diff --git a/README.md b/README.md
index 922c8cb..ef2a8d0 100644
--- a/README.md
+++ b/README.md
@@ -1,134 +1,528 @@
# Downpatch Content Repository
-This repository contains all markdown content for downpatch.com. The application pulls this repo directly and renders the pages at runtime.
+Welcome to the Downpatch Content Repository.
-The goal of this repo is:
-- Keep content fully open source
-- Keep structure simple
-- Make guides easy to edit
-- Avoid hidden logic inside the app
+This repository contains all of the Markdown content that powers **downpatch.com**, including guides, documentation, and wiki pages. Every page on the site is stored here as plain text, making it easy for anyone to contribute using Git and Markdown.
-## How Content Sync Works
-The k3s deployment runs the application in Kubernetes.
-The content repository is:
+## Project Goals
-- Cloned on container startup
-- Refreshed hourly
+Downpatch is built around a few simple principles:
-This means:
+- Keep all content open source.
+- Make contributing approachable for everyone.
+- Store content as clean, human-readable Markdown.
+- Separate content from presentation by using reusable Markdown components.
+- Build a wiki that is easy to maintain, review, and expand over time.
-- Pushing to `main` here will go live on the hour.
+---
-## Folder Structure
+# How Publishing Works
-All guides live under:
+The website automatically pulls content from this repository.
-```
+Content is:
+
+- Cloned when the application starts.
+- Automatically refreshed approximately once every hour.
+
+Once your changes are merged into the `main` branch, they will be published automatically during the next refresh cycle.
+
+---
+
+# Repository Structure
+
+All documentation lives inside the `guide/` directory.
+
+Example:
+
+```text
guide/
+ halo/
+ index.md
+ toc.yml
+
+ reach/
+ index.md
+ winter-contingency.md
+ oni-sword-base.md
```
-Example:
+Repository rules:
+
+- Every folder should contain an `index.md` file.
+- Nested folders are fully supported.
+- URLs are generated directly from the folder structure.
+- An `index.md` file becomes the landing page for its folder.
+
+For example:
+
+```text
+guide/halo/index.md
```
-guide/
- halo/
- index.md
- toc.yml
- haloreach/
- index.md
- levels.md
+
+becomes:
+
+```text
+/guide/halo
+```
+
+while
+
+```text
+guide/halo/reach/winter-contingency.md
+```
+
+becomes:
+
+```text
+/guide/halo/reach/winter-contingency
```
-Rules:
-- Every folder must contain an `index.md`
-- Nested folders are allowed
-- URLs are based on folder structure
-- `index.md` becomes the folder root page
+---
+
+# Creating a New Guide
-## Basic Frontmatter
+## Frontmatter
-Each markdown file must start with YAML frontmatter.
+Every Markdown page begins with YAML frontmatter. Frontmatter defines page metadata such as the title, navigation, hero image, external links, and level information.
-Recommended fields:
+Example:
```yaml
---
-title: Halo: Reach
-nav_title: Halo: Reach
-description: Getting started with Halo Reach speedrunning.
+title: Winter Contingency
+
+description: Speedrun guide for Winter Contingency in Halo Reach.
-square_image: square.webp
-og_image: og.webp
+game: Halo Reach
+mission_number: Mission 1
+map_name: m10.scenario
-leaderboard: https://haloruns.com
+hero_image: /content/guide/halo/assets/wiki/winter-contingency.webp
+
+leaderboard: https://haloruns.com/leaderboards/reach/solo/wc/Easy
discord: https://haloruns.com/discord
+halopedia: https://www.halopedia.org/Winter_Contingency_(level)
+
+previous_title:
+previous_url:
+
+next_title: ONI Sword Base
+next_url: /guide/halo/reach/oni-sword-base
+
+goal_beginner_easy: 6:45–7:45
+goal_beginner_legendary: 8:00–10:00
+goal_beginner_laso:
+
+goal_intermediate_easy: 5:00–6:00
+goal_intermediate_legendary: 5:30–6:30
+goal_intermediate_laso:
-noindex: false
+goal_world_easy: 4:25–4:45
+goal_world_legendary: 4:50–5:20
+goal_world_laso:
+
+goal_il_easy: 4:12
+goal_il_legendary: 4:35
+goal_il_laso:
---
```
-Field explanation:
+### Page Information
+
+| Field | Required | Description |
+| ------ | :------: | ----------- |
+| `title` | ✓ | Displayed page title. |
+| `description` | ✓ | Meta description used for search engines and social sharing. |
+| `game` | | Game the guide belongs to. |
+| `mission_number` | | Mission number within the game. |
+| `map_name` | | Internal scenario/map name. |
+
+### Images
+
+| Field | Description |
+| ------ | ----------- |
+| `hero_image` | Large banner image displayed at the top of the guide. |
+
+### External Links
+
+| Field | Description |
+| ------ | ----------- |
+| `leaderboard` | HaloRuns leaderboard for the level. |
+| `discord` | Community Discord invite. |
+| `halopedia` | Related Halopedia article. |
+
+### Navigation
+
+These fields create the Previous / Next navigation at the bottom of a guide.
+
+| Field | Description |
+| ------ | ----------- |
+| `previous_title` | Previous guide title. |
+| `previous_url` | Previous guide URL. |
+| `next_title` | Next guide title. |
+| `next_url` | Next guide URL. |
+
+### Goal Times
+
+Goal times populate the **Level Information** card shown on mission pages.
-- `title` — Main page title
-- `nav_title` — Optional shorter title for sidebar
-- `description` — Used for meta description + preview text
-- `square_image` — Used on the game search page
-- `og_image` — Used for social previews
-- `leaderboard` — Optional external link
-- `discord` — Optional external link
-- `noindex` — If true, page will not appear in sitemap
+Supported fields:
-## TOC Format (toc.yml)
+```text
+goal_beginner_easy
+goal_beginner_legendary
+goal_beginner_laso
-Each folder can define its navigation using a `toc.yml`.
+goal_intermediate_easy
+goal_intermediate_legendary
+goal_intermediate_laso
+
+goal_advanced_easy
+goal_advanced_legendary
+goal_advanced_laso
+
+goal_world_easy
+goal_world_legendary
+goal_world_laso
+```
+
+Leave any field blank if no goal time is available.
+
+# Markdown Guide
+
+Downpatch supports standard GitHub Flavored Markdown in addition to several custom components.
+
+## Headings
+
+```md
+# Heading 1
+## Heading 2
+### Heading 3
+```
+
+## Lists
+
+```md
+- Item
+- Item
+- Item
+```
+
+## Links
+
+```md
+[HaloRuns](https://haloruns.com)
+```
+
+## Images
+
+```md
+
+```
+
+---
+
+# Callouts
+
+Callouts are useful for highlighting important information without interrupting the flow of a guide.
+
+Supported callout types:
+
+- `note`
+- `tip`
+- `important`
+- `warning`
+- `caution`
Example:
-```yaml
-- name: "Overview"
- href: index.md
+````md
+> [!NOTE]
+> This is a note.
+
+> [!TIP]
+> This is a tip.
+
+> [!IMPORTANT]
+> This is important.
+
+> [!WARNING]
+> This is a warning.
+
+> [!CAUTION]
+> This is a caution.
+````
+
+# Strategy Cards
+
+Strategy Cards are used to document routes, tricks, skips, movement techniques, and other speedrunning strategies in a consistent format.
+
+Always leave a blank line between the final body text and the component's closing tag.
+
+Example:
+
+```md
+:::strategy
+title: Gate Clip
+difficulty: Advanced
+time-save: 5 seconds
+compared-to: Roof Route
+platform: MCC
+input: Controller
+recommended: IL Only
+consistency: 80%
+
+Gate Clip is currently the fastest IL method to reach Falcon Grab.
+
+- Works on Easy and Legendary
+- Used in top Full Game runs
+- Saves approximately 5 seconds
+
+:::
+```
+
+| Field | Description |
+| ------------- | ---------------------------------------------------------- |
+| `title` | Strategy name |
+| `difficulty` | Beginner, Intermediate, Advanced, IL Only, or Experimental |
+| `time-save` | Estimated amount of time saved |
+| `compared-to` | Strategy this one improves upon |
+| `platform` | MCC, Xbox 360, Original Xbox, etc. |
+| `input` | Controller, Mouse & Keyboard, or Both |
+| `recommended` | Intended use (Full Game, IL Only, LASO, etc.) |
+| `consistency` | Estimated success rate (0–100%) |
+
+
+Only include fields that are applicable to the strategy.
+
+YouTube Embeds
-- name: "Livesplit"
- href: livesplit.md
+Embed YouTube videos anywhere in a page using the following syntax:
+```md
+
+```
+
+It also supports the below syntax as well:
+```md
+
+
+```
+
+The video will automatically be embedded into the page.
+
+MP4 Video Embeds
+
+Local MP4 videos can be embedded directly into a guide.
+
+Example:
+```md
+
+
+ Barrier Jump Route
+
+```
+
+Video recommendations
+
+• Use .mp4 format
+• Compress videos for web playback
+• Store videos in assets/videos
-- name: Games
- items:
- - name: "Halo: Combat Evolved"
- href: haloce/index.md
- - name: "Halo 2"
- href: halo2/index.md
- - name: "Halo 3: ODST"
- href: halo3odst/index.md
+```md
+Example directory:
+
+content/
+└── guide/
+ └── halo/
+ └── assets/
+ └── videos/
+ └── gate-clip.mp4
```
-Rules:
+Images
+
+Images use standard Markdown syntax.
+
+```md
+
+```
-- `name` — Display text in sidebar (Value must be in quotations)
-- `href` — Relative path to markdown file
-- `items` — Nested navigation group
-- Indentation must use spaces (not tabs)
+Recommended image format:
-If no `toc.yml` exists, the folder will still work, but navigation will be limited.
+```md
+.webp
+```
-## URL Behaviour
+Image guidelines:
-- `/guide/folder/index.md` becomes `/guide/folder` in the application
-- Nested `/guide/folder/subfolder/index.md` becomes `/guide/folder/subfolder`
-- Other files become `/guide/folder/file`
+Use lowercase filenames.
+Use hyphens instead of spaces.
+Keep filenames descriptive.
+Optimize images before uploading.
Example:
+```md
+/content/guide/halo/assets/wiki/gate-clip.webp
+Uploading Assets
+```
+
+Images and videos should be committed alongside the guide that references them.
+
+Recommended folder structure:
+```md
+content/
+└── guide/
+ └── halo/
+ └── assets/
+ ├── wiki/
+ │ ├── gate-clip.webp
+ │ └── winter-contingency.webp
+ │
+ └── videos/
+ ├── gate-clip.mp4
+ └── falcon-grab.mp4
+```
+
+Keeping assets organized by game makes them easier to maintain, avoids duplicate uploads, and keeps the repository consistent.
+
+# Contributing with GitHub
+
+Contributions of all sizes are welcome. Whether you're fixing a typo, adding a new strategy, or writing an entirely new guide, the process is the same.
+
+---
+
+## 1. Fork the Repository
+
+Click **Fork** in the top-right corner of this repository to create your own copy under your GitHub account.
+
+---
+
+## 2. Clone Your Fork
+
+Clone your fork to your local machine.
+
+```bash
+git clone https://github.com/YOUR_USERNAME/content.git
+```
+
+Then enter the repository.
+
+```bash
+cd content
```
-guide/halo/index.md → /guide/halo
-guide/halo/haloreach/index.md → /guide/halo/haloreach
-guide/halo/haloreach/levels.md → /guide/halo/haloreach/levels
+
+---
+
+## 3. Create a Branch
+
+Create a new branch for your changes.
+
+```bash
+git checkout -b improve-gate-clip
```
-## Philosophy
+Choose a descriptive branch name that summarizes your work.
+
+Examples:
+
+- `fix-winter-contingency`
+- `add-halo-2-guide`
+- `update-gate-clip`
+
+---
+
+## 4. Make Your Changes
+
+Edit the Markdown files, add any required images or videos, and verify that your formatting is correct.
+
+Before committing, review your changes:
+
+```bash
+git status
+```
+
+---
+
+## 5. Stage Your Changes
+
+Stage all modified files.
+
+```bash
+git add .
+```
+
+Or stage individual files.
+
+```bash
+git add guide/halo/reach/winter-contingency.md
+```
+
+---
+
+## 6. Commit Your Changes
+
+Create a commit describing what you changed.
+
+```bash
+git commit -m "Improve Gate Clip strategy"
+```
+
+Good commit messages describe the change, not the process.
+
+Examples:
+
+- Improve Gate Clip strategy
+- Add ONI Sword Base guide
+- Fix Winter Contingency typo
+- Update goal times
+
+---
+
+## 7. Push Your Branch
+
+Push your branch to GitHub.
+
+```bash
+git push origin improve-gate-clip
+```
+
+---
+
+## 8. Open a Pull Request
+
+Open your repository on GitHub.
+
+GitHub will usually display a **Compare & Pull Request** button after you push your branch.
+
+If not:
+
+1. Open the **Pull Requests** tab.
+2. Click **New Pull Request**.
+3. Choose your branch.
+4. Target the `main` branch.
+5. Add a short description of your changes.
+6. Submit the Pull Request.
+
+---
+
+## 9. Review Process
+
+Maintainers may request changes before merging your Pull Request.
+
+Once approved and merged into the `main` branch, your changes will automatically appear on **downpatch.com** during the next content refresh (approximately every hour).
+
+---
+
+# Need Help?
-Content is intentionally simple:
+If you're unsure about formatting, Markdown syntax, or repository structure:
-- No database
-- No CMS
-- No hidden admin system
+- Look at an existing guide for examples.
+- Open a GitHub Issue.
+- Ask in the Haloruns Discord.
-If something is wrong, open a PR.
+We appreciate every contribution, no matter how small.
\ No newline at end of file
diff --git a/guide/halo/halo2/index.md b/guide/halo/halo2/index.md
index ec6e481..73dd6cd 100644
--- a/guide/halo/halo2/index.md
+++ b/guide/halo/halo2/index.md
@@ -1,12 +1,12 @@
---
-title: Halo 2
-nav_title: Halo 2
+title: Halo 2 (2004)
+nav_title: Halo 2 (2004)
description: Halo 2 speedrunning hub with category context, core techniques, and links to level guides.
-game: Halo 2
+game: Halo 2 (2004)
series: Halo
og_image: og.webp
-square_image: square.webp
+square_image: square.jpg
platforms:
- PC
@@ -165,3 +165,13 @@ In Halo 2, there are some enemy types worth taking into consideration.
Most **Brutes** can tear through shields in an instant with their weapons. Best to keep your distance. Having a sword or brute shot can make a huge difference in close encounters. Stick them when you can, especially when they berserk. Dual-wielding Needlers is also efficient though rarely used.
On Legendary, any encounter with a shotgun wielding enemy has an extremely high chance to prove fatal, they have extraordinary range with their shots.
+
+## Halo 2
+
+### Easy
+
+[MisterMonopoli's Easy Text Document](http://pastebin.com/qSfuGSiv)
+
+### Legendary
+
+TBD
diff --git a/guide/halo/halo2/square.jpg b/guide/halo/halo2/square.jpg
new file mode 100644
index 0000000..1722c2e
Binary files /dev/null and b/guide/halo/halo2/square.jpg differ
diff --git a/guide/halo/halo2mcc/index.md b/guide/halo/halo2mcc/index.md
index 7a85ed8..5e838fb 100644
--- a/guide/halo/halo2mcc/index.md
+++ b/guide/halo/halo2mcc/index.md
@@ -1,8 +1,23 @@
---
-title: Halo 2 MCC
-description: Halo 2 MCC speedrunning hub with category context, core techniques, and links to level guides.
-leaderboard: http://www.haloruns.com/records?lb=0700
+title: Halo 2 Anniversary
+nav_title: Halo 2 Anniversary
+description: Halo 2 speedrunning hub with category context, core techniques, and links to level guides.
