<br />
Carrier Forms are very weak. They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively. However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.<br />
<br />
There are several ways to kill a Carrier Form without having it spawn more Infection Forms. Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns. Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect. The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.<br />
<br />
===Flood Pure Form (Stalker)===<br />
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form. Sometimes, they will run towards the player and then mutate into a Flood Tank Form. They often do not participate in combat, but they do have melee attacks. Their melee attack is strong enough to deplete the player's shields, but they rarely attack. Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.<br />
<br />
===Flood Pure Form (Ranged)===<br />
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana. They often stick themselves onto walls, out of melee range while sending barrages of Carbine-like projectiles. Unfortunately, they are very resilient to mid-range weapons like the Battle Rifle and Carbine, making them very hard to kill, especially when they cover their weak spot. Like Carbine-wielding Jackals, they are capable of killing the player with a headshot if the player's shields are depleted.<br />
<br />
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks. If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades. If grenades are not available, the Needler is the next best alternative as a single Supercombine will kill them regardless of their pose.<br />
<br />
===Flood Pure Form (Tank)===<br />
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks. They are beefy, and they have powerful melee attacks. Caution should be advised when engaging in melee combat as they can kill the player with one single swipe. Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.<br />
<br />
Dealing with them is not too difficult. Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them. Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe. Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons. The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit. However, all other weapons tend to not fare well.<br />
<br />
==Shields And Health==<br />
* Note that the exact values given below are taken from the Multiplayer portion of Halo 3. It is not known if the values differ in campaign.<br />
<br />
You have two kinds of hitpoints in Halo 3; Shield points (sp) which are kept track of via the shield meter at the top of the HUD, and Body points (bp) which are invisible to the player. You have 70 shield points and they will begin recharging at 40 pts/second after not taking damage for 5 seconds. You have 45 body points and they begin recharging at 9 pts/second after not taking damage for 10 seconds. If you take ANY damage while either shield points or body points are recharging, BOTH will stop recharging and you must wait 5 and 10 seconds again for shield and body points to begin recharging again respectively. <br />
<br />
==Weapons and Equipment==<br />
The information on weapon damage and reload times given here was taken from an archived Bungie.net post. These times will be verified and updated as more information becomes available.<br />
<br />
sp = Shield Points<br />
bp = Body points<br />
<br />
===Weapon Damage per Hit ordered from most damage to least damage===<br />
* Spartan Laser: 284.0 dmg (This value is for the full length of the laser shot. At roughly 22 dmg/frame for 13 frames.)<br />
* Gravity Hammer: 230.0 dmg<br />
* Rocket Launcher: 220.0 dmg<br />
* Energy Sword: 150.0 dmg<br />
* Shotgun: 150.0 dmg<br />
* Missile Pod: 126.0 dmg<br />
* Mauler: 107.0 dmg<br />
* Beam Rifle: 80.0 dmg<br />
* Sniper Rifle: 80.0 dmg<br />
* Brute Shot: 38.0 dmg<br />
* Battle Rifle: 18.0 dmg/burst (6.0 dmg/bullet)<br />
* Machine Gun Turret: 15.0 dmg<br />
* Magnum: 15.0 dmg<br />
* Plasma Rifle: 14.5 dmg(sp) & 3.5 dmg(bp)<br />
* Carbine: 10.0 dmg<br />
* Plasma Pistol: 10.0 dmg(sp) & 2.4 dmg(bp) (charged-shot deals ∞ dmg(sp) and 0 dmg(bp))<br />
* Spiker: 9.0 dmg<br />
* Assault Rifle: 7.5 dmg<br />
* Needler: 5.0 dmg (after 8 needles embed themselves they deal 225 dmg explosively)<br />
* SMG: 4.8 dmg<br />
<br />
* Massive Melee; Brute Shot, (Sentinel Beam): 90 dmg<br />
* Heavy Melee; Rockets, Laser, Hammer, (Fuel Rod): 80 dmg<br />
* Strong Melee; Spiker, Mauler:72 dmg<br />
* Normal Melee: 70 dmg<br />
<br />
Note - while Bungie has never stated that any weapon's melee does more than 72 damage, conclusive tests seem to prove otherwise.<br />
<br />
===Reload/Cooldown times (approximate values) ordered from longest to shortest===<br />
* Rockets 4.3 s<br />
* Brute Shot 3 s<br />
* Beam Rifle 2.9 s<br />
* Plasma Rifle 2.6 s<br />
* Sniper Rifle 2.6 s<br />
* Spartan Laser 2.4 s<br />
* Carbine 2.4 s<br />
* Mauler 2.4 s<br />
* Plasma Pistol 2.1 s<br />
* Battle Rifle 2 s<br />
* Magnum 1.9 s<br />
* Assault Rifle 1.8 s<br />
* Spiker 1.6 s<br />
* SMG 1.4 s<br />
* Needler 1.1 s<br />
<br />
* Shotgun 2/4.5** s<br />
<br />
==Training for Legendary==<br />
Part of being good at legendary revolves around being good at combat and dealing with unexpected scenarios. the best way to improve your combat is to play through the levels on Legendary with all skulls on except Black eye, Iron, Catch, Cowbell, and Blind. This forces you to increase your accuracy and get better at dodging. Removing the aforementioned skulls keeps AI behaviour similar to a regular Legendary run, and allows you to keep regular shields as well as to retry sections from the last checkpoint when you die.<br />
<br />
The secret to going fast on Legendary is to never miss a headshot. Ever. Try playing through the sniper forest section of Sierra 117 and hitting every jackal with a headshot first try, and don't stop moving forwards. Once you can do that consistently you will find your headshot abilities have drastically increased.</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_3&diff=21904Halo 32017-09-15T15:04:08Z<p>Paradoxxic: </p>
<hr />
<div>Halo 3 is a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty. All joking aside, Halo 3 is the third installment of the Halo franchise. The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST. Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games. <br />
<br />
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times. Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.<br />
<br />
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) <br />
<br />
As of writing this (April 20th, 2017) No in-depth guide exists for Legendary, but [https://youtu.be/9D4GaxWWmXE Dark's 2015 ESA run] or [https://youtu.be/8E0a81hfds0 The BlazeJp's SDGQ run] both are good starting points for those looking at tackling the game on Legendary.<br />
<br />
==Version Differences==<br />
Halo 3 (H3) originally released on the Xbox 360, this version of H3 is referred to as the Original Game (OG). Halo 3 released as part of the Master Chief Collection is commonly referred to as H3 MCC. There are small differences between the two that are a result of frame rate differences, as well as potentially hardware. Enemies on MCC are more aggressive and notice you more quickly, making legendary more difficult on MCC than on OG. However, momentum is more easily conserved through gravemind and cortana moments on MCC, which makes some skips easier. Animation sequences are also slightly faster on MCC, so the drones on crow's nest come out of their pipe faster on MCC than on OG (for example). <br />
<br />
In addition, on The Ark, after killing the scarab on OG you will almost always immediately get the "loading...done" for the pelican to spawn in and fly down to the entrance to the next area. On MCC however, the load is sometimes delayed, and requires you to kill two enemies (usually jackals) on the tower before the pelican will load in. The cause of this glitch is not known.<br />
<br />
==Level Strategies==<br />
*[[Sierra 117]]<br />
*[[Crow's Nest]]<br />
*[[Tsavo Highway]]<br />
*[[The Storm]]<br />
*[[Floodgate]]<br />
*[[The Ark]]<br />
*[[The Covenant]]<br />
*[[Cortana]]<br />
*[[Halo (Halo 3)]]<br />
<br />
==Movement Techniques==<br />
<br />
===Grenade Jumping===<br />
Similar to many other FPS games, you can use the acceleration from a grenade explosion to jump higher or farther. Throw the grenade at your feet and time your jump so that you jump just before the grenade explodes.<br />
<br />
===Brute Shot/Fuel Rod jumping===<br />
Like grenade jumping, Brute shots and fuel rod guns can be used to accelerate jumps due to their explosive rounds. The idea behind the jumps is the same as grenade jumping; jump just before the explosion occurs.<br />
<br />
===Slide Jumping===<br />
With the Newtonian physics engine in Halo 3, extra horizontal speed can be obtained by jumping upon landing on a sloped surface. By jumping immediately after landing on a sloped surface, the physics engine will convert the player's downward velocity into horizontal velocity. The effect is most pronounced if the player crouches in mid-air, then uncrouches at the same time they jump off the sloped surface.<br />
<br />
{{#widget:Snippet|file={{filepath:SleeplessSpecial.mp4}}|thumbnail|left|caption=Cone launch using a plasma grenade and brute shot combined}}<br />
===Cone Launching===<br />
When an object hits you with some velocity in Halo 3, that object will collide elastically with you and transfer some of its kinetic energy over to you. Heavy objects usually end up killing you, but lighter objects like barrels or cones will give you boosts without splattering you. To perform a cone launch, simply place a grenade (or shoot a rocket or brute shot) on one side of the cone and stand on the opposite side so the cone will hit you. It helps to already be in the air when the cone hits you for maximum velocity.<br />
<br />
===Hammer Launching===<br />
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer. Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time. Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles. To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer. Different objects require different positions in relation to the object. A tutorial on how positioning affects the launch can be found here: [https://youtu.be/Ui86YImm4nA Hammer Launching Nuances]<br />
<br />
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.<br />
<br />
{{#widget:Snippet|file={{filepath:Butterfly.mp4}}|thumbnail|left|caption=A player Butterflying to "ride" a Drone.}}<br />
===Butterflying===<br />
Butterflying is an exploitation of the melee and reload mechanics. When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy. At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload. Manual reloads can happen if the player has a partially filled clip with ammo reserves left.<br />
<br />
<br />
<br />
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round. Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly. The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.<br />
<br />
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around. However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level. Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.<br />
<br />
===Deployable Cover (DC) Launching===<br />
{{#Widget:YouTube|id=hqzDk5dUHMQ|right|caption=DC Launching tutorial.}}<br />
Deployable Cover Launching, or DC Launching for short, is a glitch where the player forces himself into the geometry of a Deployable Cover. Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects, and this sometimes results in objects launching away from each other at very high speeds. Having said this, the DC Launch exploits this mechanic; when a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds. Doing this allows players to cover large distances in little time. However, because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing. To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.<br />
<br />
On MCC, it is possible to clip through walls with the DC Launch. To do so, perform the DC Launch very close to a wall. Once the launch is performed, the player will launch past the wall, essentially going through it.<br />
<br />
Here are different methods of doing the DC Launch:<br />
<br />
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.<br />
<br />
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward<br />
<br />
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice<br />
<br />
<br />
===Equipment Jumping===<br />
{{#Widget:YouTube|id=PgVhMRvxJnw|right|caption=An example of Equipment Jumping at 3:35.}}<br />
Equipment Jumping allows you to get a "double jump" and gain extra height/distance.<br />
<br />
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.<br />
<br />
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].<br />
<br />
==Enemies==<br />
<br />
Disclaimer: The descriptions for these enemies are written for Legendary runners. Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.<br />
<br />
===Brutes===<br />
Brutes are the one of the main enemies encountered in Halo 3. They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields. However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.<br />
<br />
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield. Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover. Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second. <br />
<br />
There are many ranks of Brutes, but most of them are similar. Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively. Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches. The other two ranks of Brute Infantry usually drop Bubble Shields when killed.<br />
<br />
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively. They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields. Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields. The Noob Combo or Sniper weapons are recommended for dispatching Captains. There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains. However, they have weaker shields and Pale Blue armor.<br />
<br />
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively. Chieftains will always have a Gravity Hammer and either a Flare or Invincibility. They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots. War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain. They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.<br />
<br />
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities. Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields. In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles. They have weak shields and have a visible ripple while moving. Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.<br />
<br />
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]<br />
<br />
===Grunts===<br />
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player. While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels. Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.<br />
<br />
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless. However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands. Should they do this, it is strongly recommended to take them out quickly before they get too close. <br />
<br />
While they are adept at a support role, Grunts are still weak compared to other enemies. Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them. Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage. When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.<br />
<br />
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy. They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them. Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor. Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors. Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.<br />
<br />
===Jackals===<br />
Jackals are one of the most annoying enemies to deal with in Halo 3. They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.<br />
<br />
Jackals come in 3 ranks: Minor, Major, and Marksmen. Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand. While the shield is very robust, there is a gap on in the shield that reveals their left hand. Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot. Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.<br />
<br />
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol. Often, they are positioned in high areas where they can gun down the player, and they are very dangerous. Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits. However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.<br />
<br />
===Hunters===<br />
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun. There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant. The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank. The pair of Hunters on The Covenant are almost always ignored.<br />
<br />
However, despite their rarity, they are very dangerous. Hunters are beefy walking tanks with dangerous attacks. They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks. The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit. In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.<br />
<br />
===Drones===<br />
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones. However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons.. However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.<br />
<br />
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons. On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe. On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.<br />
<br />
===Flood Combat Forms===<br />
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear. They come in 3 variants: Human, Brute, and Elite. Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.<br />
<br />
Human and Brute variants are very similar; they have no shields and are quite fragile. One melee or headshot will kill them easily. Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust. It takes a significant amount of ammunition in order to break their shields. Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot. However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.<br />
<br />
===Flood Carrier Forms===<br />
Flood Carrier forms are slow and pose no threat from ranged. Their only attack is to walk up to the player, drop dead, and explode. Doing so will release a swarm of Infection Forms. If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.<br />
<br />
Carrier Forms are very weak. They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively. However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.<br />
<br />
There are several ways to kill a Carrier Form without having it spawn more Infection Forms. Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns. Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect. The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.<br />
<br />
===Flood Pure Form (Stalker)===<br />
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form. Sometimes, they will run towards the player and then mutate into a Flood Tank Form. They often do not participate in combat, but they do have melee attacks. Their melee attack is strong enough to deplete the player's shields, but they rarely attack. Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.<br />
<br />
===Flood Pure Form (Ranged)===<br />
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana. They often stick themselves onto walls, out of melee range while sending barrages of Carbine-like projectiles. Unfortunately, they are very resilient to mid-range weapons like the Battle Rifle and Carbine, making them very hard to kill, especially when they cover their weak spot. Like Carbine-wielding Jackals, they are capable of killing the player with a headshot if the player's shields are depleted.<br />
<br />
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks. If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades. If grenades are not available, the Needler is the next best alternative as a single Supercombine will kill them regardless of their pose.<br />
<br />
===Flood Pure Form (Tank)===<br />
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks. They are beefy, and they have powerful melee attacks. Caution should be advised when engaging in melee combat as they can kill the player with one single swipe. Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.<br />
<br />
Dealing with them is not too difficult. Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them. Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe. Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons. The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit. However, all other weapons tend to not fare well.<br />
<br />
==Shields And Health==<br />
* Note that the exact values given below are taken from the Multiplayer portion of Halo 3. It is not known if the values differ in campaign.<br />
<br />
You have two kinds of hitpoints in Halo 3; Shield points (sp) which are kept track of via the shield meter at the top of the HUD, and Body points (bp) which are invisible to the player. You have 70 shield points and they will begin recharging at 40 pts/second after not taking damage for 5 seconds. You have 45 body points and they begin recharging at 9 pts/second after not taking damage for 10 seconds. If you take ANY damage while either shield points or body points are recharging, BOTH will stop recharging and you must wait 5 and 10 seconds again for shield and body points to begin recharging again respectively. <br />
<br />
==Weapons and Equipment==<br />
The information on weapon damage and reload times given here was taken from an archived Bungie.net post. These times will be verified and updated as more information becomes available.<br />
<br />
sp = Shield Points<br />
bp = Body points<br />
<br />
===Weapon Damage per Hit ordered from most damage to least damage===<br />
* Spartan Laser: 284.0 dmg<br />
* Gravity Hammer: 230.0 dmg<br />
* Rocket Launcher: 220.0 dmg<br />
* Energy Sword: 150.0 dmg<br />
