https://wiki.haloruns.com/api.php?action=feedcontributions&user=Reed+Tiburon&feedformat=atomHaloRuns Wiki - User contributions [en]2024-03-28T08:21:05ZUser contributionsMediaWiki 1.30.0https://wiki.haloruns.com/index.php?title=Battle_of_Sunaion&diff=22314Battle of Sunaion2020-07-25T21:21:55Z<p>Reed Tiburon: </p>
<hr />
<div>{{Level Infobox<br />
| title = Battle of Sunaion<br />
| image = [[File:12 BoS.png|300px]]<br />
| caption = "Osiris races to reach the Guardian before it leaves Sanghelios<br />
"<br />
| game = [[Halo 5]]<br />
| time = Easy: x:xx Legendary: x:xx<br />
| previous = [[Enemy Lines|Enemy Lines]]<br />
| next = [[Genesis|Genesis]]<br />
}}<br />
<br />
'''Battle of Sunaion''' is the 12th level in [[Halo 5]]. See [http://www.halopedia.org/Halo_5:_Guardians) Halopedia] for general information.<br />
<br />
Haloruns record page: http://haloruns.com/records?lb=0809 (click the timestamps for video links)<br />
<br />
==Video Examples==<br />
<br />
Examples of every trick mentioned here can be found on either the [http://haloruns.com/records?lb=0809 Individual Level] or [http://haloruns.com/records?lb=0800Full Game Records] page.<br />
<br />
Watch Video: [https://www.youtube.com/watch?v=fcJyHwf-638 Halo 5 Speedrunning Tutorial - Part 12: Battle of Sunaion]<br />
<youtube>https://www.youtube.com/watch?v=fcJyHwf-638</youtube></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=To_do&diff=22313To do2020-07-25T21:21:06Z<p>Reed Tiburon: Undo revision 22312 by Reed Tiburon (talk)</p>
<hr />
<div>Here's some of the things that need to be done on the wiki, all the help is appreciated! please make a note of what you have done.<br />
*add tutorial Moon Jump, and Long Jump methods for boarding the Scarab on Metro.<br />
*Moon Jump<br />
*add content for Halo 5: Guardians<br />
*Port content from tutorials to level pages<br />
*Add better way of navigating between levels (e.g. forward/back through levels)<br />
*Link to most current HaloRuns WR videos for level pages</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=To_do&diff=22312To do2020-07-25T21:20:46Z<p>Reed Tiburon: Reverted edits by Dubhzo (talk) to last revision by Nibre</p>
<hr />
<div>Here's some of the things that need to be done on the wiki, all the help is appreciated! please make a note of what you have done.<br />
*add tutorial for the superbounce, Moon Jump, and Long Jump methods for boarding the Scarab on Metro.<br />
*Moon Jump<br />
*add content for Halo 5: Guardians<br />
*Port content from tutorials to level pages<br />
*Add better way of navigating between levels (e.g. forward/back through levels)<br />
*Link to most current HaloRuns WR videos for level pages</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Metropolis&diff=22311Metropolis2020-07-25T21:19:00Z<p>Reed Tiburon: </p>
<hr />
<div>{{Level Infobox<br />
| title = Metropolis<br />
| image = [[File:Metro.jpg|300px]]<br />
| caption = Don't take the left<br />
| game = Halo 2<br />
| time = Easy: ~4:10 Legendary: sub-5:30<br />
| previous = [[Outskirts]]<br />
| next = [[The Arbiter]]<br />
}}<br />
<br />
'''Metropolis''' is the fourth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Metropolis (level)|Metropolis (level)]] for general information.<br />
<br />
==The Strats==<br />
<br />
===The Bridge===<br />
Immediately after skipping the cutscene, run to the Warthog, leave the two marines behind, and drive to the end of the bridge.<br />
<br />
====''On legendary''====<br />
Take the rocket launcher from your ally before getting in the warthog. Make sure you take at least one marine as a passenger before to provide damage absorption.<br />
<br />
===The Tunnels===<br />
At the first barrier, after driving past a small red truck and blue bus, there is a driving maneuver you can do to get up to the ledge as quickly as possible: while driving forward, turn left then turn right. This will take some practice but it'll be worth it.<br />
<br />
====''On legendary''====<br />
If your Hog is badly damaged, you can wait for a second Hog to stop at the first barrier and take that one instead. Again, the marines will help with damage absorption. At the tunnel exit, after hitting the loading point, you can slow down to reliably receive the checkpoint. Otherwise it's a gamble, dying could send you back to the start of the tunnel.<br />
<br />
===The Streets===<br />
In this area are two Wraiths and a building overlooking the area. Killing one Wraith while not being close to the building will spawn a third Wraith. Killing a Wraith will spawn a Phantom which will descend to drop off two Ghosts and then stay in place shooting at you with it's turrets. The door to the building will not open until the Wraiths, Ghosts, and turrets are destroyed. The two Jackal snipers can be ignored on Easy.<br />
<br />
====''The Deload''====<br />
There is a chance that the Scarab will despawn (either near the building or after dropping into the water) if you weren't fast enough in this area. It's somehow connected to how you intercept the Phantom. A good rule of thumb: if it takes you more than two Wraith mortars to kill the Phantom, the deload will probably occur. In that case, wait about 10 seconds before entering the building. Getting out near the superbounce spot and walking to the building usually kills enough time.<br />
<br />
====''On easy''====<br />
Drive towards the left Wraith, hop out before getting too close and use the [[Game-Specific Tricks|board-nade glitch]] to kill it quickly. Hop in the Wraith, adjust your position and aim at the second Wraith while the mortar is being armed. It takes about four mortar hits to destroy it, three if the Hog assists. Looking up, boost towards the building and shoot the Phantom's turrets and Ghosts. Boost again towards the building and quickly head upstairs. Take the rocket launcher and shotgun from marines.<br />
<br />
====''On legendary''====<br />
The Jackal snipers will make it very difficult to get past this section.<br />
<br />
Yolo: Keeping your Hog somewhat angled to avoid being sniped out of the driver seat, hop out before getting too close to the Wraith and use the [[Game-Specific Tricks|board-nade glitch]] to remove it's hatch, start meleeing the pilot, and then do the trick again. Get in the Wraith, turning Chief away from the snipers. Kill the snipers. Moving towards the building, target the second Wraith (about four hits is a good start) before focusing on the Phantom. Finishing off the Wraith, boost towards the building. Retrieve the pilot's plasma rifle from the wreckage.<br />
<br />
Safe: Carrying over the sniper rifle will allow you to eliminate the snipers before proceeding. After driving past the two Ghosts that engage the Hog in this area, keep going straight and behind the building up ahead. From here, you can snipe the Jackals then attempt the yolo strat. If you carried over the sword as well, sword fly to the right Wraith.<br />
<br />
Be sure to grab rocket launcher ammo from your ally before heading up the stairs.<br />
<br />
===Early Scarab===<br />
Note: Doing this trick only saves around 10 seconds, it's not really important in full game until at least sub-1:30:00. If you mess it up, just continue through the level as intended.<br />
<br />
Before attemtpting any of the following early-board methods you should destroy the allied scorpion, this can be done with two good shots to the back from a rocket launcher. Destroying the scorpion will prevent the scarab from having to shoot it and allow it to get to a boarding position faster.<br />
<br />
====''Method 1: Grenade Jump''====<br />
<br />
You need two frags for this method. Jump onto the small cylinder, look down, crouch, throw a frag, wait for a second, and jump forward to land on the antennae. From up here, you have enough time to destroy the Scorpion to speed up the Scarab (otherwise it will always attack the Scorpion before proceeding). Position yourself in the middle of the antennae. Aim around the left corner of the wall with the Tterrab sign.<br />
<br />
Audio cue: When Sgt. Banks pauses between 'I don't think it's stopping' and 'Keep your head down', look straight down and nade jump towards the Scarab.<br />
<br />
Visual cue: Watch the turret marine, after he gets off and his feet touches the ground, look straight down and nade jump towards the Scarab.<br />
<br />
====''Method 2: [[Halo_2#Movement_Techniques|Superbouncing]]''====<br />
<br />
For those who have difficulties with grenade jumps, the superbounce may be a good alternative. This method requires the player to jump back down to where the allied tank is stationed. Using the ramp upon which the tank sits, the player can store a crouch allowing for a superbounce. <br />
<br />
Firstly, head to the left of this ramp and crouch underneath. Push against the underside of the ramp and then let go of the crouch button (from here until you are in the air make sure you do not press the crouch button). Slowly move out from under the ramp, jump onto the ramp and then make your way up it. Hold forward until you are approximately half way across the width of the bridge. At this point jump and keep holding forward. If you land along the correct line you should superbounce straight up and should be able to land upon the scarab.<br />
<br />
<youtube width="320" height="192">Iu-1wmmkPIY</youtube><br />
<br />
The issues the player may encounter with this trick will likely be failure to bounce or bouncing too high. The former is usually caused by the player either failing to store the crouch correctly or landing too far left. The latter is usually caused by jumping too far right or jumping too late (see example below).<br />
<br />
<youtube width="320" height="192">L1ixwJBTJ80</youtube><br />
<br />
====''Method 3: Long Jump''====<br />
[https://www.youtube.com/watch?v=HQC5h8SBIx8 Here]<br />
<br />
====''Method 4: Moon Jump''====<br />
[https://www.youtube.com/watch?v=aU9vjjlB8_w Here]<br />
<br />
Once you get on the Scarab, go to the front of the Scarab which will make it go down faster. The enemies will spawn when the Scarab reaches a certain point, but you must be standing at the bottom of the ramp leading to the control room to manually spawn two Elite pilots and a white Elite, which are required to end the level.<br />
<br />
====''On legendary''====<br />
If you'd prefer, you can get a checkpoint on the Scarab by being on top of it's middle platform or being under the arch near it's main cannon. When the enemies have spawned, quickly run to the front of the Scarab and drop down to either side of it's main cannon. If you hug the wall, you should be able to see and fire into the inner room. Lower each Elite's shield with the plasma rifle then BR him. Sometimes an Elite may seek cover behind a wall, grenades may be able to get him to come out/finish him off.<br />
<br />
===Normal Scarab (legendary)===<br />
If you were unable to execute the early Scarab trick, wait until the Scarab comes close to the bridge, jump down, and head to the back area. Throw a distraction grenade then force your way down. Head back up and to the front of the Scarab.<br />
<br />
==Useful Videos==<br />
<br />
Scarab Deload Explained by ImNotBrad:<br />
<youtube>https://www.youtube.com/watch?v=j9fgKI74dwo</youtube><br />
<br />
[[Category:Levels|2-04]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Metropolis&diff=22310Metropolis2020-07-25T21:17:13Z<p>Reed Tiburon: </p>
<hr />
<div>{{Level Infobox<br />
| title = Metropolis<br />
| image = [[File:Metro.jpg|300px]]<br />
| caption = Don't take the left<br />
| game = Halo 2<br />
| time = Easy: ~4:10 Legendary: sub-5:30<br />
| previous = [[Outskirts]]<br />
| next = [[The Arbiter]]<br />
}}<br />
<br />
'''Metropolis''' is the fourth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:Metropolis (level)|Metropolis (level)]] for general information.<br />
<br />
==The Strats==<br />
<br />
===The Bridge===<br />
Immediately after skipping the cutscene, run to the Warthog, leave the two marines behind, and drive to the end of the bridge.<br />
<br />
====''On legendary''====<br />
Take the rocket launcher from your ally before getting in the warthog. Make sure you take at least one marine as a passenger before to provide damage absorption.<br />
<br />
===The Tunnels===<br />
At the first barrier, after driving past a small red truck and blue bus, there is a driving maneuver you can do to get up to the ledge as quickly as possible: while driving forward, turn left then turn right. This will take some practice but it'll be worth it.<br />
<br />
====''On legendary''====<br />
If your Hog is badly damaged, you can wait for a second Hog to stop at the first barrier and take that one instead. Again, the marines will help with damage absorption. At the tunnel exit, after hitting the loading point, you can slow down to reliably receive the checkpoint. Otherwise it's a gamble, dying could send you back to the start of the tunnel.<br />