+game: Halo 2 Anniversary
+series: Halo
+
+og_image: og.jpg
+square_image: square.jpg
+
+platforms:
+ - PC
+ - Console
+leaderboard: https://haloruns.com/leaderboards/h2a/solo/fullgame/Easy
discord: https://haloruns.com/discord
+order: 12
+timing_method: Varies by category
+downpatch: sometimes
+allowed_versions: "Depends on category"
+where_to_buy: "Steam / Xbox Store"
---
Halo 2 MCC (also known as Halo 2: Anniversary) is a remastered version of [Halo 2](../halo2/index.md) for the Xbox One and PC that features new toggle-able HD graphics and audio, 60 FPS framerate, and high quality pre-rendered cutscenes from Blur Studios. At release, popular glitches such as [Sword Flying](../halo2/index.md#Sword_Flying) and [Sword Canceling](../halo2/index.md#Sword_Canceling) were not possible on Halo 2 MCC. Due to the differences between Classic and MCC, the leaderboards for the two games were separated. In 2018, a patch re-introduced [Sword Flying](../halo2/index.md#Sword_Flying) to Halo 2 MCC.
diff --git a/guide/halo/halo2mcc/levels/cairostation/index.md b/guide/halo/halo2mcc/levels/cairostation/index.md
new file mode 100644
index 0000000..19042be
--- /dev/null
+++ b/guide/halo/halo2mcc/levels/cairostation/index.md
@@ -0,0 +1,130 @@
+---
+title: Cairo Station
+description: Speedrun strategy page for Cairo Station in Halo 2, including route notes, tricks, and leaderboard links.
+leaderboard: https://haloruns.com/leaderboards/h2a/solo/cairo/Legendary
+discord: https://haloruns.com/discord
+---
+
+**Cairo Station** is the second playable level in [Halo 2](../../index.md). See [Halopedia](http://halopedia.org/Cairo_Station_(level)) for general information. The general strategies vary between Easy and Legendary.
+
+HaloRuns record page: (click the timestamps for video links)
+
+{{#Widget:YouTube\|id=Fqyrev6X6pY\|right\|caption=The current H2A world record for Cairo Station on Easy, as of April 14th, 2025.}} {{#Widget:YouTube\|id=A0pQHE1J4N4\|right\|caption=The current H2A world record for Cairo Station on Legendary, as of April 14th, 2025.}} {{#Widget:YouTube\|id=ghGWB4F783Y\|right\|caption=The current H2A world record for Cairo Station on Easy, as of April 14th, 2025.}} {{#Widget:YouTube\|id=qHB_pDwi8pg\|right\|caption=The current H2A world record for Cairo Station on Legendary, as of April 14th, 2025.}}
+
+**IMPORTANT NOTE:** The strategies outlined below for Legendary will not include strategies involving Tram Skip. Tram Skip is an advanced trick that we do not recommend for Legendary fullgame outside of top-level runners. Tram Skip itself is not difficult, but it makes the rest of Cairo Station extremely difficult and time-consuming to run due to the persisting Marine aggro and the lack of a plasma pistol for Hanger 1. For Easy, Tram Skip is recommended due to the easier difficulty. Tram Skip does not change the recommended route on Easy.
+
+## Level Start and Commons R-01
+
+### *Easy*
+
+After skipping the cutscene, enter the next room and wait near the yellow door without being too close to it. After it explodes, enter the next room and obtain a Plasma Pistol as quickly as possible. If you're new to the game, it'll be easier to dual wield two Plasma Rifles.
+
+### *Legendary*
+
+Jump up to the balcony above the yellow door and wait for two Elites and two Grunts to run into the room before dropping down behind them. Try not to get spotted by them in the process. If you don't get a plasma pistol in here, drop down in the next room, head left, and kill a Grunt for it. Otherwise jump up to the balcony on the right, go near the end of the path, jump down and run straight ahead. Noob combo the lone Elite. You can melee/backsmack him to conserve your plasma pistol's battery.
+
+## First Hangar
+
+### *Easy*
+
+Noob combo the Elite, BR the Elite and Grunts coming out of the tube, [quick reload](../../index.md#Quick_Reload), and BR the second wave. BR the two Grunts that were already in the room if the marines didn't kill them. If you're using the dual wield strat, just shoot all the enemies. Look at the Malta to make it explode sooner, don't stop looking until it's blown up. Pick up four Plasma Grenades on the balcony. You can also retrieve them by being underneath their location and jumping. The three frags near the entrance can be retrieved from below too. Head towards the locked door at the end of the room without being too close to it.
+
+### *Legendary*
+
+Stay up top and focus on noob comboing at least one Elite per wave. Kill the Grunts when you can. You can kill a Grunt while the charged projectile is tracking it's target. Toss a frag to intercept each wave while continuing the above pattern. On the third wave, the game starts a timer that will eventually spawn one white Elite and two Grunts in the tube regardless of how quickly you clear the room. Noob combo the white Elite and BR two Grunts. Promptly replace your plasma pistol for one with more charge. While looking at Malta, make your way up to the balcony and retrieve plasma grenades. If the marine up here survived, you can kill him yourself, he has a chance to drop a frag or two. Head to the area above the door. When the door explodes, drop down behind the enemies and proceed. Make sure to pick up the BR ammo near the turret!
+
+## Second Hangar
+
+### *Easy*
+
+BR both turret Grunts, BR Grunts, but prioritize killing the Elite to make the next wave arrive sooner. Either throw a plasma grenade where the enemies land or stick the Elite while he's in the tube. Kill any remaining Grunts. Look at the Athens, it's the same case as Malta. Head into the back room to grab frags then go down either stairs.
+
+### *Legendary*
+
+This hangar is a disaster waiting to happen. Note that the turret Grunts drop 100 charge plasma pistols. They will eventually despawn if not picked up. You can toss a plasma grenade towards the enemies before retrieving the guns. Dual wielding plasma pistols, jump up to the balcony and drop one of them near the large green box on the right. Noob combo Elites, BR Grunts, toss a grenade for each wave. You can stick Elites that are taking cover against boxes in plain sight. Strafe to dodge enemy return fire. Watch out for Grunts sending plasma grenades your way, the explosion can be deadly and can knock off your plasma pistol if it lands near it. On the third wave, the game will eventually spawn two super lethal white Elites and a gold sword Elite (the white Elites will be flanking the Goldie). After killing most of the enemies, dual wield your plasma pistols, charge them up, and aim for where the two white Elites will be when they spawn. Finish off the Goldie, collect his sword, and it'll finally be over. Go to the back room to retrieve frags. Look at Athens, look at it, look at it. If you remain up top long enough, you can get a checkpoint before proceeding into the hallways. If you want to go faster, wait at either door at the bottom of the stairs and cancel off the Elite when it opens to the next door. Stick the stealth elite that spawns when the door opens. Quickly pull out your sword and move to the other door. Sword slash the other stealth elite to drop his shields, then either slash him again or pull out your BR for a quick headshot.
+
+## Hallways, Armory, and Commons B-01
+
+### *Easy*
+
+Run to the armory, watch Gunns die, get his shotgun. Run through the next room, heading straight forward. When you reach the end, you can jump onto the small ledge to the right or grenade jump up using a plasma grenade.
+
+### *Legendary*
+
+Move into the Armory and onto one of the ramps. If you want to go fast/risky, throw a frag grenade onto the opposing ramp. This will make the Elites look at that spot and away from you. Walk past the Elites and sword fly to and over the turret grunt. If you want to go with a more consistent strategy, stick/BR the two Elites up top. Note that one of these can spawn as a white Elite. Upon entering the next room, you'll get a checkpoint. Sword fly to and over the turret Grunt (YXR+A). Revert if you don't get it in time. If sword flying isn't an option, you can jump onto the ledge to the right and up to the balcony. Jump across to the turret area.
+
+Sometimes you can get a checkpoint right before the two large green boxes in the next room.
+
+## Space
+
+### *Easy*
+
+Walking.
+
+### *Legendary*
+
+You need to get down this hallway quickly, if enough enemies are killed before you reach the end, several enemies will spawn ahead of you. Sword fly into the Elite or sword fly to and jump over a Grunt. Sword lunge both Ranger Elites. There are several ways to reach the room with the Drones:
+
+Method 1: Jump up the ramp ahead of you, grenade jump to the top of the space station and head to the door.
+
+Method 2: If the Elite Ranger outside is floating above the structure that you entered space from and he's not moving, you can sword fly off of him. You can do it from the ramp or the nearby crate.
+
+Method 3: If the Elite Ranger is underneath the structure, then you kill him with your sword and BR the second pair of Elite Rangers that arrive. This is also helpful if you're unable to utilize sword flying.
+
+## Drones
+
+### *Easy*
+
+In this big room, several Drones will fly up when you cross the yellow line. You need to kill at least four or five Drones to trigger the door at the bottom to open. You want to get to the yellow door right as it's opening, there will be two Elites and several Grunts inside. Approach the edge, bounce a frag off the floor, and keep moving forward. Turn around and BR one or two Drones. You can tell if the door is open by the red light glow near the switch. If the door doesn't open, kill a few more Drones. When the airlock door opens, either toss a frag so it lands in the midst off the enemies or stick one of the Elites, then switch to your shotgun and clean them up. Make sure the last enemy dies before the airlock door fully closes. Staying in the middle of the small room, you'll have skipped some dialogue to open the door sooner.
+
+### *Legendary*
+
+Heading to the right, throw a frag towards the yellow line where the Drones emerge. Then throw a frag under the platform near the stairs, a Drone usually flies down here. Head down to the lift, kill a few more Drones from down here if the door hasn't opened. Sword fly to a Grunt in the airlock, jump behind either door frame, and kill anyone who's still inside.
+
+If sword flying isn't an option for you: Kill all the Drones and let the lift come up. You can stop it by using the switch. Staying on the top level of the elevator, you can noob combo the Elites and kill the Grunts. The Grunts tend to throw grenades at you if you're up here. You can damage/kill some of these by bouncing a frag off the floor. Once the area is cleared, drop the sword for a plasma pistol with decent charge.
+
+## Space (second time)
+
+### *Easy*
+
+Walking.
+
+### *Legendary*
+
+The current strat is to juggle a plasma pistol to a certain spot and sword fly off the turret Elite while swapping the sword for the plasma pistol. This will take some practice. Delay the checkpoint you get in the airlock until the door has opened.
+
+https://www.youtube.com/watch?v=3x_eU7wTJe8#t=4m40s Example
+
+The safer strat is to noob combo. There are two plasma pistols with 100 battery available in the airlock. It helps to bring a plasma pistol with you to give you a spare to use for the bomb room. With careful aim, you can noob combo the turret Elite. Noob combo the other two Elite Rangers. BR the next pair of Rangers from a safe distance.
+
+## Bomb Room
+
+### *Easy*
+
+The bomb room is guarded by four Elites (the dual wielding one has a chance to be a white Elite) and two Grunts. Toss a frag at the initial enemies, BR them, then go on a shotgun spree. You can use grenade sticks on Elites that keep their distance. The level usually ends when everything in this room dies.
+
+### *Legendary*
+
+The bomb room is guarded by six Elites. Noob combo the first Elite then head left. Carefully noob combo most of them from this position, use the crate and walls for cover. If your plasma pistol's battery is about to expire, you can trade it to a marine in the back room and kill him to reset it.
+
+https://www.youtube.com/watch?v=rnvFhhGfDTY Example
+
+## Potential Strategies and Knowledge Base
+
+Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:
+
+- Who discovered the trick, date of discovery, and various notes
+
+### Historical Strategies
+
+- N/A
+
+### Potential Strategies
+
+- N/A
+
+### Knowledge Base
+
+- N/A
+
+2-02
diff --git a/guide/halo/halo2mcc/levels/deltahalo/index.md b/guide/halo/halo2mcc/levels/deltahalo/index.md
new file mode 100644
index 0000000..fbacbb4
--- /dev/null
+++ b/guide/halo/halo2mcc/levels/deltahalo/index.md
@@ -0,0 +1,68 @@
+---
+title: Delta Halo
+description: Speedrun strategy page for Delta Halo in Halo 2, including route notes, tricks, and leaderboard links.
+leaderboard: https://haloruns.com/leaderboards/h2a/solo/dh/Legendary
+discord: https://haloruns.com/discord
+---
+
+**Delta Halo** is the seventh playable level in [Halo 2](../../index.md). See Delta Halo (level) for general information.
+
+HaloRuns record page:
+
+{{#Widget:YouTube\|id=H77fUiRosdk\|right\|caption=The current H2A world record for Delta Halo on Easy, as of April 18th, 2025.}} {{#Widget:YouTube\|id=hKlKbafy-Ls\|right\|caption=The current H2A world record for Delta Halo on Legendary, as of April 18th, 2025.}} {{#Widget:YouTube\|id=TkMq-pfiULk\|right\|caption=The current H2C world record for Delta Halo on Easy, as of April 18th, 2025.}} {{#Widget:YouTube\|id=B9EXq1RhqDg\|right\|caption=The current H2A world record for Delta Halo on Legendary, as of April 18th, 2025.}}
+
+## Start & Gap Jump
+
+### *Easy*
+
+Progress through the level normally until you reach the bridge with the ghosts. You can do the normal strategy of pressing the button or do a grenade jump in the Ghost to get across the gap. Drive towards the gap. Throw a grenade at the edge and immediately get in your Ghost, then full boost towards the grenade. The grenade should explode under the back half of the ghost while you're at full speed. If you've done everything right, you'll launch yourself across the gap. This is better viewed with a tutorial: [Gap Jump Tutorial](https://youtu.be/L9rGQ_8hOrs?t=9342). Experiment with this trick and tune it to how you like! This trick will take practice to become consistent at.
+
+### *Legendary*
+
+At the start of the level, switch to your rocket launcher and hop on the rock directly to your left. Shoot a rocket at the ground in front of you, and then very quickly afterwards jump. This will boost you onto the rock shelf above you, saving time. Shoot your second rocket at the turret on your right while continuing to move forward. Jump in the small gap between the rock ahead of you and the wall. Grab the BR on the ground next to the ODST Drop Pod and shoot the wall directly above the ramp into the Forerunner ruins. This will bait the Jackal sniper out into the open, where you can headshot him. This start may seem scary and dangerous at first, but it's very consistent once you master it. Continue onwards until you hit a mandatory trigger in the next section. *Do not go far enough so that you can see the jackal snipers that spawn in the next area. If you see snipers, you've gone too far.* After hitting this trigger, backtrack while tightly hugging the left wall. After following this wall for a way, you will hit a point where you can jump out-of-bounds. Do so and walk towards the next area where you take the Ghost. If a turret appears on the structure to your front-right, shoot it with a rocket. Use your second rocket on the left-side Ghost and take the right-side Ghost. Proceed to the Gap Jump like normal. This start is best visualized with a video showing you exactly where to go and how far: [Legendary Start + Gap Jump Example](https://youtu.be/wwruL5ea5KM?t=6159).
+
+## Post-Gap Jump
+
+### *Easy*
+
+After Gap Jump, drive through the Forerunner structures like normal. Once you reach the open area (after the "You Break It, You Buy It" chapter title) drive through all the enemies like normal. Once you reach the downward ramp, drive onto it, then backtrack. Backtrack to your left until you reach a low, sloped wall on the left side. Drive up this wall, holding the nose of your Ghost in the air to make this easier. Climb the next wall as well. Drive onto the long, sloped wall you see, following the bushes. Drive along this sloped wall until you it ends. Drop off the wall onto the floor below, taking care to not fall timer and die. This section is difficult to describe in writing; it is best visualized using a video: [Delta Halo Easy Driving](https://youtu.be/K860Q3LZBMM?t=1591).
+
+### *Legendary*
+
+The Legendary driving is a little different than Easy. After Gap Jump, drive just inside the Forerunner structure, then backtrack. This hits a mandatory trigger that is required to end the level. Backtrack out of the Forerunner structure towards the far wall, to the left of the huge tree and close to the edge. Climb this wall with your Ghost and keep climbing until you're on top of the mountain. Follow the mountain down, towards the square gap in the textures (visible on classic graphics). Go to the right of this patch and drop off the ledge. This will drop you into the combat zone, but with no enemy spawns. The rest of the driving is the same as on Easy. Once again, this driving is best visualized with a video example to follow: [Delta Halo Legendary Driving](https://youtu.be/wwruL5ea5KM?t=6242).