* Shotgun: 150.0 dmg<br />
* Missile Pod: 126.0 dmg<br />
* Mauler: 107.0 dmg<br />
* Beam Rifle: 80.0 dmg<br />
* Sniper Rifle: 80.0 dmg<br />
* Brute Shot: 38.0 dmg<br />
* Battle Rifle: 18.0 dmg/burst (6.0 dmg/bullet)<br />
* Machine Gun Turret: 15.0 dmg<br />
* Magnum: 15.0 dmg<br />
* Plasma Rifle: 14.5 dmg(sp) & 3.5 dmg(bp)<br />
* Carbine: 10.0 dmg<br />
* Plasma Pistol: 10.0 dmg(sp) & 2.4 dmg(bp) (charged-shot deals ∞ dmg(sp) and 0 dmg(bp))<br />
* Spiker: 9.0 dmg<br />
* Assault Rifle: 7.5 dmg<br />
* Needler: 5.0 dmg (after 8 needles embed themselves they deal 225 dmg explosively)<br />
* SMG: 4.8 dmg<br />
<br />
* Massive Melee; Brute Shot, (Sentinel Beam): 90 dmg<br />
* Heavy Melee; Rockets, Laser, Hammer, (Fuel Rod): 80 dmg<br />
* Strong Melee; Spiker, Mauler:72 dmg<br />
* Normal Melee: 70 dmg<br />
<br />
Note - while Bungie has never stated that any weapon's melee does more than 72 damage, conclusive tests seem to prove otherwise.<br />
<br />
===Reload/Cooldown times (approximate values) ordered from longest to shortest===<br />
* Rockets 4.3 s<br />
* Brute Shot 3 s<br />
* Beam Rifle 2.9 s<br />
* Plasma Rifle 2.6 s<br />
* Sniper Rifle 2.6 s<br />
* Spartan Laser 2.4 s<br />
* Carbine 2.4 s<br />
* Mauler 2.4 s<br />
* Plasma Pistol 2.1 s<br />
* Battle Rifle 2 s<br />
* Magnum 1.9 s<br />
* Assault Rifle 1.8 s<br />
* Spiker 1.6 s<br />
* SMG 1.4 s<br />
* Needler 1.1 s<br />
<br />
* Shotgun 2/4.5** s<br />
<br />
==Training for Legendary==<br />
Part of being good at legendary revolves around being good at combat and dealing with unexpected scenarios. the best way to improve your combat is to play through the levels on Legendary with all skulls on except Black eye, Iron, Catch, Cowbell, and Blind. This forces you to increase your accuracy and get better at dodging. Removing the aforementioned skulls keeps AI behaviour similar to a regular Legendary run, and allows you to keep regular shields as well as to retry sections from the last checkpoint when you die.<br />
<br />
The secret to going fast on Legendary is to never miss a headshot. Ever. Try playing through the sniper forest section of Sierra 117 and hitting every jackal with a headshot first try, and don't stop moving forwards. Once you can do that consistently you will find your headshot abilities have drastically increased.</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_3&diff=21903Halo 32017-09-05T16:59:47Z<p>Paradoxxic: </p>
<hr />
<div>Halo 3 is a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty. All joking aside, Halo 3 is the third installment of the Halo franchise. The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST. Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games. <br />
<br />
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times. Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.<br />
<br />
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) <br />
<br />
As of writing this (April 20th, 2017) No in-depth guide exists for Legendary, but [https://youtu.be/9D4GaxWWmXE Dark's 2015 ESA run] or [https://youtu.be/8E0a81hfds0 The BlazeJp's SDGQ run] both are good starting points for those looking at tackling the game on Legendary.<br />
<br />
==Version Differences==<br />
Halo 3 (H3) originally released on the Xbox 360, this version of H3 is referred to as the Original Game (OG). Halo 3 released as part of the Master Chief Collection is commonly referred to as H3 MCC. There are small differences between the two that are a result of frame rate differences, as well as potentially hardware. Enemies on MCC are more aggressive and notice you more quickly, making legendary more difficult on MCC than on OG. However, momentum is more easily conserved through gravemind and cortana moments on MCC, which makes some skips easier. Animation sequences are also slightly faster on MCC, so the drones on crow's nest come out of their pipe faster on MCC than on OG (for example). <br />
<br />
In addition, on The Ark, after killing the scarab on OG you will almost always immediately get the "loading...done" for the pelican to spawn in and fly down to the entrance to the next area. On MCC however, the load is sometimes delayed, and requires you to kill two enemies (usually jackals) on the tower before the pelican will load in. The cause of this glitch is not known.<br />
<br />
==Level Strategies==<br />
*[[Sierra 117]]<br />
*[[Crow's Nest]]<br />
*[[Tsavo Highway]]<br />
*[[The Storm]]<br />
*[[Floodgate]]<br />
*[[The Ark]]<br />
*[[The Covenant]]<br />
*[[Cortana]]<br />
*[[Halo (Halo 3)]]<br />
<br />
==Movement Techniques==<br />
<br />
===Grenade Jumping===<br />
Similar to many other FPS games, you can use the acceleration from a grenade explosion to jump higher or farther. Throw the grenade at your feet and time your jump so that you jump just before the grenade explodes.<br />
<br />
===Brute Shot/Fuel Rod jumping===<br />
Like grenade jumping, Brute shots and fuel rod guns can be used to accelerate jumps due to their explosive rounds. The idea behind the jumps is the same as grenade jumping; jump just before the explosion occurs.<br />
<br />
===Slide Jumping===<br />
With the Newtonian physics engine in Halo 3, extra horizontal speed can be obtained by jumping upon landing on a sloped surface. By jumping immediately after landing on a sloped surface, the physics engine will convert the player's downward velocity into horizontal velocity. The effect is most pronounced if the player crouches in mid-air, then uncrouches at the same time they jump off the sloped surface.<br />
<br />
{{#widget:Snippet|file={{filepath:SleeplessSpecial.mp4}}|thumbnail|left|caption=Cone launch using a plasma grenade and brute shot combined}}<br />
===Cone Launching===<br />
When an object hits you with some velocity in Halo 3, that object will collide elastically with you and transfer some of its kinetic energy over to you. Heavy objects usually end up killing you, but lighter objects like barrels or cones will give you boosts without splattering you. To perform a cone launch, simply place a grenade (or shoot a rocket or brute shot) on one side of the cone and stand on the opposite side so the cone will hit you. It helps to already be in the air when the cone hits you for maximum velocity.<br />
<br />
===Hammer Launching===<br />
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer. Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time. Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles. To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer. Different objects require different positions in relation to the object. A tutorial on how positioning affects the launch can be found here: [https://youtu.be/Ui86YImm4nA Hammer Launching Nuances]<br />
<br />
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.<br />
<br />
{{#widget:Snippet|file={{filepath:Butterfly.mp4}}|thumbnail|left|caption=A player Butterflying to "ride" a Drone.}}<br />
===Butterflying===<br />
Butterflying is an exploitation of the melee and reload mechanics. When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy. At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload. Manual reloads can happen if the player has a partially filled clip with ammo reserves left.<br />
<br />
<br />
<br />
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round. Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly. The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.<br />
<br />
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around. However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level. Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.<br />
<br />
===Deployable Cover (DC) Launching===<br />
{{#Widget:YouTube|id=hqzDk5dUHMQ|right|caption=DC Launching tutorial.}}<br />
Deployable Cover Launching, or DC Launching for short, is a glitch where the player forces himself into the geometry of a Deployable Cover. Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects, and this sometimes results in objects launching away from each other at very high speeds. Having said this, the DC Launch exploits this mechanic; when a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds. Doing this allows players to cover large distances in little time. However, because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing. To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.<br />
<br />
On MCC, it is possible to clip through walls with the DC Launch. To do so, perform the DC Launch very close to a wall. Once the launch is performed, the player will launch past the wall, essentially going through it.<br />
<br />
Here are different methods of doing the DC Launch:<br />
<br />
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.<br />
<br />
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward<br />
<br />
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice<br />
<br />
<br />
===Equipment Jumping===<br />
{{#Widget:YouTube|id=PgVhMRvxJnw|right|caption=An example of Equipment Jumping at 3:35.}}<br />
Equipment Jumping allows you to get a "double jump" and gain extra height/distance.<br />
<br />
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.<br />
<br />
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].<br />
<br />
==Enemies==<br />
<br />
Disclaimer: The descriptions for these enemies are written for Legendary runners. Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.<br />
<br />
===Brutes===<br />
Brutes are the one of the main enemies encountered in Halo 3. They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields. However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.<br />
<br />
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield. Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover. Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second. <br />
<br />
There are many ranks of Brutes, but most of them are similar. Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively. Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches. The other two ranks of Brute Infantry usually drop Bubble Shields when killed.<br />
<br />
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively. They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields. Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields. The Noob Combo or Sniper weapons are recommended for dispatching Captains. There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains. However, they have weaker shields and Pale Blue armor.<br />
<br />
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively. Chieftains will always have a Gravity Hammer and either a Flare or Invincibility. They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots. War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain. They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.<br />
<br />
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities. Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields. In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles. They have weak shields and have a visible ripple while moving. Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.<br />
<br />
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]<br />
<br />
===Grunts===<br />
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player. While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels. Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.<br />
<br />
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless. However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands. Should they do this, it is strongly recommended to take them out quickly before they get too close. <br />
<br />
While they are adept at a support role, Grunts are still weak compared to other enemies. Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them. Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage. When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.<br />
<br />
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy. They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them. Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor. Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors. Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.<br />
<br />
===Jackals===<br />
Jackals are one of the most annoying enemies to deal with in Halo 3. They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.<br />
<br />
Jackals come in 3 ranks: Minor, Major, and Marksmen. Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand. While the shield is very robust, there is a gap on in the shield that reveals their left hand. Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot. Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.<br />
<br />
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol. Often, they are positioned in high areas where they can gun down the player, and they are very dangerous. Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits. However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.<br />
<br />
===Hunters===<br />
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun. There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant. The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank. The pair of Hunters on The Covenant are almost always ignored.<br />
<br />
However, despite their rarity, they are very dangerous. Hunters are beefy walking tanks with dangerous attacks. They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks. The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit. In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.<br />
<br />
===Drones===<br />
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones. However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons.. However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.<br />
<br />
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons. On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe. On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.<br />
<br />
===Flood Combat Forms===<br />
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear. They come in 3 variants: Human, Brute, and Elite. Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.<br />
<br />
Human and Brute variants are very similar; they have no shields and are quite fragile. One melee or headshot will kill them easily. Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust. It takes a significant amount of ammunition in order to break their shields. Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot. However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.<br />
<br />
===Flood Carrier Forms===<br />
Flood Carrier forms are slow and pose no threat from ranged. Their only attack is to walk up to the player, drop dead, and explode. Doing so will release a swarm of Infection Forms. If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.<br />
<br />
Carrier Forms are very weak. They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively. However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.<br />
<br />
There are several ways to kill a Carrier Form without having it spawn more Infection Forms. Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns. Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect. The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.<br />
<br />
===Flood Pure Form (Stalker)===<br />
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form. Sometimes, they will run towards the player and then mutate into a Flood Tank Form. They often do not participate in combat, but they do have melee attacks. Their melee attack is strong enough to deplete the player's shields, but they rarely attack. Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.<br />
<br />
===Flood Pure Form (Ranged)===<br />
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana. They often stick themselves onto walls, out of melee range while sending barrages of Carbine-like projectiles. Unfortunately, they are very resilient to mid-range weapons like the Battle Rifle and Carbine, making them very hard to kill, especially when they cover their weak spot. Like Carbine-wielding Jackals, they are capable of killing the player with a headshot if the player's shields are depleted.<br />
<br />
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks. If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades. If grenades are not available, the Needler is the next best alternative as a single Supercombine will kill them regardless of their pose.<br />
<br />
===Flood Pure Form (Tank)===<br />
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks. They are beefy, and they have powerful melee attacks. Caution should be advised when engaging in melee combat as they can kill the player with one single swipe. Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.<br />
<br />
Dealing with them is not too difficult. Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them. Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe. Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons. The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit. However, all other weapons tend to not fare well.<br />
<br />
==Training for Legendary==<br />
Part of being good at legendary revolves around being good at combat and dealing with unexpected scenarios. the best way to improve your combat is to play through the levels on Legendary with all skulls on except Black eye, Iron, Catch, Cowbell, and Blind. This forces you to increase your accuracy and get better at dodging. Removing the aforementioned skulls keeps AI behaviour similar to a regular Legendary run, and allows you to keep regular shields as well as to retry sections from the last checkpoint when you die.<br />
<br />
The secret to going fast on Legendary is to never miss a headshot. Ever. Try playing through the sniper forest section of Sierra 117 and hitting every jackal with a headshot first try, and don't stop moving forwards. Once you can do that consistently you will find your headshot abilities have drastically increased.<br />
<br />
==Weapons and Equipment==<br />
The information on weapon damage and reload times given here was taken from an archived Bungie.net post. These times will be verified and updated as more information becomes available.<br />
<br />
sp = Shield Points<br />
bp = Body points<br />
<br />
===Weapon Damage per Hit ordered from most damage to least damage===<br />
* Spartan Laser: 284.0 dmg<br />
* Gravity Hammer: 230.0 dmg<br />
* Rocket Launcher: 220.0 dmg<br />
* Energy Sword: 150.0 dmg<br />
* Shotgun: 150.0 dmg<br />
* Missile Pod: 126.0 dmg<br />
* Mauler: 107.0 dmg<br />
* Beam Rifle: 80.0 dmg<br />
* Sniper Rifle: 80.0 dmg<br />
* Brute Shot: 38.0 dmg<br />
* Battle Rifle: 18.0 dmg/burst (6.0 dmg/bullet)<br />
* Machine Gun Turret: 15.0 dmg<br />
* Magnum: 15.0 dmg<br />
* Plasma Rifle: 14.5 dmg(sp) & 3.5 dmg(bp)<br />
* Carbine: 10.0 dmg<br />
* Plasma Pistol: 10.0 dmg(sp) & 2.4 dmg(bp) (charged-shot deals ∞ dmg(sp) and 0 dmg(bp))<br />
* Spiker: 9.0 dmg<br />
* Assault Rifle: 7.5 dmg<br />
* Needler: 5.0 dmg (after 8 needles embed themselves they deal 225 dmg explosively)<br />
* SMG: 4.8 dmg<br />
<br />
* Massive Melee; Brute Shot, (Sentinel Beam): 90 dmg<br />
* Heavy Melee; Rockets, Laser, Hammer, (Fuel Rod): 80 dmg<br />
* Strong Melee; Spiker, Mauler:72 dmg<br />
* Normal Melee: 70 dmg<br />
<br />
Note - while Bungie has never stated that any weapon's melee does more than 72 damage, conclusive tests seem to prove otherwise.<br />
<br />
===Reload/Cooldown times (approximate values) ordered from longest to shortest===<br />
* Rockets 4.3 s<br />
* Brute Shot 3 s<br />
* Beam Rifle 2.9 s<br />
* Plasma Rifle 2.6 s<br />
* Sniper Rifle 2.6 s<br />
* Spartan Laser 2.4 s<br />
* Carbine 2.4 s<br />
* Mauler 2.4 s<br />
* Plasma Pistol 2.1 s<br />
* Battle Rifle 2 s<br />
* Magnum 1.9 s<br />
* Assault Rifle 1.8 s<br />
* Spiker 1.6 s<br />
* SMG 1.4 s<br />
* Needler 1.1 s<br />
<br />
* Shotgun 2/4.5** s</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_3&diff=21902Halo 32017-09-05T16:56:21Z<p>Paradoxxic: </p>
<hr />
<div>Halo 3 is a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty. All joking aside, Halo 3 is the third installment of the Halo franchise. The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST. Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games. <br />
<br />
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times. Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.<br />
<br />
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) <br />
<br />
As of writing this (April 20th, 2017) No in-depth guide exists for Legendary, but [https://youtu.be/9D4GaxWWmXE Dark's 2015 ESA run] or [https://youtu.be/8E0a81hfds0 The BlazeJp's SDGQ run] both are good starting points for those looking at tackling the game on Legendary.<br />
<br />
==Version Differences==<br />
Halo 3 (H3) originally released on the Xbox 360, this version of H3 is referred to as the Original Game (OG). Halo 3 released as part of the Master Chief Collection is commonly referred to as H3 MCC. There are small differences between the two that are a result of frame rate differences, as well as potentially hardware. Enemies on MCC are more aggressive and notice you more quickly, making legendary more difficult on MCC than on OG. However, momentum is more easily conserved through gravemind and cortana moments on MCC, which makes some skips easier. Animation sequences are also slightly faster on MCC, so the drones on crow's nest come out of their pipe faster on MCC than on OG (for example). <br />
<br />
In addition, on The Ark, after killing the scarab on OG you will almost always immediately get the "loading...done" for the pelican to spawn in and fly down to the entrance to the next area. On MCC however, the load is sometimes delayed, and requires you to kill two enemies (usually jackals) on the tower before the pelican will load in. The cause of this glitch is not known.<br />
<br />
==Level Strategies==<br />
*[[Sierra 117]]<br />
*[[Crow's Nest]]<br />
*[[Tsavo Highway]]<br />
*[[The Storm]]<br />
*[[Floodgate]]<br />