<br />
===The Streets===<br />
In this area are two Wraiths and a building overlooking the area. Killing one Wraith while not being close to the building will spawn a third Wraith. Killing a Wraith will spawn a Phantom which will descend to drop off two Ghosts and then stay in place shooting at you with it's turrets. The door to the building will not open until the Wraiths, Ghosts, and turrets are destroyed. The two Jackal snipers can be ignored on Easy.<br />
<br />
====''The Deload''====<br />
There is a chance that the Scarab will despawn (either near the building or after dropping into the water) if you weren't fast enough in this area. It's somehow connected to how you intercept the Phantom. A good rule of thumb: if it takes you more than two Wraith mortars to kill the Phantom, the deload will probably occur. In that case, wait about 10 seconds before entering the building. Getting out near the superbounce spot and walking to the building usually kills enough time.<br />
<br />
====''On easy''====<br />
Drive towards the left Wraith, hop out before getting too close and use the [[Game-Specific Tricks|board-nade glitch]] to kill it quickly. Hop in the Wraith, adjust your position and aim at the second Wraith while the mortar is being armed. It takes about four mortar hits to destroy it, three if the Hog assists. Looking up, boost towards the building and shoot the Phantom's turrets and Ghosts. Boost again towards the building and quickly head upstairs. Take the rocket launcher and shotgun from marines.<br />
<br />
====''On legendary''====<br />
The Jackal snipers will make it very difficult to get past this section.<br />
<br />
Yolo: Keeping your Hog somewhat angled to avoid being sniped out of the driver seat, hop out before getting too close to the Wraith and use the [[Game-Specific Tricks|board-nade glitch]] to remove it's hatch, start meleeing the pilot, and then do the trick again. Get in the Wraith, turning Chief away from the snipers. Kill the snipers. Moving towards the building, target the second Wraith (about four hits is a good start) before focusing on the Phantom. Finishing off the Wraith, boost towards the building. Retrieve the pilot's plasma rifle from the wreckage.<br />
<br />
Safe: Carrying over the sniper rifle will allow you to eliminate the snipers before proceeding. After driving past the two Ghosts that engage the Hog in this area, keep going straight and behind the building up ahead. From here, you can snipe the Jackals then attempt the yolo strat. If you carried over the sword as well, sword fly to the right Wraith.<br />
<br />
Be sure to grab rocket launcher ammo from your ally before heading up the stairs.<br />
<br />
===Early Scarab===<br />
Note: Doing this trick only saves around 10 seconds, it's not really important in full game until at least sub-1:30:00. If you mess it up, just continue through the level as intended.<br />
<br />
Before attemtpting any of the following early-board methods you should destroy the allied scorpion, this can be done with two good shots to the back from a rocket launcher. Destroying the scorpion will prevent the scarab from having to shoot it and allow it to get to a boarding position faster.<br />
<br />
====''Method 1: Grenade Jump''====<br />
<br />
You need two frags for this method. Jump onto the small cylinder, look down, crouch, throw a frag, wait for a second, and jump forward to land on the antennae. From up here, you have enough time to destroy the Scorpion to speed up the Scarab (otherwise it will always attack the Scorpion before proceeding). Position yourself in the middle of the antennae. Aim around the left corner of the wall with the Tterrab sign.<br />
<br />
Audio cue: When Sgt. Banks pauses between 'I don't think it's stopping' and 'Keep your head down', look straight down and nade jump towards the Scarab.<br />
<br />
Visual cue: Watch the turret marine, after he gets off and his feet touches the ground, look straight down and nade jump towards the Scarab.<br />
<br />
====''Method 2: [[Halo_2#Movement_Techniques|Superbouncing]]''====<br />
<br />
For those who have difficulties with grenade jumps, the superbounce may be a good alternative. This method requires the player to jump back down to where the allied tank is stationed. Using the ramp upon which the tank sits, the player can store a crouch allowing for a superbounce. <br />
<br />
Firstly, head to the left of this ramp and crouch underneath. Push against the underside of the ramp and then let go of the crouch button (from here until you are in the air make sure you do not press the crouch button). Slowly move out from under the ramp, jump onto the ramp and then make your way up it. Hold forward until you are approximately half way across the width of the bridge. At this point jump and keep holding forward. If you land along the correct line you should superbounce straight up and should be able to land upon the scarab.<br />
<br />
<youtube width="320" height="192">Iu-1wmmkPIY</youtube><br />
<br />
The issues the player may encounter with this trick will likely be failure to bounce or bouncing too high. The former is usually caused by the player either failing to store the crouch correctly or landing too far left. The latter is usually caused by jumping too far right or jumping too late (see example below).<br />
<br />
<youtube width="320" height="192">L1ixwJBTJ80</youtube><br />
<br />
====''Method 3: Long Jump''====<br />
[https://www.youtube.com/watch?v=HQC5h8SBIx8 Here]<br />
<br />
====''Method 4: Moon Jump''====<br />
[https://www.youtube.com/watch?v=aU9vjjlB8_w Here]<br />
<br />
Once you get on the Scarab, go to the front of the Scarab which will make it go down faster. The enemies will spawn when the Scarab reaches a certain point, but you must be standing at the bottom of the ramp leading to the control room to manually spawn two Elite pilots and a white Elite, which are required to end the level.<br />
<br />
====''On legendary''====<br />
If you'd prefer, you can get a checkpoint on the Scarab by being on top of it's middle platform or being under the arch near it's main cannon. When the enemies have spawned, quickly run to the front of the Scarab and drop down to either side of it's main cannon. If you hug the wall, you should be able to see and fire into the inner room. Lower each Elite's shield with the plasma rifle then BR him. Sometimes an Elite may seek cover behind a wall, grenades may be able to get him to come out/finish him off.<br />
<br />
===Normal Scarab (legendary)===<br />
If you were unable to execute the early Scarab trick, wait until the Scarab comes close to the bridge, jump down, and head to the back area. Throw a distraction grenade then force your way down. Head back up and to the front of the Scarab.<br />
<br />
==Useful Videos==<br />
<br />
Scarab Deload Explained by ImNotBrad:<br />
https://www.youtube.com/watch?v=j9fgKI74dwo<br />
<br />
[[Category:Levels|2-04]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Main_Page&diff=960Main Page2014-10-31T08:21:59Z<p>Reed Tiburon: </p>
<hr />
<div>[[File:HaloRunsLogo.png|link=http://haloruns.com|center]]<br />
<br />
The '''HaloRuns Wiki''' is a wiki devoted to speedrunning the Halo series. It focuses on providing information for single-segment full-game speedruns.<br />
<br />
Recommended speedrun routes are listed below. For more detail, go to a level's dedicated level page.<br />
<br />
<span style="font-weight:bold;font-size:12pt;">Recommended Routes and Tutorials</span><br />
*[http://www.twitch.tv/vetroxity/c/4757317 Halo CE, by Vetroxity] (Easy)<br />
*[http://andrew.gg Halo CE, by goatrope] (Easy)<br />
*[http://pastebin.com/qSfuGSiv Halo 2, by Monopoli] (Easy)<br />
*[http://www.twitch.tv/hockeyfan48/c/4583912 Halo 2, by Hockeyfan] (Easy)<br />
*[http://www.twitch.tv/slidingghost/c/4755405 Halo 2, by SG] (Easy)<br />
*[http://www.twitch.tv/hiipfire/c/3797007 Halo 3, by HiipFire] (Easy)<br />
*[http://i.imgur.com/C6smk5N.jpg Halo 3: ODST, by Chappified] (Easy & Legendary]<br />
*[http://pastebin.com/rEYwRXvX Halo: Reach, by Backflip] (Easy)<br />
*[https://www.youtube.com/watch?v=A201G5i-bks&feature=youtu.be Halo 4, By HaoleCake] (Easy)<br />
*[https://www.youtube.com/watch?v=lfoaDojc6xM&list=UUa3APv9X_AdxstE3U1EIVKQ Halo 4, by ProAceJOKER] (Legendary)<br />
<br />
<span style="font-weight:bold;font-size:12pt;">HaloRuns Full-Game and IL Leaderboards</span><br />
<br />
Timing rules are listed [http://haloruns.com/forums?t=3 here]. Check the list of [http://haloruns.com/records World Records], then sign up and add your personal best times.<br />
<br />
Feel free to join the discussion on the SpeedRunsLive IRC server (irc2.speedrunslive.com) in channel #halo. If you go to http://speedrunslive.com/channel/ and join that way, you can type "/join #halo" to talk with others currently running games in the series.<br />
<br />
<span style="font-weight:bold;font-size:12pt;">Game Information</span><br />
<br />
'''[[Basic Tricks]]''' - Click here if you're new to Halo speedrunning!<br />
<br />
*'''''[[Halo: Combat Evolved]]'''''<br />
*'''''[[Halo 2]]'''''<br />
*'''''[[Halo 3]]'''''<br />
*'''''[[Halo 3: ODST]]'''''<br />
*'''''[[Halo: Reach]]'''''<br />
*'''''[[Halo 4]]'''''<br />
<br />
<span style="font-weight:bold;font-size:12pt;">Level Strategies</span><br />
{| width="100%"<br />
|- valign="top"<br />
| width="33.3%"|<br />
<span style="font-weight:bold;font-size:12pt;">Halo: Combat Evolved</span><br />
*[[The Pillar of Autumn (Halo CE)]]<br />
*[[Halo (Halo CE)]]<br />
*[[The Truth and Reconciliation]]<br />
*[[The Silent Cartographer]]<br />
*[[Assault on the Control Room]]<br />
*[[343 Guilty Spark]]<br />
*[[The Library]]<br />
*[[Two Betrayals]]<br />
*[[Keyes]]<br />
*[[The Maw]]<br />
<br />
<span style="font-weight:bold;font-size:12pt;">Halo 2</span><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 />
| width="33.3%"|<br />
<span style="font-weight:bold;font-size:12pt;">Halo 3</span><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 />
<span style="font-weight:bold;font-size:12pt;">Halo 3: ODST</span><br />
*[[Prepare to Drop]]<br />
*[[Mombasa Streets]]<br />
*[[Tayari Plaza]]<br />
*[[Uplift Reserve]]<br />
*[[Kizingo Boulevard]]<br />
*[[ONI Alpha Site]]<br />
*[[NMPD HQ]]<br />
*[[Kikowani Station]]<br />
*[[Data Hive]]<br />
*[[Coastal Highway]]<br />
| width="33.3%"|<br />
<span style="font-weight:bold;font-size:12pt;">Halo: Reach</span><br />
*[[Winter Contingency]]<br />
*[[ONI: Sword Base]]<br />
*[[Nightfall]]<br />
*[[Tip of the Spear]]<br />
*[[Long Night of Solace]]<br />
*[[Exodus]]<br />
*[[New Alexandria]]<br />
*[[The Package]]<br />
*[[The Pillar of Autumn (Halo: Reach)]]<br />
*[[Lone Wolf]]<br />
<br />
<span style="font-weight:bold;font-size:12pt;">Halo 4</span><br />
*[[Dawn]]<br />
*[[Requiem]]<br />
*[[Forerunner]]<br />
*[[Infinity]]<br />
*[[Reclaimer]]<br />
*[[Shutdown]]<br />
*[[Composer]]<br />
*[[Midnight]]<br />
|}<br />
<br />
'''Wiki Progress'''<br />
<br />
TODO:<br />
*Port content from tutorials to level pages<br />
*Add better way of navigating between levels (e.g. forward/back through levels)<br />
*Get dark theme to match main site<br />
*Link to most current HaloRuns WR videos for level pages</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:Gravemind_skip_where_to_stand.png&diff=959File:Gravemind skip where to stand.png2014-10-31T08:15:35Z<p>Reed Tiburon: </p>
<hr />
<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Halo_3:_ODST&diff=958Halo 3: ODST2014-10-31T08:12:12Z<p>Reed Tiburon: </p>
<hr />
<div>As a speedgame, Halo 3: ODST is not as popular as the others in the series. Levels tend to be linear and there is a lot of walking between levels.<br />
<br />
In ODST full game speedruns, you start on Prepare To Drop, and you may use a profile that has the audio logs unlocked.<br />
<br />
ODST uses the same engine as [[Halo 3]], so Halo 3 tricks should be equally possible in ODST. However, tricks which rely on equipment are not possible, as enemies either do not drop equipment, or it is impossible for the player to pick up equipment in ODST.<br />
<br />
Halo Runs record page: http://www.haloruns.com/records?lb=400 (click the timestamps for video links) <br />
<br />
==Audio Logs==<br />
Unlocking 8 audio logs in Mombasa Streets will allow you to use Mongooses. See [http://imgur.com/MucBAAm this link] for the locations of all audio logs in Mombasa Streets. Some will not be able to be unlocked until you progress through the game. Audio logs ready to be collected will glow yellow in the VISR.<br />
<br />
==Level Strategies==<br />
*[[Prepare to Drop]]<br />
*[[Mombasa Streets]]<br />
*[[Tayari Plaza]]<br />
*[[Uplift Reserve]]<br />
*[[Kizingo Boulevard]]<br />
*[[ONI Alpha Site]]<br />
*[[NMPD HQ]]<br />
*[[Kikowani Station]]<br />
*[[Data Hive]]<br />
*[[Coastal Highway]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:How2Claw.png&diff=957File:How2Claw.png2014-10-31T08:10:31Z<p>Reed Tiburon: </p>