+
+## Grotto Drop
+
+### *Easy and Legendary*
+
+This section plays the same on Easy and Legendary. You want to be faster on Legendary since the snipers can actually kill you. After dropping off the wall, drive towards the square shelf to the left of that big pillar. Sit on it and line yourself up with the long, rectangular shelf beneath you. Drive off the square shelf and safely land on the slope beneath you. This next part is crucial: line yourself up with the pillar, and slowly drop into the trigger volume below you. Feather your boost while you're falling to ensure that you don't drop into the grotto. Once you see the title card "Off The Rock, Through The Bush, Nothing But Jackal" you've successfully hit the trigger. Slam your boost and drive back up the wall. On Legendary you need to be quick or the snipers will get you. Next, drive along the edge of the grotto towards the large structure on the edge of the lake. A video example of this is very helpful: [Grotto Drop Example](https://youtu.be/wwruL5ea5KM?t=6313)
+
+## Ending
+
+### *Easy*
+
+Drive down the ramp towards the door. Jump out and move to the right inside of the door. Shoot a rocket directly at the Plasma Rifle-wielding Elite, then jump onto the ledge on your right. After jumping onto this ledge, shoot the Plasma Rifle Elite again to kill him, then BR the remaining Elite. If another Elite spawns next to you, kill him. *If you are doing downpatched full game runs, exchange your BR for the Energy Sword. If you are doing fullgame runs on current patch, exchange your Rocket Launcher for the Energy Sword.*
+
+### *Legendary*
+
+Before driving down the ramp, stop and exchange your BR for a Plasma Pistol. Drive into the door and move to the right while simultaneously charging your Plasma Pistol. Once you can see the Elites, overcharge the Plasma Rifle wielding Elite and jump on the ledge to your right. After jumping onto this ledge, rocket the Plasma Rifle Elite to kill him. If another Elite spawns next to you, kill him with an overcharge Plasma Pistol shot + Rocket Launcher melee. Then, kill the Energy Sword Elite to end the level. *If you are doing downpatched full game runs, exchange your BR for the Energy Sword. If you are doing fullgame runs on current patch, exchange your Rocket Launcher for the Energy Sword.*
+
+## Potential Strategies and Knowledge Base
+
+Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:
+
+- Who discovered the trick, date of discovery, and various notes
+
+### Historical Strategies
+
+- N/A
+
+### Potential Strategies
+
+- N/A
+
+### Knowledge Base
+
+- N/A
+
+2-07
diff --git a/guide/halo/halo2mcc/levels/gravemind/index.md b/guide/halo/halo2mcc/levels/gravemind/index.md
new file mode 100644
index 0000000..1ec2153
--- /dev/null
+++ b/guide/halo/halo2mcc/levels/gravemind/index.md
@@ -0,0 +1,129 @@
+---
+title: Gravemind
+description: Speedrun strategy page for Gravemind in Halo 2, including route notes, tricks, and leaderboard links.
+leaderboard: https://haloruns.com
+discord: https://haloruns.com/discord
+---
+
+**Gravemind** is the eleventh playable level in [Halo 2](../../index.md). See Gravemind (level) for general information.
+
+## The Strats
+
+ !full\|right\|300 px and sword canceling, so the less-significant ones may not be listed. If you have a sword, sword cancel through whichever rooms you can.
+
+\<\\>
+
+### Infinite Camo Glitch (legendary only)
+
+This strat is Legendary-only and must be done at the start of the level. The glitch requires having picked up the Envy skull in Delta Halo to give Master Chief active camo.
+
+1. Mash LB/White (flashlight button) while you skip the opening cutscene.
+2. When the level starts, if you are invisible, immediately save and quit.
+3. Then reset the system as follows:
+
+- (on Xbox) Reset the console;
+- (on Xbox 360) go back to the Xbox 360 Dashboard (Guide button, Y).
+
+Then start the game back up and resume campaign. Master Chief should be permanently cloaked until the end of the level. This trick will make the level a lot easier and save a significant amount of time.
+
+Since the glitch requires the Envy skull, which goes away upon system reset, you can only use it on one level. It saves the most time on Gravemind. On Easy, it is impossible due to the lack of skulls on Easy, and would waste time regardless.
+
+### Wave Skip
+
+
+
+Where to stand to skip waves on Gravemind. Stand just left or just right of center.
+
+
+After killing the initial spawn with the needlers (2 Brutes + 2 Grunts), you can do a spawn trick to skip some enemy spawns.
+
+1. First kill the initial wave. Brute dialogue should start.
+2. Bump against the outside corner of the second spawn door on the left (from the start of the mission). This will open the door, so go inside.
+3. Back up and position yourself so you can see only 6 rows of lights. The last row on one side should have 3 lights, and the other side should only show 2. This is how you know you are far enough back. You should be just left/right of center.
+4. If you do it properly, you should get a checkpoint, then another checkpoint about 10 seconds after. This indicates that the game was unable to spawn a wave of enemies.
+
+here is a little leeway in the positioning, it does not have to be perfect. You need to be slightly left of the center, use the dots in the distance as guides (the dots circled in the picture). Use the dots and the tip of the light (also circled) as your positioning tools.
+
+### *On easy*
+
+When you hear the sound of the elevator coming up, exit and kill the last wave. There should be two Brutes on the elevator and one carbine brute in the stands. Then run to the door.
+
+### *On legendary*
+
+On Legendary, you MUST wait for the second checkpoint and additionally you must wait for approximately four "blips" of the radar before moving out of the room. Otherwise enemies will spawn. Repeat after clearing the enemies that appear to skip the final two waves. It may be helpful to keep a grunt alive until you get into position and then kill it. \<\>
+
+### Second Room - First Outside Area
+
+The fastest way to get down is to skip going down the lift and fall off the slope instead. It's even faster if you get a brute boost along the way. You need to hit the slope properly to reset the fall timer, otherwise you will likely die when you hit the ground. Take the jackal's beam rifle - scare or kill him and he will drop it.
+
+### *On legendary, no inf. camo*
+
+Kill all of the enemies in the next room. Position yourself with dual-wielding needlers (and carbine as the second weapon) to the left side of the door that Cortana will open. Hopefully you will get a checkpoint. Follow the exact route of the second part of the video \[0:46 - 1:17 in video\] as it is a very consistent method. It should be noted that you should aim slightly to the right of the brute when throwing your grenade. Pick up additional carbine ammo before dropping down if needed. You don't need to kill the jackal to get the beam rifle, simply shoot once to scare it and it will drop the beam rifle.
+
+### Fourth Room
+
+### *On legendary, no inf. camo*
+
+After receiving the beam rifle, go to the end of the third room and wait by the door for a checkpoint. If you are lucky with the RNG, the brute in the next room will be facing away from you, melee it in the back. If you are really lucky, you can also melee the two jackals in the room and skip the wave of two brutes and three (?) grunts that enter the room normally \[1:18 - 1:32 in video\]. If a jackal notices you, retreat and fight your way through the room.
+
+### The Jails
+
+After going down the main lift, you need to kill everything to trigger Cortana's dialogue. If the dialogue doesn't trigger, make sure no Brutes are stuck running into crates on the top level. If they do this, they won't show up on your radar, so be aware.
+
+Once everything is dead, Cortana should tell you to go to the lower level. You can go down via the lifts, or simply drop off the edge by landing on the curved shield protrusions. Killing all enemies (the guards) in Jail 1 frees the Marines. Kill everything on your way up to the middle level (Jail 2), then kill the guards.
+
+### *Lift Spawn Kill*
+
+Once the marines are freed, continue killing enemies and head to the upper level of the jail. When enough enemies have been killed, Cortana will say, "Hostile reinforcements! Coming down the lift!" This means that enemies have spawned in the grav lift. You can shut the lift off by going back down to the middle level at/around this time. Wait 7-10 seconds (until the lift sounds), then go back up. This is sufficient time for all enemies to fall to their deaths, which is a much quicker way of clearing the lift.
+
+You can grab a beam rifle if you want to pull off long sword flies.
+
+### Hallways After the Jails
+
+Get the sword at the top of the lift. When you approach the door, 3 Elites will come out followed by some Drones. It helps to do a grounded sword cancel off one of the Elites, which will give you decent height and distance. You can pull a swordfly off the Hunter as shown. Once outside, swordfly off the far Jackal. If you don't make it all the way over the wall, head through the door and slide-jump your way down.
+
+### *On legendary, no inf. camo*
+
+After the prison, pick up the sword so you have a sword + beam rifle combo. The easiest way to get through the hallways if for you to sword cancel in a way that it deloads the rest of the enemies. This can happen as in the video \[2:40 - 3:10 in video\] or by performing the sword cancel so you fly towards the ceiling. The latter is hard to do, the former is easier. Most of the time a checkpoint is obtained right before the door opens so revert to saves can be used if the deloading fails. Otherwise fighting through the next sections is necessary.
+
+### Second Outdoor Area
+
+As you enter the second outdoor area, a sword Elite and Brute will be fighting in front of you. Position yourself for a sword fly off of the far jackal sniper. Fly over the top of the structure and down the slanted slope. It should be noted that you can die from the fall timer if you do not hit something before landing on the ground. The video \[3:10 - 3:26 in video\] shows where the usual standing place for the sword fly is.
+
+### Jetpack Elite Room
+
+### *On legendary, no inf. camo*
+
+Arguably the most dangerous room in the game to get through quickly. A safe method involves dropping down to the ground level and then jumping back up top via a box \[3:27 - 3:40\]. If no hesitation occured, only the brutes in the next hallway will spawn. The longer you idle in the jetpack room, the more enemies will spawn in the next hallway. The most dangerous spawns are 2 additional Rangers and a honor guard Elite.
+
+### "Hover Things" (Third Outdoor Area)
+
+The hover-things have a little delay sometimes, but they're pretty fast. There are a couple of ways of getting through the areas with the Brute/Elite skirmishes.
+
+- Cross the horizontal gravity lift and head to the left walkway. Zoom with your beam rifle at full zoom and aim durectly across at the opposing walkway in your distance. A checkpoint will appear and then two charging brutes will appear around the corner. Sword fly off of the SECOND brute to cross this area quickly (if you sword fly off the first brute, you will fly into the second brute). \[3:55 - 4:15 in video\]
+- Grenade jumping your way around the outside rocks is faster than running through the middle.
+- If you want to be safe and consistent, jumping on the crate and up to the rafters lets you run in a straight line instead of having to go around. You can repeat this strategy.
+
+At the large ramp up, the Brutes are an easy swordfly target.
+
+### Fourth Outdoor Area
+
+You can sword cancel off the jackal sniper. With a boost from a plasma grenade, it is possible to make it to the ledge on the other side.
+
+### *On legendary, no inf. camo*
+
+As you enter the area, go around the left side and either grenade the jackal sniper or kill it with a weapon. Jump on top of the nearby box and run across the left side of the map. As in the video \[4:18 - 4:50 in video\], jump onto a series of rocks to reach the next door. Jumping on top of the map will skip the trigger for enemies coming outside of the door.
+
+### Invisible Elite Room - Fifth Outdoor Area (Bridge)
+
+Grab the Fuel Rod Gun from the hallway floor. When you get to the hall with the turret, kill the sniper jackal to the right as you enter the area. This will cause an elite to get in the turret fairly consistently. If you sword fly high enough off of him, you will fly over a trigger that causes an Elite and two Hunters to come out of the door. If you hit the trigger, just kill the Hunters with the FRG.
+
+### *On legendary, no inf. camo*
+
+Grab the fuel rod gun after you kill the two invisible elites and four grunts. As you enter the next room, stick the elite to your upper left as you run by. Run directly to the next door and kill the two jackals and brute. Immediately head through the next door and kill the jackal sniper to your right. This will cause an elite to mount the turret on the bridge. This next sword fly will skip the hunters and elites that come out of the far door. The sword fly needs to be very high, so stay as close to the door you just went through and preferably jump before and while you sword fly. You must sword fly off of the turret in order to fly past. The video \[5:02 - 5:30 in video\] shows an example of this process.
+
+### Blow Me Away (Final Room)
+
+This song sucks. There's 3 white Elites, 2 Hunters, 2-3 Brutes and some Drones. Focus on killing everything in the room but the brutes. Start with the three elites and then kill the two hunters (on Legendary the lone drone should be killed by enemy fire but if not, kill the drone before the brutes). After those enemies are killed, then focus on the brutes and stay close to the middle pedestal where Cortana will speak to you. If done correctly, Cortana will start her dialogue to open the final doors before the next wave of brutes come out. \[5:32 - end in video\] To deal with the final enemies, simply sword cancel off of one of the elites and past the sword elite lagging behind to safely pass them and end the level.
+
+2-11
diff --git a/guide/halo/halo2mcc/levels/highcharity/index.md b/guide/halo/halo2mcc/levels/highcharity/index.md
new file mode 100644
index 0000000..0729998
--- /dev/null
+++ b/guide/halo/halo2mcc/levels/highcharity/index.md
@@ -0,0 +1,38 @@
+---
+title: High Charity
+description: Speedrun strategy page for High Charity in Halo 2, including route notes, tricks, and leaderboard links.
+leaderboard: https://haloruns.com
+discord: https://haloruns.com/discord
+---
+
+**High Charity** is the thirteenth playable level in [Halo 2](../../index.md). See [High Charity](https://www.halopedia.org/High_Charity) for general information.
+
+## Full Game Strategies
+
+### Easy
+
+### Start
+
+If you are going to do the flood butterfly, skip to the section of the Wiki about the flood butterfly. Otherwise, walk towards the enemies. Kill the combat form that runs at you at the start of the level for his sword. It will either be the first or second flood combat form to run at you. Continue through the level to the elevator that takes you to the next section. You can use sword flies and sword cancels to speed up this section.
+
+### Bug/Open Room
+
+After going up the elevator, pick up the beam rifle that is on the right in the hallway, if you are going to sword fly. Sword fly to the brute at the first landing platform. Step on the lift to go to the next area to activate it, while waiting for it to activate, pick up a carbine from the weapon box. Continue through the lift to the hallways.
+
+If you don't intend to sword fly, just keep your original carbine and take the lifts across the room to the hallways.
+
+### Hallways
+
+When the first door to the hallways opens up, you can jump and do a sword cancel off a flood and potentially go quickly down the entire first hallway. You can also try and get some sword tricks off of enemies in the next hallways to speed those up.
+
+In the first half-circle room, you can either swordfly to a brute up in the middle of the room and then attempt to sword cancel off of that same brute to the other doorway. If you do not want to do this, or if you get a bad spawn, just walk through the middle to the other door. Continue to the second half-circle room. Sword fly to the rocket flood that will be in the middle of the room. After that continue to the elevator.
+
+### Elevator
+
+You can try the pressure launch, however if you don't get it or if the enemies don't spawn you want to have a checkpoint nearby and make sure to revert quickly to avoid softlocking the game.
+
+After reaching the top of the elevator, sword fly off of one of the grunts on the left side of the room. At the far end of the room will be three brutes and three jackals. You need to kill at least five of these enemies to progress through the door.
+
+Go up the elevator after the fight and the level ends when you reach the end of the room at the top of the last elevator. You can sword fly off of a brute that is running down on the far end of the last room if you do it quickly enough.
+
+2-13
diff --git a/guide/halo/halo2mcc/levels/metropolis/index.md b/guide/halo/halo2mcc/levels/metropolis/index.md
new file mode 100644
index 0000000..ae9500e
--- /dev/null
+++ b/guide/halo/halo2mcc/levels/metropolis/index.md
@@ -0,0 +1,138 @@
+---
+title: Metropolis
+description: Speedrun strategy page for Metropolis in Halo 2, including route notes, tricks, and leaderboard links.
+leaderboard: https://haloruns.com/leaderboards/h2a/solo/metro
+discord: https://haloruns.com/discord
+---
+
+**Metropolis** is the fourth playable level in [Halo 2](../../index.md). See Metropolis (level) for general information.
+
+HaloRuns record page:
+
+{{#Widget:YouTube\|id=I8x6-VmWIUQ\|right\|caption=The current H2A world record for Metropolis on Easy, as of April 14th, 2025.}} {{#Widget:YouTube\|id=W3dN8VOYwF4\|right\|caption=The current H2A world record for Metropolis on Legendary, as of April 14th, 2025.}} {{#Widget:YouTube\|id=zoswsEYefns\|right\|caption=The current H2C world record for Metropolis on Easy, as of April 14th, 2025.}} {{#Widget:YouTube\|id=R2TxbCBaVRk\|right\|caption=The current H2C world record for Metropolis on Legendary, as of April 14th, 2025.}}
+
+## The Bridge
+
+### *Easy*
+
+Immediately after skipping the cutscene, run to the Warthog, leave the two marines behind, and drive to the end of the bridge.
+
+### *Legendary*
+
+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.
+
+## The Tunnels
+
+### *Easy*
+
+At the first barrier, after driving past a small red truck and blue bus, there is a driving maneuver you can do to get up to the ledge as quickly as possible: while driving forward, turn left then turn right. This will take some practice, but it'll be worth it. View some IL times to see the exact driving line you want to take.