*[[The Ark]]<br />
*[[The Covenant]]<br />
*[[Cortana]]<br />
*[[Halo (Halo 3)]]<br />
<br />
==Movement Techniques==<br />
<br />
===Grenade Jumping===<br />
Similar to many other FPS games, you can use the acceleration from a grenade explosion to jump higher or farther. Throw the grenade at your feet and time your jump so that you jump just before the grenade explodes.<br />
<br />
===Brute Shot/Fuel Rod jumping===<br />
Like grenade jumping, Brute shots and fuel rod guns can be used to accelerate jumps due to their explosive rounds. The idea behind the jumps is the same as grenade jumping; jump just before the explosion occurs.<br />
<br />
===Slide Jumping===<br />
With the Newtonian physics engine in Halo 3, extra horizontal speed can be obtained by jumping upon landing on a sloped surface. By jumping immediately after landing on a sloped surface, the physics engine will convert the player's downward velocity into horizontal velocity. The effect is most pronounced if the player crouches in mid-air, then uncrouches at the same time they jump off the sloped surface.<br />
<br />
{{#widget:Snippet|file={{filepath:SleeplessSpecial.mp4}}|thumbnail|left|caption=Cone launch using a plasma grenade and brute shot combined}}<br />
===Cone Launching===<br />
When an object hits you with some velocity in Halo 3, that object will collide elastically with you and transfer some of its kinetic energy over to you. Heavy objects usually end up killing you, but lighter objects like barrels or cones will give you boosts without splattering you. To perform a cone launch, simply place a grenade (or shoot a rocket or brute shot) on one side of the cone and stand on the opposite side so the cone will hit you. It helps to already be in the air when the cone hits you for maximum velocity.<br />
<br />
===Hammer Launching===<br />
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer. Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time. Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles. To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer. Different objects require different positions in relation to the object. A tutorial on how positioning affects the launch can be found here: [https://youtu.be/Ui86YImm4nA Hammer Launching Nuances]<br />
<br />
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.<br />
<br />
{{#widget:Snippet|file={{filepath:Butterfly.mp4}}|thumbnail|left|caption=A player Butterflying to "ride" a Drone.}}<br />
===Butterflying===<br />
Butterflying is an exploitation of the melee and reload mechanics. When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy. At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload. Manual reloads can happen if the player has a partially filled clip with ammo reserves left.<br />
<br />
<br />
<br />
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round. Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly. The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.<br />
<br />
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around. However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level. Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.<br />
<br />
===Deployable Cover (DC) Launching===<br />
{{#Widget:YouTube|id=hqzDk5dUHMQ|right|caption=DC Launching tutorial.}}<br />
Deployable Cover Launching, or DC Launching for short, is a glitch where the player forces himself into the geometry of a Deployable Cover. Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects, and this sometimes results in objects launching away from each other at very high speeds. Having said this, the DC Launch exploits this mechanic; when a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds. Doing this allows players to cover large distances in little time. However, because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing. To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.<br />
<br />
On MCC, it is possible to clip through walls with the DC Launch. To do so, perform the DC Launch very close to a wall. Once the launch is performed, the player will launch past the wall, essentially going through it.<br />
<br />
Here are different methods of doing the DC Launch:<br />
<br />
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.<br />
<br />
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward<br />
<br />
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice<br />
<br />
<br />
===Equipment Jumping===<br />
{{#Widget:YouTube|id=PgVhMRvxJnw|right|caption=An example of Equipment Jumping at 3:35.}}<br />
Equipment Jumping allows you to get a "double jump" and gain extra height/distance.<br />
<br />
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.<br />
<br />
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].<br />
<br />
==Enemies==<br />
<br />
Disclaimer: The descriptions for these enemies are written for Legendary runners. Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.<br />
<br />
===Brutes===<br />
Brutes are the one of the main enemies encountered in Halo 3. They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields. However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.<br />
<br />
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield. Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover. Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second. <br />
<br />
There are many ranks of Brutes, but most of them are similar. Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively. Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches. The other two ranks of Brute Infantry usually drop Bubble Shields when killed.<br />
<br />
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively. They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields. Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields. The Noob Combo or Sniper weapons are recommended for dispatching Captains. There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains. However, they have weaker shields and Pale Blue armor.<br />
<br />
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively. Chieftains will always have a Gravity Hammer and either a Flare or Invincibility. They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots. War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain. They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.<br />
<br />
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities. Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields. In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles. They have weak shields and have a visible ripple while moving. Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.<br />
<br />
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]<br />
<br />
===Grunts===<br />
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player. While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels. Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.<br />
<br />
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless. However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands. Should they do this, it is strongly recommended to take them out quickly before they get too close. <br />
<br />
While they are adept at a support role, Grunts are still weak compared to other enemies. Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them. Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage. When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.<br />
<br />
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy. They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them. Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor. Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors. Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.<br />
<br />
===Jackals===<br />
Jackals are one of the most annoying enemies to deal with in Halo 3. They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.<br />
<br />
Jackals come in 3 ranks: Minor, Major, and Marksmen. Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand. While the shield is very robust, there is a gap on in the shield that reveals their left hand. Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot. Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.<br />
<br />
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol. Often, they are positioned in high areas where they can gun down the player, and they are very dangerous. Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits. However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.<br />
<br />
===Hunters===<br />
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun. There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant. The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank. The pair of Hunters on The Covenant are almost always ignored.<br />
<br />
However, despite their rarity, they are very dangerous. Hunters are beefy walking tanks with dangerous attacks. They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks. The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit. In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.<br />
<br />
===Drones===<br />
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones. However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons.. However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.<br />
<br />
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons. On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe. On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.<br />
<br />
===Flood Combat Forms===<br />
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear. They come in 3 variants: Human, Brute, and Elite. Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.<br />
<br />
Human and Brute variants are very similar; they have no shields and are quite fragile. One melee or headshot will kill them easily. Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust. It takes a significant amount of ammunition in order to break their shields. Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot. However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.<br />
<br />
===Flood Carrier Forms===<br />
Flood Carrier forms are slow and pose no threat from ranged. Their only attack is to walk up to the player, drop dead, and explode. Doing so will release a swarm of Infection Forms. If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.<br />
<br />
Carrier Forms are very weak. They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively. However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.<br />
<br />
There are several ways to kill a Carrier Form without having it spawn more Infection Forms. Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns. Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect. The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.<br />
<br />
===Flood Pure Form (Stalker)===<br />
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form. Sometimes, they will run towards the player and then mutate into a Flood Tank Form. They often do not participate in combat, but they do have melee attacks. Their melee attack is strong enough to deplete the player's shields, but they rarely attack. Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.<br />
<br />
===Flood Pure Form (Ranged)===<br />
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana. They often stick themselves onto walls, out of melee range while sending barrages of Carbine-like projectiles. Unfortunately, they are very resilient to mid-range weapons like the Battle Rifle and Carbine, making them very hard to kill, especially when they cover their weak spot. Like Carbine-wielding Jackals, they are capable of killing the player with a headshot if the player's shields are depleted.<br />
<br />
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks. If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades. If grenades are not available, the Needler is the next best alternative as a single Supercombine will kill them regardless of their pose.<br />
<br />
===Flood Pure Form (Tank)===<br />
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks. They are beefy, and they have powerful melee attacks. Caution should be advised when engaging in melee combat as they can kill the player with one single swipe. Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.<br />
<br />
Dealing with them is not too difficult. Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them. Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe. Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons. The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit. However, all other weapons tend to not fare well.<br />
<br />
==Training for Legendary==<br />
Part of being good at legendary revolves around being good at combat and dealing with unexpected scenarios. the best way to improve your combat is to play through the levels on Legendary with all skulls on except Black eye, Iron, Catch, Cowbell, and Blind. This forces you to increase your accuracy and get better at dodging. Removing the aforementioned skulls keeps AI behaviour similar to a regular Legendary run, and allows you to keep regular shields as well as to retry sections from the last checkpoint when you die.<br />
<br />
==Weapons and Equipment==<br />
The information on weapon damage and reload times given here was taken from an archived Bungie.net post. These times will be verified and updated as more information becomes available.<br />
<br />
sp = Shield Points<br />
bp = Body points<br />
<br />
===Weapon Damage per Hit ordered from most damage to least damage===<br />
* Spartan Laser: 284.0 dmg<br />
* Gravity Hammer: 230.0 dmg<br />
* Rocket Launcher: 220.0 dmg<br />
* Energy Sword: 150.0 dmg<br />
* Shotgun: 150.0 dmg<br />
* Missile Pod: 126.0 dmg<br />
* Mauler: 107.0 dmg<br />
* Beam Rifle: 80.0 dmg<br />
* Sniper Rifle: 80.0 dmg<br />
* Brute Shot: 38.0 dmg<br />
* Battle Rifle: 18.0 dmg/burst (6.0 dmg/bullet)<br />
* Machine Gun Turret: 15.0 dmg<br />
* Magnum: 15.0 dmg<br />
* Plasma Rifle: 14.5 dmg(sp) & 3.5 dmg(bp)<br />
* Carbine: 10.0 dmg<br />
* Plasma Pistol: 10.0 dmg(sp) & 2.4 dmg(bp) (charged-shot deals ∞ dmg(sp) and 0 dmg(bp))<br />
* Spiker: 9.0 dmg<br />
* Assault Rifle: 7.5 dmg<br />
* Needler: 5.0 dmg (after 8 needles embed themselves they deal 225 dmg explosively)<br />
* SMG: 4.8 dmg<br />
<br />
* Massive Melee; Brute Shot, (Sentinel Beam): 90 dmg<br />
* Heavy Melee; Rockets, Laser, Hammer, (Fuel Rod): 80 dmg<br />
* Strong Melee; Spiker, Mauler:72 dmg<br />
* Normal Melee: 70 dmg<br />
<br />
Note - while Bungie has never stated that any weapon's melee does more than 72 damage, conclusive tests seem to prove otherwise.<br />
<br />
===Reload/Cooldown times (approximate values) ordered from longest to shortest===<br />
* Rockets 4.3 s<br />
* Brute Shot 3 s<br />
* Beam Rifle 2.9 s<br />
* Plasma Rifle 2.6 s<br />
* Sniper Rifle 2.6 s<br />
* Spartan Laser 2.4 s<br />
* Carbine 2.4 s<br />
* Mauler 2.4 s<br />
* Plasma Pistol 2.1 s<br />
* Battle Rifle 2 s<br />
* Magnum 1.9 s<br />
* Assault Rifle 1.8 s<br />
* Spiker 1.6 s<br />
* SMG 1.4 s<br />
* Needler 1.1 s<br />
<br />
* Shotgun 2/4.5** s</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_3&diff=21901Halo 32017-09-05T16:55:41Z<p>Paradoxxic: </p>
<hr />
<div>Halo 3 is a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty. All joking aside, Halo 3 is the third installment of the Halo franchise. The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST. Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games. <br />
<br />
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times. Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.<br />
<br />
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) <br />
<br />
As of writing this (April 20th, 2017) No in-depth guide exists for Legendary, but [https://youtu.be/9D4GaxWWmXE Dark's 2015 ESA run] or [https://youtu.be/8E0a81hfds0 The BlazeJp's SDGQ run] both are good starting points for those looking at tackling the game on Legendary.<br />
<br />
==Version Differences==<br />
Halo 3 (H3) originally released on the Xbox 360, this version of H3 is referred to as the Original Game (OG). Halo 3 released as part of the Master Chief Collection is commonly referred to as H3 MCC. There are small differences between the two that are a result of frame rate differences, as well as potentially hardware. Enemies on MCC are more aggressive and notice you more quickly, making legendary more difficult on MCC than on OG. However, momentum is more easily conserved through gravemind and cortana moments on MCC, which makes some skips easier. Animation sequences are also slightly faster on MCC, so the drones on crow's nest come out of their pipe faster on MCC than on OG (for example). <br />
<br />
In addition, on The Ark, after killing the scarab on OG you will almost always immediately get the "loading...done" for the pelican to spawn in and fly down to the entrance to the next area. On MCC however, the load is sometimes delayed, and requires you to kill two enemies (usually jackals) on the tower before the pelican will load in. The cause of this glitch is not known.<br />
<br />
==Level Strategies==<br />
*[[Sierra 117]]<br />
*[[Crow's Nest]]<br />
*[[Tsavo Highway]]<br />
*[[The Storm]]<br />
*[[Floodgate]]<br />
*[[The Ark]]<br />
*[[The Covenant]]<br />
*[[Cortana]]<br />
*[[Halo (Halo 3)]]<br />
<br />
==Movement Techniques==<br />
<br />
===Grenade Jumping===<br />
Similar to many other FPS games, you can use the acceleration from a grenade explosion to jump higher or farther. Throw the grenade at your feet and time your jump so that you jump just before the grenade explodes.<br />
<br />
===Brute Shot/Fuel Rod jumping===<br />
Like grenade jumping, Brute shots and fuel rod guns can be used to accelerate jumps due to their explosive rounds. The idea behind the jumps is the same as grenade jumping; jump just before the explosion occurs.<br />
<br />
===Slide Jumping===<br />
With the Newtonian physics engine in Halo 3, extra horizontal speed can be obtained by jumping upon landing on a sloped surface. By jumping immediately after landing on a sloped surface, the physics engine will convert the player's downward velocity into horizontal velocity. The effect is most pronounced if the player crouches in mid-air, then uncrouches at the same time they jump off the sloped surface.<br />
<br />
{{#widget:Snippet|file={{filepath:SleeplessSpecial.mp4}}|thumbnail|left|caption=Cone launch using a plasma grenade and brute shot combined}}<br />
===Cone Launching===<br />
When an object hits you with some velocity in Halo 3, that object will collide elastically with you and transfer some of its kinetic energy over to you. Heavy objects usually end up killing you, but lighter objects like barrels or cones will give you boosts without splattering you. To perform a cone launch, simply place a grenade (or shoot a rocket or brute shot) on one side of the cone and stand on the opposite side so the cone will hit you. It helps to already be in the air when the cone hits you for maximum velocity.<br />
<br />
===Ghost Jump===<br />
<br />
===Hammer Launching===<br />
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer. Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time. Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles. To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer. Different objects require different positions in relation to the object. A tutorial on how positioning affects the launch can be found here: [https://youtu.be/Ui86YImm4nA Hammer Launching Nuances]<br />
<br />
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.<br />
<br />
{{#widget:Snippet|file={{filepath:Butterfly.mp4}}|thumbnail|left|caption=A player Butterflying to "ride" a Drone.}}<br />
===Butterflying===<br />
Butterflying is an exploitation of the melee and reload mechanics. When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy. At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload. Manual reloads can happen if the player has a partially filled clip with ammo reserves left.<br />
<br />
<br />
<br />
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round. Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly. The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.<br />
<br />
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around. However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level. Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.<br />
<br />
===Deployable Cover (DC) Launching===<br />
{{#Widget:YouTube|id=hqzDk5dUHMQ|right|caption=DC Launching tutorial.}}<br />
Deployable Cover Launching, or DC Launching for short, is a glitch where the player forces himself into the geometry of a Deployable Cover. Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects, and this sometimes results in objects launching away from each other at very high speeds. Having said this, the DC Launch exploits this mechanic; when a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds. Doing this allows players to cover large distances in little time. However, because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing. To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.<br />
<br />
On MCC, it is possible to clip through walls with the DC Launch. To do so, perform the DC Launch very close to a wall. Once the launch is performed, the player will launch past the wall, essentially going through it.<br />
<br />
Here are different methods of doing the DC Launch:<br />
<br />
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.<br />
<br />
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward<br />
<br />
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice<br />
<br />
<br />
===Equipment Jumping===<br />
{{#Widget:YouTube|id=PgVhMRvxJnw|right|caption=An example of Equipment Jumping at 3:35.}}<br />
Equipment Jumping allows you to get a "double jump" and gain extra height/distance.<br />
<br />
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.<br />
<br />
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].<br />
<br />
==Enemies==<br />