<hr />
<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Main_Page&diff=955Main Page2014-10-31T08:08:54Z<p>Reed Tiburon: </p>
<hr />
<div>[[File:HaloRunsLogo.png|link=http://haloruns.com|center]]<br />
<br />
The '''HaloRuns Wiki''' is a wiki devoted to speedrunning the Halo series. It focuses on providing information for single-segment full-game speedruns.<br />
<br />
Recommended speedrun routes are listed below. For more detail, go to a level's dedicated level page.<br />
<br />
<span style="font-weight:bold;font-size:12pt;">Recommended Routes and Tutorials</span><br />
*[http://www.twitch.tv/vetroxity/c/4757317 Halo CE, by Vetroxity] (Easy)<br />
*[http://andrew.gg Halo CE, by goatrope] (Easy)<br />
*[http://pastebin.com/qSfuGSiv Halo 2, by Monopoli] (Easy)<br />
*[http://www.twitch.tv/hockeyfan48/c/4583912 Halo 2, by Hockeyfan] (Easy)<br />
*[http://www.twitch.tv/slidingghost/c/4755405 Halo 2, by SG] (Easy)<br />
*[http://www.twitch.tv/hiipfire/c/3797007 Halo 3, by HiipFire] (Easy)<br />
*[http://i.imgur.com/C6smk5N.jpg Halo 3: ODST, by Chappified] (Easy & Legendary]<br />
*[http://pastebin.com/rEYwRXvX Halo: Reach, by Backflip] (Easy)<br />
*[https://www.youtube.com/watch?v=A201G5i-bks&feature=youtu.be Halo 4, By HaoleCake] (Easy)<br />
*[https://www.youtube.com/watch?v=lfoaDojc6xM&list=UUa3APv9X_AdxstE3U1EIVKQ Halo 4, by ProAceJOKER] (Legendary)<br />
<br />
<span style="font-weight:bold;font-size:12pt;">HaloRuns Full-Game and IL Leaderboards</span><br />
<br />
Timing rules are listed [http://haloruns.com/forums?t=3 here]. Check the list of [http://haloruns.com/records World Records], then sign up and add your personal best times.<br />
<br />
<span style="font-weight:bold;font-size:12pt;">IRC</span><br />
<br />
Feel free to join the discussion on the SpeedRunsLive IRC server (irc2.speedrunslive.com) in channel #halo. If you go to http://speedrunslive.com/channel/ and join that way, you can type "/join #halo" to talk with others currently running games in the series.<br />
<br />
<span style="font-weight:bold;font-size:12pt;">Game Information</span><br />
<br />
'''[[Basic Tricks]]''' - Click here if you're new to Halo speedrunning!<br />
<br />
Click the game you want to run:<br />
*'''''[[Halo: Combat Evolved]]'''''<br />
*'''''[[Halo 2]]'''''<br />
*'''''[[Halo 3]]'''''<br />
*'''''[[Halo 3: ODST]]'''''<br />
*'''''[[Halo: Reach]]'''''<br />
*'''''[[Halo 4]]'''''<br />
<br />
<span style="font-weight:bold;font-size:12pt;">Level Strategies</span><br />
{| width="100%"<br />
|- valign="top"<br />
| width="33.3%"|<br />
<span style="font-weight:bold;font-size:12pt;">Halo: Combat Evolved</span><br />
*[[The Pillar of Autumn (Halo CE)]]<br />
*[[Halo (Halo CE)]]<br />
*[[The Truth and Reconciliation]]<br />
*[[The Silent Cartographer]]<br />
*[[Assault on the Control Room]]<br />
*[[343 Guilty Spark]]<br />
*[[The Library]]<br />
*[[Two Betrayals]]<br />
*[[Keyes]]<br />
*[[The Maw]]<br />
<br />
<span style="font-weight:bold;font-size:12pt;">Halo 2</span><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 />
| width="33.3%"|<br />
<span style="font-weight:bold;font-size:12pt;">Halo 3</span><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 />
<span style="font-weight:bold;font-size:12pt;">Halo 3: ODST</span><br />
*[[Prepare to Drop]]<br />
*[[Mombasa Streets]]<br />
*[[Tayari Plaza]]<br />
*[[Uplift Reserve]]<br />
*[[Kizingo Boulevard]]<br />
*[[ONI Alpha Site]]<br />
*[[NMPD HQ]]<br />
*[[Kikowani Station]]<br />
*[[Data Hive]]<br />
*[[Coastal Highway]]<br />
| width="33.3%"|<br />
<span style="font-weight:bold;font-size:12pt;">Halo: Reach</span><br />
*[[Winter Contingency]]<br />
*[[ONI: Sword Base]]<br />
*[[Nightfall]]<br />
*[[Tip of the Spear]]<br />
*[[Long Night of Solace]]<br />
*[[Exodus]]<br />
*[[New Alexandria]]<br />
*[[The Package]]<br />
*[[The Pillar of Autumn (Halo: Reach)]]<br />
*[[Lone Wolf]]<br />
<br />
<span style="font-weight:bold;font-size:12pt;">Halo 4</span><br />
*[[Dawn]]<br />
*[[Requiem]]<br />
*[[Forerunner]]<br />
*[[Infinity]]<br />
*[[Reclaimer]]<br />
*[[Shutdown]]<br />
*[[Composer]]<br />
*[[Midnight]]<br />
|}<br />
<br />
'''Wiki Progress'''<br />
<br />
TODO:<br />
*Port content from tutorials to level pages<br />
*Add better way of navigating between levels (e.g. forward/back through levels)<br />
*Get dark theme to match main site<br />
*Link to most current HaloRuns WR videos for level pages</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Halo_3&diff=954Halo 32014-10-31T08:06:53Z<p>Reed Tiburon: /* Movement Techniques */</p>
<hr />
<div>Halo 3 is a faster-paced run than Halo 1 due to various launches you can do. Launching and slide jumping are the main movement tech in Halo 3. The addition of equipment makes for unique strats and tricks.<br />
<br />
Halo 3 is timed via sum of theater films. There are no known version differences.<br />
<br />
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links) <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 />
===Box Launching===<br />
Halo 3/ODST game engine allow the same box launching methods, however results vary due to game specific differences e.g. jump height.<br />
<br />
In Halo 3, box launches can be done on:<br />
<br />
*Covenant/UNSC weapon crates<br />
*large barrels on Sierra 117 and Crow's Nest<br />
*grates on Crow's Nest and Cortana<br />
*small boxes on The Storm/Floodgate<br />
<br />
You can achieve increased power and distance by deploying a Trip Mine or Power Drain near the box before swinging. Similarily, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.<br />
<br />
===Butterflying===<br />
Have a non-full clip. With an enemy in melee distance, mash B then RB (Melee and Reload) repeatedly. This will make you lunge, but cancel the actual impact of the melee attack.<br />
<br />
Butterflying can be used to "drone ride," or pull yourself towards a moving Drone as it flies. This is faster than walking. The most noticeable use of butterflying in this sense is on [[Crow's Nest]].<br />
<br />
===Deployable Cover (DC) Launching===<br />
{{#ev:youtube|https://www.youtube.com/watch?v=hqzDk5dUHMQ|250|right|DC Launching tutorial.}}<br />
DC Launching is a movement technique, and a variation of pressure launching. It works because the player model intersects with the geometry of the Deployable Cover. DC launches are best done with a close checkpoint.<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 />
or<br />
<br />
[https://www.youtube.com/watch?v=VAyyb-lnb0Q&list=FL9j2pS0-41xQrG-9MfQTqZg&index=2 just fucking gandhihop lol]<br />
<br />
===Equipment Jumping===<br />
{{#ev:youtube|https://www.youtube.com/watch?v=PgVhMRvxJnw|250|right|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 />
===Flood===<br />
Halo 3 introduced the "Pure Form", three different Flood types which can mutate into each other. The most annoying one is the Ranged Form, which is like a mounted bullet sponge that curls up when shot. The other two types are Tank Forms (giant combat forms) and Stalker Forms (extremely weak).<br />
<br />
===Brutes===<br />
Halo 3 added the Jump Pack Brute, Stalker (camo Brute), and increased the occurrence of Captains and Chieftains. Chieftains can go invincible for short periods, but you can use their hammers for box launches.<br />
<br />
Brutes often use equipment.</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Halo_4&diff=953Halo 42014-10-31T08:03:59Z<p>Reed Tiburon: /* Movement Techniques */</p>
<hr />
<div>Halo 4 is a very glitchy game, much like Halo 2. It is very easy to get out-of-bounds, although OoB areas are rarely modeled. Objects also despawn quickly and often.<br />
<br />
Halo 4 speedrunning is still unoptimized and the game has a lot of potential yet to be found.<br />
<br />
Halo Runs record page: http://www.haloruns.com/records?lb=600 (click the timestamps for video links)<br />
<br />
==Level Strategies==<br />
*[[Dawn]]<br />
*[[Requiem]]<br />
*[[Forerunner]]<br />
*[[Infinity]]<br />
*[[Reclaimer]]<br />
*[[Shutdown]]<br />
*[[Composer]]<br />
*[[Midnight]]<br />
<br />
==Movement Techniques==<br />
===Box Launching (Gravity Hammer)===<br />
{{#ev:youtube|https://www.youtube.com/watch?v=VPeyV0nv3mM|220|right|Box launching with the hammer in H4.}}<br />
{{#ev:youtube|https://www.youtube.com/watch?v=niFxeoBBXRE|220|right}}<br />
It is now harder to use it for horizontal distance though it is easier to gain vertical distance. There aren't very many opportunities for box launching, as the Gravity Hammer only spawns on the last mission, Midnight. [http://www.youtube.com/watch?v=_Duu2_UgWIg#t=10m14s This] is arguably the best use for it in the entire mission.<br />
<br />
===Grenade Jumping===<br />
Halo 4's grenade jumps are significantly less consistent than other games in the series.<br />
<br />
===Muscle Running===<br />
Muscle Run Analysis<br />
by EightBitNacho<br />
<br />
The "muscle run" is a technique used in Halo 4 to extend the amount of time sprint can be used. Since sprint is not unlimited, the idea is to jump and melee at a certain point while sprinting - meleeing cancels the sprint to make it start recharging, and jumping carries the sprint momentum, allowing what seems like infinite sprint. With proper execution it seemed faster, so I tested it properly to find some kind of "sweet spot" that saved the most time.<br />
<br />
To do this, I created a long flat running track in Forge and timed myself running from one side to the other, repeating this six times for each test. The techniques I tested are as follows:<br />
<br />
NORMAL: Sprint normally, walk while recharging, then sprint again when ready.<br />
MUSCLE: Sprint, jump/melee after a certain length of time, repeat.<br />
CANCEL: Sprint, jump/cancel after a certain length of time, repeat.<br />
<br />
The idea behind CANCEL was to see if meleeing has any effect. Cancelling simply means pressing the sprint button again to stop the sprint.<br />
<br />
With MUSCLE and CANCEL, I ran with a Covenant Carbine and counted the cycles the gun makes as Master Chief runs. When sprint is first pressed, then gun drops immediately, then begins to bob up and down. After the initial drop, I counted the "dig" animations, which you can plainly see if you try this yourself. The cycles I tested were 1 dig (~0.85s), between 1 and 2 (~1.15s), 2 digs (~1.45s), between 2 and 3 (~1.75s), and 3 digs (~2.05s). The amount of time between pressing sprint and meleeing/cancelling is in brackets.<br />
<br />
<hr><br />
The results are as follows:<br />
<br />
TYPE DIGS AVG TIME<br />
<br />
NORMAL --- 27.49 s<br />
<br />
MUSCLE 1.0 28.93 s<br />
MUSCLE 1.5 27.67 s<br />
MUSCLE 2.0 26.87 s<br />
MUSCLE 2.5 26.57 s<br />
MUSCLE 3.0 27.03 s*<br />
<br />
CANCEL 1.0 29.10 s<br />
CANCEL 1.5 28.05 s<br />
CANCEL 2.0 27.15 s<br />
CANCEL 2.5 26.59 s<br />
CANCEL 3.0 27.08 s*<br />
<br />
*Sprint ran out during testing.<br />
<hr><br />
<br />
What these results mean is:<br />
<br />
Normal sprinting is fast enough that people who can't nail the muscle run are only at a very small disadvantage, but a disadvantage nonetheless.<br />
Muscle running is more effective the longer you wait between cycles, but if you wait too long, you don't give the sprint enough time to recharge and it runs out. This means that muscle running over long distances should never have cycles longer than 2.5 digs to conserve sprint, but shorter distances can have longer cycles because sprint won't run out. Also, the more time spent in the air, the more sprint gets recharged. Muscle running downhill can have longer cycles; conversely, muscle running uphill should have shorter cycles.<br />
For some odd reason, cancelling seems to become more effective the longer the cycles are (compared to meleeing). At its most optimal it becomes equal to meleeing, so there's no need to ever use cancelling.<br />
<br />
tl;dr - To run at optimal speed, jump and melee 1.7 seconds after hitting sprint, then continue sprinting as soon as you land. Repeat.<br />
<br />
===Spring Jump/Super Jump===<br />
Jump then crouch while in midair, for some reason some of Chief's jump height is saved in the crouch. After landing, crouch and jump at same time and there will be extra height to the jump allowing places that originally cant be reached to be reached (Not used for full game runs).<br />
<br />
==Enemies==<br />
Halo 4 added a new race of enemies called Prometheans. They are basically like Tron robots that tend to be bullet sponges.<br />
===Promethean Knights===<br />
Knights often use Suppressors and LightRifles. They are capable of teleporting and have an absurdly fast shield recharge rate. They often use teleport to give their shields time to recharge. They lack a visual cue for shield damage unlike Elites, which can make them unpleasant to fight. They are a little harder to fight in close combat. They can deploy Watchers from their carapace, although this is usually scripted. Knights have three variants.<br />
