Difference between revisions of "Winter Contingency"

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(Relay Outpost: added video and more explanation)
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| caption = "There's a disturbance on the frontier."
 
| caption = "There's a disturbance on the frontier."
 
| game = Halo: Reach
 
| game = Halo: Reach
| time = Easy: ~7:00; Legendary: ~7:30
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| time = Easy: ~6:00; Legendary: ~6:30
 
| previous = -
 
| previous = -
 
| next = [[ONI: Sword Base]]
 
| next = [[ONI: Sword Base]]
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Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.
 
Winter Contingency is the first playable level in [[Halo: Reach]]. See [http://halopedia.org/Winter_Contingency_(level) Halopedia] for general information, the routes and strats are the same for both Easy and Legendary.
  
HaloRuns record page: http://www.haloruns.com/records?lb=501 (click the timestamps for video links)  
+
HaloRuns record page: http://haloruns.com/records?lb=501 (click the timestamps for video links)  
  
 
==Video Examples==
 
==Video Examples==
Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&show=0 Full Game] Records page. There are also multiple video tutorials for some specific tricks indicated on this page
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Examples of every trick mentioned here can be found on either the [https://haloruns.com/records?lb=0501&show=0 Individual Level] or the [https://haloruns.com/records?lb=0500&show=0 Full Game] Records page. There are also multiple video tutorials for some specific tricks indicated on this page. Be sure to check #reach-links in the Haloruns discord
  
 
==Mission Start==
 
==Mission Start==
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Rout that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.
+
After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Route that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.
  
 
===Starting Routes===
 
===Starting Routes===
Line 45: Line 45:
 
This is the first version of the trick from late 2014
 
This is the first version of the trick from late 2014
  
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will reamin still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.
+
When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will remain still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chaingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.
  
 
===Early Falcon===
 
===Early Falcon===
Line 92: Line 92:
  
 
==Final Area==
 
==Final Area==
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random.
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===Easy===
 +
After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random. Ignore the rest of the enemies and head up to the very last room, throw some nades to kill the grunst and run to the switch, the Zealot will be there messing around with the swith kill him with a [[Halo:_Reach#Noob_Combo|noob combo]] a ninja or however you want to and finish the level. If you can't hit the switch bad luck friend, an enemy from the previous hall followed you and he needs to die.
 +
 
 +
===Legendary===
 +
After the cutscene you want to kill everyone, grab a DMR and walk a bit to trigger the Zealot movement, don't go too far or he will go to the next room, shoot at the red tanks to make them explode and while they are in fire shoot to the Zealot, you will want to walk backwards while shooting at the tanks. If the Zealot agros you hide behind the DMRs and let him engage Jorge, kill him and then proceed with the level while killing enemies. After the hall do the same as on easy, throw some nades to the grunts and [[Halo:_Reach#Noob_Combo|noob combo]] the final Zealot.
  
Run straight for the last room.  Keep in mind that only the two Zealots, and the four Grunts in the last room, so you dont have to kill anyone in the middle hallway.  At the last room, try hit all four grunts with a grenade.  Pick off any survivors with a DMR then backsmack the Zealot.  After that activate the junction and you're done.
 
 
[[Category:Levels|R-01]]
 
[[Category:Levels|R-01]]

Revision as of 19:41, 2 January 2020

Winter Contingency
WinterContingency.jpg"There's a disturbance on the frontier."
Information
  • Game: Halo: Reach
  • Beginner Goals: Easy: ~6:00; Legendary: ~6:30

  • Intermediate Goals: {{{time2}}}

  • World Class Goals: {{{time3}}}

  • IL Records: {{{time4}}}

  • Segmented Times: {{{time5}}}

    Halo: Reach level navigation

    - - Winter Contingency - ONI: Sword Base

Winter Contingency is the first playable level in Halo: Reach. See Halopedia for general information, the routes and strats are the same for both Easy and Legendary.

HaloRuns record page: http://haloruns.com/records?lb=501 (click the timestamps for video links)

Video Examples

Examples of every trick mentioned here can be found on either the Individual Level or the Full Game Records page. There are also multiple video tutorials for some specific tricks indicated on this page. Be sure to check #reach-links in the Haloruns discord

Mission Start

After 47 seconds inside the falcon get out of the falcon and start sprinting. You can either try to gor for the Barrier Jump on the hill on your left or do the Classic Route that involves some slide jumps to go down. Barrier Jumps saves 10 secs but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes.

Starting Routes



  • Barrier Jump Route
In order to do the Earliest Falcon you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the Falcon Grab.
You can watch an indepth Video Tutorial on how to do all the Barrier Jumps.
  • Classic Route
Sprint down the hill to the house try to get some slide jumps to save some time. Skip the house by going to the right and jumping up the cliffside.
Here is the optimal slide jump route, if you do it correctly you will outrun the camo elite on legendary




Doesn't matter which route you take, try to get a plasma pistol from any of the enemies.

Falcon Grab

You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before it is supposed to, for the trick to work you need first to deload Jun from the falcon.

  1. As you near the trucks, stop right where the ground is about to slope downward and look at the Falcon with Jun in it. You'll notice that the Falcon is flying in a triangular pattern.
  2. When the Falcon is on your left and at its furthest point away from you, immediately run down the slope and if done correctly the Falcon will teleport.

This process removes Jun from the Falcon, so that the Falcon Skip can be triggered later in the level (if you did the barrier jump route at the beginning of the level you don't need to do this process).