+
+### *Legendary*
+
+The legendary strategy is the same as the Easy strategy, but much riskier. This section will take time and practice to become consistent at.
+
+## Outside, Post-Tunnels
+
+### *Easy*
+
+Drive off the ledge in front of you into the area. Drive through the water towards the exit, trying to maintain a straight line. Drive past the wraith and into the streets. Focus on keeping a tight driving line and avoiding crashing into enemies or walls.
+
+### *Legendary*
+
+The route is the same as the Easy route, but more dangerous. When you initially leave the tunnels, try to splatter the jackal sniper in front of you if possible. Driving quickly is paramount in this section, as lingering will increase your odds of dying.
+
+## The Streets
+
+### *Easy*
+
+Drive towards the left Wraith, hop out before getting too close and use the board-nade glitch to kill it quickly. Hop in the Wraith, adjust your position and aim at the second Wraith while the mortar is being armed. It takes four direct mortar hits to destroy it, less if the Hog assists. Looking up, boost towards the building and shoot the Phantom's turrets and Ghosts. Boost again towards the building and quickly head upstairs. Take the rocket launcher and shotgun from marines.
+
+### *Legendary*
+
+The Jackal snipers will make it more difficult to get past this section.
+
+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 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.
+
+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.
+
+Be sure to grab rocket launcher ammo from your ally before heading up the stairs.
+
+## Early Scarab
+
+### *Method 1: Grenade Jump*
+
+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.
+
+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.
+
+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.
+
+### *Method 2: [Superbouncing](../../index.md#Movement_Techniques) (H2C only)*
+
+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.
+
+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.
+
+Iu-1wmmkPIY
+
+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).
+
+L1ixwJBTJ80
+
+### *Method 3: Long Jump*
+
+[Here](https://www.youtube.com/watch?v=HQC5h8SBIx8)
+
+### *Method 4: Moon Jump*
+
+[Here](https://www.youtube.com/watch?v=aU9vjjlB8_w)
+
+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.
+
+## Scarab Clear
+
+Get a checkpoint on the Scarab by being on top of its middle platform or being under the arch near its main cannon. If you were unable to execute the early Scarab trick, wait until the Scarab comes close to the bridge, jump down, and head to the back area. Throw a distraction grenade then force your way down. Head back up and to the front of the Scarab.
+
+### *Easy*
+
+Wait inside the Scarab just to the left of the ramp for the enemies to spawn. Grunts will spawn close to you. Throw a grenade past them towards the pilots while jumping over the Grunts. Throw another grenade at the other side of the wall near the pilots. Then, shoot your rockets at either side of the wall. Switch to your shotgun to clean up any survivors.
+
+### *Legendary*
+
+There are several methods for clearing the Scarab on Legendary.
+
+### *Method 1: Plasma Rifle Clear*
+
+You should have plasma rifle + rocket launcher for this clear. Walk down to the end of the ramp into the Scarab. When the enemies spawn, quickly walk back up the ramp and towards the Scarab's head. Drop onto the side of the head and walk into the body of the Scarab. You should be able to view the 2 Major Elite pilots and the Ultra Elite from here. Use the plasma rifle to lower their shields and finish them off with the rocket launcher.
+
+### *Method 2: Plasma Pistol Clear*
+
+You should have battle rifle + rocket launcher for this clear. Walk down the ramp and to the left, in front of where the Grunts will spawn. Hold out your BR. Immediately when the Grunt spawns, headshot him with the BR and pick up his plasma pistol. The timing on this is tight, and it may take some practice. Holding the plasma pistol, quickly walk back up the ramp and towards the head of the Scarab. Drop onto the side of the head and walk into the body of the Scarab. You should be able to view the 2 Major Elite pilots and the Ultra Elite from here. Use the plasma pistol to drop their shields and finish them off with the rocket launcher.
+
+### *Method 3: Shotgun Boost Clear*
+
+This is the fastest yet riskiest clear and will take some practice to master. You need the shotgun + rocket launcher for this clear. Position yourself like you're doing the Plasma Pistol Clear except holding the shotgun. When the grunt spawns, wait half a second and then perform a shotgun boost to propel yourself towards the pilots. Switch weapons to your rocket launcher midair. The Ultra Elite will immediately enrage. Backsmack him during the animation. Then, holding the rocket launcher, bait the other two elites into melees, dodge the melee, and backsmack them.
+
+## Scarab Deload
+
+If you hit the trigger at the top of the building's stairs within a certain window, the Scarab will disappear and the level cannot be completed. See the video below for a detailed explanation. Scarab Deload Explained by ImNotBrad:
+
+## Potential Strategies and Knowledge Base
+
+Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:
+
+- Who discovered the trick, date of discovery, and various notes
+
+### Historical Strategies
+
+- N/A
+
+### Potential Strategies
+
+- N/A
+
+### Knowledge Base
+
+- N/A
+
+2-04
diff --git a/guide/halo/halo2mcc/levels/oracle/index.md b/guide/halo/halo2mcc/levels/oracle/index.md
new file mode 100644
index 0000000..308687a
--- /dev/null
+++ b/guide/halo/halo2mcc/levels/oracle/index.md
@@ -0,0 +1,112 @@
+---
+title: Oracle
+description: Speedrun strategy page for Oracle in Halo 2, including route notes, tricks, and leaderboard links.
+leaderboard: https://haloruns.com/leaderboards/h2a/solo/oracle/Legendary
+discord: https://haloruns.com/discord
+---
+
+**Oracle** is the sixth playable level in [Halo 2](../../index.md). See Oracle (level) for general information.
+
+HaloRuns record page:
+
+{{#Widget:YouTube\|id=QqRXWMqh7iQ\|right\|caption=The current H2A world record for Oracle on Easy, as of April 17th, 2025.}} {{#Widget:YouTube\|id=9Peb3-z0X_w\|right\|caption=The current H2A world record for Oracle on Legendary, as of April 17th, 2025.}} {{#Widget:YouTube\|id=OiyoDxkeBJI\|right\|caption=The current H2C world record for Oracle on Easy, as of April 17th, 2025.}} {{#Widget:YouTube\|id=N4sK5FMOrd8\|right\|caption=The current H2C world record for Oracle on Legendary, as of April 17th, 2025.}}
+
+## The First Room
+
+### *Easy*
+
+First, sword the Grunt in front of you and stick the other one. Activate camo before the grenade explodes to avoid drawing aggro from your allied Elites. Doing this skips a lot of dialogue and saves time. In the big room past the Elites and Flood fighting, the one with the hologram of the Heretic Leader, there are five combat flood forms on the ground. Sword all of these bodies so that they don't get revived. Next, pick up a new sword and pick up a sentinel beam (both found on the dead bodies of the flood combat forms). Dropping your carbine near the exit door is recommended; this way when the door opens you can swap it with your sentinel beam without losing any time. Afterwards, jump up onto the pillars, or further up into the rafters of the room. It is about to flood (literally) with infection forms. The waves can spawn in any of the various holes around the upper walls. Three initial waves spawn in these holes, then two in the center, then two in the holes again, then two in the center followed by a final wave from the holes. Be ready by the door as the final wave spawns.
+
+https://www.youtube.com/watch?v=aqDQLA7SXmk#t=0m08s First Room Example
+
+### *Legendary*
+
+This section plays the exact same on Easy and Legendary. Take special care to avoid aggro from your allied Elites on Legendary, as they kill you very quickly.
+
+### *Dialogue Skip*
+
+[Dialogue Skip Tutorial](https://www.youtube.com/watch?v=_IEYsG27Yn8)
+
+This is a skip that causes the Heretic Leader and Half-Jaw's dialogue to overlap, saving 8 seconds. This is performed the same on both Easy and Legendary. To perform this skip, follow the setup above by breaking all 5 Flood bodies and picking up the Sentinel Beam. Jump up to the wall, and from there onto one of the pillars. Wait for the audio cue of the Heretic Leader's holo-drone to start. The room will be entirely silent right before this cue plays so it's pretty easy to pick out. When this cue starts, walk back towards the door you came into. Walk down the hallway until the door shuts. You will hear a booming sound effect play. Wait a second after this cue, then move back into the room. If you've done everything right, the Heretic Leader and Half-Jaw's dialogue will overlap, and you've hit the skip!
+
+## The Elevator
+
+### *Easy*
+
+The elevator is an auto-scroller. So long as you avoid death, there is no real timesave or timeloss for the first few minutes. The flood combat forms can be killed from afar before they reach the elevator, and a lot of the time the real threat is posed by your elite allies, who can melee you to death and stick you. Step onto the elevator as quickly as possible to start it and then kill enemies at your leisure. Once your allied Elites follow you onto the elevator, kill them. It will save time later on in the mission. Note that you can draw aggro from doing this.
+
+Ride the elevator down. We currently cannot skip this section.
+
+Eventually, there will be a wave of sentinels that spawns. A canister of gas on the elevator floor will begin to rise, and if you watch it you will see it change color when it emerges fully. At this precise moment, the kill barrier beneath the elevator despawns and you can drop down to the platform to continue the level (be sure to drop down on the correct side, with the canister on your left if facing the center of the elevator). The audio cue that plays shortly afterwards can alternatively be used as timing. You have to drop down in two stages to avoid dying to fall-timer. It will likely take some practice to consistently drop down without bouncing off into empty space. If you're having difficulty with the timing, watch this example from the current WR: https://youtu.be/9Peb3-z0X_w?t=263 Elevator Drop Example
+
+Sword cancel off the Combat Forms in the next hallway and enter the Lab Fight.
+
+### *Legendary*
+
+The elevator section plays the exact same on Easy and Legendary, with the minor caveat that enemies can kill you. At the start, kill the enemies on the elevator as fast as possible, preferably before killing you allies. Note that additional Sentinels spawn at the top of this room. There are two ways to ride the elevator down. The first is to fight every Combat Form and Sentinel that spawns before dropping. The second is to headglitch the entire way down until the drop. To do this, walk over to the "arm" that pulls barrels out of the wall. At just above head height there will be an alcove that you can jump into. Do this and ride the elevator down until the drop comes. One method isn't better than another, it comes down to personal preference. Example: https://youtu.be/2a8pvf7uFwk?t=115 Headglitch Method Example
+
+## Lab Fight
+
+### *Easy*
+
+This room takes some practice to execute correctly. There is a Sentinel Beam by your feet as you enter, which you should pick up before dropping down. The initial wave of enemies that are already in the room include a number of Carrier Forms, two Heretic Grunts on turrets, and one Heretic Elite. Also, there are dead Combat Forms on the ground. Take care of the Grunts and Heretic Elite first, destroying the Combat Form bodies as well if you can. Next, kill the Carrier Forms with the sentinel beam as fast as possible. Take note that when you kill the carrier flood there will be a lot of infection forms running around. After you eliminate all those enemies mentioned, the next wave will spawn. This wave will include three Heretic Elites, who enter via the same door that you did, and four Carrier/Combat Forms that spawn near the roof of the room. Kill the Elites first by catching them as they enter the room; you can jump back up to the upper level through any of the windows if you first jump onto one of the ledges that sit between them. The flood will sometimes sit up in the rafters for some time, so be sure to check that they've all jumped down or been killed. After you kill all of them, take note of the time. For the next minute the room will continually spawn more combat forms as you kill them, keeping the total at four. It's therefore futile to kill more flood during this time. Instead, it is best to jump up onto the small ledge atop the exit door, herding the combat forms to that area. Keep an eye on your timer and kill them as soon as one minute has elapsed. The exit door will then open, with Heretics on the other side. Kill these as quickly as possible and wait in the airlock for the door to lock behind you. It is not necessary for all enemies to be dead; if they are sufficiently far from the airlock it will lock anyway.
+
+### *Legendary*
+
+The room plays exactly the same as on Easy in its mechanics. Kill the enemies in the exact same order as on Easy. The caveat is that you can die very fast on Legendary compared to Easy. Don't be afraid to take the fight slow at first to ensure you don't die and eat a big revert. This is one of the hardest fights in the game, be sure to practice it extensively.
+
+## Outside
+
+### *Easy*
+
+After the exit door opens, there will be a carrier form in front of you. Jump and hit a swordfly off of it, aiming to land in the area beyond the grunts. Shoot a grunt midair if you can. If you successfully shot a grunt, two Heretic Elites will spawn coming down the ramp in front of you that you can sword cancel off of. Walk up the ramp and continue into the next room. 4 Combat Forms and 3 Sentinels spawn here. Kill all of them.
+
+### *Legendary*
+
+This section plays the exact same as on Easy, with one exception. After killing a grunt midair, activate your camo to avoid being shot. Proceed with the level.
+
+## Ascent and Cutting the Cable
+
+### *Easy*
+
+After skipping the cutscene, walk to your right. Jump on the supporting pillar for the ramp heading upwards. Follow the ramp up to the elevator button. **On H2A only,** press the elevator button once, then again after a short delay. Stand under the elevator as it descends. This should pressure launch you upwards into the cable room and will make you invincible! From here, cut each of the three cables. When you cut the last cable, note the time and walk towards the elevator shaft. 11 seconds after you cut the last cable, drop into the elevator shaft. **If you don't do this, you will be softlocked and will have to restart.** On H2C, just ride the elevator up normally instead of pressure launching and follow the same steps.
+
+### *Legendary*
+
+On Legendary, perform the same steps. The pressure launch is very beneficial because it makes you completely invincible for the rest of the level!
+
+## The Escape
+
+### *Easy and Legendary*
+
+As you travel back down, look slightly to the right, at about a one-o-clock orientation from the panel at the top. Drop down to the bottom level and continue through the door in front of you. Drop down the elevator shaft. In the next room, you can either attempt a sword cancel across (spawns permitting) or simply go around to either side. A cutscene triggers once you pass through the door on the opposite side. A very brief Banshee section ensues. Continue through the level normally, backtracking through the rooms of The Arbiter in the opposite direction. Eventually you'll find your way back to the hangar room and will fight the Heretic Leader. As you cannot die except to kill volumes, this section plays the exact same on Easy and Legendary on H2A. On H2C Legendary you'll need to be very careful as enemies can and will kill you.
+
+## Heretic Leader Bossfight
+
+### *Easy*
+
+Skip the cutscene that triggers as you enter and move to the right side of the Seraph Fighter. The real Heretic Leader is the one furthest from you when you start. Kill him as quickly as you can, using sword lunges, a Plasma Grenade, or your Carbine. The two at the front are holograms and will vanish when the real Leader is dead.
+
+### *Legendary*
+
+The area that is most different on Legendary is the Heretic Leader fight. Instead of simply dying the first time you attack him, the Heretic Leader will fly up to one of the four tubes on the walls (the same ones that Sentinels appeared from in The Arbiter). From these tubes he delivers three different pieces of dialogue, and during each one he is passive and invincible. After each bit of dialogue he spawns more holograms and tries to resume the fight with you in the middle of the room. You should disallow this by swordflying to him each time, and swording him into submission as he finishes the dialogue. It is best to attack his side or back, as unlike other Heretic Elites his melee is typically an insta-kill and he can perform one if you attack him from the front. After each repetition of this he will fly up his tube and appear again, sometimes in the same one. He can get stuck whilst doing this, if this happens just sword-lunge him and he should go up. If he takes too long to do this on the second one in particular, you will sometimes get additional dialogue from the Oracle that loses time. Another complication can arise if you knock him out of the tube; he will not fly back up once you deal enough damage to him if he is too close to the wall. If you do this, just push him closer to the center of the Hangar using your sword and he should resume as normal. On the third and final bit of dialogue, drop his shields with the sword, and back off to shoot him in the face with your Carbine as his dialogue ends. He will now finally die, and the level will end.
+
+## Potential Strategies and Knowledge Base
+
+Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:
+
+- Who discovered the trick, date of discovery, and various notes
+
+### Historical Strategies
+
+- N/A
+
+### Potential Strategies
+
+- N/A
+
+### Knowledge Base
+
+- N/A
+
+2-06
diff --git a/guide/halo/halo2mcc/levels/outskirts/index.md b/guide/halo/halo2mcc/levels/outskirts/index.md
new file mode 100644
index 0000000..ff349d3
--- /dev/null
+++ b/guide/halo/halo2mcc/levels/outskirts/index.md
@@ -0,0 +1,80 @@
+---
+title: Outskirts
+description: Speedrun strategy page for Outskirts in Halo 2, including route notes, tricks, and leaderboard links.