<br />
Knight Lancers are similar to normal Knights, but they use teleport more frequently. They possess a distinctive zig-zag charge attack, which is very predictable, easily avoidable, and rarely used. They usually deploy an Auto-Sentry. There are a few instances of Lancers wielding a Binary Rifle, these apparently have Promethean Vision and are extremely dangerous.<br />
<br />
Knight Battlewagons have orange spikes on their back. They are similar to normal Knights, but they are harder to approach due to their Scattershot. Besides that, the only thing you have to worry about is their unique jump attack, which is also rarely used.<br />
<br />
Knight Commanders are fiery in appearance and almost always have an Incineration Cannon. They possess an overpowered explosive jump which can be devastating. They can also fire off shots during this jump.<br />
<br />
===Watchers===<br />
Imagine every Drone/Engineer having a fast recharging shield, a lot of health, a bottomless clip rifle, deflecting grenades thrown at them or their allies, and being able to shield each other or their allies. Then imagine them having a ridiculously small and strange hitbox, being able to move very quickly, and having a high tendency to flee or randomly fly around when engaged. They can resurrect their dead commanders. They will swarm you at every waking moment; cover is rarely an option so keep your distance when you can. They are very spammable, although this is rare in Campaign.<br />
<br />
Generally, they should be prioritized first.<br />
<br />
Anti-Watcher tactics:<br />
<br />
*Sometimes, all you have do is kill a single Knight and every Watcher in the vincinity will naively vie for the task of resurrection, becoming extremely vulnerable<br />
*It's very easy to sprint/jetpack past when there's only a few of them flying around. Some Watchers will spawn with a scripted task in mind i.e. spawn a Promethean turret, giving you ample amount of time to engage or run past them<br />
*Also, if you have an automatic weapon, you can send them packing with a few bursts, giving you enough time to take out a bunch of Crawlers or a Knight<br />
*They can be quickly taken out with ranged precision rifles, especially snipers. With the main rifles, it only takes 3-5 precise shots to their eye, which has a ridiculously small hitbox<br />
<br />
===Crawlers===<br />
Essentially Skirmisher reincarnate, but with less health, agility, and responsiveness. They are easily taken out with headshots but melee can keep them at bay. Just watch out for the Crawler Snipe - they are essentially mobile Jackal snipers.</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Halo_4&diff=952Halo 42014-10-31T07:55:58Z<p>Reed Tiburon: </p>
<hr />
<div>Halo 4 is a very glitchy game, much like Halo 2. It is very easy to get out-of-bounds, although OoB areas are rarely modeled. Objects also despawn quickly and often.<br />
<br />
Halo 4 speedrunning is still unoptimized and the game has a lot of potential yet to be found.<br />
<br />
Halo Runs record page: http://www.haloruns.com/records?lb=600 (click the timestamps for video links)<br />
<br />
==Level Strategies==<br />
*[[Dawn]]<br />
*[[Requiem]]<br />
*[[Forerunner]]<br />
*[[Infinity]]<br />
*[[Reclaimer]]<br />
*[[Shutdown]]<br />
*[[Composer]]<br />
*[[Midnight]]<br />
<br />
==Movement Techniques==<br />
===Box Launching (Gravity Hammer)===<br />
[[File:Halo 4 Trick - Box Launching on "Midnight"|thumb|right|220 px|Box launching with the hammer in H4.]]<br />
[[File:Halo 4 Glitch - How to Get Out of Infinity|thumb|right|220 px]]<br />
It is now harder to use it for horizontal distance though it is easier to gain vertical distance. There aren't very many opportunities for box launching, as the Gravity Hammer only spawns on the last mission, Midnight. [http://www.youtube.com/watch?v=_Duu2_UgWIg#t=10m14s This] is arguably the best use for it in the entire mission.<br />
<br />
===Grenade Jumping===<br />
Halo 4's grenade jumps are significantly less consistent than other games in the series.<br />
<br />
===Muscle Running===<br />
Muscle Run Analysis<br />
by EightBitNacho<br />
<br />
The "muscle run" is a technique used in Halo 4 to extend the amount of time sprint can be used. Since sprint is not unlimited, the idea is to jump and melee at a certain point while sprinting - meleeing cancels the sprint to make it start recharging, and jumping carries the sprint momentum, allowing what seems like infinite sprint. With proper execution it seemed faster, so I tested it properly to find some kind of "sweet spot" that saved the most time.<br />
<br />
To do this, I created a long flat running track in Forge and timed myself running from one side to the other, repeating this six times for each test. The techniques I tested are as follows:<br />
<br />
NORMAL: Sprint normally, walk while recharging, then sprint again when ready.<br />
MUSCLE: Sprint, jump/melee after a certain length of time, repeat.<br />
CANCEL: Sprint, jump/cancel after a certain length of time, repeat.<br />
<br />
The idea behind CANCEL was to see if meleeing has any effect. Cancelling simply means pressing the sprint button again to stop the sprint.<br />
<br />
With MUSCLE and CANCEL, I ran with a Covenant Carbine and counted the cycles the gun makes as Master Chief runs. When sprint is first pressed, then gun drops immediately, then begins to bob up and down. After the initial drop, I counted the "dig" animations, which you can plainly see if you try this yourself. The cycles I tested were 1 dig (~0.85s), between 1 and 2 (~1.15s), 2 digs (~1.45s), between 2 and 3 (~1.75s), and 3 digs (~2.05s). The amount of time between pressing sprint and meleeing/cancelling is in brackets.<br />
<br />
<hr><br />
The results are as follows:<br />
<br />
TYPE DIGS AVG TIME<br />
<br />
NORMAL --- 27.49 s<br />
<br />
MUSCLE 1.0 28.93 s<br />
MUSCLE 1.5 27.67 s<br />
MUSCLE 2.0 26.87 s<br />
MUSCLE 2.5 26.57 s<br />
MUSCLE 3.0 27.03 s*<br />
<br />
CANCEL 1.0 29.10 s<br />
CANCEL 1.5 28.05 s<br />
CANCEL 2.0 27.15 s<br />
CANCEL 2.5 26.59 s<br />
CANCEL 3.0 27.08 s*<br />
<br />
*Sprint ran out during testing.<br />
<hr><br />
<br />
What these results mean is:<br />
<br />
Normal sprinting is fast enough that people who can't nail the muscle run are only at a very small disadvantage, but a disadvantage nonetheless.<br />
Muscle running is more effective the longer you wait between cycles, but if you wait too long, you don't give the sprint enough time to recharge and it runs out. This means that muscle running over long distances should never have cycles longer than 2.5 digs to conserve sprint, but shorter distances can have longer cycles because sprint won't run out. Also, the more time spent in the air, the more sprint gets recharged. Muscle running downhill can have longer cycles; conversely, muscle running uphill should have shorter cycles.<br />
For some odd reason, cancelling seems to become more effective the longer the cycles are (compared to meleeing). At its most optimal it becomes equal to meleeing, so there's no need to ever use cancelling.<br />
<br />
tl;dr - To run at optimal speed, jump and melee 1.7 seconds after hitting sprint, then continue sprinting as soon as you land. Repeat.<br />
<br />
===Spring Jump/Super Jump===<br />
Jump then crouch while in midair, for some reason some of Chief's jump height is saved in the crouch. After landing, crouch and jump at same time and there will be extra height to the jump allowing places that originally cant be reached to be reached (Not used for full game runs).<br />
<br />
==Enemies==<br />
Halo 4 added a new race of enemies called Prometheans. They are basically like Tron robots that tend to be bullet sponges.<br />
===Promethean Knights===<br />
Knights often use Suppressors and LightRifles. They are capable of teleporting and have an absurdly fast shield recharge rate. They often use teleport to give their shields time to recharge. They lack a visual cue for shield damage unlike Elites, which can make them unpleasant to fight. They are a little harder to fight in close combat. They can deploy Watchers from their carapace, although this is usually scripted. Knights have three variants.<br />
<br />
Knight Lancers are similar to normal Knights, but they use teleport more frequently. They possess a distinctive zig-zag charge attack, which is very predictable, easily avoidable, and rarely used. They usually deploy an Auto-Sentry. There are a few instances of Lancers wielding a Binary Rifle, these apparently have Promethean Vision and are extremely dangerous.<br />
<br />
Knight Battlewagons have orange spikes on their back. They are similar to normal Knights, but they are harder to approach due to their Scattershot. Besides that, the only thing you have to worry about is their unique jump attack, which is also rarely used.<br />
<br />
Knight Commanders are fiery in appearance and almost always have an Incineration Cannon. They possess an overpowered explosive jump which can be devastating. They can also fire off shots during this jump.<br />
<br />
===Watchers===<br />
Imagine every Drone/Engineer having a fast recharging shield, a lot of health, a bottomless clip rifle, deflecting grenades thrown at them or their allies, and being able to shield each other or their allies. Then imagine them having a ridiculously small and strange hitbox, being able to move very quickly, and having a high tendency to flee or randomly fly around when engaged. They can resurrect their dead commanders. They will swarm you at every waking moment; cover is rarely an option so keep your distance when you can. They are very spammable, although this is rare in Campaign.<br />
<br />
Generally, they should be prioritized first.<br />
<br />
Anti-Watcher tactics:<br />
<br />
*Sometimes, all you have do is kill a single Knight and every Watcher in the vincinity will naively vie for the task of resurrection, becoming extremely vulnerable<br />
*It's very easy to sprint/jetpack past when there's only a few of them flying around. Some Watchers will spawn with a scripted task in mind i.e. spawn a Promethean turret, giving you ample amount of time to engage or run past them<br />
*Also, if you have an automatic weapon, you can send them packing with a few bursts, giving you enough time to take out a bunch of Crawlers or a Knight<br />
*They can be quickly taken out with ranged precision rifles, especially snipers. With the main rifles, it only takes 3-5 precise shots to their eye, which has a ridiculously small hitbox<br />
<br />
===Crawlers===<br />
Essentially Skirmisher reincarnate, but with less health, agility, and responsiveness. They are easily taken out with headshots but melee can keep them at bay. Just watch out for the Crawler Snipe - they are essentially mobile Jackal snipers.</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Midnight&diff=951Midnight2014-10-31T07:51:38Z<p>Reed Tiburon: </p>
<hr />
<div>{{Level Infobox<br />
| title = Midnight<br />
| image = [[File:Midnight.png|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~15:00; Legendary: ~16:00<br />
}}<br />
<br />
'''Midnight''' is the eighth level in [[Halo 4]]. See [http://www.halopedia.org/Midnight Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
'''OOB Broadsword''' - Using a hole in collision fly out of the map with broadsword and skip maze sequence, requires certain loadzones to fully skip. Watch Video: [http://www.twitch.tv/proacejoker/c/3998364 Tutorial]<br />
<br />
'''Pillar Grenade Jumps''' - Use grenade jumps to skip the lower areas of the 2 towers by jumping on pillars to the top on the right side of tower starts (Video only shows one tower but it can be done at both). [http://www.tubechop.com/watch/2728703 Tutorial]<br />
<br />
'''Box launch to portal''' - Using the Gravity Hammer, after picking Cortana up in Crawler room, use the box to launch to the portal. Can be inconsistent i.e. accidentally splatter yourself and may not be viable without Cowbell. [https://www.youtube.com/watch?v=37VWtQeQY_A&feature=youtu.be Tutorial]<br />
<br />
==Legendary==<br />
[[Category:Levels|4-8]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Composer&diff=950Composer2014-10-31T07:50:17Z<p>Reed Tiburon: </p>
<hr />
<div>{{Level Infobox<br />
| title = Composer<br />
| image = [[File:Composer.png|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~11:00; Legendary: ~13:00<br />
}}<br />
<br />
'''Composer''' is the seventh level in [[Halo 4]]. See [http://www.halopedia.org/Composer_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
'''SKIP DOOR TO KILL THE MARINE!''' - Using ammo crate on right, use a grenade or concussion OOB to skip the door opening (saves maybe 5 sec). Then, Kill the marine that opens door for you, saves 2 seconds. [http://www.twitch.tv/proacejoker/c/3998606 Tutorial]<br />
<br />