<br />
Disclaimer: The descriptions for these enemies are written for Legendary runners. Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.<br />
<br />
===Brutes===<br />
Brutes are the one of the main enemies encountered in Halo 3. They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields. However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.<br />
<br />
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield. Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover. Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second. <br />
<br />
There are many ranks of Brutes, but most of them are similar. Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively. Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches. The other two ranks of Brute Infantry usually drop Bubble Shields when killed.<br />
<br />
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively. They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields. Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields. The Noob Combo or Sniper weapons are recommended for dispatching Captains. There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains. However, they have weaker shields and Pale Blue armor.<br />
<br />
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively. Chieftains will always have a Gravity Hammer and either a Flare or Invincibility. They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots. War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain. They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.<br />
<br />
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities. Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields. In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles. They have weak shields and have a visible ripple while moving. Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.<br />
<br />
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]<br />
<br />
===Grunts===<br />
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player. While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels. Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.<br />
<br />
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless. However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands. Should they do this, it is strongly recommended to take them out quickly before they get too close. <br />
<br />
While they are adept at a support role, Grunts are still weak compared to other enemies. Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them. Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage. When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.<br />
<br />
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy. They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them. Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor. Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors. Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.<br />
<br />
===Jackals===<br />
Jackals are one of the most annoying enemies to deal with in Halo 3. They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.<br />
<br />
Jackals come in 3 ranks: Minor, Major, and Marksmen. Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand. While the shield is very robust, there is a gap on in the shield that reveals their left hand. Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot. Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.<br />
<br />
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol. Often, they are positioned in high areas where they can gun down the player, and they are very dangerous. Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits. However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.<br />
<br />
===Hunters===<br />
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun. There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant. The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank. The pair of Hunters on The Covenant are almost always ignored.<br />
<br />
However, despite their rarity, they are very dangerous. Hunters are beefy walking tanks with dangerous attacks. They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks. The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit. In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.<br />
<br />
===Drones===<br />
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones. However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons.. However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.<br />
<br />
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons. On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe. On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.<br />
<br />
===Flood Combat Forms===<br />
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear. They come in 3 variants: Human, Brute, and Elite. Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.<br />
<br />
Human and Brute variants are very similar; they have no shields and are quite fragile. One melee or headshot will kill them easily. Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust. It takes a significant amount of ammunition in order to break their shields. Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot. However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.<br />
<br />
===Flood Carrier Forms===<br />
Flood Carrier forms are slow and pose no threat from ranged. Their only attack is to walk up to the player, drop dead, and explode. Doing so will release a swarm of Infection Forms. If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.<br />
<br />
Carrier Forms are very weak. They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively. However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.<br />
<br />
There are several ways to kill a Carrier Form without having it spawn more Infection Forms. Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns. Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect. The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.<br />
<br />
===Flood Pure Form (Stalker)===<br />
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form. Sometimes, they will run towards the player and then mutate into a Flood Tank Form. They often do not participate in combat, but they do have melee attacks. Their melee attack is strong enough to deplete the player's shields, but they rarely attack. Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.<br />
<br />
===Flood Pure Form (Ranged)===<br />
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana. They often stick themselves onto walls, out of melee range while sending barrages of Carbine-like projectiles. Unfortunately, they are very resilient to mid-range weapons like the Battle Rifle and Carbine, making them very hard to kill, especially when they cover their weak spot. Like Carbine-wielding Jackals, they are capable of killing the player with a headshot if the player's shields are depleted.<br />
<br />
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks. If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades. If grenades are not available, the Needler is the next best alternative as a single Supercombine will kill them regardless of their pose.<br />
<br />
===Flood Pure Form (Tank)===<br />
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks. They are beefy, and they have powerful melee attacks. Caution should be advised when engaging in melee combat as they can kill the player with one single swipe. Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.<br />
<br />
Dealing with them is not too difficult. Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them. Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe. Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons. The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit. However, all other weapons tend to not fare well.<br />
<br />
==Training for Legendary==<br />
Part of being good at legendary revolves around being good at combat and dealing with unexpected scenarios. the best way to improve your combat is to play through the levels on Legendary with all skulls on except Black eye, Iron, Catch, Cowbell, and Blind. This forces you to increase your accuracy and get better at dodging. Removing the aforementioned skulls keeps AI behaviour similar to a regular Legendary run, and allows you to keep regular shields as well as to retry sections from the last checkpoint when you die.<br />
<br />
==Weapons and Equipment==<br />
The information on weapon damage and reload times given here was taken from an archived Bungie.net post. These times will be verified and updated as more information becomes available.<br />
<br />
sp = Shield Points<br />
bp = Body points<br />
<br />
===Weapon Damage per Hit ordered from most damage to least damage===<br />
* Spartan Laser: 284.0 dmg<br />
* Gravity Hammer: 230.0 dmg<br />
* Rocket Launcher: 220.0 dmg<br />
* Energy Sword: 150.0 dmg<br />
* Shotgun: 150.0 dmg<br />
* Missile Pod: 126.0 dmg<br />
* Mauler: 107.0 dmg<br />
* Beam Rifle: 80.0 dmg<br />
* Sniper Rifle: 80.0 dmg<br />
* Brute Shot: 38.0 dmg<br />
* Battle Rifle: 18.0 dmg/burst (6.0 dmg/bullet)<br />
* Machine Gun Turret: 15.0 dmg<br />
* Magnum: 15.0 dmg<br />
* Plasma Rifle: 14.5 dmg(sp) & 3.5 dmg(bp)<br />
* Carbine: 10.0 dmg<br />
* Plasma Pistol: 10.0 dmg(sp) & 2.4 dmg(bp) (charged-shot deals ∞ dmg(sp) and 0 dmg(bp))<br />
* Spiker: 9.0 dmg<br />
* Assault Rifle: 7.5 dmg<br />
* Needler: 5.0 dmg (after 8 needles embed themselves they deal 225 dmg explosively)<br />
* SMG: 4.8 dmg<br />
<br />
* Massive Melee; Brute Shot, (Sentinel Beam): 90 dmg<br />
* Heavy Melee; Rockets, Laser, Hammer, (Fuel Rod): 80 dmg<br />
* Strong Melee; Spiker, Mauler:72 dmg<br />
* Normal Melee: 70 dmg<br />
<br />
Note - while Bungie has never stated that any weapon's melee does more than 72 damage, conclusive tests seem to prove otherwise.<br />
<br />
===Reload/Cooldown times (approximate values) ordered from longest to shortest===<br />
* Rockets 4.3 s<br />
* Brute Shot 3 s<br />
* Beam Rifle 2.9 s<br />
* Plasma Rifle 2.6 s<br />
* Sniper Rifle 2.6 s<br />
* Spartan Laser 2.4 s<br />
* Carbine 2.4 s<br />
* Mauler 2.4 s<br />
* Plasma Pistol 2.1 s<br />
* Battle Rifle 2 s<br />
* Magnum 1.9 s<br />
* Assault Rifle 1.8 s<br />
* Spiker 1.6 s<br />
* SMG 1.4 s<br />
* Needler 1.1 s<br />
<br />
* Shotgun 2/4.5** s</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_3&diff=21900Halo 32017-09-05T16:53:28Z<p>Paradoxxic: added version differences</p>
<hr />
<div>Halo 3's a fun speedgame. You go fast and fly far. [https://www.youtube.com/watch?v=M1Nrzs8m0ls&list=PLh3kxQL3OdwF8qscrugopmAobh46KolHD Here]'s a playlist of StuffedCrustGogGamer coming at you live and showing you how to speedrun on Mythic difficulty.<br />
<br />
All joking aside, Halo 3 is the third installment of the Halo franchise. The physics engine in the game is similar to the physics engine of Halo 2 and identical to the physics engine in Halo 3: ODST. Halo 3 is not a difficult game to learn, but there is much more randomness in this game compared to other Halo games.<br />
<br />
Halo 3 is timed via sum of theater films. There are no known version differences between theater times and RTA minus load times. Individual Levels are timed by Carnage Report, and Campaign Scoring must be turned on.<br />
<br />
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) <br />
<br />
As of writing this (April 20th, 2017) No in-depth guide exists for Legendary, but [https://youtu.be/9D4GaxWWmXE Dark's 2015 ESA run] or [https://youtu.be/8E0a81hfds0 The BlazeJp's SDGQ run] both are good starting points for those looking at tackling the game on Legendary.<br />
<br />
==Version Differences==<br />
Halo 3 (H3) originally released on the Xbox 360, this version of H3 is referred to as the Original Game (OG). Halo 3 released as part of the Master Chief Collection is commonly referred to as H3 MCC. There are small differences between the two that are a result of frame rate differences, as well as potentially hardware. Enemies on MCC are more aggressive and notice you more quickly, making legendary more difficult on MCC than on OG. However, momentum is more easily conserved through gravemind and cortana moments on MCC, which makes some skips easier. Animation sequences are also slightly faster on MCC, so the drones on crow's nest come out of their pipe faster on MCC than on OG (for example). <br />
<br />
In addition, on The Ark, after killing the scarab on OG you will almost always immediately get the "loading...done" for the pelican to spawn in and fly down to the entrance to the next area. On MCC however, the load is sometimes delayed, and requires you to kill two enemies (usually jackals) on the tower before the pelican will load in. The cause of this glitch is not known.<br />
<br />
==Level Strategies==<br />
*[[Sierra 117]]<br />
*[[Crow's Nest]]<br />
*[[Tsavo Highway]]<br />
*[[The Storm]]<br />
*[[Floodgate]]<br />
*[[The Ark]]<br />
*[[The Covenant]]<br />
*[[Cortana]]<br />
*[[Halo (Halo 3)]]<br />
<br />
==Movement Techniques==<br />
<br />
===Grenade Jumping===<br />
Similar to many other FPS games, you can use the acceleration from a grenade explosion to jump higher or farther. Throw the grenade at your feet and time your jump so that you jump just before the grenade explodes.<br />
<br />
===Brute Shot/Fuel Rod jumping===<br />
Like grenade jumping, Brute shots and fuel rod guns can be used to accelerate jumps due to their explosive rounds. The idea behind the jumps is the same as grenade jumping; jump just before the explosion occurs.<br />
<br />
===Slide Jumping===<br />
With the Newtonian physics engine in Halo 3, extra horizontal speed can be obtained by jumping upon landing on a sloped surface. By jumping immediately after landing on a sloped surface, the physics engine will convert the player's downward velocity into horizontal velocity. The effect is most pronounced if the player crouches in mid-air, then uncrouches at the same time they jump off the sloped surface.<br />
<br />
{{#widget:Snippet|file={{filepath:SleeplessSpecial.mp4}}|thumbnail|left|caption=Cone launch using a plasma grenade and brute shot combined}}<br />
===Cone Launching===<br />
When an object hits you with some velocity in Halo 3, that object will collide elastically with you and transfer some of its kinetic energy over to you. Heavy objects usually end up killing you, but lighter objects like barrels or cones will give you boosts without splattering you. To perform a cone launch, simply place a grenade (or shoot a rocket or brute shot) on one side of the cone and stand on the opposite side so the cone will hit you. It helps to already be in the air when the cone hits you for maximum velocity.<br />
<br />
===Ghost Jump===<br />
<br />
===Hammer Launching===<br />
Hammer Launching in Halo 3 is a trick utilizing the Newtonian physics engine, and it requires the Gravity Hammer. Because the Gravity Hammer causes a shockwave and causes some objects to spin at high angular velocities, players in contact with those objects will be launched away from the objects at very high speeds, allowing runners to cover large distances in little time. Hammer Launches can be done on various objects, including UNSC Weapon Lockers, Covenant Weapon Crates, small cubic boxes, and even small vehicles. To perform a Hammer Launch, the player needs to be in contact with an object that will spin if struck by the Gravity Hammer. Different objects require different positions in relation to the object. A tutorial on how positioning affects the launch can be found here: [https://youtu.be/Ui86YImm4nA Hammer Launching Nuances]<br />
<br />
You can achieve increased power and distance by deploying a Trip Mine or Power Drain and combine their explosions with the push from the object used to Hammer Launch. Similarly, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.<br />
<br />
{{#widget:Snippet|file={{filepath:Butterfly.mp4}}|thumbnail|left|caption=A player Butterflying to "ride" a Drone.}}<br />
===Butterflying===<br />
Butterflying is an exploitation of the melee and reload mechanics. When a player melees while close to an enemy, the player will lunge at the enemy and deal damage after the melee animation makes contact with the enemy. At the same time, the player can cancel the damage but retain the lunging ability by doing a manual reload. Manual reloads can happen if the player has a partially filled clip with ammo reserves left.<br />
<br />
<br />
<br />
In order to perform the Butterfly, the player must have a partially filled clip to be able to manually reload; if not, the player can fire a round. Then, approach an enemy and rapidly alternate between Melee and Action/Reload to do the Butterfly. The net effect is that the player will continuously lunge at an enemy without damaging the enemy, effectively using the enemy as a form of transportation if it is moving.<br />
<br />
Under most situations, the Butterfly is useless as enemies are often fighting the player rather than moving around. However, the Butterfly is very useful on [[Crow's Nest]], where Drones are scripted to fly down a hallway near the end of the level. Because the Drones are moving towards the next destination without fighting, the player can Butterfly to move quickly to the next area and save time.<br />
<br />
===Deployable Cover (DC) Launching===<br />
{{#Widget:YouTube|id=hqzDk5dUHMQ|right|caption=DC Launching tutorial.}}<br />
Deployable Cover Launching, or DC Launching for short, is a glitch where the player forces himself into the geometry of a Deployable Cover. Because the game's physics engine does not allow the hitbox of two objects to intersect, it will attempt to separate the two objects, and this sometimes results in objects launching away from each other at very high speeds. Having said this, the DC Launch exploits this mechanic; when a player's hitbox intersects with the hitbox of a DC, then the game will force the player out of the DC, sometimes at high speeds. Doing this allows players to cover large distances in little time. However, because this trick launches the player very fast, the player can die very easily by colliding with objects on the way or upon landing. To minimize the risks of heavy time loss, runners are advised to perform this trick after checkpoints.<br />
<br />
On MCC, it is possible to clip through walls with the DC Launch. To do so, perform the DC Launch very close to a wall. Once the launch is performed, the player will launch past the wall, essentially going through it.<br />
<br />
Here are different methods of doing the DC Launch:<br />
<br />
[http://www.youtube.com/watch?v=0XNgcRZczn0 rorcin's method]: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.<br />
<br />
[http://www.youtube.com/watch?v=4j8t79Ycw5k SlidingGhost's method]: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward<br />
<br />
[http://www.youtube.com/watch?v=hqzDk5dUHMQ slYnki's method]: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice<br />
<br />
<br />
===Equipment Jumping===<br />
{{#Widget:YouTube|id=PgVhMRvxJnw|right|caption=An example of Equipment Jumping at 3:35.}}<br />
Equipment Jumping allows you to get a "double jump" and gain extra height/distance.<br />
<br />
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.<br />
<br />
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in [[Halo (Halo 3)]].<br />
<br />
==Enemies==<br />
<br />
Disclaimer: The descriptions for these enemies are written for Legendary runners. Most of the details about these enemies will remain true for Easy runners, but damage and durability for these enemies will be severely reduced.<br />
<br />
===Brutes===<br />
Brutes are the one of the main enemies encountered in Halo 3. They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields. However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.<br />
<br />
Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield. Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover. Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second. <br />
<br />
There are many ranks of Brutes, but most of them are similar. Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively. Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches. The other two ranks of Brute Infantry usually drop Bubble Shields when killed.<br />
<br />
Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively. They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields. Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields. The Noob Combo or Sniper weapons are recommended for dispatching Captains. There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains. However, they have weaker shields and Pale Blue armor.<br />
<br />
The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively. Chieftains will always have a Gravity Hammer and either a Flare or Invincibility. They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots. War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain. They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.<br />
<br />
In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities. Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields. In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles. They have weak shields and have a visible ripple while moving. Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.<br />
<br />
More information about Brutes can be found [http://halo.wikia.com/wiki/Jiralhanae here]<br />
<br />
===Grunts===<br />
Despite being one of the jokes of video game enemies, Grunts fare well as a support enemy against the player. While they, by themselves, do not excel at killing the player with their weapons, Grunts are actually competent in supporting other enemies, such as Brute Captains and Jackal Marksmen, by lowering the player's shields to dangerously low levels. Grunts commonly have shield-stripping weapons like the Plasma Pistol and Needler, and they throw Plasma Grenades frequently, especially while in a group.<br />
<br />