+leaderboard: https://haloruns.com/leaderboards/h2a/solo/os/Legendary
+discord: https://haloruns.com/discord
+---
+
+**Outskirts** is the third playable level in [Halo 2](../../index.md). See [Halopedia](http://www.halopedia.org/Outskirts) for general information. The strategies vary slightly between Easy and Legendary.
+
+HaloRuns record page:
+
+{{#Widget:YouTube\|id=QDpmf18sbew\|right\|caption=The current H2A world record for Outskirts on Easy, as of April 14th, 2025.}} {{#Widget:YouTube\|id=CnnF-lkyqNI\|right\|caption=The current H2A world record for Outskirts on Legendary, as of April 14th, 2025.}} {{#Widget:YouTube\|id=E5Kv1aiwzzE\|right\|caption=The current H2C world record for Outskirts on Easy, as of April 14th, 2025.}} {{#Widget:YouTube\|id=iVg9-v1R98c\|right\|caption=The current H2C world record for Outskirts on Legendary, as of April 14th, 2025.}}
+
+## The Rooftops
+
+### *Easy*
+
+The first thing you want to do is get out of bounds. Grenade-jump onto the steel beam, then jump up to the ledge.
+
+- If you have difficulty with the first grenade jump, an alternate (slower) strategy is to go into the tunnel and jump on top of one of the lights, then crouch-jump onto the ramped ledge. Once on the roof, turn around and crouch-jump/grenade-jump onto the ledge.
+
+Follow the route in the world record video and head over the rooftops to Hotel Zanzibar. If you miss a jump, there's usually a slower backup route. Alternatively, you can revert to last checkpoint if you miss a jump. Just make sure to keep track of where your checkpoints were received.
+
+### *Legendary*
+
+The strategy for this section on Legendary is no different than the Easy difficulty strategy.
+
+## Hotel Zanzibar
+
+### *Easy*
+
+Grab the pistol from just inside the window and hold it for the rest of the level. The pistol does not spawn anywhere on Metropolis, so you will get a brand-new set of weapons when you start Metropolis. This is called preventing weapon carry-over. This is beneficial, as you will always spawn with four grenades, which are needed on Metropolis. Continue through the hallway, avoid the enemies at the end of the hallway and then continue forward up and over the wall straight ahead of you. Head towards the ghost near the crashed pelican that is on the beach.
+
+### *Legendary*
+
+When dropping back into bounds at Hotel Zanzibar, first grenade the turret that is setup to the left of one of the palm trees below you. If there is a grunt currently manning the turret, you'll want to shoot him off of the turret before the grenade blows up. Your goal with the grenade is to blow up the turret. This will stop the White Elite from pathing to try and man the turret. After you do this, run to the White Elite and get as close as possible. Your goal is to get him angry so that he goes into his rage animation. When he is halfway through his rage animation, melee him in the back so that he drops his sword. Pick it up, then go pick up the pistol that is inside the hotel. You need to pick up the pistol to prevent carry over to Metropolis, so that you have 4 grenades. Continue through the hallway.
+
+At the end of the hallway, 2 elites and 3 grunts will run around the corner when you get close. Sword melee one of the elites and then sword cancel off of one of the grunts in the back of the group. This will allow you to travel faster and is one of the safest ways to quickly complete this section.
+
+Continue to the ghost.
+
+## The Beach
+
+### *Easy*
+
+Boost the Ghost through the next section. Use quickturning (LT+A) to make tight turns without losing much speed. If you have trouble squeezing between the wall and the shipping container, you want to try to get your right wing in first. This is done by going slightly to the right and then tapping 'A' to raise the front right as you get there.
+
+### *Legendary*
+
+You will want to take a different path compared to Easy. Drive straight ahead, you'll see two palm trees grouped together. Drive slightly past them on the right. Quickly turn left, you should see a ghost boosting directly at you. Drive past the ghost and towards the turret. You need to drive past the turret quickly. After you're past the turret there will be more enemies. Drive past them quickly, round the corner, and then go straight out towards the ocean. Once you reach the shoreline, cut towards the left and continue normally. In the next section you can drive under the tower that has a sniper jackal in it, driving straight into the tunnel.
+
+## The Tunnels
+
+### *Easy*
+
+Drive to the end of the level. The Shadows near the end will often switch lanes and generally force you to juke them, losing time. To avoid that, start riding the ledge just before or after you reach them. Refer to the current world record video for tips on how to avoid enemies and other vehicles.
+
+### *Legendary*
+
+Travel forwards into the first tunnel to trigger a Warthog to spawn behind you, then switch your Ghost for the Warthog. If the marine driver is in a certain animation when he gets out, he'll get in the passenger seat right away. You must keep the turret marine alive until you reach the shadows. He is key to drawing their fire away from you. Taking both marines with you isn't required with good driving, however it can help. Refer to the current world record video for tips on how to avoid enemies and other vehicles.
+
+## Potential Strategies and Knowledge Base
+
+Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:
+
+- Who discovered the trick, date of discovery, and various notes
+
+### Historical Strategies
+
+- N/A
+
+### Potential Strategies
+
+- N/A
+
+### Knowledge Base
+
+- N/A
+
+2-03
diff --git a/guide/halo/halo2mcc/levels/quarantinezone/index.md b/guide/halo/halo2mcc/levels/quarantinezone/index.md
new file mode 100644
index 0000000..849a0b6
--- /dev/null
+++ b/guide/halo/halo2mcc/levels/quarantinezone/index.md
@@ -0,0 +1,28 @@
+---
+title: Quarantine Zone
+description: Speedrun strategy page for Quarantine Zone in Halo 2, including route notes, tricks, and leaderboard links.
+leaderboard: https://haloruns.com
+discord: https://haloruns.com/discord
+---
+
+**Quarantine Zone** (often abbreviated **QZ**) is the tenth playable level in [Halo 2](../../index.md). See Quarantine Zone (level) for general information.
+
+## Easy
+
+Immediately grab the ghost that spawns to your left. Progress through the level in the ghost. There are a few shortcuts that you can do, and at the part that you would assume you have to get out of the ghost you can still take the ghost with some good driving. I recommend watching the IL video to learn the path.
+
+The gondola is an auto-scroller. At the end you can sword fly off of a flood to skip a bit of walking. Alternatively just complete the level normally.
+
+## Legendary
+
+leg fullgame
+
+## Individual Level / Segmented
+
+IL/Segmented strats
+
+## SLASO
+
+etc
+
+2-10
diff --git a/guide/halo/halo2mcc/levels/regret/index.md b/guide/halo/halo2mcc/levels/regret/index.md
new file mode 100644
index 0000000..815c340
--- /dev/null
+++ b/guide/halo/halo2mcc/levels/regret/index.md
@@ -0,0 +1,96 @@
+---
+title: Regret
+description: Speedrun strategy page for Regret in Halo 2, including route notes, tricks, and leaderboard links.
+leaderboard: https://haloruns.com/leaderboards/h2a/solo/regret/Legendary
+discord: https://haloruns.com/discord
+---
+
+**Regret** is the eighth playable level in [Halo 2](../../index.md). See Regret (level) for general information.
+
+HaloRuns record page:
+
+{{#Widget:YouTube\|id=TVklhyyFfX4\|right\|caption=The current H2A world record for Regret on Easy, as of April 22nd, 2025.}} {{#Widget:YouTube\|id=aipoTQSm6lk\|right\|caption=The current H2A world record for Regret on Legendary, as of April 22nd, 2025.}} {{#Widget:YouTube\|id=Lj2DwcsArNg\|right\|caption=The current H2C world record for Regret on Easy, as of April 22nd, 2025.}} {{#Widget:YouTube\|id=V3f1j9TEMNw\|right\|caption=The current H2C world record for Regret on Legendary, as of April 22nd, 2025.}}
+
+## Start & Early Gondola
+
+### *Easy*
+
+This guide will assume that the player has carried over the Energy Sword and Rocket Launcher from Delta Halo. To start, walk through the door on your right and pick up the Beam Rifle that's sitting on the ground. Then, walk out into the main section. Go straight until you see a small balcony projecting towards the platform in the center. Jump onto the railing and grenade jump over to the central platform. Then, sword cancel off the Jackals or Elites that spawn at the far end of the platform near the departing gondola onto that gondola. If everything has gone right, you will now be on the gondola early!
+
+From here, what you do will depend on your proficiency at the game and your strategy of choice. There are 3 options:
+
+### *God Despawn*
+
+This trick only works on the MCC version of the game. To do this, simple continue to melee and/or jump while on the gondola. This is delaying a checkpoint that will cause the Phantom that flies in to disappear and will skip multiple spawns at the next tower. Once the Phantom has disappeared, you can stop meleeing or jumping. Stay on the gondola you are on right now and proceed to the tower.
+
+### *Tower Swordfly*
+
+Once on the gondola, don't melee or do anything. This will cause the Phantom to not disappear and the level to proceed normally. Once the gondolas cross, jump over to the other one and press the gondola's "Start" button. This will cause enemies to spawn on the other gondola. Kill them. Once they're dead, drones will spawn at the section you just came from. Snipe them midair as they fly towards you. The gondola will keep moving towards the tower. Line yourself up alongside the left side of the wall that holds the "Start" button, as seen [here.](https://youtu.be/KhKhvk9Dz4I?t=1805) Then, swordfly off of the left-side turret and you should fly right to the top of the tower.
+
+### *Gondola Launch*
+
+**This trick is very different between H2C and H2A. This walkthrough will assume that the player is on H2A; for a detailed breakdown on H2C Gondola Launch, visit [this link](https://www.youtube.com/watch?v=p_r1YMyo28M).** To start, perform Early Gondola like normal. Keep meleeing while on the gondola and stay turned towards the enemies on the platform. From here you have two options. The first is to wait 25 seconds after the enemies on the platform appearing, then turning around towards the tower. This should despawn all of the enemies on the platform and spawn the Phantom but is unreliable. The second option is to kill enough enemies on the platform to force the Phantom to spawn. Whichever method you choose, the Phantom will spawn. Keep meleeing until the Phantom flies overhead, then stop. This should give you a checkpoint. Grenade jump or regular jump over to the other gondola and hit its "Start" button. Then, throw a grenade at the other gondola to spawn kill all of the drones (best visualized through a video). Then, use your beam rifle to shoot one of the two Elites that spawn. Leave the other alive. Line yourself up along the edge of the overhang just above the button so that your foot is halfway off of the little slope facing the back of the gondola. Wait until Miranda's dialogue line starts to play. As soon as you hear Cortana respond with "Understood, ma'am" kill the last Elite. If you've done everything correctly, you should launch right to the tower. This is best visualized through a [video example.](https://youtu.be/phu5WHsdNew?t=2092)
+
+### *Legendary*
+
+The start plays a little differently from Easy. Walk out of the right-side door like on Easy, but hold onto your Rocket Launcher. Look to your right immediately when exiting and swordfly to the Jackal Sniper that spawns beyond the broken bridge. Kill him and shoot a rocket at the other potential Jackal Sniper spawn inside the tower, towards the balcony. Then, pick up the dropped Beam Rifle and kill the remaining Jackal Snipers. There are 5 in total, with 6 potential spawnpoints. Be sure to remember their spawnpoints for future runs. Jump from the tower onto the gondola. If necessary, shoot once to draw out the last Jackal Sniper. Once all 5 are dead, you should get a checkpoint. If not, kill an enemy or two in the background. Then, jump onto the railing in front of you with your Energy Sword out. This will spawn 2 Elites and 4 Jackal Snipers. Stick the Elite closest to you and run back towards the gondola quickly.
+
+From here, what you do will depend on your proficiency at the game and your strategy of choice. There are 3 options, same as on Easy: the God Despawn, the Tower Swordfly, and Gondola Launch. Each strategy plays out the exact same as on Easy, except on Legendary you can die quite easily. Be sure to practice your chosen technique before using it in runs.
+
+## First Tower
+
+### *Easy*
+
+The route for this section differs slightly based on the technique you chose to perform in the previous section. Either way, you should end up picking up the Fuel Rod Cannon at the top of the tower without having killed any enemies yet. While staying near the top of the room, kill the 4 Jackals that spawn below you. Standing at the top of the room prevents additional drone reinforcements from spawning. You should then hear Cortana's dialogue start, indicating that you have successfully completed this section. During her dialogue, grab additional Plasma Grenades from the stashes throughout the room if necessary. One can be seen to the left of the elevator shaft and another is in the dark cubby near the top of the room. Wait for the gondola to come up the shaft and press the "Start" button, killing the Jackals if necessary. Ride the lift down and to the underwater section.
+
+### *Legendary*
+
+Once again, the route slightly differs based on the technique you performed in the previous section. If you performed the Tower Swordfly or Gondola Launch, you end up at the top of the tower, close to the Fuel Rod Cannon. If you performed the God Despawn, you will be at the bottom of the tower and need to ascend. To do so, run into the first room and [quickly jump onto the series of ramps that take you upwards, taking care to avoid fire from the Jackals assembled on the floor.](https://youtu.be/cItSK8vzJFM?t=2968) Ascend as quickly as possible and grab the Fuel Rod Cannon, killing the Grunt guarding it if necessary. Use the Fuel Rod Gun to kill the 4 assembled Jackals while taking care to stay at the top of the room to despawn the Drone reinforcements. If you've done Gondola Launch or the Tower Swordfly, this section is a bit different. You end up at the top of the tower automatically from performing these tricks. Grab the Fuel Rod Cannon and walk into the top of the tower. Drop on the upper section of the ramp to spawn in 4 Jackals on the floor. Wait a second until they start moving, then use your Fuel Rod Cannon to kill them quickly. The positioning for this is a bit tight: you want to be low enough to kill the Jackals, but also high enough to despawn the Drone reinforcements. [This section could use a bit of practice to become consistent at.](https://youtu.be/Kn4cT-RR4GY?t=2156) After ensuring that all Jackals are dead (additional Jackals can spawn if you do this section improperly), kill the Grunt that spawns above you. If you've done this correctly, Cortana's dialogue should start. Drop to the floor near the entrance to the tower, just adjacent to the door. Start swinging your sword. Two Jackal Snipers spawn in the atrium of the tower. Eagle-eyed players can spot them moving on their radars. [Swinging your sword like this will kill the Jackal Snipers right as they round the corner.](https://youtu.be/gnVerSfGblI?t=2420) Move into the atrium to kill them at your own risk; they're crack shots and will dome your head in. Once the snipers are dead, move back towards the elevator shaft and look down into it. Once you see the Jackals spawn, throw a grenade down at them. With some luck, this will kill all three of them. Start the elevator and leave it just before the doors close. Move back towards the atrium and up onto the upper platform where the Marines are dropped off. Replenish your Plasma Grenades and kill a Marine so that he (hopefully) drops Frag Grenades. These will be useful later in the boss fight.
+
+## Underwater
+
+### *Easy*
+
+Ride the underwater elevator to the end. When the doors open, start swinging with your sword until you reach the top of the staircase. This delays a checkpoint a bit in case of death. You should now enter a room full of Grunts. Swordfly off the Grunt at the base of the ramp and input a jump during this fly. This should take you all the way to the other door. Next, enter the large room with the giant Regret hologram. Walk in a straight line through this room until you see the Hunters exit the far side door. Shoot three Fuel Rod shots at them, then swordfly to the last Hunter. Entering the next room, you will see a bunch of camouflaged enemies. To go super fast, shoot a Fuel Rod shot at the wall to freeze the enemies for a second and swordfly off of one of the Elites. If not, walk through the room. Sword lunge at the Energy Sword-wielding Elite at the top of the ramp and take his Sword. Proceed to the next elevator.
+
+### *Legendary*
+
+The first section plays the same as on Easy. Ride the underwater elevator to the end. When the doors open, start swinging with your sword until you reach the top of the staircase. This delays a checkpoint a bit in case of death. You should now enter a room full of Grunts. Swordfly off the Grunt at the base of the ramp and input a jump during this fly. This should take you all the way to the other door. Next, enter the large room with the giant Regret hologram. Turn towards 2 o'clock on your right and run directly towards the ledge that's at roughly jump height. The Jackal Sniper spawns are very important in this room. If one spawns on the ledge in your path, sword lunge at it. If not, keep walking. Walk along this ledge and into the alcove, sword slashing any Jackals that get in your way. Walk towards the other end of the room. When you reach the end of the alcove, jump and exchange your Fuel Rod Gun for a Beam Rifle (the beam rifle is on the floor above you, jumping lets you grab it through the ceiling). Jump over the Hunters as they exit the door. In the room with the camouflaged enemies, headshot the two Elites with the Beam Rifle. Swordfly to one of the Grunts or walk. Kill the Energy Sword-wielding Elite at the top of the ramp and take his Sword. Proceed to the next elevator.