'''1st Airlock Skip''' - In first airlock battle, touch the back wall. It will hit a loadzone and skip entire fight. [http://www.twitch.tv/proacejoker/c/3998775 Tutorial]<br />
<br />
'''2nd Airlock Skip''' - Using a concussion rifle or grenade, once at 2nd airlock battle run into left corner from big door and grenade/concussion up OOBs, and run to next area, jump at top of ramp to get back in bounds. [http://www.tubechop.com/watch/2470599 Tutorial]<br />
<br />
<br />
<br />
==Medium==<br />
<br />
'''Phantom Bump''' - After the seconds door opens, run up the stairs and do a grenade jump on the phantom. Then stand in a position where the phantom will bump you onto a railing. Heavily relies on RNG [http://www.tubechop.com/watch/3669651 Tutorial]<br />
<br />
'''Backup Strat from Forklift''' - Head to the next area after getting the Concussion Rifle, head up the stairs and concussion off the rail to upper platform. [http://www.tubechop.com/watch/2728647 Tutorial]<br />
<br />
'''Banshee OOB door skip''' - At the end where you have to wait for the door to open, grab a banshee and head towards the elevator and clip out of bounds. Wait until the dialogue to trigger and tap one of the walls and drive under the door to teleport back into the map. [http://www.twitch.tv/haolecake/c/4585421 Tutorial]<br />
<br />
==Hard==<br />
<br />
'''New Composer Skip''' - When you get out of bounds during the break section, stick the button and do a grenade or concussion rifle jump onto the top and detonate the sticky. Then do a concussion rifle jump to the other side during the second load and run back inbounds. There are two different ways to do this, one on easy and one on legendary. You can also do this trick without a concussion rifle, but is very difficult to pull off [http://www.tubechop.com/watch/3669672 IL strat (Using Phantom Bump)] [http://www.twitch.tv/haolecake/c/4869958 Easy Full Game route] [http://www.tubechop.com/watch/3669701 Legendary Full Game route]<br />
<br />
'''Forklift Launch''' - Using concussion rifle, jump on the end of forklift and shoot the top right corner of it, very finicky. Must have perfect placement on any difficulty besides LASO because of the Cowbell Skull. [http://www.tubechop.com/watch/2728628 Tutorial]<br />
<br />
'''Super Crouch Series Jumps''' - After first encounter, super crouch up above the sniper Jackals using the crate. Then you can super crouch on top of the building to the right and jump off that to skip other fights, other way is to the left after 1st super crouch, jump on invisible wall then onto Phantom, as Phantom turns to leave, launch off to the door. [http://www.tubechop.com/watch/2728598 Tutorial]<br />
[[Category:Levels|4-7]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Shutdown&diff=949Shutdown2014-10-31T07:49:04Z<p>Reed Tiburon: </p>
<hr />
<div>{{Level Infobox<br />
| title = Shutdown<br />
| image = [[File:Shutdown.jpg|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~5:00; Legendary: ~5:00<br />
}}<br />
<br />
'''Shutdown''' is the sixth level in [[Halo 4]]. See [http://www.halopedia.org/Shutdown Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
'''Level Skip''' - After getting into the Pelican, fly all the way to the final area of the level(it is unmarked) and there is a hole in the door that can be jetpacked through to skip to the end of the level. [http://www.tubechop.com/watch/2728528 Tutorial]<br />
<br />
==Medium==<br />
<br />
<br />
<br />
==Hard==<br />
<br />
'''Parallel Pillar Launch''' - Top of the first lift, jump somewhat parallel to the scripted pillar and it will launch you to the final area, skipping all fights. Quite a lot of luck on this trick but a reference point can be used to get the trick somewhat consistent, takes lots of practice. [http://www.tubechop.com/watch/2290906 Tutorial]<br />
<br />
Very In-Depth Explanation: [http://www.twitch.tv/proacejoker/c/4518847 Explained]<br />
<br />
==Not Working==<br />
'''Shutdown control room OOB''' - Using the banshee to get OOB by the door after that you can explore some areas no way found to the end trigger. [https://www.youtube.com/watch?v=0N_ZOUeCqbs]<br />
[[Category:Levels|4-6]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Reclaimer&diff=948Reclaimer2014-10-31T07:47:42Z<p>Reed Tiburon: </p>
<hr />
<div>{{Level Infobox<br />
| title = Reclaimer<br />
| image = [[File:Reclaimer.jpg|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~12:00; Legendary: ~13:00<br />
}}<br />
<br />
'''Reclaimer''' is the fifth level in [[Halo 4]]. See [http://www.halopedia.org/Reclaimer_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
'''Skip Del Rio''' - Instead of jumping onto the Mammoth at the beginning of the level, run down the path a little ways until you reach the cliff. Run past the small rock(watch video) and then run back to the Mammoth to skip long dialogue with Del Rio. [http://www.tubechop.com/watch/2694402 Tutorial]<br />
<br />
'''Ordinance Jump''' - Once reaching the first enemy turrets, jump off the Mammoth and run up the right side to the rocks. Jetpack over them right to the crashed pelican and the Target Locator. [http://www.tubechop.com/watch/2694435 Tutorial]<br />
<br />
'''1st River Jump''' - Grab the Ghost after destroying the first AA gun and drive back to the Mammoth on the right side. Instead of going into the Mammoth, climb the rock face on the right and boost off to clear the river. [http://www.tubechop.com/watch/2694471 Tutorial]<br />
<br />
'''1st Barrier Skip''' - Using the Ghost from 1st river jump, drive to the first barrier on the right side and clip through the barrier by jumping out of the Ghost into the barrier. [http://www.tubechop.com/watch/2694499 Tutorial]<br />
<br />
'''2nd Rivers Skip''' - Right after Early Sereph, drive straight to the rocks by the cliff, climb them and jump the gap, using jetpack sparingly. Once landed on the other side, climb the other rocks to reach Sniper Alley. [http://www.tubechop.com/watch/2694577 Tutorial]<br />
<br />
'''Cortana Grab Enemy Pass''' - After becoming Super Chief, grab Cortana and jump to the floor on the left side to bypass the room. [http://www.tubechop.com/watch/2694672 Tutorial]<br />
<br />
'''2nd Barrier Skip''' - Climb the rocks on the right side to jump over the entire barricade. [http://www.tubechop.com/watch/2694683 Tutorial]<br />
<br />
==Medium==<br />
<br />
'''Early Sereph''' - After 1st barrier, run all the way to the next target and grab the new Ghost to setup for the next trick on the rocks, jump out of the Ghost and climb the rock face to find the Sereph hidden behind the rocks. DONT JUMP TO IT, IT WILL FALL THROUGH THE WORLD. First destroy the AA gun and once it is destroyed then jump to the Sereph, be careful the ship can splatter you(if you have the Rocket Launcher you can destroy the Sereph from the outside). Jump off the Sereph to the Ghost and head to the next loadzone. [http://www.tubechop.com/watch/2694540 Tutorial]<br />
<br />
==Hard==<br />
'''Blue Elevator Skip''' - Using a grenade or a crouch jump to get out of map and skip the elevator ride. ELEVATOR DOOR MUST CLOSE BEFORE MAKING 2nd JUMP. The timing to get in is about 2 sec and the checkpoint You get when you drop down to the edge is needed. Done correctly it saves 14-17 seconds.[https://www.youtube.com/watch?v=O-ib6NWDYT8&feature=youtu.be Tutorial]<br />
[[Category:Levels|4-5]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Infinity&diff=947Infinity2014-10-31T07:46:10Z<p>Reed Tiburon: </p>
<hr />
<div>{{Level Infobox<br />
| title = Infinity<br />
| image = [[File:Infinity.png|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~15:00; Legendary: ~17:00<br />
}}<br />
<br />
'''Infinity''' is the fourth level in [[Halo 4]]. See [http://www.halopedia.org/Infinity_%28Halo_4_level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
'''1/4 Load Skip''' - After first encounter with crawlers, DON'T LEAVE THE COVE! instead jump onto trees on left and jump across to skip loadzone that despawns all enemies in the first area. Used on Legendary. [http://www.tubechop.com/watch/3009596 Tutorial]<br />
<br />
'''Tank Load Skip''' - As soon as the pelican drops you off run to the left and jump onto the branch/rock that hangs over the crashed ship, hug the wall and follow it till where the first floating platform would be but now the rest of the area will not spawn, continue forward to get a Ghost(Easy) or the Wraith(Legendary). [http://www.twitch.tv/proacejoker/c/3998340 Tutorial]<br />
<br />
==Medium==<br />
<br />
'''Enemy Skips''' - To many to count, see video for skips: [https://www.youtube.com/watch?v=hh-LNMFqAhE&feature=youtu.be Tutorial]<br />
<br />
==Hard==<br />
<br />
'''Fast Rockets''' - After clearing the hunters inside the Infinity, you can clip through the door to next area with the Warthog and grab rockets early, must be done quickly. [http://www.tubechop.com/watch/2470622 Tutorial]<br />
<br />
[[Category:Levels|4-4]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:Infinity.png&diff=946File:Infinity.png2014-10-31T07:44:44Z<p>Reed Tiburon: </p>
<hr />
<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:Reclaimer.jpg&diff=945File:Reclaimer.jpg2014-10-31T07:44:34Z<p>Reed Tiburon: </p>
<hr />
<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:Shutdown.jpg&diff=944File:Shutdown.jpg2014-10-31T07:44:23Z<p>Reed Tiburon: </p>
<hr />
<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:Composer.png&diff=943File:Composer.png2014-10-31T07:44:10Z<p>Reed Tiburon: </p>
<hr />
<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:Midnight.png&diff=942File:Midnight.png2014-10-31T07:43:38Z<p>Reed Tiburon: </p>
<hr />
<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Forerunner&diff=941Forerunner2014-10-31T07:42:06Z<p>Reed Tiburon: </p>
<hr />
<div>{{Level Infobox<br />
| title = Forerunner<br />
| image = [[File:Forerunner.jpg|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~11:00; Legendary: ~11:00<br />
}}<br />
<br />
'''Forerunner''' is the third level in [[Halo 4]]. See [http://www.halopedia.org/Forerunner_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
'''Second Pylon Skip''' - As soon as you get into the open area for the second pylon, steal the banshee and fly up and forward towards the tower light. once above the lights height and no longer can move forward, dive down under the map to get OOB. once out, fly back up and go the ought the tower wall and jump out by doorway to activate the pylon shutdown button.[http://www.tubechop.com/watch/2692415 Tutorial]<br />
<br />
'''Go Left and Run like Hell''' - Once going through the third portal to the Didact, there are two doors to choose from, go left, there are fewer enemies and easier to go past, once at the top, jump onto the rail and jump across the small gap to lose a bit of time. [http://www.tubechop.com/watch/2692429 Tutorial]<br />
<br />
'''First Encounter Skip''' - After the first fight with the crawlers instead of crossing the light bridge, jump onto the bridge button and jump out to the pillar and out of the map, stay on the rocks (fall through map if you don't) and make your way towards the first building (confusing path so watch video for route). Once on top of the building and the next part loads, get back into the map from the far left corner, enemies will be despawned too. [http://www.twitch.tv/proacejoker/c/3998429 Tutorial]<br />
<br />
'''Battle Jump''' - After going through second portal there is a rock in the center above all the fighting that can be jumped onto and across to avoid enemies.. If you get shot while sprinting, you will miss the jump. [http://www.twitch.tv/proacejoker/c/3998443 Tutorial]<br />
<br />
==Legendary==<br />
<br />
[[Category:Levels|4-3]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Requiem&diff=940Requiem2014-10-31T07:39:43Z<p>Reed Tiburon: </p>
<hr />
<div>{{Level Infobox<br />
| title = Requiem<br />
| image = [[File:Requiem.jpg|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~9:00; Legendary: 10:00<br />
}}<br />
<br />
'''Requiem''' is the second level in [[Halo 4]]. See [http://www.halopedia.org/Requiem_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
- <b>Retaining Vehicle in Map Room</b> - Stop the Ghost/Hog from deloading after you've entered the Forerunner structure. [https://www.youtube.com/watch?v=dIem1_ZYTlU&feature=youtu.be Tutorial]<br />
<br />
- <b>Despawn Enemies</b> - At the end of the mission, head to the building entrance, once there all enemies behind will despawn. [http://www.tubechop.com/watch/3009205 Tutorial]<br />
<br />
- <b>Hunter Skip</b> - Skip the Hunters at the end 2 ways: jump on Rock and then run to the left and around Or concussion rifle to top.(First way is on the video). [https://www.youtube.com/watch?v=p_xR3qt9hLY&feature=youtu.be&t=11m56s Tutorial]<br />
<br />
==Medium==<br />
<br />
<b>Early Banshee</b> - Plasma snipe a Banshee so it ends up stuck on the bridge.[https://www.youtube.com/watch?v=EG42mEcFJJ8&feature=youtu.be Tutorial]<br />