If a Brute leading a pack of Grunt dies, the Grunts will tend to panic and run around in fear, making them harmless. However, they will often go in a fanatical kamikaze state where they run towards the player with two primed Plasma Grenades in their hands. Should they do this, it is strongly recommended to take them out quickly before they get too close. <br />
<br />
While they are adept at a support role, Grunts are still weak compared to other enemies. Regardless of rank, one headshot will kill a Grunt, making the Battle Rifle and Carbine ideal choices against them. Explosives are also effective at taking out whole groups of Grunts as one explosion from a grenade, Rocket Launcher, or Fuel Rod Cannon is capable of taking out Grunts with splash damage. When up close, melee attacks are feasible as all Grunts will die from no more than 2 melee attacks regardless of weapons.<br />
<br />
Grunts come in only 4 Ranks in Halo 3: Minor, Major, Spec-Ops, and Heavy. They wear Orange, Red, White/Grey and Green armor respectively. Grunt Minors are the weakest and die with very little effort; 3 BR body shots, 4 Carbine body shots or 1 Melee is enough to kill them. Grunt Majors are a bit more durable, but they are still fairly weak and have only slightly more health than a Grunt Minor. Spec Ops and Heavy Grunts are the most durable, having about twice as much health as a Grunt Minors. Also, Grunt Heavies will sometimes wield Fuel Rod Cannons, making them a high-level threat from range.<br />
<br />
===Jackals===<br />
Jackals are one of the most annoying enemies to deal with in Halo 3. They fight as either a support or specialist role in combat, and they can take down the player if they are not dealt with properly.<br />
<br />
Jackals come in 3 ranks: Minor, Major, and Marksmen. Jackal Minor and Majors carry a shield in their right hand and a Plasma Pistol in their left hand. While the shield is very robust, there is a gap on in the shield that reveals their left hand. Shooting their hand will cause the Jackal to stagger, leaving it open for a headshot. Alternatively, Grenades are viable as the explosion will bypass their shield and damage their health directly.<br />
<br />
Jackal Marksmen often carry either Carbines and occasionally wield a Beam Rifle and Plasma Pistol. Often, they are positioned in high areas where they can gun down the player, and they are very dangerous. Jackals with Carbines are capable of killing an unshielded player with a single headshot, and Jackals with Beam Rifles can kill a player with only a single shot, regardless of where the shot hits. However, they are still relatively simple to kill; a single headshot will kill them, though their heads are small so bullets may miss sometimes.<br />
<br />
===Hunters===<br />
Hunters are seldom encountered in Halo 3, and they are almost never fought during a speedrun. There are only three levels in which Hunters appear: The Storm, The Ark, and The Covenant. The ones on The Storm are occasionally fought, though they can be taken down with Rockets, and the ones on The Ark are typically taken down easily with a Tank. The pair of Hunters on The Covenant are almost always ignored.<br />
<br />
However, despite their rarity, they are very dangerous. Hunters are beefy walking tanks with dangerous attacks. They are armed with a Fuel Rod Gun that fires a green beam and with a heavy metal shield for melee attacks. The Fuel Rod Gun will kill the player in less than a second on Legendary if the Hunter lands a direct hit. In melee combat, the Hunter's melee attacks are capable of killing a fully-shielded player in one hit, though it is slow and relatively easy to dodge.<br />
<br />
===Drones===<br />
Drones, like Hunters, are rarely encountered during speedruns of Halo 3, but whenever encountered, they come in large swarms of up to 16 Drones. However, they are each very weak and have no shields, making it easy to dispatch them with rapid-fire or explosive weapons.. However, due to their sheer numbers, it is possible to die in a few seconds on Legendary.<br />
<br />
Despite the danger of their large numbers, dealing with them is can be easy with the right weapons. On Crow's Nest, a swarm of Drones come from a pipe and can be mowed down with a Turret in the area as they exit the pipe. On Covenant, the only other level in which they are encountered and fought, the whole swarm can be dispatched with a grenade and/or a few Brute Shot grenades.<br />
<br />
===Flood Combat Forms===<br />
Flood Combat Forms are one of the most common enemies on levels in which the Flood appear. They come in 3 variants: Human, Brute, and Elite. Like most Covenant enemies, Flood Combat Forms can be killed with a headshot, but doing so requires aiming at their chest, where an Infection Form is, rather than the head.<br />
<br />
Human and Brute variants are very similar; they have no shields and are quite fragile. One melee or headshot will kill them easily. Elite variants, on the other hand, differ significantly since they often have shielding to protect them from headshots, and their shields are extremely robust. It takes a significant amount of ammunition in order to break their shields. Instead of ranged weaponry, it may be better to engage them in melee combat, especially with a Brute Shot. However, there is a glitch where an Elite Combat Form will become invulnerable to Melee attacks so Plasma, Spike, or Incendiary Grenades may be necessary should this happen.<br />
<br />
===Flood Carrier Forms===<br />
Flood Carrier forms are slow and pose no threat from ranged. Their only attack is to walk up to the player, drop dead, and explode. Doing so will release a swarm of Infection Forms. If the player happens to be close to a Flood Carrier form, the explosion can be very dangerous since the explosion will deplete the player's shields while the Infection Forms latch onto the player and kill him.<br />
<br />
Carrier Forms are very weak. They have about the same amount of health as a Grunt Minor so any weapon can kill Carrier Forms effectively. However, upon death, about a dozen Infection Forms will spawn so a rapid-fire weapon, like the Plasma Rifle may be preferred.<br />
<br />
There are several ways to kill a Carrier Form without having it spawn more Infection Forms. Sticking the Infection Form with Plasma Grenades, Spike Grenades, or Incendiary Grenades will kill both the Carrier Form and the Infection Forms it spawns. Needler Supercombine or a direct hit with the Rocket Launcher will also achieve the same effect. The Spartan Laser can also kill Carrier Forms and the Infection Forms it spawns, though sometimes the laser may leave some Infection Forms alive.<br />
<br />
===Flood Pure Form (Stalker)===<br />
Flood Stalker Forms are mobile enemies which usually move around or climb on a wall to turn into a Ranged Form. Sometimes, they will run towards the player and then mutate into a Flood Tank Form. They often do not participate in combat, but they do have melee attacks. Their melee attack is strong enough to deplete the player's shields, but they rarely attack. Defensively, Flood Stalker Forms have as much durability as a Grunt Spec Ops, dying to just two melee attacks.<br />
<br />
===Flood Pure Form (Ranged)===<br />
Flood Ranged Forms are one of the most frustrating enemies to deal with, especially on Cortana. They often stick themselves onto walls, out of melee range while sending barrages of Carbine-like projectiles. Unfortunately, they are very resilient to mid-range weapons like the Battle Rifle and Carbine, making them very hard to kill, especially when they cover their weak spot. Like Carbine-wielding Jackals, they are capable of killing the player with a headshot if the player's shields are depleted.<br />
<br />
The best way to deal with them is to try and engage them in melee combat as they are quite weak to melee attacks. If melee combat is no a possibility, try to stick them with Plasma, Spike, or Incendiary Grenades. If grenades are not available, the Needler is the next best alternative as a single Supercombine will kill them regardless of their pose.<br />
<br />
===Flood Pure Form (Tank)===<br />
Flood Tank Forms are somewhat similar to Hunters, though they do not have any ranged attacks. They are beefy, and they have powerful melee attacks. Caution should be advised when engaging in melee combat as they can kill the player with one single swipe. Despite their tankiness and strong melee capabilities, they are quite slow on the battlefield, but they can charge towards the player.<br />
<br />
Dealing with them is not too difficult. Although they are primarily melee fighters, melee combat is one of the more effective ways at dealing with them. Flood Tank Forms die from 2 Brute Shot melees or 1 Energy Sword swipe. Ranged weapons tend to not deal significant damage to them, with the exception of heavy ranged weapons. The Rocket Launcher can kill a Tank Form in 2 direct hits, and a Spartan Laser can kill with 1 direct hit. However, all other weapons tend to not fare well.<br />
<br />
==Training for Legendary==<br />
Part of being good at legendary revolves around being good at combat and dealing with unexpected scenarios. the best way to improve your combat is to play through the levels on Legendary with all skulls on except Black eye, Iron, Catch, Cowbell, and Blind. This forces you to increase your accuracy and get better at dodging. Removing the aforementioned skulls keeps AI behaviour similar to a regular Legendary run, and allows you to keep regular shields as well as to retry sections from the last checkpoint when you die.<br />
<br />
==Weapons and Equipment==<br />
The information on weapon damage and reload times given here was taken from an archived Bungie.net post. These times will be verified and updated as more information becomes available.<br />
<br />
sp = Shield Points<br />
bp = Body points<br />
<br />
===Weapon Damage per Hit ordered from most damage to least damage===<br />
* Spartan Laser: 284.0 dmg<br />
* Gravity Hammer: 230.0 dmg<br />
* Rocket Launcher: 220.0 dmg<br />
* Energy Sword: 150.0 dmg<br />
* Shotgun: 150.0 dmg<br />
* Missile Pod: 126.0 dmg<br />
* Mauler: 107.0 dmg<br />
* Beam Rifle: 80.0 dmg<br />
* Sniper Rifle: 80.0 dmg<br />
* Brute Shot: 38.0 dmg<br />
* Battle Rifle: 18.0 dmg/burst (6.0 dmg/bullet)<br />
* Machine Gun Turret: 15.0 dmg<br />
* Magnum: 15.0 dmg<br />
* Plasma Rifle: 14.5 dmg(sp) & 3.5 dmg(bp)<br />
* Carbine: 10.0 dmg<br />
* Plasma Pistol: 10.0 dmg(sp) & 2.4 dmg(bp) (charged-shot deals ∞ dmg(sp) and 0 dmg(bp))<br />
* Spiker: 9.0 dmg<br />
* Assault Rifle: 7.5 dmg<br />
* Needler: 5.0 dmg (after 8 needles embed themselves they deal 225 dmg explosively)<br />
* SMG: 4.8 dmg<br />
<br />
* Massive Melee; Brute Shot, (Sentinel Beam): 90 dmg<br />
* Heavy Melee; Rockets, Laser, Hammer, (Fuel Rod): 80 dmg<br />
* Strong Melee; Spiker, Mauler:72 dmg<br />
* Normal Melee: 70 dmg<br />
<br />
Note - while Bungie has never stated that any weapon's melee does more than 72 damage, conclusive tests seem to prove otherwise.<br />
<br />
===Reload/Cooldown times (approximate values) ordered from longest to shortest===<br />
* Rockets 4.3 s<br />
* Brute Shot 3 s<br />
* Beam Rifle 2.9 s<br />
* Plasma Rifle 2.6 s<br />
* Sniper Rifle 2.6 s<br />
* Spartan Laser 2.4 s<br />
* Carbine 2.4 s<br />
* Mauler 2.4 s<br />
* Plasma Pistol 2.1 s<br />
* Battle Rifle 2 s<br />
* Magnum 1.9 s<br />
* Assault Rifle 1.8 s<br />
* Spiker 1.6 s<br />
* SMG 1.4 s<br />
* Needler 1.1 s<br />
<br />
* Shotgun 2/4.5** s</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Halo_(Halo_3)&diff=21868Halo (Halo 3)2017-06-14T17:14:00Z<p>Paradoxxic: </p>
<hr />
<div>{{Level Infobox<br />
| title = Halo<br />
| image = [[File:HaloH3.jpg|300px]]<br />
| caption = <br />
| game = Halo 3<br />
| time = Easy: ~10:30 <br>Legendary: ~11:00<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 />
==Intro==<br />
The strats for this level are very similar for both easy and legendary. The beginning of the level focuses mainly on getting to the top of the centre tower as fast as possible. This is most easily accomplished by grabbing the gravity hammer from the closest flood when you enter the col, then grenade+hammer jumping off one of the pedestals up onto the tower centre support beam closest to where it goes into the ground. As you walk up the tower you can shoot a rocket or two over to your right at the door in the cliff where johnson is coming out. This kills johnson and skips some dialogue later. Walking up to the top of the tower will begin the fight.<br />
<br />
==Tower Fight==<br />
The spawns for the tower fight are manipulable in that the location and speed of the spawns are related to the player position and the player's field of view. In order to maximize the spawn rate for the flood for both waves, make sure you are constantly moving and never looking in one place for too long. There are two auto-turrets by the door. You can activate them to help you deal with the flood, but make sure to save one for later in order to speed up the guilty spark fight slightly. On Easy, there is an invincibility underneath the centre support beam on the edge of the tower farthest from the door.<br />
<br />
Once the fight is done, if you didn't manage to kill johnson before, he will jump down off the cliffs and go to the door and say some things. If you can headshot him before he gets to the doors you can skip his dialogue. Head on in to the guilty spark fight.<br />
<br />
==343 Guilty Spark FIght==<br />
During this fight you have two options: Wait for johnson to fire a laser shot at Guilty-spark, or perform the auto-turret jump to save about 10 seconds. Jumping off of autoturrets is slightly different than jumping off other equipment in the game, and many people get frustrated with this trick and decide not to do it. Regardless, trade your gravity hammer with johnson to get his spartan laser. This 'reloads' your gravity hammer. Once you have shot 3 laser shots at guilty-spark, equipment run your gravity hammer back towards the door at the exit of the area. Drop your gravity hammer so that it is leaning against the door. If done properly, when you load the next section of the mission you will be able to grab your gravity hammer through the door. This trick is very easy on MCC, and significantly harder on OG.<br />
<br />
==The Way the World Ends==<br />
Make your way back out to the tower fight area and up the cliffs on the right. You can perform some gravity-hammer slide jumps down the snowy slope if you managed to get the gravity hammer through the door after the spark fight, but just be careful not to fall off the edge. Every runner has fallen off the edge trying these slide jumps at least once. Make your way through the cliffs and try not to die. Once you get to the warthog you're ready for the fun part of the level.<br />
<br />
==The Driving Strats==<br />
The driving physics are different on OG and MCC. Most of the really difficult driving strats are easier on OG, but can be completed on MCC as well. The regular driving route is easy to do on both versions and is too difficult to explain well in text. Suffice it to say that the most important thing is maintaining top speed with the warthog, so don't take turns too sharply or bounce around or flip over. And exemplary driving route for Easy is shown in [https://youtu.be/pxWpCKFgKfk?t=5m50s Prokiller's 9:47 run]. On legendary, there are more panels that blow up so the route should be adjusted accordingly to account for the extra holes.<br />
<br />
[[Category:Levels|3-9]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=The_Covenant&diff=21867The Covenant2017-06-14T17:04:08Z<p>Paradoxxic: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Covenant<br />
| image = [[File:TheCovenant.jpg|300px]]<br />
| caption = I count two Scarabs! I repeat: Two Scarabs!<br />
| game = Halo 3<br />
| time = Easy: ~10:40 <br>Legendary: ~13:30<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 />
===Beach Fight===<br />
- The Beach fight is heavily optimized. The current world record has roughly a 30 second clear, but faster is possible. When killing the first wave of enemies, it is important not to kill too many of them too early. The trigger for spawning the next wave of enemies is tied to the number of enemies killed in the first wave. Charge up your spartan Laser and try to kill the second wave of enemies right as they spawn. Then turn your attention to the left hand turret and throw a grenade at it, right after throwing a grenade, charge up your laser and kill the AA wraith, then go right and kill the second turret, move forward and clean up the remaining enemies. Once you get the "Beach Secure", grab the fresh spartan laser from the front of the crashed pelican and make sure you also pick up the fuel rod cannon and as many grenades as you can from the dead bodies.<br />
<br />
===First Tower Approach===<br />
Take the warthog, as it has a higher top-speed than the mongoose. Avoid running into the ghosts on the way up and when you get to the top of the cliff, cut left immediately and get some sick air off the cliff. Make a bee-line straight for the entrance to the Tower, but slow down just slightly before you get to the narrow hallway and hang slightly to the right. Let the two Brute choppers make their way out of the hallway before charging in there with your warthog. Splatter the turret and get out and make your way through the doors into the Tower.<br />
<br />
===First Tower Interior===<br />
Proceed through the door and choose one of two main routes:<br />
<br />
'''Route 1 (fastest)''': Run forwards and jump onto the covenant ammo crates in the middle of the room, then fuel rod jump up onto the elevator platform.<br />
<br />
'''Route 2''': after the entrance hallway, cut left and jump onto the support beam, then up through the window onto the second floor, then jump to the elevator. You can also use this to pick up the power drain if you feel so inclined.<br />
<br />
once you press the elevator button, fuel rod jump up and into the beam of light. There is an invisible platform here to stand on that will help you get to the top of the elevator ever so slightly earlier. Charge up your laser and try to hit the chieftain and one other brute with the laser before they've finished their animation sequence, then just clean up the brutes, hit the button, make your way back down the elevator, and try not to die while making your way back out to your warthog. Sometimes the warthog despawns. If it has, just run up the ramp to outside and the marines should have brought you a nice warthog. Make your way back to the beach.<br />
<br />
===Hornet Section And Third Tower===<br />
once at the beach, take a Hornet and make a bee-line for the sea cliffs in the distance. You'll go around the cliffs and come upon the third tower. Drop out of the Hornet into the Right hand side tower entrance and laser the brutes coming out. Once inside the tower, avoid the middle area, as hunters are about to show up. Instead, cut left and use the gravity hammer to jump up to the second level where you can then walk onto the platform and press the button.<br />
<br />
Charge up your laser as the lift nears the top floor. Kill all brutes as fast as possible, press the button, and make your way back down the lift. Back on the ground floor, you can use the covenant ammo crates on either side of the entrance area to box launch towards the door, but you may sometimes be overpowered and die from hitting the large glass wall or the back wall of the tower.<br />
<br />
===Through the Cliffs===<br />
<br />
<br />
===Double Scarab===<br />
<br />
- Hog/Ghost past vehicle barrier inside of the Citadel<br />
===Citadel, to Truth===<br />
<br />
<br />
===Citadel, to End===<br />
<br />
==Legendary==<br />
===Beach Fight===<br />
<br />
===First Tower Approach===<br />
<br />
<br />
===First Tower Interior===<br />
<br />
<br />
===Hornet Section===<br />
<br />
<br />
===Third Tower Interior===<br />
<br />
<br />
===Third Tower Exit===<br />
<br />
<br />
===Through the Cliffs===<br />
<br />
<br />
===Double Scarab===<br />
<br />
<br />
===Citadel, to Truth===<br />
<br />
<br />
===Citadel, to End===<br />
<br />
<br />
[[Category:Levels|3-7]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=The_Ark&diff=21866The Ark2017-06-14T16:28:20Z<p>Paradoxxic: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Ark<br />
| image = [[File:TheArk.jpg|300px]]<br />
| caption = <br />
| game = Halo 3<br />
| time = Easy: ~10:40 <br>Legendary: ~14:00<br />
| previous = [[Floodgate]]<br />
| next = [[The Covenant]]<br />
}}<br />
<br />
'''The Ark''' is the sixth playable level in [[Halo_3|Halo 3]]. See [http://halo.wikia.com/wiki/The_Ark_(level) The Ark (Halo Nation)] 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 />
==Legendary==<br />
For the first 20-30 seconds of the level, you will be, just like on Easy, sitting in the Pelican with nothing to do. Once Johnson says "Stand to, Marines," hold Action/Reload to exit the Pelican 2-3 seconds earlier than usual.<br />
<br />
Moving ahead, move towards the left rather than the normal path to the right. Jump over the first rocky ledge and jump onto the rock ahead. From there, couch-jump to the ledge above and jump across the gap to the next rock. Afterwards, move forward a few paces and try to do a slide jump towards the right. There will be a rock that you can use to get onto the ring for the first fight.<br />
<br />
===First Fight===<br />
In this area, there are 3 Brutes, one of which is a Captain with a Brute Shot, and several Grunts and Jackals. Your primary target is the Captain. There are two routes to dealing with this area.<br />
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The safe strategy is to snipe the Captain with your Sniper Rifle 2-3 times and reload. Move towards the right and there will be two Grunt Heavies. Take them out with your Battle Rifle and move along. If you require ammo, there is a Weapon Pod with a Sniper Rifle. Ahead, there are two more Jackals before entering the Cave. Take them out with the Battle Rifle and move into the Cave, where there are two Jackal Marksmen; take them out as well. This route takes about 5 seconds longer than the risky strategy for this area.<br />