+
+## Outside and 2nd Gondola
+
+### *Easy*
+
+Once the elevator arrives, jump onto the ledge directly to the right of the elevator. Sword cancel over the head of the Elite around the corner without alerting him. Outside, either [perform Mountain Cancel](https://youtu.be/X84B4oBDZgc?t=267) or walk to the next gondola. On the gondola, use the Rocket Launcher in the canister to destroy the two Banshees that come to attack you. Then, snipe the Ranger Elites that spawn on the opposing gondola. You should now have the Energy Sword and the Rocket Launcher equipped. Swordfly to the enemies that spawn on the temple platform to start the bossfight sequence.
+
+### *Legendary*
+
+This section plays the same as on Easy except with enemies that can kill you. For this reason, [Mountain Cancel](https://youtu.be/X84B4oBDZgc?t=267) is recommended but simply sword cancelling past the enemies in the first outside section works as well. Before activating the gondola, grab the Rocket Launcher in the canister just before the gondola. After activating the gondola, grab the second set of rockets and destroy the two Banshees that come to attack you. **Be very careful - these Banshees kill you extremely quickly.** Fire rockets after the Banshees stop boosting to minimize the chances of them dodging. Next, drop the Energy Sword for the Sniper Rifle. The gondola coming towards you has four Grunts and two Ranger Elites on it. Two of these Grunts are carrying Fuel Rod Cannons. These Grunts should be your primary targets. Next, focus on the Ranger Elites, then clean up the remaining Grunts. Be sure to save at least one rocket.
+
+## Bossfight
+
+### *Easy*
+
+After clearing the opposing gondola, position yourself at the front of the gondola. You should have the Rocket Launcher and the Energy Sword. Swordfly off of the Grunts that spawn on the temple platform without jumping. This should put you directly into the cutscene trigger. After skipping the cutscene, sword cancel off of a Grunt or Jackal directly into the temple entrance. [Sword lunge into enemies in your path to speed up entering.](https://youtu.be/OEaPS08m_rk?t=2251) Enter the main chamber with Regret at the other end. Drop down into the room and swordfly to Regret. Perform a grenade board to kill him quickly. *Be sure to touch the floor before swordflying. This ensures that you hit a trigger that makes Regret killable.* Be aware that the enemies in the room will still have aggro on you for a few seconds after Regret dies.
+
+### *Legendary*
+
+This is one of the most difficult sections of the run and will require extensive practice. After clearing the opposing gondola, position yourself at the front of the gondola. You should have the Rocket Launcher and the Energy Sword. Swordfly off the Grunts that spawn on the temple platform without jumping. Right before you hit the cutscene trigger, shoot a rocket at the enemies on the platform. With good aim, this will kill the majority of the assembled enemies. After skipping the cutscene, sword cancel off of an enemy on the platform towards the box on the ramp. Then, walk to the left entrance. Stick the elite that is in the doorway or walk past him if it's an Ultra. Walk up the ramp, taking care to avoid the Jackals and Elites that spawn beneath you. Swordfly to Regret, taking care to hit the floor before flying. Regret takes **five cycles** to kill. Various Honor Guard Elites will spawn throughout the fight at **four spawnpoints** on the ground floor. There is a 4/9 chance that a Sword Elite will spawn, a 4/9 chance that a Plasma Rifle Elite will spawn, **and a 1/9 chance that an Elite dual-wielding Plasma Rifles will spawn.** Take care to note what Elites spawn and modify your movements accordingly. The dual-wielder will kill you exceptionally quickly, so take care not to expose yourself to him for any length of time. This fight is best taught through guides, [two](https://www.youtube.com/watch?v=N4Vej7Gz3BE) of which are [linked](https://youtu.be/LpVLRJBV37s) here. Make sure to dedicate a lot of practice time to this fight, even experienced runners get tripped up here.
+
+## Potential Strategies and Knowledge Base
+
+Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:
+
+- Who discovered the trick, date of discovery, and various notes
+
+### Historical Strategies
+
+TBD
+
+### Potential Strategies
+
+TBD
+
+### Knowledge Base
+
+2-08
diff --git a/guide/halo/halo2mcc/levels/sacredicon/index.md b/guide/halo/halo2mcc/levels/sacredicon/index.md
new file mode 100644
index 0000000..2450c6c
--- /dev/null
+++ b/guide/halo/halo2mcc/levels/sacredicon/index.md
@@ -0,0 +1,38 @@
+---
+title: Sacred Icon
+description: Speedrun strategy page for Sacred Icon in Halo 2, including route notes, tricks, and leaderboard links.
+leaderboard: https://haloruns.com/leaderboards/h2a/solo/si/Easy
+discord: https://haloruns.com/discord
+---
+
+**Sacred Icon** is the ninth playable level in [Halo 2](../../index.md). See Sacred Icon (level) for general information.
+
+HaloRuns record page:
+
+{{#Widget:YouTube\|id=EcV-dakThKk\|right\|caption=The current H2A world record for Sacred Icon on Easy, as of May 18th, 2025.}} {{#Widget:YouTube\|id=FddFcSoe_84\|right\|caption=The current H2A world record for Sacred Icon on Legendary, as of May 18th, 2025.}} {{#Widget:YouTube\|id=SyKEFAPdPH0\|right\|caption=The current H2C world record for Sacred Icon on Easy, as of May 18th, 2025.}} {{#Widget:YouTube\|id=qOvIvJaW7pk\|right\|caption=The current H2C world record for Sacred Icon on Legendary, as of May 18th, 2025.}}
+
+## Easy
+
+Immediately upon spawning, turn right and grab the two Plasma Rifles from the container. Use these to shoot the Piston in the corner as you approach, so that you drop down without having to wait. Much of Sacred Icon is just long stretches of walking, with no enemies that need killing. Timesave is therefore mostly in taking the most optimal path to the next area that you can. Whenever you shoot a piston and fall down the curving slopes, you can go faster by landing on an edge at each turn and crouching, conserving momentum. On two occasions in identical rooms you can give yourself a boost using wall-mounted Sentinel spawners as shown, one of which is in the room after the first piston.
+
+https://youtu.be/3fR72ajdO7s Example
+
+### The Enforcers
+
+When you come across the large room with four 'Plug Locks' as pictured in the Level Image, you needn't kill the enforcer; It explodes along with all the other Sentinels if you simply shoot or activate all the plug locks followed by the panel that pops up on the front of the gondola. After a respite, the gondola reaches the other side with a similar room, with Flood and Forerunner enemies. The only one that needs to die is the Enforcer, so shoot it's 'arms' off with a Carbine when it comes into sight and then kill it with Plasma Grenades. Head out through the slatted door that opens when it dies.
+
+Beyond this, there are no more enemies that need to die until you get outside. Simply move through the following rooms as quickly as you can, picking up a Battle Rifle on the floor in the large open room (if it spawns), and then the sword to the right in the final room before you get out.
+
+### The Fight
+
+Once outside, you can perform one of a few different swordflies across the pitfall directly ahead, spawns permitting. Otherwise, just walk across through the cylindrical walkway to the right. A bit further on lies the final area of the mission, in which you and Halfjaw hold out against waves of Flood. There are five Combat Forms initially in the area. Kill them and Halfjaw will move to a specific spot and say "Arbiter, what are you doing here?", at which point the waves will begin. Focus the Combat Forms; The Carrier Forms do not matter. When you hear/see the Phantom coming, it is best to kill anything remaining as sometimes the end of the level is delayed because the Phantom turrets are aggro'd to Flood.
+
+Here are some diagrams than can help you predict the waves of Flood, showing you the positions they can spawn at, and with which weapons.
+
+
+
+## Legendary
+
+This level is largely the same on Legendary, with the one main difference being that the final fight has additional waves of Flood. Care should be taken in the room with the first Enforcer, as it can kill you quite easily. Shoot the four Plugs and get down to the lower area of the gondola, using camo to come back up and activate the panel. The hallway in which you hear marines shouting 'Suppressive fire!" is quite nasty, as it has a large amount of Carrier forms to navigate around that will kill you if you try to simply run through. There's also a good chance of Shotgun-wielding Combat Forms here, which will ruin your day. You can jump across the pitfall on the right to avoid some of these, which is advised. This combined with good camo usage and frag grenades to scatter Carrier Forms should get you through.
+
+2-09
diff --git a/guide/halo/halo2mcc/levels/thearbiter/index.md b/guide/halo/halo2mcc/levels/thearbiter/index.md
new file mode 100644
index 0000000..7d1f699
--- /dev/null
+++ b/guide/halo/halo2mcc/levels/thearbiter/index.md
@@ -0,0 +1,110 @@
+---
+title: The Arbiter
+description: Speedrun strategy page for The Arbiter in Halo 2, including route notes, tricks, and leaderboard links.
+leaderboard: https://haloruns.com/leaderboards/h2a/solo/arbiter/Legendary
+discord: https://haloruns.com/discord
+---
+
+**The Arbiter** is the fifth playable level in [Halo 2](../../index.md). See The Arbiter (level) for general information.
+
+HaloRuns record page:
+
+{{#Widget:YouTube\|id=x2WhVVWR0c4\|right\|caption=The current H2A world record for Arbiter on Easy, as of April 15th, 2025.}} {{#Widget:YouTube\|id=xE5Z80VJBQ0\|right\|caption=The current H2A world record for Arbiter on Legendary, as of April 15th, 2025.}} {{#Widget:YouTube\|id=vBN5tMYxVYc\|right\|caption=The current H2C world record for Arbiter on Easy, as of April 15th, 2025.}} {{#Widget:YouTube\|id=kJbSKtb3DpY\|right\|caption=The current H2C world record for Arbiter on Legendary, as of April 15th, 2025.}}
+
+## Start
+
+### *Easy*
+
+Walk forward and drop off the ledge to the entrance to the level. Grenade or shoot the back-right grunt as you're falling, then turn and grenade the elite that is opening the door, then grenade the other elite and switch out his beam rifle for your plasma rifle. Kill the final grunt as you are backing into the entrance. Killing your allies skips about thirty seconds of dialogue.
+
+Alert the enemies in the next room so that they move to the position you want them in. After "Loading... done" pops up on your screen, shoot your beam rifle twice to alert the enemies. You'll want to camo right before the door opens, walk to your left, and sword cancel off of the elite while spamming jump. This will hopefully send you flying towards the hanger entrance.
+
+Alternatively, you can simply use camo when the door opens and walk past everything. This is very consistent but is also much slower.
+
+Continue towards the hangar normally. When you get to the elevator, you can hit the button through the wall by jumping onto the ledge, crouching and looking in the right spot. Doing this saves a couple seconds as the elevator will already be moving when you get to it. Grab the grenades and the carbine on the ledge to your right after hitting the button. If you are doing hanger skip, keep the sword and beam rifle or sword and needler depending on the version you are performing.
+
+### *Legendary*
+
+Everything is done the exact same as on Easy, with the slight caveat that enemies can - and will - kill you if you are careless.
+
+## Hangar Skip
+
+Hangar Skip is a trick that allows the player to skip the entire hangar section. Tutorial videos for all versions are linked below. Hangar Skip methods vary between H2C and H2A due to the different physics, so be sure that you are learning the correct version. We currently recommend Hangar Skip for all runners since it saves roughly 40 seconds and is not extremely difficult to perform, but if Hangar Skip isn't for you, keep reading for a hangar clear tutorial. Hangar Skip does not vary between Easy and Legendary.
+
+### *H2C Hangar Skip Tutorial*
+
+1GotJktAiZQ
+
+### *H2A Hangar Skip Tutorials*
+
+5KrB4-\_YL9UVKYLIr8Nhnk
+
+## Hangar Clear
+
+### *Easy*
+
+There is some nuance to how many enemies need to die and in what order they need to die for this room. The first thing you should do is either sword fly or sword cancel off of one of the sentinels to the other side of the room, so that you can open the hangar door as fast as possible. There are three sentinels and a number of heretic elites and grunts in the room that will all need to die eventually, excluding one sentinel that flies away and despawns. Any enemies you kill before opening the door will just respawn. After opening the hangar door, immediately turn around and you need to locate and kill two sentinels as quickly as possible. The first sentinel that you need to kill will be somewhere near the ship in the middle of the room, either repairing it or just floating still in mid-air. The other sentinel will be near the elevator that you came down, carrying an exploding barrel. After you kill those two, you need to kill five more sentinel reinforcements that come into the room through the pipes near the ceiling. While waiting for them to come out, or afterwards, kill the heretic enemies when you have a chance. An allied phantom will fly in at some point and will likely help you kill the heretic enemies. After all five of the sentinel reinforcements die, three Fuel Rod Grunt reinforcements will spawn randomly placed in the four doors to the sides of the room. After you kill them and the rest of the enemies in the room, the door to the hallways will open on the side of the room that the elevator is on, near the bottom.
+
+### *Legendary*
+
+This room is no different on Legendary than it is on Easy, except for the fact that enemies hurt a lot more and will kill you very quickly. There are the same number of enemies and the same enemies need to die in the same order to clear the room as quickly as possible. Because the enemies hurt so much, after you open the hangar door you can and should exit the hangar via the hangar door. There is a soft barrier and the game will try and force you back in, however if you stick very close to the wall you can stay outside and snipe enemies from relative safety, ducking back behind the wall if you become weak.
+
+## Hallways
+
+### *Easy*
+
+Nothing in the first or second hallway needs to die. The key to the hallways is to move as quickly as possible using a combination of moving in straight lines, sword cancels and sword flies. There are some consistent sword cancels that you can do based off of the enemy spawn patterns that you have including one that is in the room separating the first and second hallways. If you sword cancel off of one of the two grunts near the door that you enter the room from, and go over the grunt, you can sword cancel all the way to the other door. This cancel however is one of the harder sword cancels in the game. It is highly recommended to watch a video of the current Easy world record and maybe some other videos as well to see how the hallways are done quickly. Note that the first hallway will vary based on if you perform Hangar Skip or not.
+
+### *Legendary*
+
+After clearing the hangar, make your way to the hallway door. Try to get there before it starts opening. An Elite will either spawn right in front of the door, at the bottom of the ramp, or in an ideal spot between the door and ramp. If he's at the door, you can either stick the Elite before he has time to react or walk close to him to make him melee at you while you walk past. If he spawns in the middle, you can reliably get a cancel over him or just walk. You can also just cancel off one of two Grunts that spawn with him for any of these encounters. Walk past or cancel off of the sword Elite, cloak, cancel off of another enemy and enter the next room before your camo runs out. If it does run out, you can stick the Elite near the end of the hallway before proceeding.
+
+From here, head up top and jump along the rafters on the right, jumping to the other side of the room. If you haven't already picked up a carbine in the hangar, feel free to pick up the Carbine along the way. If you get Grunt spawns at the next hallway door, seek cover near the ramp and take them out before proceeding. If you hide beside the door frame after heading through the doorway, you have a small chance to get a checkpoint, if needed.
+
+Head left and ignore the initial enemies in this second hallway. Turn the corner to come across an Elite who will either be walking up the ramp or running to a spot on the ramp with his back turned to you. Lunge at him with your sword and immediately after you make contact with him, use your camouflage as soon as possible. Sometimes there will be two grunts on the other side of the pillar. If they are there, cancel off of one of them and then continue. If the Grunts don't spawn, you will sometimes get a checkpoint.
+
+For the last part of this hallway, you can cancel off one of two patrolling Grunts. If you get a bad cancel, you can toss a grenade at the sleeping Grunts behind you. An Elite might spawn near the end of the hallway, sword him to death if he does. When you reach the door to the next room, wait for a shield/camo recharge and perhaps a checkpoint before proceeding. Cloak, crouch jump onto the slanted ledge on the left and cancel off the Elite. In the next room, stick the first Elite and either wait at one of the two doors or attempt the glass clip if you feel risky/confident.