<br />
==Hard==<br />
<br />
<b>Banshee Crossover</b> - Not used in runs. Park the Banshee against the door, go ahead to close it, then run back and get in. [https://www.youtube.com/watch?v=ekw0yiBt37E&feature=youtu.be Tutorial]<br />
<br />
[[Category:Levels|4-2]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:Dawn.jpg&diff=939File:Dawn.jpg2014-10-31T07:36:30Z<p>Reed Tiburon: </p>
<hr />
<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:Requiem.jpg&diff=938File:Requiem.jpg2014-10-31T07:36:13Z<p>Reed Tiburon: </p>
<hr />
<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:Forerunner.jpg&diff=937File:Forerunner.jpg2014-10-31T07:35:51Z<p>Reed Tiburon: </p>
<hr />
<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Dawn&diff=936Dawn2014-10-31T07:34:28Z<p>Reed Tiburon: </p>
<hr />
<div>{{Level Infobox<br />
| title = Dawn<br />
| image = [[File:Dawn.jpg|300px]]<br />
| caption = <br />
| game = Halo 4<br />
| time = Easy: ~7:00; Legendary: ~8:00<br />
}}<br />
<br />
'''Dawn''' is the first level in [[Halo 4]]. See [http://www.halopedia.org/Dawn_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
- <b>Launch to Missile Controls</b> - Useful for segmented runs, concussion rifle up from under the button outside.[http://www.twitch.tv/slidingghost/c/3297178 Tutorial]<br />
<br />
- <b>Junk Jump</b> - Used on Legendary, outside area, behind button there is a piece of junk and a rail that can be jumped onto to avoid all enemies. [http://www.tubechop.com/watch/2255183 Tutorial]<br />
<br />
==Legendary==<br />
<br />
<br />
<br />
[[Category:Levels|4-1]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Exodus&diff=935Exodus2014-10-31T07:31:22Z<p>Reed Tiburon: </p>
<hr />
<div>{{Level Infobox<br />
| title = Exodus<br />
| image = [[File:Exodus.jpg|300px]]<br />
| caption = <br />
| game = Halo: Reach<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
}} <br />
Exodus is the sixth playable level in [[Halo: Reach]]. See [http://www.halopedia.org/Exodus_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
When you reach the Jackals, kill one of them and borrow their PP. Switch back to your Magnum and use it to headshot the suicide Grunts. It’s on Easy, so don’t worry too much about damage. When you see the first Brute, try to PP pepper him. If he’s not dead by the time he’s in striking distance, melee. Kill the other Brutes using the same method. For the Brutes that come out of the phantom, try to place a Frag in the middle of the three of them. A well placed Frag can kill all 3. When the next door opens, ignore the Brute and 3 Jackals on the other side. Simply run past them and head for the Grunts on the right. PP or Magnum them and grab the Shotgun (the individual level WR run doesn't use a shotgun, but I recommend it, as it can take out a Brute in one shot). Kill enemies along the way, but activate the elevator as quick as you can - that’s the key to getting a good time on this level. Clean up the rest of the enemies until you hear "okay, everyone find some cover, stay sharp." When you hear that, grab a DMR (keep your Shotgun), head for the courtyard where you first encountered Brutes, and wait for the Dropship. Nade the enemies that come out and head back to the elevator. Kill everyone you see until you hear “damn, Lieutenant,” then get in the elevator as it opens. Have a deep conversation about politics and financial issues with the Marine in the elevator. When the door opens bid him goodbye and head straight for the Jetpacks. When you acquire the Jetpack, take the most direct route possible to the next area (if you're confused, watch the WR video here: https://www.youtube.com/watch?v=lSLPPmmk0jw.) When you get past the Concussion Rifle Brute and you enter a very tall room, come to a complete stop right in front of the doorway, then jump and jetpack up. Head towards the waypoint. Grab the Rocket Launcher that is next to the weapon crate, then walk toward the tall building. After walking towards the building for a second or two, throw a Frag Grenade against the railing of the platform and jump over it, making sure to hold down the Jetpack button after you jump. The Frag should propel you to the top of the tall building, skipping much of the level. The door in front of you will open; behind it are Grunts with Fuel Rods, and Jackals. Unleash your rockets upon their souls, but watch where the Fuel Rod Guns land. Pick up the Fuel Rods and clean up all of the Brutes. When you're in the Falcon, tweet about how this game has a lot of Falcon rides. Once you're out of the Falcon, head straight for the Warthog and park it on the ground as close to each missile battery as possible before you leave to activate it. Do this for each battery and the big red button, and you're done with Exodus.<br />
[[Category:Levels|R-06]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=The_Package&diff=934The Package2014-10-31T07:29:46Z<p>Reed Tiburon: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Package<br />
| image = [[File:ThePackage.jpg|300px]]<br />
| caption = <br />
| game = Halo: Reach<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
}} <br />
The Package is the eighth playable level in [[Halo: Reach]]. See [http://www.halopedia.org/The_Package_%28level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
Run straight for the Ghost. If you're good at shooting Grunts out of Ghosts, then go for it, but otherwise, chase it down and hijack. He rarely does a good job of evading you, so that won't be too difficult. Drive the Ghost to the Revenant that’s just past the tank. Hop into the Revenant and make your way to the AA Guns. For each AA Gun, wedge your Revenant inside and take down the shield, then shoot the core and move on. After the second AA Gun explodes, a timer starts counting down from about 1:14. you have until it reaches zero to kill both Fuel Rod Shade Turrets, so take your time, don't get splattered by the Revenant. If both turrets are dead when the timer reaches zero, the door to Sword Base will open. If they're not dead when the timer reaches zero, the door wont open until both turrets are dead. Anyway, once you blow up the second AA gun, drive up to the Ghost and hop in. Drive to a point between the two Fuel Rod Shade Turrets and DMR both of them. From here, drive over to the Revenant next to the entrance to Sword Base and kill the driver without getting splattered. Once the door opens, drive your way in and make your way to the room with a long spiral ramp leading to the top. Walk up the steeply slanted pillar thing in the middle and make your way up by crouch jumping onto the platforms. Make your way to the multiplayer map and run to the activate button. The fight is so large and there are so many enemies at any given time that there’s no way to explain “how” to do it. I suggest practicing the level multiple times and watching the world record run. You'll get a feel for it eventually.<br />
[[Category:Levels|R-08]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=The_Pillar_of_Autumn_(Halo:_Reach)&diff=933The Pillar of Autumn (Halo: Reach)2014-10-31T07:28:42Z<p>Reed Tiburon: </p>
<hr />
<div>{{Level Infobox<br />
| title = The Pillar of Autumn<br />
| image = [[File:ThePillarOfAutumnReach.jpg|300px]]<br />
| caption = My countdown is no-abort<br />
| game = [[Halo: Reach]]<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
}} <br />
The Pillar of Autumn is the ninth playable level in [[Halo: Reach]]. See [http://www.halopedia.org/The_Pillar_of_Autumn_%28Halo:_Reach_level%29 Halopedia] for general information.<br />
<br />
==Easy==<br />
Make you way to the Mongoose. Some people do a cool slide jump, but they're pretty difficult. You can try Backflip's, Dark’s, or Auraxade’s. Make sure you grab one of the Rocket Launchers on the inside of the building, so that it will be full. Go for a drive, and don’t get out of your Mongoose until you're at the Bugger cutscene. Run through the Buggers, and run through the boneyard. When you reach the Shade Turrets, head for the door with Grunts walking out of it. Find the grunt with a Fuel Rod Gun and borrow it from him. Keep running through the level until you reach the Hunters. Run for the door that opens when the Hunters are dead. Crouch a couple feet away from the window that is closest to that door, then jump through the window. It’s a bit tricky, but if you practice it a few times, you'll get it. After you make it through the window, touch the other side of the door to trigger the loadzone to load the enemies. Keep running through the level until you reach the dry dock. Head for the huddle of Jackals and Grunts, and take them out with Nades and Fuel Rods. Make sure that all of them are dead. If some are still alive, kill them after the first wave of enemies. Just rocket each group of Brutes and Grunts that drops out of the first Dropship. For the second wave (“hold them off until Keyes gets here”), situate yourself in a spot where you can see where both groups of enemies will land. When the first group jumps out (a Brute Chieftain with a Fuel Rod Gun and some Grunts), shoot two rockets at them and immediately reload. You'll have just enough time to reload before the other group of enemies jumps out. Shoot one rocket at the group (it should kill all of them, but Fuel Rod any stragglers), then turn back to where the first group was. There should be another Brute Chieftain with a Gravity Hammer heading toward you. Rocket/Fuel Rod him to death, then sprint for the Dropship that drops enemies on the elevated structure. Try to make it there before the enemies drop with a reloaded Rocket Launcher. Due to a glitch similar to the one on Long Night of Solace, if you kill the Brute Chieftain right when he lands, the game will think that all the enemies are dead and Keyes will leave for the landing pad. This only works if every previous enemy is dead. If you don’t kill him fast enough or didn't kill all the enemies, just kill everyone else and go trigger the cutscene. After the cutscene, simply run to the MAC gun and trigger the timer to end the level. The trigger is the last flight of stairs to the MAC gun. Regardless of how many enemies are dead, the game will start a timer that’s something like 1:20 long. When you hear dramatic music and “fire now, Lieutenant, hit her in the gut,” do as you're told!<br />
[[Category:Levels|R-09]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Lone_Wolf&diff=932Lone Wolf2014-10-31T07:26:51Z<p>Reed Tiburon: </p>
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<div>{{Level Infobox<br />
| title = Lone Wolf<br />
| image = [[File:LoneWolf.jpg|300px]]<br />
| caption = Objective: Survive<br />
| game = [[Halo: Reach]]<br />
| time = none<br />
}} <br />
Lone Wolf is the tenth playable level in [[Halo: Reach]]. See [http://www.halopedia.org/Lone_Wolf Halopedia] for general information.<br />
<br />
As Lone Wolf comes after the Thank You note from Bungie, it is considered to be 'after the end' of the game, and is not counted in Reach full-game timing. It has no IL entry on HaloRuns, as the fastest strategy is to kill yourself as fast as possible.<br />
[[Category:Levels|R-10]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:LoneWolf.jpg&diff=931File:LoneWolf.jpg2014-10-31T07:22:47Z<p>Reed Tiburon: </p>
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<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:ThePillarOfAutumnReach.jpg&diff=930File:ThePillarOfAutumnReach.jpg2014-10-31T07:22:31Z<p>Reed Tiburon: </p>
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<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:ThePackage.jpg&diff=929File:ThePackage.jpg2014-10-31T07:22:20Z<p>Reed Tiburon: </p>
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<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:Exodus.jpg&diff=928File:Exodus.jpg2014-10-31T07:22:06Z<p>Reed Tiburon: </p>
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<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=ONI:_Sword_Base&diff=927ONI: Sword Base2014-10-31T07:19:54Z<p>Reed Tiburon: </p>
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<div>{{Level Infobox<br />
| title = ONI: Sword Base<br />
| image = [[File:Sword_Base.jpg|300px]]<br />
| caption = Climbing the stairway to heaven<br />
| game = [[Halo: Reach]]<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
}} <br />
ONI: Sword Base is the second playable level in [[Halo: Reach]]. See [http://www.halopedia.org/ONI:_Sword_Base Halopedia] for general information.<br />
<br />
==Easy==<br />
<br />
Easy strategies can be used through Heroic, or even Legendary if you are segmenting.<br />
<br />
Your first task is to kill all of the enemies in the courtyard and grab the Target Locator. The fastest way is to run past all of the enemies and fire a well-placed Target Locator shot in their midst. This can be viewed here: [Will be added later].<br />
<br />