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The risky strategy instead would involve moving forward instead. Once you jump onto the ring, shoot the Brute Captain. He will usually flinch backwards, and the Brute next to him will line up with you, setting up a 2-for-1. Try to line up both the Captain and the Brute next to him, and you should be able to take them out with one clip of the Sniper Rifle. If they drop grenades and equipment, it is recommended to pick them up if possible, especially if there is a Deployable cover, and there is time to reload your Sniper Rifle if these two Brutes have been killed properly. Moving ahead, there are two Jackals; take them out with the Battle Rifle. If you managed to reload your Sniper Rifle in time, you can pick up some ammo in the nearby Weapon Pod. Going into the cave, take out the two Jackal Marksmen and move to the AA Gun section.<br />
<br />
===AA Gun Section===<br />
Your next destination upon entering this section is a door above you on the left. Though there are quite a number of enemies here, it is possible to skip them all with tactical jumps.<br />
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The safest way to deal with these enemies is to skirt around the perimeter, maximizing distance between you and the enemies. While this is arguably the easiest way, it takes a considerable amount of time to take this route.<br />
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The next easiest way is to move towards the left, where there is an antenna-like structure. Crouch-Jump to this structure and jump forward to the rock ahead. Keep moving ahead towards the leg of the AA Gun, and do a slide-jump from the base of the leg to the slope. Then move up the slope to your next destination. This will take about 10 more seconds to do than doing the Antenna Jump.<br />
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One of the quickest ways is to do the Antenna Jump. Again, on the left, there is the Antenna-like structure. Jump on the right part of the antenna. Look to the left, at the cliff, move forward slightly, and jump. This jump is quick, but it will require extensive practice. Upon getting up to the cliff, it is strongly advised to take out the Jackal in the AA Gun.<br />
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At the top of the cliff, there will be a Brute Captain, with a Brute Shot, and 7 Grunts. The safest and most consistent way to take them out is to take out the Grunts with the Battle Rifle while keeping one Grunt between you and the Brute Captain as you approach the Captain. Approach the Captain and melee him to stagger him for 2-3 seconds. During this time, you can either run past him or run around him to back-smack him.<br />
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After dealing with the group, move along towards the Crashed Pelican area.<br />
<br />
===Crashed Pelican Area===<br />
The Crashed Pelican area is quite a simple area, though getting out will require luck. Your objective here is to pick up the Rocket Launcher under the crashed Pelican and to get to a Ghost in the next area as fast as possible. Coming into this area, there are plenty of Plasma Grenades on the ground; pick them up if you do not have any.<br />
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There are quite a few enemies in this area, but the only concerns here are a Brute on the far side and some Grunts under the downed Pelican. The typical way of approaching this section is to take out the Brute on the far side. The Brute can be killed with a long-ranged Plasma Grenade, 2-3 Sniper shots, or 1 Sniper shot with 2-3 Battle Rifle shots. After killing this Brute, move to the downed Pelican, where there are a few Grunts; take them out with the Battle Rifle. Then, swap the Battle Rifle for the Rocket Launcher, and make sure to pick up the nearby Rocket Launcher ammo. Make your way towards the Mongoose and drive onto the next section. Initially, take a hard left and then drive to the next area to minimize time spent driving uphill. Pray to RNGesus that the 2 Prowlers along the way do not start shooting you as you jump the cliff.<br />
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Alternatively, if the player has a Deployable Cover, it is possible to launch from this section to a Ghost in the next section. As usual, pick up grenades going into this area. However, it will not be necessary to take out the Brute on the far side. Make your way to the downed Pelican, dispatch any Grunts, and take the Rocket Launcher. Turn right and move up the hill. Aim in the direction of where a Ghost is in the next section. At the top of the hill, launch from there to the next section.<br />
<br />
===Vehicle Section===<br />
If you exited the last section on a Mongoose, there will be a Chopper in the area. Try to make it to the downed Longsword as fast as possible since the Chopper can shoot the Mongoose and cause it to spin out or to flip. As you approach the crashed Longsword, there is debris near the left wing through which the Mongoose can drive. Drive through this debris, but slow down before going through as there is a panel on the ground that can mess up everything if the Mongoose is going at full speed. Ahead, there is a Grunt about to board a Ghost. Make your way to this Ghost and hijack the Ghost. Then drive on to the cliff area.<br />
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If you did a DC Launch from the last area, you will typically land near the Ghost parked by 2 Choppers. If the enemies in this area are not active upon landing, revert to the last checkpoint or the game will softlock later on. If the Brutes are approaching their Choppers, then board the nearby Ghost and drive to the left side of the downed Longsword. Unlike the Mongoose approach, drive over the debris rather than under it. The Grunt in the next area will have likely boarded his Ghost so try to move past him as soon as possible. If your shields are down, shoot a couple shots towards the Grunts near the downed Phantom to get one Grunt off his Turret; this will reduce incoming fire and increase chances of survival.<br />
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Regardless of how you acquired a Ghost in this section, you will be approaching a cliff. Instead of driving off this cliff, drive up the slope to the right of the cliff. Hold Jump to make it easier to climb the slope as you boost onto it. After boosting up the slope, there will be a steep slope towards the left; descend slowly down this slope and use your boost upward to maintain stability. Once about halfway from the top of the slope to the ground below, there will be another sloped area. Boost along this area towards another hill ahead and climb the hill, but avoid driving too far to the left as you are climbing or a set of enemies will spawn.<br />
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After boosting off this hill, make your way to the AA Wraith Section.<br />
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===AA Wraith Section===<br />
Ahead, there is a cave leading to an area with 3 Wraiths (2 Anti-Air Wraiths and 1 Standard Wraith). There are multiple ways to tackle this section.<br />
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The safe method is to swap out your Ghost for a Chopper before heading into the cave leading to the AA Wraith Section. Then boost into the Cave, but stay in the cave. Get off and take out your Sniper Rifle. In the distance, there is a cove. Zoom into the cove and target the thigh of a Brute. Next, take out your Rocket Launcher and shoot; the Rocket will hit the Brute and kill all all enemies in the cove. Get back on your Chopper and target the Wraith towards the right side. The cave will protect you from any mortars that the Wraith sends. Kill the Wraith and the nearby Shade Turret. Once those two targets are down, get off your Chopper and take out the nearby Grunt who is on a Plasma Turret and the 4 Brutes on the left side. Get back on on your Chopper and make your way towards the AA Wraiths. Along the way, there will be 2 Ghosts; dispatch them and move on. Once you see the 2 AA Wraiths, take out the nearby Sniper Tower and Grunt or their Turrets will kill you. Once these two threats are gone, target the cores of each AA Wraith and take them out. The trigger for the Forward Unto Dawn landing should occur once both Wraiths are destroyed.<br />
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The risky method of this section is to keep your Ghost and boost into the cave. Like the safe method, target the distant Brute in the cove and fire a Rocket to dispatch a group of enemies there and reload your Rockets. Then, target the group of enemies on the right side. Kill the Grunt on the Turret and the Brute on the Wraith Turret. Next, focus on the 4 Brutes on the left side. Kill 2 of those Brutes and weaken the other 2 if you wish, but do not take out a third Brute or 2 Ghosts will spawn early and make killing the Wraith very difficult. Get back on your Ghosts and head towards the Wraith and Shade Turret. Ram into the Shade Turret to kill it and board the Wraith. Kill the Wraith and then stick your Ghost to prevent the remaining Brutes form boarding it. Make your way to the AA Wraiths and snipe the Grunt in the Sniper Tower; if you have bullets left in your clip, shoot the remaining 2 Brutes if possible, but do not take too long. Afterwards, there will be a Grunt on a Plasma Turret to your left; throw a grenade to kill him. Take out your Rocket Launcher as 2 Ghosts approach you and take them out. If you killed only the drivers, you can use the Ghost to kill the AA Wraiths; else, board the Wraiths.<br />
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Once everything is dead, pick up a Fuel Rod Cannon and ammo at the cove and scour the area for grenades. At this point, you should at least have a Fuel Rod Cannon with 22-24 shots in the reserve.<br />
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===Forward Unto Dawn===<br />
At this point, the Forward Unto Dawn will land, dropping off 3 Scorpion Tanks and a Warthog. A Pelican will also arrive to drop off 4 Marines. If you need extra ammo for your Rocket Launcher, trade with one of the Marines who gets off and kill him/her. Alternatively, you can also trade with or kill a Marine to get a Battle Rifle. <br />
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Afterwards, board the closest Scorpion Tank and make your way back to the cave, where you entered this section. As you approach the cave, 4 Ghosts will come out of the cave. Attempt to blast each of them with one direct hit. Then, a Prowler will emerge with 2 Brutes riding; 2 direct hits will destroy it. Then, 2 more Ghosts and 2 Hunters will come through the cave. Kill all of them with 1 direct hit each.<br />
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After getting through the cave, there will be quite a few enemies, including the set of enemies that were skipped on the way to the AA Wraith section. There is a Phantom deploying a Sniper Nest; destroy the turret and the Sniper Nest as soon as they are visible. Then, there will be 3-4 Jackals on the left side. They are top priority due to their ability to disable the tank. Shoot 1-2 shots at the group of Jackals to kill them and move along. As a safety tactic, kill the Brute Captains, who wield a Brute Shot and a Fuel Rod Cannon, so your allies behind you will join you in the next section.<br />
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Moving along, drive the Scorpion Tank down the valley. Around the corner, 2 Ghosts will confront you so take them both down. Up ahead, there is a Wraith. Though it takes 4 shots to completely destroy the Wraith, it is faster to take down the driver with 3 shots and let your gunner finish it off. At the top of the hill ahead, there is a camp with a Sniper Nest with 2 Turrets and a group of Grunts and Jackals near the bottom-right base of the tower. Additionally, 4 Ghosts will start to approach. Prioritize the Ghosts if they are closing in, but try to send a shot into the group of Grunts as soon as possible as there are Grunts with Fuel Rod Cannons in that group. The Sniper Nest is the last priority as the turrets will not shoot until you are relatively close to it.<br />
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After everything is dead, move onto the Ark Door section.<br />
<br />
===Ark Door===<br />
This area has several vehicle enemies, including 3 Wraiths, 2 Ghosts, 2 Choppers, and several Shade Turrets. The terrain of this area features 2 cliffs on the left side; one upper-level and one mid-level. The upper level is safer but a bit slower while the middle level is more direct but slightly riskier. <br />
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As you enter this area, there are 2 Wraiths being dropped off in the distance. Target the one on the left first and hit it with 4 direct shots. There is a tree that can block your shots; this can be remedied by aiming slightly below and the lowest branch. After killing that Wraith, focus on the other Wraith and shoot 4 direct shots at it. Shoot 3-4 shots at any nearby enemies and then look to the right and above the wall. A Phantom will spawn in the sky with a third Wraith; kill this Phantom with 5 direct shots (though it's possible but more difficult with 3 shots). If done correctly, the Phantom will explode and the Brutes in the Wraith will die. Make your way to the platform and kill anything in the way. Once on the platform, make your way to the door and kill the Shade Turret there. At this point, get out of the Tank and switch to a Chopper while Guilty Spark unlocks the Ark Door. If Guilty Spark is still saying "Reclaimer, come to the upper doorway; the others can take the lower route," then shoot him to skip a bit of dialogue and save about 6 seconds.<br />
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Once Guilty Spark unlocks the door, drive your Chopper through the door and boost down the ramp. Once down the ramp, there is a locked door to your left. Turn your camera away from this door for a few seconds and Guilty Spark will spawn there to open the door. After Spark opens the door, drive to the middle of the next room, but do not drive onto the circular platform. Get off and activate the panel to unlock the door on the far side. Get back on the Chopper and drive through the next 2 rooms. In each of these rooms, there are two nodes; driving between the closest node and the wall is the fastest way of navigating these rooms while driving between the nodes is usually easier.<br />
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As you navigate the second room, get ready to boost into the Scarab Section.<br />
<br />
===Scarab Section===<br />
This is one of the more brutal parts of the mission. Dying or making mistakes here can cost potentially entire minutes. Your first objective in this section is to destroy the Scarab which appears on the very far side of this whole area. Afterwards, you will need to head up a spire to the chapter "Real Men Don't Read Maps."<br />
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Immediately as you exit the previous section, turn about 30 degrees right and boost to the right of a tree. Then turn slightly to the left and go down the cliff. Once you reach the bottom of the cliff, boost off the ledge and stay near the right towards the rock wall. Drive along the shadow and turn left to boost off the next ledge. Go under the rock arch and head to the structure with a flat roof. Inside, drive slowly up the ramp and pick up the Grav Lift to the right if you choose. Regardless of whether you chose to pick up a Grav Lift or not, get out of the structure and head to the right, where the Scarab will spawn.<br />
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If you have a Grav Lift, boost into the shadows and park your Chopper there. Find a little wedge in the shadow and plant your Grav Lift close to the peak of the wedge (about 1 meter/3 feet to the left or 2 meters/6 feet to the right). The Scarab should be coming down in a few seconds, and the core will appear on your motion track. Once the red dot moves past you on the motion tracker, move forward and jump as the Grav Lift boosts you up to the Scarab Core. The core will be invulnerable for about 3-4 seconds; wait for that to pass and then destroy the core with 2 Fuel Rod Shots and get back to your Chopper.<br />
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If you do not have a Grav Lift, a Fuel Rod Jump is possible to board the Scarab at the boarding deck. Like before, park your Chopper in the shadows. However, position yourself at the edge of the shadow and look for the Scarab Core on your motion tracker. Once the red dot passes you, run forward and do a Fuel Rod Jump to get into the boarding deck of the Scarab.<br />
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If neither one of these options is appealing, drive the Chopper to the roof of the structure instead of going to where the Scarab will spawn. Place your Grav Lift there and wait for the Scarab to come. Line up your Chopper with the Grav Lift and Scarab. Then, boost onto the Grav Lift, and you should land on top of the Scarab. Get off the Chopper, find the Scarab Core, and destroy it. Jump off the Scarab and find the nearest Chopper without dying.<br />
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After destroying the Scarab, you will need to get to the top of the Spire. The safer and most common way of doing so is to drive back up the area. Turn your Chopper so you are going uphill. Drive to the right of the flat-roof structure and past 3 outcrops. Then, turn left and you should see a grey and beige rooftop. There is a rocky ledge from which you can boost onto the roof. Once you're on the roof, keep driving along the grey portion of the roof and boost towards the end. Once you are close to the end of the rooftop, drop through the gap on your left, but get off your Chopper halfway through the drop or the Fall Timer will kill you. Find your way to the door to the building and kill the nearby Jackal Sniper with your Fuel Rod Cannon.<br />
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The riskier way to get to the top of the Spire is to charge up the ramp with your Chopper. After getting off the Scarab, boost towards the ramp leading to the top of the spire. The Choppers in the area may prove to be a threat, but if you can make it up to the ramp in time, you should survive. Go up the first part of the ramp, but conserve your boost as you're going up to boost once you reach the top of this ramp. Line up your reticule between the Covenant Crate and the wall at the top of the second part of the ramp. Then boost up this ramp; boosting prevents the nearby Fuel Rod Brute Captain from killing you. At this point, get off your Chopper and kill some of the 4 Jackal Marksmen at the very top of the area. Keep moving to the top and kill the Jackal Sniper to the left once you reach the top. <br />
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If time permits after doing the risky method, pick up the Beam Rifle and kill enemies that you passed on the way up. There will be 1 Brute just below you with Camo. Kill him for Incendiary Grenades and possibly a Cloaking or a Radar Jammer. On the level below, your Chopper should be parked there, and there will be 3 Brutes and the Fuel Rod Captain. Your goal here is to kill them and hopefully pick up a Bubble Shield. The Fuel Rod Captain will have most likely boarded the Chopper, but sniping him should be very easy. However, at the very bottom of the spire, there will be enemies firing Fuel Rods at you so be careful. Use whatever equipment you have to help you kill the Captain and the 2 nearby Brutes for a Bubble Shield. Then, after getting a Bubble Shield, if you have obtained one, go back up the ramp, where a Pelican drops off 2 Marines.<br />
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Before entering "Real Men Don't Read Maps," a Pelican will drop off the Arbiter and 2 Marines. Kill the Male Marine to skip about 15 seconds of dialogue during "Real Men Don't Read Maps."<br />
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===Real Men Don't Read Maps===<br />
Once you enter the Spire, you will be waiting for about 15 seconds as 343 Guilty Spark unlocks a door. There are 2 Plasma Grenades on the ground; pick them up if you need them. Once Guilty Spark opens the door, proceed to the far right corner of the room, where there is the Pissing Brute Easter Egg. Backsmack him so he does not alert anyone in the room and for a Bubble Shield if you have not gotten one already. Go through the nearby door and attempt a slide-jump down the ramp. Go through the door at the bottom of the ramp and head down the hall.<br />
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After the end of the hall, you will be in a room where there is a door ahead of you, another door down below you, and a ramp to your left. If you have a Bubble Shield, drop down and head through the door below and proceed through the next room without getting spotted. If you do not have a Bubble Shield, you may want to stick to the upper level and assassinate the Brute for another chance at getting a Bubble Shield. Sometimes, regardless of your path, you will get spotted by the Brute. Should this happen, you may wish to kill most of the enemies in the room before going into Hell Room. Else, you will not get a checkpoint prior to going into Hell Room, and all the enemies in Hell Room will be alerted. If you managed to not get spotted, you will receive a checkpoint just before going into Hell Room, and the enemies in there will not be alerted.<br />
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===Hell Room===<br />