Normal Falcon

This is the first version of the trick from late 2014

When you reach the trucks get in and drive to the first structure, there will be a hill on your left where the falcon will remain still, make sure you have a plasma pistol, if you don't, you can take one from the skirmishes on your way to the hill, climb it and shoot an overcharged Plasma Pistol shot at the Falcon. A good place to aim is the nose, just behind the chaingun. Keep doing this until the Falcon flips over and the cockpit opens. Flip the Falcon back over and pilot it.

Early Falcon

Strat from early 2015

What you do is shoot the overcharge to the falcon as soon as it spawns without Jun. Instead of going for the truck try to snipe the Falcon with the plasma pistol, when the falcon teleports it will first go down, stop for less than a second and the fly to the hill, start the overcharge on it's way down and shoot at it before it starts moving, if you do it correctly the EMP will hit it and it will go down.

Earliest Falcon

Was a coop only strat but in mid 2018 became doable in solo.

For this one you MUST do the Barrier Jumps at the beginning of the level and go over the buildings because you will skip some triggers by doing that. Jump back into the map and make sure to hit a load so you can get a checkpoint when you land, there are many grunts there so grab a plasma pistol from any of them.

Then there are 2 ways to do the grab.

Hard

Get back into the building. jump over the fence on your left and wait there until you the the falcon spawn on your radar, when it shows up wait under the stairs for 2 seconds and then run and exit the building, aim up and try to overcharge the falcon. I you do it good it will flip and then open.

Soft

Get near the building entrance aim up to the sky, shoot the overcharge to the sky and quickly run inside the building and jump. If you do it correctly the falcon will open, now jump from outside the building to reach where the falcon is.


Both of this strats are well explained on This Video

Out Of Bounds

For the OOB part there are 3 ways to do it, two of them are done with the same drop ship and are explained Here.

Normal OOB

For this one use your falcon to fly via the right side of the biggest hill so you can activate the dropship landing in the correct area, approach the marines and make sure to trigger the blue markers over their heads (YOU MUST DO IT), after the ship drops some grunts it will allways fly in same path, if you want you can destroy it's turret, follow the ship and try to get stuck on it after it flys over (sometimes through) the hills. After a while it will push you through the elastic barrier, you will know you are done because you will take some damage (you sometimes don't take any damage). This is the most consistent way to go Out of Bounds

Early OOB

Basically the same as the Normal OOB but for this one YOU MUST NOT trigger the blue markers on the marines, you need to get close enought for the ship to drop the enemies but without activating the markers, once you see the ship is going down fly over the three near the left side of the ship, when the drop ship starts to go up try to get stuck on it's fly path. This is very tricky to do because it will take a different path every single time. This is RNG based even with the few manipulation done

Earliest OOB

Here is a quick explanation of this trick.

This is the hardest one to do and it is done with the very first dropship seen in the game, first you need to get the Earliest Falcon but you need to have in mind that if you grab the plasma pistol from the group of grunts located in the far left side near the gate you WOON'T be able to do it.

Wait with your falcon hovering over the big three that is near the right side of the hut that is located in the left part of the river. You will see the dropship comming, when it starts to go down quickly move fordward to the second river and lock your altitude as high as possible and pray for the dropship to take you out of bounds, this is completly RNG so sometimes you will need to stop before or exactly above the river (watch the Top 3 Individual Level so you can see what I mean).

Relay Outpost

Here is a quick tutorial on how to do all this strat.

Once you load the relay outpost, do not land in there. Instead, stay out of bounds above the outpost and kill every enemy with your Falcon. After you make sure every enemy is dead (use your radar to double check) get out of your Falcon and then re-enter your Falcon, for safety land on top of the relay outpost but you can do this in mid air. This is a vital trigger that you must hit or else the level will not continue, after this you will get a checkpoint and if you did it right you will listen a Kat's dialog, if you do, it is safe to proceed with the deload, if you don't go back and make sure every enemy is dead.

For the next part, it is recommended that you watch the world record run to see where they go as it is hard to explain, but you need to deload the outpost by loading previous area of the level, avoid going too far and too high or else you could get teleported into solid space and die, wait outside the now deloaded relay outpost. Around the time the second spirit spawns you should load the relay outpost again, then either scale the nearby rock to get back into the relay outpost or use the Falcon to fly over the wall - using the Falcon is risky as there is a chance for you to get locked in the Falcon. On your way inside the building pick up 2 frag nades, one is located upstairs in the yard and the other one is with a marine's dead body by the middle truck, get inside the building and position yourself between the DMR ammo frame and the left pillar (you will see a 3rd frag nade, you will use it soon). You should notice that the door you need to go through is deloaded but it's hit box is still there, this is normal. Wait for the enemies being dropped off to die and the sky to change color, when that happens throw the 3 nades making them bouncing with the floor, if you do it right the hitbox of the door will be gone and you can continue with the level as usual, if not you will have to wait between 5 to 15 secs for the hitbox to dissappear.

Final Area

Easy

After the cutscene, run for the first Zealot and backsmack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random. Ignore the rest of the enemies and head up to the very last room, throw some nades to kill the grunst and run to the switch, the Zealot will be there messing around with the swith kill him with a noob combo a ninja or however you want to and finish the level. If you can't hit the switch bad luck friend, an enemy from the previous hall followed you and he needs to die.

Legendary

After the cutscene you want to kill everyone, grab a DMR and walk a bit to trigger the Zealot movement, don't go too far or he will go to the next room, shoot at the red tanks to make them explode and while they are in fire shoot to the Zealot, you will want to walk backwards while shooting at the tanks. If the Zealot agros you hide behind the DMRs and let him engage Jorge, kill him and then proceed with the level while killing enemies. After the hall do the same as on easy, throw some nades to the grunts and noob combo the final Zealot.