Once the gate opens to the rest of the mission, you have two options. You can head to Farragut Outpost, or you can head to the AA Gun. It is significantly faster to do the AA Gun objective first. To do this, you will grab the rockets located on the rocks in front of the Wraiths, then head to your right. You will see a Ghost there. To complete the mission quickly, hijack the Ghost. Boost to the building next to the AA Gun. You can activate the button from below by jumping while aiming up and holding X. This can be viewed here: [Will be added later].<br />
<br />
This method is reliable for Easy-Heroic difficulties. After that, boost around the cliff. On Easy-Heroic difficulties, take this route past the Ghosts: [Will be added later].<br />
<br />
As shown here: [Will be added later]<br />
<br />
This is for Easy, Normal, and potentially SLASO difficulties. To view this part for Heroic or Legendary difficulties, look below.<br />
<br />
Activate the switch through the wall. Then get back on your Ghost and drive to the other button. A spring jump will enable you to activate the button. Drop down, and get in your Ghost. Drive back to the courtyard and... push the button. For all dificulties, shoot a Target Locator shot at the enemies like this: [Will be added later].<br />
<br />
Now you can either run past them or you can get in the Ghost, and get over the barrier as shown here: [Will be added later]<br />
<br />
Drive to the Hunters. This step can be used on any difficulty to preserve a Target Locator shot if desired.<br />
<br />
Once in the area with the Hunters, shoot two rockets at each of them on Easy or Normal difficulty. This will use up all of your rockets. If you are doing Heroic or Legendary, you will do a different step shown below at Farragut Outpost to grab the second rocket. If you are doing SLASO, a different method will be mentioned below.<br />
<br />
Get into the elevator and... push the button. Once inside the building, follow this video: [Will be added later]<br />
<br />
On Easy-Heroic difficulty or a Zero Shot run. Finally, kill the two Jackals up top. Rocket some Banshees and target the Phantom with the Target Locator. This will complete the mission. Strategies listed below for Heroic-SLASO build off of this basic route. I will only explain the deviations from this route.<br />
<br />
==Legendary==<br />
<br />
Write the second section of your page here.<br />
<br />
==SLASO==<br />
[[Category:Levels|R-02]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:Sword_Base.jpg&diff=926File:Sword Base.jpg2014-10-31T07:18:50Z<p>Reed Tiburon: </p>
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<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Nightfall&diff=925Nightfall2014-10-31T07:18:27Z<p>Reed Tiburon: </p>
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<div>{{Level Infobox<br />
| title = Nightfall<br />
| image = [[File:Nightfall.jpg|300px]]<br />
| caption = <br />
| game = Halo: Reach<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
}} <br />
Nightfall is the third playable level in [[Halo: Reach]]. See [http://www.halopedia.org/Nightfall Halopedia] for general information.<br />
<br />
==Easy==<br />
Nightfall has a very simple route. No kills are necessary and there is no driving, except for a few seconds. There are a few grenade jumps, which can be seen in the IL record run.<br />
<br />
The highlight of this level is a skip called the Forklift Skip. When you hear "negative, stick a remote detonator on it," head for the forklift and drive it to the gate that Jun would normally open. Align your forklift with the gate so that it is on your left side, you are parallel to the gate, and 6 is as close to where the gate opens as possible. If youre in the right spot when you get out, you should clip through the gate when you get out of the forklift. Once youve clipped, run to the end of the level, and you're done!<br />
[[Category:Levels|R-03]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:Nightfall.jpg&diff=924File:Nightfall.jpg2014-10-31T07:17:45Z<p>Reed Tiburon: </p>
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<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Tip_of_the_Spear&diff=923Tip of the Spear2014-10-31T07:17:21Z<p>Reed Tiburon: </p>
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<div>{{Level Infobox<br />
| title = Tip of the Spear<br />
| image = [[File:TipOfTheSpear.jpg|300px]]<br />
| caption = <br />
| game = Halo: Reach<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
}} <br />
Tip of the Spear is the fourth playable level in [[Halo: Reach]]. See [http://www.halopedia.org/Tip_of_the_Spear Halopedia] for general information.<br />
<br />
==Easy==<br />
Run straight up the hill so that you can see both of the Grunts in the Shade Turrets, then DMR them out as quickly as you can. This will trigger the Pelican to make its way over to the road to drop the Warthog. While the Pelican is flying to the road, backsmack the Elite with the Concussion Rifle, as it is required for a skip at the mining facility later on. There are other options for skipping the mining facility which I'll explain later, but if you're experienced with concussion jumping, I recommend bringing along the Concussion Rifle. Get in the Warthog and make your way to the first AA Gun. When you can see the AA Gun, head towards it to the right, and you should pass a little slope with a tree at the top of it on the left. Drive up it, park your 'Hog next to the AA Gun, destroy the Gun by any means (I shoot the shield then toss a grenade into the core but anything works), then get back into your Warthog and drive it to the Ghost that lies upside down past the AA Gun. Take the Ghost up to where the bridge drops, wait for the bridge, then head for the mining facility. When you come into the clearing and can see the mining facility, save up some boost, then approach the wall of rock on the right of the mining facility. Drive your Ghost up and along the wall so that you end up on the other side of the bridge. Now get on top of the stack of metal sheets and stand facing away from the slanted roof, then concussion jump to the lowest point on the slanted roof. Continue through the rest of the mining facility. When you get to the ordinance you should have a Concussion Rifle from the Elite at the beginning and a DMR that you spawned with. Switch the Plasma Launcher for the Concussion Rifle. Hop into the Revenant and continue towards the second AA Gun. When you see the Warthog on the bridge, head down the road to your right until you see the AA Gun on your left. Save up some boost and boost your way up the slope to the AA Gun with your Revenant. Hop out and run inside the Gun. You'll see a pair of Hunters. Shoot a few Grenades at them with the Plasma Launcher to weaken them for later. If you haven’t thrown any Nades since the first AA Gun, you should have a Plasma Nade. Throw it into the core before the shield generates, but after you shoot the Hunters. Head back to your Revenant and take out the enemies as quickly as you can. I recommend shooting groups of enemies and splattering. Watch out for the Wraith though, as somehow - even on Easy - it can kill you by splattering you IN YOUR REVENANT. Tweet how you're on WR pace in Halo Reach while you're in the Falcon. After the cutscene, run to the left, grab the Health Pack and a Plasma Pistol, but only if a Grunt spawns in your path. You'll be running towards the truck on the left side of the map, so some of the Grunt spawns aren't worth the time loss to go pick up their gun. Drive the truck the base of the Spire and take the elevator. Try to nade most of the Grunts and backsmack the sword Elite before he finishes drawing his sword. Activate the button and you're done.<br />
[[Category:Levels|R-04]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:TipOfTheSpear.jpg&diff=922File:TipOfTheSpear.jpg2014-10-31T07:16:30Z<p>Reed Tiburon: </p>
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<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Long_Night_of_Solace&diff=921Long Night of Solace2014-10-31T07:15:51Z<p>Reed Tiburon: </p>
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<div>{{Level Infobox<br />
| title = Long Night of Solace<br />
| image = [[File:LongNightOfSolace.jpg|300px]]<br />
| caption = <br />
| game = Halo: Reach<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
}} <br />
Long Night of Solace is the fifth playable level in [[Halo: Reach]]. See [http://www.halopedia.org/Long_Night_of_Solace_%28level%29 Halopedia] for general information.<br /><br />
<br />
HaloRuns record page: http://haloruns.com/records?lb=505 (click the timestamps for video links)<br /><br />
<br />
<br />
===General Information===<br />
<br />
Long Night of Solace is the first level in the Halo series to feature ship-to-ship combat in space, through the use of the YSS-1000 Prototype Anti-Ship Spaceplane Starfighter, better known as the Sabre, in two sections of the overall level. The level itself is split into numerous locations as a result: The Beachhead & Sabre Facility, The Defense of Anchor 9, The Exterior Assault on the Corvette, and The Infiltration of the Corvette. The level is also infamous for the fact that you cannot skip the majority of the in-game cutscenes; The landing on the Beach, Sabre Takeoff, Docking at Anchor 9 and Approach to the Corvette cutscenes cannot be skipped, however all other cutscenes in the level can be skipped through the standard A > Y button combination.<br /><br />
<br />
<br />
The level itself is mostly linear, requiring you to play through the objectives in the standard order with no deviation. The only slight deviation from this is during the Sabre sections; objectives progress based on the number of enemies killed, and the playspace is confined to a roughly box-shaped area that encompasses Anchor 9, the nearby ship docking stations, and a large portion of empty space around the area.<br /><br />
<br />
<br />
==Easy and Legendary==<br />
<br />
Long Night of Solace is one of the harder levels of the Reach campaign, noticeably more so on Legendary than Easy. General combat is the same across both difficulties, but the inclusion of ship-to-ship combat adds a new factor of difficulty, primarily in the case of Legendary. Seraphs are one of the main threats on Legendary; they are fast, will often attempt to flank you and get behind you, and will often constantly dog you if ignored. As a result, you may find yourself going from full shields in the Sabre, to being dead in a matter of seconds.<br /><br />
<br />
<br />
The Corvette's interior also presents several hurdles on Legendary; the often tight corridors and lack of cover can lead to many early deaths or close encounters. The hangar also presents a major challenge on Legendary in that the player needs to defeat numerous initial enemies on both visits, and several waves of enemies after returning from the Corvette's Bridge. The first visit mainly has Ultra Grunts and Elite Rangers (who wield Focus Rifles on Legendary), and a lone Engineer that flies around the top of the room constantly giving overshields to its allies. The return visit has numerous Grunts and Jackals and an Elite assaulting Jorge, and then leads to 5 separate groups of enemies; a squad of 4 Jackals and 2 Jackal Marksmen, a squad of Grunts and an Elite, a large squad of Grunts, 2 high ranking Elites, and 3 (4 on Legendary) Ultra Elites wielding powerful weapons (Plasma Repeater, Dual Plasma Rifles, Plasma Launcher, and Energy Sword (Legendary only). Once the final Ultras are taken care of, Jorge asks the player to come to his position and the level finishes.<br /><br />
<br />
<br />
===The Main Objectives===<br />
<br />
Within the levels 4 main locations, the players main objectives involve: <br /><br />
- Moving up the Beach and entering the Sabre Facility, <br /><br />
- Defending Anchor 9 from the approaching Covenant assault forces, <br /><br />
- Taking out the Corvettes engines and Seraph escorts, <br /><br />
- Infiltrating the Corvette and disabling the Hangar's shields, <br /><br />
- Assaulting the Corvette's bridge and setting it on a refueling course for the Covenant Super-Carrier, ''Long Night of Solace'', and <br /><br />
- Defending the Pelican's Slipspace Bomb from attacking Covenant<br /><br />
<br />
<br />
====The Beachhead & Sabre Facility====<br />
<br />