+
+## Glass Clip
+
+### *Easy*
+
+In the room before the banshees, where the heretic leader says "Deal with him, my brothers! I will defend the Oracle." There is a frame perfect trick called the glass clip. You can see the Heretic leader through the glass, and he stands still right in front of you when saying his dialogue. What you want to do is throw a grenade at the glass so that it bounces and lands on the floor a bit away from the glass, then jump on the window-sill, for lack of a better term. Make sure that you are standing so you are lined up with him completely perfect. Then, while standing still pressed up against the glass, swing your sword at the leader two frames before the grenade blows up. If done correctly you will clip through the glass and be standing next to him and the banshees. Very important, if you do get the glass clip you have to take one of the two banshees that he doesn't take, either the left or the right one,**do not take the middle banshee.** If you take his banshee you can not finish the level. **Note: Glass Clip does not work on the current patch of the MCC as of April 15th, 2025.**
+
+### *Legendary*
+
+Glass clip works the same on Legendary as it does on Easy except for two notable differences. The first one is that sometimes an elite from the previous room will follow and shoot you while you're attempting glass clip. If this happens your grenade will likely kill you. The second difference is that after you go through the glass on Legendary, you need to immediately use your camo otherwise the enemies out there will kill you quickly. **Note: Glass Clip does not work on the current patch of the MCC as of April 15th, 2025.**
+
+## Banshee End
+
+### *Easy*
+
+After getting in the banshee, fly slightly up and to the right of where you started and go directly towards the end of the level. Do not follow the waypoint. At the end you can either attempt to barrel roll into the door or just park next to the door. To barrel roll press A+Left or Right and then press X at the right time to launch your character using the banshee speed.
+
+### *Legendary*
+
+Once in the banshee, fly to the end just like on Easy. If the banshee starts shooting you in the back, go up and down in a wave-like pattern to dodge the bullets. It's recommended in full game Legendary to not go for the banshee roll strategy at the very end because the Fuel Rod Grunts will kill you if you miss. Instead, park above the door and then camo and drop into the door and the level end.
+
+## Potential Strategies and Knowledge Base
+
+Throughout the development of this level, there have been many strat discoveries that have either been lost with time or have been proven too difficult to be executed consistently across runs. The following sections is for maintaining a list of potential developments that may be referenced for a future date, and will be listed with:
+
+- Who discovered the trick, date of discovery, and various notes
+
+### Historical Strategies
+
+- N/A
+
+### Potential Strategies
+
+- N/A
+
+### Knowledge Base
+
+- N/A
+
+## Recommended Videos
+
+aw-sRfDC7S05GVxAAy3Ib4QPKxj9G_v_A\_Gs92gv7fa8
+
+2-05
diff --git a/guide/halo/halo2mcc/levels/thearmory/index.md b/guide/halo/halo2mcc/levels/thearmory/index.md
new file mode 100644
index 0000000..131618a
--- /dev/null
+++ b/guide/halo/halo2mcc/levels/thearmory/index.md
@@ -0,0 +1,24 @@
+---
+title: The Armory
+description: Speedrun strategy page for The Armory in Halo 2, including route notes, tricks, and leaderboard links.
+leaderboard: https://haloruns.com
+discord: https://haloruns.com/discord
+---
+
+**The Armory** is the first playable level in [Halo 2](../../index.md). See [Halopedia](http://halopedia.org/The_Armory) for general information. {{#Widget:YouTube\|id=ihImaJ-lz8E\|right\|caption=A very good Armory tutorial}} For full-game Halo 2 runs, RTA timing starts at the first frame of fade-in. Selecting "Heretic" in the level select menu is optional, but customary.
+
+## Difficulty Differences
+
+There are no differences between Easy difficulty and Legendary difficulty on The Armory.
+
+## Pushing Strats
+
+You can waste time on this level by messing up the lights test, not looking at Master Guns right away for the shield test, not looking at him to trigger his closing dialogue, and not getting in the elevator right away.
+
+The only strategy on this level is to push your allies. Pushing Master Guns to his location saves less than a second, but pushing Sgt. Johnson saves more time. Wait for him to finish walking out, then push him back into the elevator, near where he would walk back. This must be finished before Johnson finishes the line "Don't worry, I'll hold his hand." If you push him too early, he will continue trying to walk out of the elevator. Too late, and you will glitch his path finding, making him walk into corners and wasting time. Once you're done pushing, look at Master Guns to trigger his dialogue immediately.
+
+If you get the famed "Chili Hole Skip" (Master Guns omits the line "so shut yer chili hole"), you save about a second.
+
+When the elevator goes up and opens again, push him into the tram. You want him to start walking before you push, otherwise he will walk into the corner. You also want the dialogue "Earth... Haven't seen it in years" to trigger immediately, so stop pushing just before he gets to his spot. Otherwise he will spin around and look at you for a second.
+
+2-01
diff --git a/guide/halo/halo2mcc/levels/thegreatjourney/index.md b/guide/halo/halo2mcc/levels/thegreatjourney/index.md
new file mode 100644
index 0000000..dce8b24
--- /dev/null
+++ b/guide/halo/halo2mcc/levels/thegreatjourney/index.md
@@ -0,0 +1,42 @@
+---
+title: The Great Journey
+description: Speedrun strategy page for The Great Journey in Halo 2, including route notes, tricks, and leaderboard links.
+leaderboard: https://haloruns.com
+discord: https://haloruns.com/discord
+---
+
+**The Great Journey** is the fourteenth playable level in [Halo 2](../../index.md). See The Great Journey (level) for general information.
+
+## Easy
+
+If the cutscene at the Scarab doesn't trigger, check if a Brute fell off the ledge and survived. All the Brutes must be dead.
+
+## Legendary
+
+Kill the Elite who brings forth the Spectre. Drive ahead and park it behind the rock up ahead, hijack a Ghost. Or leave the Spectre where the Elite parked it, which will guarantee that it doesn't get destroyed when you leave it behind.
+
+At the door guarded by 2 Wraiths and several Brutes, you can get rid of them by making the game deload them. Basically drive up to the door, get to cover, face away from the enemies and wait.
+
+Easiest way to ensure the deload is to backtrack and then come back. You can delay the CP to get it closer; on your way back to the Wraiths by looking downward and shooting at the ground. Another way to do the deload is to take cover near the Scarab platform and wait 10 seconds while looking away from the Wraiths. You can fire the Ghost's turrets to delay a CP.
+
+Drive into the building and past the enemies. When you've reached the garden room, drive the Ghost across the gap. Hold A to lift the front of the Ghost up. You don't want to hit the Ghost's wings on anything and Brutes can be very annoying when they get in your way. It helps a lot to get out and cloak before attempting this jump. If you carried over a sword from Uprising, you can sword fly off of a Brute to the other side.
+
+For the bridge, killing Jackals risks spawning more Drones. Park the Ghost on the left side of the bridge, get out and cloak. Drive across carefully, shooting the Jackal sniper with the Ghost. You can snipe the Jackal sniper before attempting this. If you carried over sword, you can cloak and sword fly to the Jackal sniper.
+
+Driving the Ghost: Release the Hunters, kill 3 Brutes to open the door and drive past the reinforcements. Sword strat: sword fly to the Brute closest to the Hunters, stick the left Brute, cloak and backsmack a third Brute.
+
+Outside Scarab: Shoot all the Brutes down with the Ghost. Sword strat: sword fly to the closest Brute, stick a second Brute, and backsmack the Brute shot Brute to make the last one berserk. Do not move or shoot so the ending cutscene happens faster.
+
+Deloading Wraiths: Immediately after the cutscene ends, go back to the previous room. If done correctly, the 3 Wraiths should have their drivers removed from the game, allowing the Scarab to proceed. Make sure you have at least 2 plasmas.
+
+Spectre Drop: Drive the Spectre to the spot that allows you to enter the control room early. Wait for Scarab to blow up the door, then park the Spectre near the edge, facing the structure, and get out. Time it so you trigger the cutscene as the Spectre is about to fall off. If done correctly, it should be waiting for you in the backroom.
+
+Tartarus: The start isn't very hard, but it's possible to be killed by the 4 Brutes flanking Tartarus. If you have a spare plasma, you can toss one at them, cloak, and jump back. It will usually help you get out of that situation.
+
+Get Johnson on the Spectre. Make sure to kill non-gold Elites so they don't get in. Park the Spectre at the edge of the platform where Johnson runs to. Johnson should respawn at the same time as Miranda, look at where Keyes will spawn. When you have 2 or 3 Johnsons in your Spectre, just drive down to Tartarus, stick it with a plasma, and enjoy the carnage. Dual wield plasma rifles and shoot Tartarus.
+
+Sometimes Johnson will not clone and reverting will not change this. A good backup strat is to get Miranda Keyes on the turret, drive to Tartarus, destroy the Spectre, and allow her to distract him. It will take longer to kill him but it will still be an easy fight, if nothing goes wrong.
+
+## Individual Level / Segmented
+
+2-14
diff --git a/guide/halo/halo2mcc/levels/uprising/index.md b/guide/halo/halo2mcc/levels/uprising/index.md
new file mode 100644
index 0000000..8dd7b43
--- /dev/null
+++ b/guide/halo/halo2mcc/levels/uprising/index.md
@@ -0,0 +1,44 @@
+---
+title: Uprising
+description: Speedrun strategy page for Uprising in Halo 2, including route notes, tricks, and leaderboard links.
+leaderboard: https://haloruns.com
+discord: https://haloruns.com/discord
+---
+
+**Uprising** is the twelfth playable level in [Halo 2](../../index.md). See Uprising (level) for general information.
+
+## Easy
+
+After skipping cutscene, immediately turn to the left and start walking forward, shoot plasma rifle in advance to alert Brutes sooner. Get a sword cancel off the Brute over the rock or just jump over it. Shoot plasma rifle again to draw Brutes out of the door sooner, sword fly to one or wait for him to get close and sword cancel. Crouch jump up to the Grunts, get Carbine, and either sword fly or sword cancel off the Jackal. Reinforcements can randomly spawn at the door and obstruct you, try to jump over them if it happens. Alert the enemies in the next room to make one of them head to the next area faster and sword fly to him. If he's ahead of you, you can angle a sword cancel so you fly right down to the door, otherwise just walk down. In the next room, sword fly or sword cancel off the Shade turret, you can sometimes avoid bouncing off the turret if you do a grounded sword fly. Drop Carbine for the Fuel Rod Gun. When you get to 'Step Aside, Let the Man Go Through', cloak before the door opens, and do a grounded sword cancel off the Jackal. It is very important that you have the right angle or you will hit something and lose all of your momentum. Head to the tree and either fuel rod jump up or jump in between the tree and wall. If you miss the fuel rod jump, you have to wait a little more after your shield has recharged or you will still kill yourself. If you do the tree jump, don't jump from right up against the tree, that makes it easier to over jump. There's a rock near the tree, jump onto it from there. Walk over to the ending trigger, crouch on the black spot to end level.
+
+## Legendary
+
+Shoot plasma rifle right before picking up the sword to draw the Brutes away from the door area, jump over the wall, cloak. Sword fly to one of the door Brutes or wait for him to get close and sword cancel. Sometimes you can get a CP before this.
+
+You'll get another CP before the next area. If your shield hasn't recharged when you've reached the door to the next area, it might be ideal to avoid getting it (delay by meleeing with sword) so you don't get one before jumping up to the Grunts.
+
+Get the Carbine. You can either sword fly to the Jackal coming out of the door or sword cancel off of him. Be sure to cloak. You sometimes get a CP before this. Ideally, you want to avoid spawning the reinforcements.
+
+Sword fly to the retreating Brute in the next room. You can make him retreat sooner by shooting your gun. Sometimes it'll be a Jackal. You can get a CP if you wait before attempting it.
+
+Wait for the retreating Brute to come to a stop so you can sword cancel off of him or kill him and jump down. Usually a lone Brute will come out of the next Brute (you can kill him to get a CP). If you land above the doorway from the sword cancel, you can skip spawning the enemies in the next room.
+
+You can either sword fly off the turret Brute or off the Brute coming out of the door. You can sometimes draw him out sooner by shooting. If you end up bouncing off the turret, that can spell death. If you really want to be safe, just cloak and walk to the door. Shoot after walking past the turret to minimize wait for camo recharge.
+
+There's a fuel rod gun right before the final section of this speedrun but think about it for a moment.
+
+Pickup Fuel Rod:
+
+- faster OoB with fuel rod jump, risky on Legendary
+- no nade carryover to Great Journey (you'll spawn with 4 nades on GJ and you'll want some nades to stick the Spectre at the end of the level)
+
+Keep Carbine:
+
+- slower OoB method of tree jump
+- carryover sword to Great Journey (allows for alternative, yolo strats on GJ)
+
+Sword cancel off the Jackal. Don't move back or jump, just keep your crosshair angled over his head. Occasionally, you might land on the rock near the tree (the god cancel). If you chose to go with fuel rod, in the event that you get a bad sword cancel, there is [a route](https://www.youtube.com/watch?v=txiRQAXYzV4) you should learn. If you chose to go with carbine, you can just intercept the Jackal sniper with a headshot. You can wait for camo to recharge before attempting the OoB.
+
+Crouch on the black spot to end level.
+
+2-12
diff --git a/guide/halo/halo2mcc/og.jpg b/guide/halo/halo2mcc/og.jpg
new file mode 100644
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diff --git a/guide/halo/halo2mcc/square.jpg b/guide/halo/halo2mcc/square.jpg
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diff --git a/guide/halo/halo2mcc/toc.yml b/guide/halo/halo2mcc/toc.yml
index 56fdaf1..fbd94ff 100644
--- a/guide/halo/halo2mcc/toc.yml
+++ b/guide/halo/halo2mcc/toc.yml
@@ -1,2 +1,33 @@
- name: Overview
- href: index.md
\ No newline at end of file
+ href: index.md
+
+- name: Levels
+ items:
+ - name: "The Armory"
+ href: levels/thearmory/index.md
+ - name: "Cairo Station"
+ href: levels/cairostation/index.md
+ - name: "Outskirts"
+ href: levels/outskirts/index.md
+ - name: "Metropolis"
+ href: levels/metropolis/index.md
+ - name: "The Arbiter"
+ href: levels/thearbiter/index.md
+ - name: "Oracle"
+ href: levels/oracle/index.md
+ - name: "Delta Halo"
+ href: levels/deltahalo/index.md
+ - name: "Regret"
+ href: levels/regret/index.md
+ - name: "Sacred Icon"
+ href: levels/sacredicon/index.md
+ - name: "Quarantine Zone"
+ href: levels/quarantinezone/index.md
+ - name: "Gravemind"
+ href: levels/gravemind/index.md
+ - name: "Uprising"
+ href: levels/uprising/index.md
+ - name: "High Charity"
+ href: levels/highcharity/index.md
+ - name: "The Great Journey"
+ href: levels/thegreatjourney/index.md
\ No newline at end of file
diff --git a/guide/halo/halo3/index.md b/guide/halo/halo3/index.md
index 19e79dc..237fd44 100644
--- a/guide/halo/halo3/index.md
+++ b/guide/halo/halo3/index.md
@@ -251,3 +251,15 @@ Note - while Bungie has never stated that any weapon's melee does more than 72 d
Part of being good at legendary revolves around being good at combat and dealing with unexpected scenarios. the best way to improve your combat is to play through the levels on Legendary with all skulls on except Black eye, Iron, Catch, Cowbell, and Blind. This forces you to increase your accuracy and get better at dodging. Removing the aforementioned skulls keeps AI behaviour similar to a regular Legendary run, and allows you to keep regular shields as well as to retry sections from the last checkpoint when you die.
The secret to going fast on Legendary is to never miss a headshot. Ever. Try playing through the sniper forest section of Sierra 117 and hitting every jackal with a headshot first try, and don't stop moving forwards. Once you can do that consistently you will find your headshot abilities have drastically increased.
+
+## Halo 3
+
+### Easy
+
+[Sorix's Easy Guide](https://youtu.be/DYuACru0NIk)
+
+[Chronos' Easy Guide](https://youtu.be/9zwAYgNVhDQ)
+
+### Legendary
+
+[Sorix's Legendary Guide](https://youtu.be/hVIUaGI4qnA?list=PLDV86urNR5-BzeII81Bm33ADM97loTh63)
diff --git a/guide/halo/halo3/square.webp b/guide/halo/halo3/square.webp
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index 0000000..b705d3f
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diff --git a/guide/halo/halo3odst/index.md b/guide/halo/halo3odst/index.md
index c74cef4..e0fac27 100644
--- a/guide/halo/halo3odst/index.md
+++ b/guide/halo/halo3odst/index.md
@@ -5,8 +5,8 @@ description: Halo 3 ODST speedrunning hub with category context, core techniques
game: Halo 3: ODST
series: Halo
-og_image: og.webp
-square_image: square.webp
+og_image: og.jpg
+square_image: square.jpg
platforms:
- PC
@@ -60,3 +60,13 @@ Similar to grenade propulsion, the player can use a brute shot or a fuel rod gun
### Slide Jumping
When landing from a jump onto a surface that is sloped downward, then proceeding to jump once you make contact with the surface, the player's downward momentum will be translated to forward momentum, allowing the player to move faster. The player can be boosted even farther if they uncrouch as they jump off the slope.