This room is quite dangerous. There are about 5 Brutes in here, and 4 of them wield Brute Shots. Your objective here is to get past everything and go through the door on the far side of the room. You will likely die multiple times in this section, though running through and dying multiple times is still much faster than taking out every enemy in the room.<br />
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Before you enter this room, a Brute will spawn at the entrance to Hell Room. Unless the enemies in the previous room are still alive and alerted, this Brute will not be alerted yet, even if you are in front of him. As you enter the door, the Brute will try to melee you. Side-step to the left and bypass him. You may wish to turn around and stick him with a grenade, but this is just a matter of preference.<br />
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From here, there are multiple tactics as to getting to the far side of the room. If the Brutes have just become alerted, move forward past 2 small pillars and past another large pillar in the middle of the room. After passing that large pillar, turn left into an alcove and make your way towards the door. However, 2 Brutes with Brute Shots are in your way. In order to get past them, either throw down your Bubble Shield (though this makes getting past Hell's Hall harder) or approach both Brutes as you go to the door in order to make the Brutes melee instead of shooting you.<br />
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If the Brutes are already alerted before you entered the room, then you may wish to go towards the left immediately rather than going straight forward. As you go forward, there are 2 Brutes wielding Brute Shots in your way. Spam Fuel Rod Cannon shots, grenades, and Rockets (if you have Rockets) towards them. If you have your Bubble Shield, you may want to deploy it, but doing so will make getting past Hell's Hall much more difficult.<br />
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After getting through Hell Room, make your way to the Cartographer controls and activate the panel.<br />
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===Hell's Hall===<br />
After activating the Cartographer, you will be making your way back into Hell Room, though Hell Room will not be as difficult as it was on the way to the Cartographer. However, in the hall before getting back into Hell Room, a Brute with a Brute Shot may appear. Pay attention to your motion tracker, and if he is going into the hall, blast him with 2-3 Fuel Rods.<br />
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Once you are in Hell Room, there will be 3 Grunts towards your left. Though it is tempting to kill them, it is safer to run past them while holding the Fuel Rod Cannon out as having a heavy weapon out will cause Grunts to panic. On the far end of the room, there will be 4 Jackals. Take them out with your Fuel Rod Cannon and make your way into Hell's Hall.<br />
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In Hell's Hall, there are 2 Brute Bodyguards with Maulers and a Turret Chieftain. Getting through here depends on what resources you have (weapons, grenades, equipment). <br />
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If you have a Bubble Shield, you can simply drop it towards the top of the ramp and run down. The Bubble Shield will protect you from the front Brute Bodyguard, and you will be able to close in on the second Brute Bodyguard to melee him. Run past the Chieftain and make your way into the Camo Room.<br />
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If you do not have a Bubble Shield, your strat will vary depending on what weapons you have. If you have Rockets, you will want to blast the Bodyguards with a rocket and follow it up with several Fuel Rods and Grenades. If possible, pick up a Regenerator from one of the Bodyguards and deploy it immediately to provide yourself some shield regeneration against the Chieftain. If you have brought a Sniper weapon in this area, stun the 2 Bodyguards with a shot in each of them. The stun will render them harmless for about 2 seconds so move quickly past them before they shoot you. If you have neither a Rocket Launcher or a sniper weapon, run past all of them and hope that the Bodyguards try to melee you rather than shoot you.<br />
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===Camo Room===<br />
This room has 4 Brute Stalkers with Spikers. While they have low shields, they are hard to spot, and they can dish out a lot of damage in a short amount of time. This room has an upper level with 2 Brutes and a lower level with 2 more Brutes. Additionally, there will be 2 Jackals that will come through a door on the lower level. Your main weapon in this area will be your Fuel Rod Cannon. It is strong enough to kill each Brute Stalker in 2 hits, and it can kill Jackals in 1 direct hit.<br />
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Upon entering this room, have your Fuel Rod Cannon out and move towards the right. There will be a Brute Stalker right in front of you. Blast him with two Fuel Rods or hit him with a Plasma Grenade to kill him quickly. Then, strafe left to drop down to the lower level. There will be another Brute Stalker in the corner so kill him. The Brute Stalker on the upper level will drop down. Find him and kill him. After that, there should be only 1 Brute Stalker left; use your radar and listen to your surroundings to kill him.<br />
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After all the Brute Stalkers are dead, 2 Jackals will come through a door. Use a Plasma Grenade or your Fuel Rod Cannon to kill them. Then move towards the door from which they came. Before entering the door, if you need Plasma Grenades, jump to pick up 2 Plasma Grenades through the floor of the upper level. Then proceed to the final fight.<br />
<br />
===Final Fight===<br />
In the last area of The Ark, there will be a Hammer Chieftain accompanied by 6 Jetpack Brutes. However, each of the Jetpack Brutes will remain in place until the player starts fighting them. This gives ample time to get into position or to pick up another weapon if needed.<br />
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Upon entering this area, the player has quite a few options before the enemies become active. If need be, there is a weapon crate on the left side of the area with Carbines. This may be useful if the player is low on ammo or grenades.<br />
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Upon starting the fight, you will want to have your Fuel Rod Cannon out. Approach the nearest Jetpack Brute and stick him with a Plasma/Spike/Incendiary Grenade. If you have a Cloaking, activate it to keep the Brutes inactive. Move to the next Brute and repeat the same process; however, be careful about the Hammer Chieftain. Do this until either you have no more sticking grenades or until all the Jetpack Brutes are dead. If there are still Jetpack Brutes alive, blast them with your Fuel Rod Cannon. <br />
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Once all the Jetpack Brutes are dead, deal with the Chieftain. If he does not activate Invincibility, then he has a Flare; simply blast him with 4 Fuel Rods. However, if he does activate Invincibility, either wait for it to expire or assassinate him. Due to the terrain of this area, he may not do his signature lunge attack needed to assassinate him so keep moving around and wait for him to lunge at you.<br />
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After killing the Chieftain, face the area from which you came. Then, look towards the left, and 2 Jackal Marksmen will come out of a door. Kill them with any means possible, and the level will end 20 seconds after you kill the last enemy in this area.<br />
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[[Category:Levels|3-6]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Floodgate&diff=21865Floodgate2017-06-14T16:26:38Z<p>Paradoxxic: </p>
<hr />
<div>{{Level Infobox<br />
| title = Floodgate<br />
| image = [[File:Floodgate.jpg|300px]]<br />
| caption = <br />
| game = [[Halo 3]]<br />
| time = Easy: ~3:30 <br>Legendary: ~3:30<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 [http://halo.wikia.com/wiki/Floodgate Floodgate (Halo Nation)] for general information. Due to the lack of danger from enemies, there will be only one tutorial for this level, though difficulty-specific tactics and notable details will still be included.<br />
<br />
==Tutorial==<br />
This level centres around quality movement and good box and DC launching technique.<br />
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===It Followed Me Home===<br />
The beginning of this level focuses on pure movement. Do slide jumps down the hill and make your way to the corner. A boost similar to an over-jump can be obtained off of the overturned barrier at the top of the ramp. To perform the first box launch, round the corner and throw a grenade at the base of the two boxes on the right. Pick up the gravity hammer and then shoot one of the boxes forward so that it is beyond the confines of the hallway. Do the box launch and head on into the factory.<br />
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===Factory===<br />
Pick up the spike grenades and throw one spike grenade behind the weapon crate at the point where the floor tile corners intersect. This will rotate the weapon crate and give you the perfect orientation for launching. Launch off it and continue on through the factory. You should pick up a DC from the small bridge just before entering the Cortana zone. grenade jump or hammer jump up left onto the upper platforms. Perform the Cortana skip and then jump up above the Maze room and box launch to the hallway leading to the outside. Melee or jump to delay a checkpoint here, as you want a checkpoint to happen immediately after the next cut-scene finishes playing.<br />
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[[File:FGskip.gif|thumb|A player performing the Cortana Skip.]]<br />
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====''Cortana Skip''====<br />
A cortana moment will activate if you fall into a trigger volume in this room. The trigger volume only extends to about head-height above the floor, so as long as you stay above that height you won't trigger the cortana moment. The most common method to perform this skip is to jump onto the closest weapon crate on the left side of the room, then bank a frag grenade off the white label on the other weapon crate and jump so that you move the crate and land on it by the door. You can then crouch and walk forward and off the crate to skip the cortana moment. There are other ways to do this skip and it is possible to do it without any grenades or hammer swings.<br />
<br />
===Shadow of Intent===<br />
If you delayed your checkpoint, you should get one as soon as the cutscene is over. Look to the left of the crane and perform a DC launch towards the other end of the lakebed. This launch is relatively easy on MCC, but much harder to do well on OG halo 3. If your dc launch falls short (or you decide to walk), you may trigger a wave of enemies to spawn in at the doorway to the next area. On easy this is not a problem. On Legendary it is important to have you BR out and kill as many flood as you can while bee-lining for the doorway. <br />
<br />
===Tunnel===<br />
This is the one section of this level where Legendary and Easy strats may differ. On easy, to perform the hallway box launch you must either destroy the large box with a spike grenade or hit it with a hammer swing to weaken it, and the second hammer swing will break the box and launch you. While this method is also viable on Legendary, getting a poor launch will likely result in your death. On Legendary, the safe strat is to keep the BR out and run along the left-hand corridor of the building, killing flood along the way.<br />
<br />
===The Flood, It Has Evolved===<br />
Box launch or walk out into the large open lakebed. There are literally an infinite number of strats for this area, but the most common and easiest method is to collect the DC by the large crates, hammer jump up onto the first crate, and DC launch accross the lakebed to the crashed ship. This is slightly easier on OG halo 3, as the more powerful MCC launches can kill you. An alternative method is to collect the tripmine by the turret, angle one of the small boxes near the edge of the platform, and perform a tripmine assisted Box launch (OG H3), or box launch normally then trip mine jump in mid-air to make it accross the gap (MCC).<br />
<br />
===Infinite Devil Machine===<br />
Make you way through the ship and optimize movement just like at the beginning of the level. Go up high on the left hand side before entering the control room and perform a gravity hammer assisted slide jump to reach the console early before the gravemind moment finishes. <br />
[[Category:Levels|3-5]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=The_Storm&diff=21864The Storm2017-06-14T16:24:37Z<p>Paradoxxic: </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: ~5:30 <br>Legendary: ~7:00<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 />
==Legendary==<br />
<br />
===Ghost Town===<br />
<br />
===First Lakebed===<br />
<br />
===Second Lakebed===<br />
<br />
===Scarab Board===<br />
<br />
===Factory===<br />
<br />
===Destroying the AA Gun===<br />
<br />
[[Category:Levels|3-4]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Sierra_117&diff=21863Sierra 1172017-06-14T16:23:13Z<p>Paradoxxic: </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: ~5:30; Legendary: ~7:00<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 />
===Walk It Off===<br />
<br />
The first minute or so of Sierra 117 is mainly focused on optimized movement with very little to no noteworthy things. Move from point A to point B as fast as possible by hugging walls when making turns, jumping over obstacles, and making use of sloped surfaces for slide jumps.<br />
<br />
===Pipe Area=== <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 the Individual Level World Record (or IL WR) does this. [https://www.youtube.com/watch?v=HpNNKT-YLZw] [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 />
===Entering Cortana Skip===<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 />
===Charlie Foxtrot===<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 />
===Jackal Sniper Forest===<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 />
===Chasm Jump===<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 />
===Quid Quo Pro===<br />
<br />
Your objective upon reaching this area is to release Johnson from the prison on the far side of the dam. Once the cutscene ends, jump down and make your way towards the lower level of the building to your right. As you approach the building, there is a cylindrical object towards your left. You can jump onto this. On the wall of the building is a ledge upon which you can stand and walk. Jump onto this and move towards the bridge. Assuming your movement has been decent, there are enemies dropping out of a Phantom. Dispatch these enemies quickly and move towards the prison. To your left is another ledge, similar to the one on the other building. You can jump onto this ledge and make your way to the prison or take a less risky route by moving further ahead and then dropping down in the building interior. Once you reach the prison, you can use a Brute Shot or grenade to propel yourself to the roof and break in through the glass or jump on the window shudders and reach the roof.<br />
<br />
After releasing Johnson, kill the Chieftain for his Gravity Hammer and equipment. The equipment dropped will either be a Flare or an Invincibility, but save them if you plan on performing the Early Pelican trick. Your objective now is to clear as many enemies as you can to trigger the Pelican to pick you up and to end the level. Exit the prison and make your way back to the bridge. Use your Hammer and Battle Rifle to clear out as many enemies as possible. Once on the Bridge, another Phantom will be dropping off reinforcements; kill them with Plasma Grenades and Hammer Swings, but be careful if you use Grenades. Make your way across the Bridge and kill the last group of enemies.<br />
<br />
At this point, the Pelican should be spawning soon. You will need to cross back to the Prison if you wish to do Early Pelican. To do so, there is a broken bridge. If you have an Invincibility, you will want to use it to Grenade Jump with a Plasma Grenade. This will allow you to make it back to the prison and to be in position to do the Early Pelican.<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, but this forsakes the opportunity of saving potentially 20 seconds. To learn how to perform the Early Pelican trick, see the "Early Pelican" section further down the page for more detail.<br />
<br />
==Legendary==<br />
<br />
===Walk it Off===<br />
<br />
Like on Easy, the first 40 seconds of the level until you approach the first fight is solely optimized movement. If a Marine gets in your way, you can kill him with a headshot with your Pistol. If you do this, you may receive Frag Grenades, which will help later.<br />
<br />
===First Fight===<br />
[[File:Sierra117RockJump (1).gif|250px|thumb|right|Proper route for skipping majority of the first fight.]]<br />
As you approach the first fight, you can either run past all enemies or skip it almost entirely. As you approach the waterfall, there is a rock to your right. Jump on top of the rock and look for a point where the rock walls make a corner. Ghost-jump into the corner and spam-jump to get on top of the rock wall. However, do not immediately jump down as you will hit the loading trigger for enemies. Instead, jump towards the right, move forward, and then jump on top of a tree branch as you fall down. This will properly skip the majority of enemies in this area, but there are still some Grunts in the area. Move forward towards a group of Grunts and kill them for a Plasma Pistol and possibly some grenades. Make your way out of the area now. [https://www.youtube.com/watch?v=RwzoYO9hPwo#t=87]. <br />
<br />
Alternatively, you can attempt to run past all enemies to save 3-5 seconds. Stay towards the left hand side of the area, and try to avoid getting shot by Grunts. As you evade two Grunts shooting you, a third Grunt should be standing under a tree; kill him for his Plasma Pistol and possibly a Plasma Grenade. A Phantom will be deploying reinforcements; try to avoid the shots from the Grunt on the Turret. If your shields are depleted, you can stand under the tail of the Phantom momentarily and let your shields recharge and move along. As you approach the cave to exit the area, a Brute Captain with a Brute Shot will approach the cave. Use the Noob Combo (Plasma Pistol overcharge + Headshot) to take him out and to prevent him from killing you as you exit.[https://www.youtube.com/watch?v=RwzoYO9hPwo#t=167] [https://www.youtube.com/watch?v=pJnlmayh2fg#t=57]<br />
<br />
===Jackal Carbine Area===<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 />
==Important Tricks==<br />
<br />
===Cortana Skip===<br />
<br />
===Chasm Jump===<br />
<br />
===Early Pelican===<br />
<br />
Doing the Early Pelican requires a Frag Grenade and a Gravity Hammer or a Frag Grenade and a Flare. If you do not have a Frag Grenade, a Plasma Grenade will work, but it will be very easy to kill yourself due to the higher damage from Plasma Grenades, but an Invincibility can alleviate the problem.<br />
<br />
At the end of Sierra 117, you will rescue Johnson from a prison. Exiting the prison, there are two wooden crates to the right near the edge as you exit. You will perform the Early Pelican trick near the far crate.<br />
<br />
[[File:EarlyPelicanWithFlare.gif|200px|thumb|left|Early Pelican done with a Flare.]]<br />
<br />
For the Frag + Flare method, stand on the edge of the platform face the are where the Pelican will come in. Listen for Foehammer to say "I see 'em; standby." Once you hear that, crouch, look directly down, and throw the grenade. Run forward and jump just before the the grenade explodes for a Grenade Jump, but continue looking down. At the apex of your jump, use the Flare and spam the Jump button to perform an Equipment Jump towards the Pelican. As you are moving towards the Pelican, look at the it and hold Action/Reload to board it.<br />
<br />
[[File:EarlyPelicanHammer.gif|200px|thumb|right|Early Pelican done with the Hammer. Notice how the hammer swing coincides with the grenade explosion]]<br />
<br />
The Frag + Gravity Hammer will require more practice as the technique to successfully use this method require more precision. Use the same positioning as before, but face the crate this time. Try to line yourself up with the right half of the crate to avoid missing the Pelican, and look down after lining up properly. As with before, listen to the dialogue to know when to execute the trick. After Foehammer says "I see 'em; standby," plant the Frag Grenade on the floor. Run backwards and jump the moment you notice a dip in your elevation. Time your hammer swing so that your Gravity Hammer activates simultaneously with the Frag Grenade explosion. The combined boost will be just enough to boost you to the Pelican. Make sure you turn around mid-air to receive the prompt to enter the Pelican.<br />
<br />
<br />
[[Category:Levels|3-1]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Crow%27s_Nest&diff=21862Crow's Nest2017-06-14T16:22:20Z<p>Paradoxxic: </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: ~8:20 <br>Legendary: ~9:50<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 />
===Know Your Role...===<br />
There is not much to say here for legendary. Simply optimize movement and make sure to pick up a BR at the bottom of the staircase when exiting the first room.<br />
<br />
===Hallway Fights===<br />
<br />
Going fast in the first hallway fight hinges on good grenade throws and prioritizing the brute near the doorway to the next area. If he goes down quickly the surrounding grunts will panic and flee. You can use the slot in the barricade behind the first large shipping container to overcharge the brute.<br />