This level begins at the far side of the Beach, but can be sped up considerably with a challenging enemy combat trigger skip that requires you to very quickly kill an Elite Ultra that spawns from a Covenant Drop Pod. When you can see the first group of grunts, scope in with your Magnum and try to find a grunt with a Plasma Pistol. Make sure the grunt doesn't have a Needler though, as they're capable of spawning with a Needler as well. As soon as you're sure the grunt has a Plasma Pistol, take him out and swap out your Assault Rifle for the Plasma Pistol. You need to keep your Magnum to ensure you can take out the Elite Ultra further up on the Beach. Immediately head up the Beach to the Sabre Facility entrance where the Elite Ultra's Drop Pod spawns. If you're quick, you should be only a few meters from the Drop Pod when it lands. When you hear the telltale sound of the Drop Pod coming down to land, begin charging your Plasma Pistol. When it lands, wait for the Drop Pod's hatch to blow off, and as soon as you can see the Elite Ultra in his drop pod, release your overcharge and pull out your Magnum. You may need to fire a second earlier to accommodate for the travel time of the overcharged shot. Shoot him in the head immediately, before he can land on the Beach and begin to move. If done correctly, the Ultra will die before he causes the other enemies to be included in the normal trigger for opening the Sabre Facility door and the door to the Facility will open early. When moving through the Facility, be sure to grab both a DMR and the Energy Sword off the dead Elite; both of which are necessary later in the level.<br /><br />
<br />
<br />
Difficulty notes: On Easy, the Beach skip is relatively simple. On Legendary however, you may need to kamikaze the Beach due to the increased number of enemies, as well as the fact that you'll die much more quickly, making the skip itself much harder purely because you're likely to die before even getting to the far end of the Beach.<br /><br />
<br />
<br />
====The Defense of Anchor 9====<br />
On Easy you'll need to follow the Sabre flight tutorial prompts to actually get the rest of the mission underway. On Legendary you don't need to worry about it.<br /><br />
<br />
<br />
The enemies in this section all spawn on the far side of the area, facing Anchor 9. When the first wave of Banshees are about to spawn, try and face them on their side, rather than head on. A good point of reference is to be about 500-600 meters from the objective marker for the best chance of taking them down one after the other. This in-turn gives you the best chance of killing all of them right when they spawn. For the second wave of Seraphs, just hit them wit sustained cannon fire until they lose their shields and then hit them with your missiles. When the final wave spawns (Banshees and Seraphs, later Phantoms), Anchor 9 will also have restored its defensive turrets and will lend support. Ignore the Seraphs at first and try to hit as many Banshees as possible when they first spawn. Once the banshees have dispersed, begin to target the closest ships to you, or alternatively, target any enemies Anchor 9 is attacking, specifically Seraphs. Anchor 9 does a very good job at taking down their shields, leaving them open for easy missile kills.<br /><br />
<br />
<br />
When you're notified of approaching Phantoms (based on enemies destroyed), disregard the other enemies, switch to your missiles, and look towards the new objective markers. Each Phantom takes a few missile barrages to destroy. Once all 6 are destroyed, the remaining enemies will retreat, however if you destroy them before they do so you can save a few seconds.<br /><br />
<br />
<br />
Difficulty notes: The basic approach to this section is the same for both Easy and Legendary, but you'll face much more resistance on Legendary and will have a harder time outmaneuvering enemies.<br /><br />
<br />
<br />
====The Exterior Assault on the Corvette====<br />
<br />
After the cutscene, immediately boost down towards the Corvette. On your way down, switch to your Missiles and take out one of the Corvette's engines, preferably the one closest to you. When you're close to the Corvette, aim further down so that you'll fly directly under the ship and if you look up, you'll see many Banshees attached to the bottom of the Corvette. Try and take as many down as you can before they detach from the Corvette and disperse. After the Banshees are dealt with turn around and head for the stern (rear) of the Corvette and take out the remaining engines as quickly as you can. When they've been destroyed, numerous Seraphs will jump in to assist the Corvette. A good idea is to co-ordinate your fire with the UNSC Savannah's; the Savannah's main cannons do a very good job of tracking the Seraph's and taking down their shields in a very short amount of time, so with co-ordinated cannon/missile fire you can easily take out Seraphs one after the other. Once they're all destroyed, approach on the Corvette's top-side landing pad to continue the mission.<br /><br />
<br />
<br />
Difficulty notes: On Easy this section's relatively tame, and the only real problem you may face is from the Corvette's plasma torpedoes. On Legendary the same applies, however they'll decimate your shields in 2-3 shots, and kill you in another 2-3. The Seraphs are also a concern and co-ordinating with the Savannah to destroy them is crucial; you don't want to have 3 Seraphs targeting you when the Savannah's on the opposite side of the area.<br /><br />
<br />
<br />
====The Infiltration of the Corvette====<br />
<br />
After you've landed, pull out your Energy Sword and sprint for the blue shield. Make sure not to jump, as you'll be in the air for quite some time due to the lack of gravity. Stop sprinting right before you fall into the shield and look down. You should see a Elite Ranger preparing to jump up to the surface to the Sabres. If you time it right, you can hit him with your Energy Sword on your way down AND land on the top level of the room, allowing easy kills on the other three Ranger Elites in the Comms Room. When you enter the Hangar, take out the Engineer that is flying around as soon as you can with your DMR, otherwise you'll have to keep attacking overshielded enemies, while sustaining heavy damage. The most efficient way to take care of the enemies in the room is with melees (on easy), as 1-2 hits will kill a grunt, and a single sword swipe will kill an Elite. Also keep in mind that jumping is detrimental still due to the lack of gravity, and shooting the grunts is slow due to their helmets. There should be one elite that has a Needle Rifle instead of a Plasma Repeater that hangs around near the rear of the room and the Hangar's Shield Control button. After you've killed all the enemies immediately jump up to the button before the gravity turns back on and trigger it to progress to the next part of the mission.<br /><br />
<br />
<br />
The next part of this level is made up of several corridors and enemies that lead to the Bridge, however many of the enemies on the way don't need to be killed. After the cutscene, there are three doors that will open with numerous grunts and 2 Elites inside. Try and kill at least 2 Grunts and 1 Elite on your way past, as they add to the total number of enemies when you come back later. Afterwards just keep heading through to the Bridge, ignoring enemies on your way. Once you reach the Bridge, you will notice a large spherical projection in the center of the room and a Spec Ops Elite and maybe a Grunt in front of it. Depending on enemy placement, you can safely assassinate every enemy in the room, otherwise you will have to kill them all normally. You also have to kill every enemy in this room, even the Golden Ranger BoB if he spawns, as he will usually not despawn like normal BoBs. Prioritise the Spec Op Elites first, then the Elite General, and finally the Grunts. Once everyone's dead, trigger the refueling sequence and make your way back to the Hangar. You'll see a lot of enemies on your way back but you don't need to kill them. Once you kill the enemies in the Hangar, Jorge will say that it was "good of you to come", and the next 5 waves of enemies will start spawning in roughly 5-10 seconds from this point. Behind the Pelican there are several crates of ammo, including Rockets, a Sniper Rifle, and a DMR which can help out considerably. Starting from the lower side of the room by the 3 doors, 4 Shielded Jackals will spawn, with 2 Jackal Marksmen spawning on the platform above, followed by a group of Grunts and an Elite from the opposite side of the room on the lower floor, then a large number of Grunts (usually 6) from the corridor that leads to the Comms Room, then 2 Elites from the platform above, and finally 3-4 Elite Ultras on the opposite side of the room where the Hangar Shield controls where. When all the enemies are dead, Jorge will ask you to come to his position, and the level will end at this point.<br /><br />
<br />
<br />
Difficulty notes: This final section has the largest number of differences between Easy and Legendary. On Easy, the majority of the fights are straightforward, and you can more-or-less just run through everything, and kill everything with relative ease. On Legendary however, the approach you need to take changes drastically:<br /><br />
<br />
<br />
- Jumping down headfirst into the Comms Room is likely to get you killed. Instead wait for 1-2 Rangers to jump up and kill them when they're still airborne as they can't attack, then drop damn and take out the stragglers.<br /><br />
- The Hangar is made considerably harder with the fact that two of the Ranger Elites have Focus Rifles, so your best bet is to hide on the walkways that lead to the top floor as they offer sufficient cover. Be mindful of being flanked though as Grunts and even the occasional Elite will try and run up to your position.<br /><br />
- On your way to the Bridge you need to be much more careful, and you will likely want to kill everything in your way as quickly and efficiently as possible to avoid having more enemies to deal with on your way back.<br /><br />
- If you can stealthily kill the enemies on the Bridge, it is much better than attacking them head-on. The Elite General presents a major threat with his Concussion Rifle, so taking him out first may actually be preferable.<br /><br />
- Once back at the Hangar, avoid charging in and instead pick off Enemies from the sidelines. When the waves of enemies begin to spawn, it's highly recommended to use grenades and the Rockets to clear out the enemies faster, especially when it comes to the Elites.<br /><br />
- The final 4 Ultras present a major threat, however there's a way to kill them with relative ease. The Pelican's Gun in the Hangar can actually be used by crouching near the front right of the Pelican, holding your action button (RB, B etc) and moving back and forth along the side until you hop in. The only issue with this is that unless the Pelican's gun is shot off, it'll fill up your entire HUD. So you may need to toss a grenade or two at the Gun, and quickly get in in order to physically remove the Gun while you're still inside it. This won't stop you from getting back out however, but once it's gone, you can't re-enter it.<br /><br />
- Alternatively, consider using a Plasma Pistol and DMR/Needle Rifle combo to take out the Ultras, as it's easily one of your best options.<br /><br />
<br />
<br />
[[Category:Levels|R-05]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:LongNightOfSolace.jpg&diff=920File:LongNightOfSolace.jpg2014-10-31T07:15:26Z<p>Reed Tiburon: </p>
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<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:CoastalHighway.jpg&diff=919File:CoastalHighway.jpg2014-10-31T07:12:52Z<p>Reed Tiburon: </p>
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<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Coastal_Highway&diff=918Coastal Highway2014-10-31T07:12:38Z<p>Reed Tiburon: </p>
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<div>{{Level Infobox<br />
| title = Coastal Highway<br />
| image = [[File:CoastalHighway.jpg|300px]]<br />
| caption = <br />
| game = Halo 3: ODST<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
}} <br />
Coastal Highway is the last level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Coastal_Highway Halopedia] for general information.<br />
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==Easy==<br />
stuff<br />
[[Category:Levels|O-9]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=Data_Hive&diff=917Data Hive2014-10-31T07:11:51Z<p>Reed Tiburon: </p>
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<div>{{Level Infobox<br />
| title = Data Hive<br />
| image = [[File:DataHive.jpg|300px]]<br />
| caption = <br />
| game = Halo 3: ODST<br />
| time = Easy: ~x:xx; Legendary: ~x:xx<br />
}} <br />
Data Hive is the second to last level in [[Halo 3: ODST]]. See [http://www.halopedia.org/Data_Hive Halopedia] for general information.<br />
<br />
==Easy==<br />
stuff<br />
[[Category:Levels|O-8]]</div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:DataHive.jpg&diff=916File:DataHive.jpg2014-10-31T07:11:07Z<p>Reed Tiburon: </p>
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<div></div>Reed Tiburonhttps://wiki.haloruns.com/index.php?title=File:KikowaniStation.jpg&diff=915File:KikowaniStation.jpg2014-10-31T07:10:11Z<p>Reed Tiburon: </p>
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<div></div>Reed Tiburon