<br />
===Hangar Fight===<br />
<br />
Once in the Hangar, prioritize getting down to the hangar floor in order to trigger the phantoms to begin arriving. It is helpful to shoot all the fusion coils to make sure they can't be blown up later and surprise you. Kill the first wave of enemies at the back of the hangar, then turn your attention to the enemies dropping near the front of the hangar, but watch out for the turret of the phantom at the back of the hangar as it can damage and kill you very quickly.<br />
<br />
Once you clear this wave, it helps to grab a DC and BR ammo from either underneath the hangar floor, or from the upper lookout building at the front of the hangar. You can grab BR ammo through the wall by simply jumping up on the UNSC box and then jumping up alongside the metal wall of the lookout building.<br />
<br />
Clear the second wave of enemies and then wait for the third wave. When the third wave comes in you can stick the phantom turret to destroy it, this makes it easier to kill the third wave of enemies while running backwards out of the hangar. Make sure you pick up the brute shot from the hallway brute you killed earlier on your way back.<br />
<br />
===Drone Fight===<br />
<br />
As you enter the drone room, a marine will shout at you and then get picked up by a swarm of drones. Bounce a frag grenade off the ground near your feet to kill the drones. If you kill less than 5 drones an additional wave of drones will spawn at the pipe on the far side of the room. Run to the Turret and place the DC from the hangar in front of the turret, you will be able to shoot out through the DC but the drones will not be able to shoot through you. Grab a plasma pistol from the fallen drones.<br />
<br />
===Chieftain Fight===<br />
<br />
Make sure you wait for a checkpoint before opening the door in the bomb room, then melee to delay a further checkpoint just incase the cheiftan has a flare. The hallway between the boom room door and the Motor-Pool door is the load at which the equiptment the cheif is carrying is decided in. Use the plasma pistol to overcharge the chieftain and then quickly switch to your BR and headshot the chief four times. He will drop either an invincibility or a flare. If he drops a flare it is unlikely you will survive the room. If he drops an invincibility you can grab it and his gravity hammer then immediately activate the invincibility to survive the wrath of the 14 or so brutes that will then bear down upon you.<br />
<br />
===Hammer Tricks===<br />
<br />
When you drop down the hole, you can perform the Grate Launch by walking to the left side of the grate during the cortana moment and tossing a frag at your feet just off to the side of the grate. If done correctly you will flip the grate up against the right hand wall of the tunnel and you can then hammer launch off the grate all the way down the tunnel. When you meet up with arbiter you must press the button to open the door to the barracks before hammer launching off the grate on the wall to launch across the chasm and skip the entire barracks section of the level.<br />
<br />
===Landing Pad Fight===<br />
<br />
The most important part about this fight is that you get on top of the pelican before it lifts off. You will want to get on top of the lookout nest at the top of the map. When two of the initial brutes down below die, a secondary wave of 5 brutes will spawn on the floor of the lookout tower. There are two active camos inside the lookout tower, make sure you pick up one as you will need it later. When those five brutes in the lookout tower die, a door down back on the ground level will open and a third wave of 4 brutes will spawn. The faster you get down there the easier this fight is.<br />
<br />
===To the Bomb Room===<br />
<br />
After the cortana moment, perform a hammer launch off the weapon crate just after you open the door. Once you round the corner activate camo and simply walk right past all the enemies. There are a lot of enemies and two snipers on an upper landing at the end of the hallway. It is possible to do this section without camo, but it is difficult. If the enemies are actively aggressive in the previous area by the time you enter the bomb room, the enemies may be alerted earlier than if the enemies in the previous area were unaware of your presence.<br />
<br />
===Bomb Room Fight===<br />
<br />
The bomb room fight is the hardest section of the level. It is entirely possible to get to this section on record pace and just lose the run due to a poor hammer launch or particularly aggressive AI if you are going for world record. If you want a more consistent method of getting though this section, turn right as soon as you get in the door and jump onto the weapon crate, then onto the wall, then up onto the pipe in the ceiling. Walk along the pipe towards the bomb making sure that the pipe obscures the line-of-sight between you and the brute on the turret at the far end of the room. When you are at the bomb drop down and quickly activate it, then throw a grenade at the brute on the turret to make him get off, then walk backwards until you reach the top of the first set of stairs and perform a backwards hammer-assisted crouch jump and you will have just enough height to make it over the railing and hopefully escape.<br />
<br />
===Escape===<br />
<br />
As you exit the bomb room and enter drone room, go left around the pillar in the drone room to avoid getting shot by the jackals on the right side of the room. Make sure to fire off some BR ammo after the cortana moment in order to prepare for the drone butterfly. Pause for a half second in the doorway before the drone fly so that you don't aggro the grunts too early, then jump up and drone ride down the hallway. Do the last hammer launch off the crate, and run into the elevator and press the button. Then wait for the level to end.<br />
<br />
[[Category:Levels|3-2]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Tsavo_Highway&diff=21861Tsavo Highway2017-06-14T16:21:04Z<p>Paradoxxic: </p>
<hr />
<div>{{Level Infobox<br />
| title = Tsavo Highway<br />
| image = [[File:TsavoHighway.jpg|300px]]<br />
| caption = <br />
| game = [[Halo 3]]<br />
| time = Easy: ~3:30 <br>Legendary: ~4:00<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 />
<br />
==Legendary==<br />
If going for the IL record on Legendary, this level has to be played using the same strats as on easy, just praying that nothing will kill you. The Legendary route given below is for consistency and better for fullgames.<br />
<br />
At the beginning of the level, make sure you get two marines in your warthog (One gunner and one side-seat) before leaving, because these marines will soak damage and make surviving the following sections much easier. Upon getting to the "bridge section" mentioned in the easy section above, the path you take through the centre of the area is important; if you attempt to go straight for the hill beside the bridge, you leave yourself too open to the sniper fire from the sniper nest on the left side of the area and you will likely get shot. Thus, make sure your route curves a little as you head through the water on the valley floor.<br />
<br />
At the barrier section, make sure to grab a grav lift from the far building, then drive towards the barrier. At this point check the position of the turret by the plasma barrier, it will either be on the left or right side of the barrier. If the Turret is on the right side of the barrier, simply drive the regular easy route, get out and shelter behind the barrier for shields, then melee the barrier generator and carry on. If the turret is on the left side, you can just drive straight into the turret and splatter it, then get out, go behind the barrier and kill it and get back in the hog and drive away. Alternatively, if this seems too hard, you can try being very fast and going right around the sniper tower and booking it behind the barrier. This method leaves you open to direct fire from the turret, but works if you move very quickly.<br />
<br />
Do the bridge jump either with the gravity lift or by squeezing your warthog between the concrete barriers, then drive through the next battleground by going through the pipes on the right hand side of the valley, and make your way to the wraith and two choppers. It is easiest here to go around the left hand side of this area and then navigate your way through the debris on the far side of the valley to avoid the chopper shots and wraith shots. You have to be careful however because the hitboxes of the debris do not line up with the models for the debris.<br />
<br />
In the next area, kill both brutes and pick up the fuel rod gun. Grab a chopper and head towards the underside of the bridge, instead of the rock you normally ride up on easy. Go up the slope on the left of the bridge and make your way towards the brute barrier. Get out before you reach the very end of the level and fire off fuel rod shots at the Turret and at the plasma barrier, then jump off the right side of the highway and walk along the cliff towards the barrier until you get closer, at which point you can jump back up under the truck and crouch walk towards the barrier in order to end the level.<br />
[[Category:Levels|3-3]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Tsavo_Highway&diff=21860Tsavo Highway2017-06-14T16:14:27Z<p>Paradoxxic: /* Legendary */</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 />
<br />
==Legendary==<br />
If going for the IL record on Legendary, this level has to be played using the same strats as on easy, just praying that nothing will kill you. The Legendary route given below is for consistency and better for fullgames.<br />
<br />
At the beginning of the level, make sure you get two marines in your warthog (One gunner and one side-seat) before leaving, because these marines will soak damage and make surviving the following sections much easier. Upon getting to the "bridge section" mentioned in the easy section above, the path you take through the centre of the area is important; if you attempt to go straight for the hill beside the bridge, you leave yourself too open to the sniper fire from the sniper nest on the left side of the area and you will likely get shot. Thus, make sure your route curves a little as you head through the water on the valley floor.<br />
<br />
At the barrier section, make sure to grab a grav lift from the far building, then drive towards the barrier. At this point check the position of the turret by the plasma barrier, it will either be on the left or right side of the barrier. If the Turret is on the right side of the barrier, simply drive the regular easy route, get out and shelter behind the barrier for shields, then melee the barrier generator and carry on. If the turret is on the left side, you can just drive straight into the turret and splatter it, then get out, go behind the barrier and kill it and get back in the hog and drive away. Alternatively, if this seems too hard, you can try being very fast and going right around the sniper tower and booking it behind the barrier. This method leaves you open to direct fire from the turret, but works if you move very quickly.<br />
<br />
Do the bridge jump either with the gravity lift or by squeezing your warthog between the concrete barriers, then drive through the next battleground by going through the pipes on the right hand side of the valley, and make your way to the wraith and two choppers. It is easiest here to go around the left hand side of this area and then navigate your way through the debris on the far side of the valley to avoid the chopper shots and wraith shots. You have to be careful however because the hitboxes of the debris do not line up with the models for the debris.<br />
<br />
In the next area, kill both brutes and pick up the fuel rod gun. Grab a chopper and head towards the underside of the bridge, instead of the rock you normally ride up on easy. Go up the slope on the left of the bridge and make your way towards the brute barrier. Get out before you reach the very end of the level and fire off fuel rod shots at the Turret and at the plasma barrier, then jump off the right side of the highway and walk along the cliff towards the barrier until you get closer, at which point you can jump back up under the truck and crouch walk towards the barrier in order to end the level.<br />
[[Category:Levels|3-3]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Tsavo_Highway&diff=21859Tsavo Highway2017-06-13T18:20:53Z<p>Paradoxxic: /* Easy */</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 />
<br />
==Legendary==<br />
If going for the IL record on Legendary, this level has to be played using the same strats as on easy, just praying that nothing will kill you. The Legendary route given below is for consistency and better for fullgames.<br />
<br />
At the beginning of the level, make sure you get two marines in your warthog (One gunner and one side-seat) before leaving, because these marines will soak damage and make surviving the following sections much easier. Upon getting to the "bridge section" mentioned in the easy section above, the path you take through the centre of the area is important; if you attempt to go straight for the hill beside the bridge, you leave yourself too open to the sniper fire from the sniper nest on the left side of the area and you will likely get shot. Thus, make sure your route curves a little as you head through the water on the valley floor.<br />
<br />
At the barrier section, make sure to grab a grav lift from the far building, then drive towards the barrier. At this point check the position of the turret by the plasma barrier, it will either be on the left or right side of the barrier. If the Turret is on the right side of the barrier, simply drive the regular easy route, get out and shelter behind the barrier for shields, then melee the barrier generator and carry on. If the turret is on the left side, you can just drive straight into the turret and splatter it, then get out, go behind the barrier and kill it and get back in the hog and drive away.<br />
<br />
Do the bridge jump either with the gravity lift or by squeezing your warthog between the concrete barriers, then drive through the next battleground by going through the pipes on the right hand side of the valley, and make your way to the wraith and two choppers. It is easiest here to go around the left hand side of this area and then navigate your way through the debris on the far side of the valley to avoid the chopper shots and wraith shots. You have to be careful however because the hitboxes of the debris do not line up with the models for the debris.<br />
<br />
In the next area, kill both brutes and pick up the fuel rod gun. Grab a chopper and head towards the underside of the bridge, instead of the rock you normally ride up on easy. Go up the slope on the left of the bridge and make your way towards the brute barrier. Get out before you reach the very end of the level and fire off fuel rod shots at the Turret and at the plasma barrier, then jump off the right side of the highway and walk along the cliff towards the barrier until you get closer, at which point you can jump back up under the truck and crouch walk towards the barrier in order to end the level.<br />
[[Category:Levels|3-3]]</div>Paradoxxichttps://wiki.haloruns.com/index.php?title=Crow%27s_Nest&diff=21858Crow's Nest2017-06-13T05:23:38Z<p>Paradoxxic: /* Landing Pad Fight */</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 />
===Know Your Role...===<br />
There is not much to say here for legendary. Simply optimize movement and make sure to pick up a BR at the bottom of the staircase when exiting the first room.<br />
<br />
===Hallway Fights===<br />
<br />
Going fast in the first hallway fight hinges on good grenade throws and prioritizing the brute near the doorway to the next area. If he goes down quickly the surrounding grunts will panic and flee. You can use the slot in the barricade behind the first large shipping container to overcharge the brute.<br />
<br />
===Hangar Fight===<br />
<br />
Once in the Hangar, prioritize getting down to the hangar floor in order to trigger the phantoms to begin arriving. It is helpful to shoot all the fusion coils to make sure they can't be blown up later and surprise you. Kill the first wave of enemies at the back of the hangar, then turn your attention to the enemies dropping near the front of the hangar, but watch out for the turret of the phantom at the back of the hangar as it can damage and kill you very quickly.<br />
<br />
Once you clear this wave, it helps to grab a DC and BR ammo from either underneath the hangar floor, or from the upper lookout building at the front of the hangar. You can grab BR ammo through the wall by simply jumping up on the UNSC box and then jumping up alongside the metal wall of the lookout building.<br />
<br />
Clear the second wave of enemies and then wait for the third wave. When the third wave comes in you can stick the phantom turret to destroy it, this makes it easier to kill the third wave of enemies while running backwards out of the hangar. Make sure you pick up the brute shot from the hallway brute you killed earlier on your way back.<br />
<br />
===Drone Fight===<br />
<br />
As you enter the drone room, a marine will shout at you and then get picked up by a swarm of drones. Bounce a frag grenade off the ground near your feet to kill the drones. If you kill less than 5 drones an additional wave of drones will spawn at the pipe on the far side of the room. Run to the Turret and place the DC from the hangar in front of the turret, you will be able to shoot out through the DC but the drones will not be able to shoot through you. Grab a plasma pistol from the fallen drones.<br />
<br />
===Chieftain Fight===<br />
<br />
Make sure you wait for a checkpoint before opening the door in the bomb room, then melee to delay a further checkpoint just incase the cheiftan has a flare. The hallway between the boom room door and the Motor-Pool door is the load at which the equiptment the cheif is carrying is decided in. Use the plasma pistol to overcharge the chieftain and then quickly switch to your BR and headshot the chief four times. He will drop either an invincibility or a flare. If he drops a flare it is unlikely you will survive the room. If he drops an invincibility you can grab it and his gravity hammer then immediately activate the invincibility to survive the wrath of the 14 or so brutes that will then bear down upon you.<br />
<br />
===Hammer Tricks===<br />
<br />
When you drop down the hole, you can perform the Grate Launch by walking to the left side of the grate during the cortana moment and tossing a frag at your feet just off to the side of the grate. If done correctly you will flip the grate up against the right hand wall of the tunnel and you can then hammer launch off the grate all the way down the tunnel. When you meet up with arbiter you must press the button to open the door to the barracks before hammer launching off the grate on the wall to launch across the chasm and skip the entire barracks section of the level.<br />
<br />
===Landing Pad Fight===<br />
<br />
The most important part about this fight is that you get on top of the pelican before it lifts off. You will want to get on top of the lookout nest at the top of the map. When two of the initial brutes down below die, a secondary wave of 5 brutes will spawn on the floor of the lookout tower. There are two active camos inside the lookout tower, make sure you pick up one as you will need it later. When those five brutes in the lookout tower die, a door down back on the ground level will open and a third wave of 4 brutes will spawn. The faster you get down there the easier this fight is.<br />
<br />
===To the Bomb Room===<br />
<br />
After the cortana moment, perform a hammer launch off the weapon crate just after you open the door. Once you round the corner activate camo and simply walk right past all the enemies. There are a lot of enemies and two snipers on an upper landing at the end of the hallway. It is possible to do this section without camo, but it is difficult. If the enemies are actively aggressive in the previous area by the time you enter the bomb room, the enemies may be alerted earlier than if the enemies in the previous area were unaware of your presence.<br />
<br />
===Bomb Room Fight===<br />
<br />
The bomb room fight is the hardest section of the level. It is entirely possible to get to this section on record pace and just lose the run due to a poor hammer launch or particularly aggressive AI if you are going for world record. If you want a more consistent method of getting though this section, turn right as soon as you get in the door and jump onto the weapon crate, then onto the wall, then up onto the pipe in the ceiling. Walk along the pipe towards the bomb making sure that the pipe obscures the line-of-sight between you and the brute on the turret at the far end of the room. When you are at the bomb drop down and quickly activate it, then throw a grenade at the brute on the turret to make him get off, then walk backwards until you reach the top of the first set of stairs and perform a backwards hammer-assisted crouch jump and you will have just enough height to make it over the railing and hopefully escape.<br />
<br />
===Escape===<br />
<br />
As you exit the bomb room and enter drone room, go left around the pillar in the drone room to avoid getting shot by the jackals on the right side of the room. Make sure to fire off some BR ammo after the cortana moment in order to prepare for the drone butterfly. Pause for a half second in the doorway before the drone fly so that you don't aggro the grunts too early, then jump up and drone ride down the hallway. Do the last hammer launch off the crate, and run into the elevator and press the button. Then wait for the level to end.<br />
<br />
[[Category:Levels|3-2]]</div>Paradoxxic