+
+## Halo 3: ODST
+
+### Easy
+
+[Xero's Easy Guide](https://www.youtube.com/watch?v=GEJdA8hQF4U)
+
+### Legendary
+
+[Yev's Legendary Playlist](https://www.youtube.com/playlist?list=PL_ks3ZvU4eYwc-ZYihpoxltNwugcC2yQr)
\ No newline at end of file
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diff --git a/guide/halo/halo3odst/square.jpg b/guide/halo/halo3odst/square.jpg
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index 0000000..637c463
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diff --git a/guide/halo/halo4/index.md b/guide/halo/halo4/index.md
index 89f8a67..adc39f7 100644
--- a/guide/halo/halo4/index.md
+++ b/guide/halo/halo4/index.md
@@ -1,6 +1,6 @@
---
title: Halo 4
-nav_title: Halo: 4
+nav_title: Halo 4
description: Halo 4 speedrunning hub with category context, core techniques, and links to level guides.
game: Halo 4
series: Halo
@@ -117,3 +117,14 @@ Anti-Watcher tactics:
### Crawlers
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.
+
+## Halo 4
+
+### Easy
+
+[VyPr's Trick Playlist](https://www.youtube.com/playlist?list=PLC5agN1Np3dDifmlj6hgYYT1if0gbAcuv)
+
+### Legendary
+
+TBD
+
diff --git a/guide/halo/halo4/square.webp b/guide/halo/halo4/square.webp
new file mode 100644
index 0000000..224e385
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diff --git a/guide/halo/halo4spartanops/index.md b/guide/halo/halo4spartanops/index.md
index 837e97e..3f0c63f 100644
--- a/guide/halo/halo4spartanops/index.md
+++ b/guide/halo/halo4spartanops/index.md
@@ -1,8 +1,25 @@
---
-title: Halo 4 Spartan Ops
+title: Halo 4: Spartan Ops
description: Halo 4 Spartan Ops speedrunning hub with category context, core techniques, and links to level guides.
leaderboard: https://haloruns.com
discord: https://haloruns.com/discord
+nav_title: Halo 4: Spartan Ops
+game: Halo 4 Spartan Ops
+series: Halo
+
+og_image: og.webp
+square_image: square.webp
+
+platforms:
+ - PC
+ - Console
+leaderboard: https://haloruns.com/leaderboards/h4/solo/fullgame/Easy
+discord: https://haloruns.com/discord
+order: 16
+timing_method: Varies by category
+downpatch: sometimes
+allowed_versions: "Depends on category"
+where_to_buy: "Steam / Xbox Store"
---
Work in Progress
diff --git a/guide/halo/halo4spartanops/square.webp b/guide/halo/halo4spartanops/square.webp
new file mode 100644
index 0000000..7001b43
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diff --git a/guide/halo/halo5/index.md b/guide/halo/halo5/index.md
index 123d4ab..60fc00c 100644
--- a/guide/halo/halo5/index.md
+++ b/guide/halo/halo5/index.md
@@ -1,10 +1,28 @@
---
-title: Halo 5 Guardians
+title: Halo 5: Guardians
description: Halo 5 Guardians speedrunning hub with category context, core techniques, and links to level guides.
leaderboard: https://haloruns.com
discord: https://haloruns.com/discord
+nav_title: Halo 5: Guardians
+game: Halo 5: Guardians
+series: Halo
+
+og_image: og.webp
+square_image: square.jpeg
+
+platforms:
+ - PC
+ - Console
+leaderboard: https://haloruns.com/leaderboards/h4/solo/fullgame/Easy
+discord: https://haloruns.com/discord
+order: 16
+timing_method: Varies by category
+downpatch: sometimes
+allowed_versions: "Depends on category"
+where_to_buy: "Steam / Xbox Store"
---
+
Work in Progress.
## Level Guide
@@ -23,3 +41,12 @@ Work in Progress.
- [Guardians](levels/guardians/index.md)
+## Halo 5: Guardians
+
+### Easy
+
+[Hoshka's Easy Tutorial Playlist](https://www.youtube.com/playlist?list=PLSC0NoL_QI5ltrzwUeB-Fy-bD-EBBwyuJ)
+
+### Legendary
+
+[Legendary Commentated Run](https://www.twitch.tv/videos/563818896)
\ No newline at end of file
diff --git a/guide/halo/halo5/square.jpeg b/guide/halo/halo5/square.jpeg
new file mode 100644
index 0000000..8a71445
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diff --git a/guide/halo/haloce/index.md b/guide/halo/haloce/index.md
index 7a5701b..e57e1cd 100644
--- a/guide/halo/haloce/index.md
+++ b/guide/halo/haloce/index.md
@@ -1,12 +1,12 @@
---
-title: Halo: Combat Evolved
-nav_title: Halo: Combat Evolved
+title: Halo: Combat Evolved (2001)
+nav_title: Halo: Combat Evolved (2001)
description: Halo: Combat Evolved speedrunning hub with category context, core techniques, and links to level guides.
-game: Halo: Combat Evolved
+game: Halo: Combat Evolved (2001)
series: Halo
og_image: og.webp
-square_image: square.webp
+square_image: square.jpg
platforms:
- PC
@@ -84,3 +84,15 @@ In Halo CE, Spec Ops Grunts have a kill switch on their Fuel Rod Guns - it will
### Rocket Flood
Nasty buggers. Stay away from them. They will snipe you from long range, especially on [Two Betrayals](levels/twobetrayals/index.md).
+
+## Halo: Combat Evolved
+
+### Easy
+
+[Chronos' Trick Tutorial Playlist](https://youtu.be/gV3L8D8mEAg?si=ExmnV9eOldCty3bm)
+
+[Chronos' Full Game Easy Tutorial](https://www.youtube.com/watch?v=9MrLMGA6NOA)
+
+### Legendary
+
+[Garish Goblin's Full Game Legendary Tutorial](https://youtu.be/TPjMliATP7A?si=6HU3_8oCuilDGNGN)
diff --git a/guide/halo/haloce/square.jpg b/guide/halo/haloce/square.jpg
new file mode 100644
index 0000000..a6f73b4
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diff --git a/guide/halo/halocea/index.md b/guide/halo/halocea/index.md
new file mode 100644
index 0000000..0bbad08
--- /dev/null
+++ b/guide/halo/halocea/index.md
@@ -0,0 +1,86 @@
+---
+title: Halo: Combat Evolved Anniversary
+nav_title: Halo: Combat Evolved Anniversary
+description: Halo: Combat Evolved speedrunning hub with category context, core techniques, and links to level guides.
+game: Halo: Combat Evolved Anniversary
+series: Halo
+
+og_image: og.webp
+square_image: square.jpg
+
+platforms:
+ - PC
+ - Console
+leaderboard: https://haloruns.com/leaderboards/hce/solo/fullgame/Easy
+discord: https://haloruns.com/discord
+order: 11
+timing_method: Varies by category
+downpatch: sometimes
+allowed_versions: "Depends on category"
+where_to_buy: "Steam / Xbox Store"
+---
+
+Halo CE, also known as Halo 1, has a few major skips, but most of the tricks are smaller and involve manipulating spawns and optimizing combat. The AotCR bridge fall and the Keyes shield bump are the most essential tricks to learn, as they both skip major parts of levels. Otherwise, learn the route by watching the WR video or checking out one of the [Tutorials](../tutorials.md).
+
+While Easy has a greater focus on efficient tricks, Legendary is heavily combat-intensive. Some say you should start with Easy, and switch to Legendary if you want more emphasis on fighting, others say to start with legendary then easy will be really easy.
+
+See [halopedia](http://www.halopedia.org/Halo:_Combat_Evolved) for general game information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Level Strategies
+
+- [The Pillar of Autumn (Halo CE)](levels/thepillarofautumn/index.md)
+- [Halo (Halo CE)](levels/halo/index.md)
+- [The Truth and Reconciliation](levels/thetruthandreconciliation/index.md)
+- [The Silent Cartographer](levels/thesilentcartographer/index.md)
+- [Assault on the Control Room](levels/assaultonthecontrolroom/index.md)
+- [343 Guilty Spark](levels/343guiltyspark/index.md)
+- [The Library](levels/thelibrary/index.md)
+- [Two Betrayals](levels/twobetrayals/index.md)
+- [Keyes](levels/keyes/index.md)
+- [The Maw](levels/themaw/index.md)
+
+## Version Differences
+
+Halo PC is the most commonly used version for speedrunning. It has greatly reduced loading time between levels (although these loads are not counted in the time anyway). More importantly, it has no lag during in-level loadzones. The aiming is more precise due to the mouse, although there is significantly less autoaim on PC.
+
+Halo CE on console is timed by RTA minus loading screens. This means that most of the disparity between console and PC is accounted for, although PC is still slightly faster due to less lag. If running on console, you should run the NTSC disk on an Xbox 360 to minimize lag. Do not run PAL, as walking speed is ~17.5% slower. The Anniversary edition is the same as PC, although some cutscene skips may be slightly slower. The Marketplace version is identical to NTSC.
+
+## Movement Techniques
+
+### Walking Speed Optimization
+
+Walking directly forward is the fastest way to move in Halo CE by a small margin. Strafing and backpedalling are both 12% slower than walking straight forwards, while moving diagonally forward (W+A or W+D) is 5% slower than walking forwards. Because of this, it is optimal to move with only W (forward on joystick) whenever possible.
+
+### Vehicle Flinging
+
+Turn the Warthog from left to right and exit the vehicle. If you time it properly, the rear-left tire of the Warthog should hit you, launching you forward. It is used on [Halo](levels/halo/index.md), where you can fling into the Forerunner complex much faster than walking into the tunnels. It is also useful for getting through the first Silent Cartographer door before it closes and locks.
+
+You can also fling using a Ghost. Since Master Chief exits the Ghost on the right side in Halo CE, you have to turn from right to left.
+
+## Combat Techniques
+
+### Backpack Reloading
+
+By pressing Reload-Reload-Switch Weapon (XXY on console), you can have your secondary weapon out while your primary weapon reloads itself. You should hear the reloading noise while your secondary weapon is equipped. You should pretty much always be backpack reloading.
+
+### Double Melee
+
+To double-melee in Halo CE, press Melee-Grenade-Melee (BLB on console). You will be able to cancel the melee animation by throwing a grenade and melee again.
+
+## Enemies
+
+The main enemies in Halo CE are the Covenant and the Flood. Special care should be taken for the following:
+
+### Elites
+
+Red Elites (Majors) are stronger and more accurate than blue Elites (Minors). Cyan Elites (Stealth) are completely unshielded and often easy to detect, the sniper puts them down quickly. Gold Elites (Zealots) you encounter during a speedrun only have swords, and they have much stronger shields than normal Elites; their tenacity is unmatched. Silver Elites (Spec Ops) are prone to throwing grenades when they are engaged and likewise have stronger shields, but their biggest threat is the amount of grenades they leave behind, you can kill them with 2 shotgun shots and a melee. The easiest way to kill any elites is the noob combo.
+
+### Fuel Rod Grunts
+
+In Halo CE, Spec Ops Grunts have a kill switch on their Fuel Rod Guns - it will blow up shortly after they die. Be careful of possible grenade chain reactions.
+
+### Rocket Flood
+
+Nasty buggers. Stay away from them. They will snipe you from long range, especially on [Two Betrayals](levels/twobetrayals/index.md).
diff --git a/guide/halo/halocea/levels/343guiltyspark/index.md b/guide/halo/halocea/levels/343guiltyspark/index.md
new file mode 100644
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+---
+title: 343 Guilty Spark
+description: Speedrun strategy page for 343 Guilty Spark in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=106
+discord: https://haloruns.com/discord
+---
+
+**343 Guilty Spark** (often abbreviated **343GS**) is the fourth campaign level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://www.halopedia.org/343_Guilty_Spark_%28level%29) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=106) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+## Beginning Swamp Area
+
+### Fastest Path to Structure
+
+After exiting the dropship, turn immediately left and head straight. This is the fastest route to the structure, and there are two ways to climb the hill blocking your way. On Legendary you can grenade jump up the first hill you encounter on your right, but on Easy it is recommended that you continue straight until you reach the lowest part of the hill. The small rock in front of you gives you enough height to simply jump up to the grassy ledge above.
+
+## Inside the Structure
+
+### Safe & Fast Elevator Falls
+
+It's possible to hop off both descending elevators in this level very early by exploiting the strange behaviour of elevators. Simply holding W to run left or right off an elevator will allow you to land safely on the ground below, due to the elevator's physics stopping your fall timer slightly in the air.
+
+### Reveal Skip
+
+[Here is Sligfantry's video on reveal skip.](https://www.youtube.com/watch?v=JqLvTyfyVCs) Once you descend down the first elevator, make your way to the left side of the room and line up with the pillar where there is a light fixture on the top. Throw a grenade at the ground and look to the wall to the right of you. Then jump and move to the right. On MCC this is much easier done by just jumping backwards instead of turning to the right. If you jumped too early, your head will hit the ceiling, and if you jumped too late, you'll land on top. If you did it correctly, you should be inside of the ceiling.
+
+Once you do this, walk to the back wall and crouch under and around the left side of the pillar until you reach the wall. Then turn to the left and do a jump such that you bounce off the right side of the wall and land on the invisible part of the wall which you are jumping to. Then look at the hallway and jump forwards, crouching at the end.
+
+To get a checkpoint for the hardest jump which you use the wall to bounce off of, while going down the elevator throw a grenade when the "Loading done..." prompt is on the screen.
+
+There is also another method for reveal skip that is faster, but is primarily an IL strategy, showcased in this [video by Sligfantry](https://www.youtube.com/watch?v=CNCCQ8kfbcg).
+
+### Grenade Jump to Reveal Room
+
+In the large room after the jackals-only room, it is possible to grenade jump off the purple boxes immediately to your right, which will lead you directly to the flood reveal room, saving you the trouble of walking through the crazy marine room. There are a few strats but they all involve throwing a grenade onto the ground, hopping on top of the purple box, then jumping to the ledge above when it explodes. The spacing and timing are a bit different from a standard grenade jump due to the positioning, but it is not difficult with some practice.
+
+### Grenade Jump to Dead Marine Room (Legendary Only)
+
+After the reveal room, you must backtrack through the earlier jackal room and on legendary, a locked door forces you to drop down to the floor below. In the next room, you can grenade jump back up to the ledge above directly from the ground. The most common location for this is on the right side wall, as close to the exit door as possible.
+
+This particular grenade jump is very precise and very difficult. As of the time of this writing, this strategy is only used in IL and segmented speedruns.
+
+### Camo Jump
+
+In the room with the two active camo powerups and the broken bridge, it is possible to jump to the end of the room without dropping down and going through a side room. When you first enter the room, turn right while staying on the upper platform and look for the thick, angled pillar in front of you. It is possible to jump to this pillar without the use of a grenade. The shape of it is awkward and can cause you to slip, but with practice the jump is reliable enough to do in full game runs.
+
+### Shotgun/Healthpack room grenade jump
+
+In one of the final indoor rooms you are intended to turn right and use a box to hop to the upper level, but a grenade jump is possible on the left side of the room. Use one of the angled pillars to gain a bit of extra height by grenade jumping while jumping into the angle.
+
+### Final Indoor Room Enemy Skip (Legendary Only)
+
+In the final indoor room with the lightbridge, it is possible to make the room exit significantly safer by doing a jump identical to the earlier Camo Jump. The enemy spawn triggers are tied to activating the lightbridge, so by avoiding the lightbridge you skip spawning most of the enemies.
+
+## Ending Swamp Area
+
+### Fast Level End
+
+The level end triggers on this level are bizarre and were not well understood until very recently. There exist a few different strategies for getting the fastest ending trigger which vary by difficulty.
+
+### Easy
+
+There are two techniques for a fast ending on easy, both of which are trivial to execute.
+
+The first is simple: if your health is at 1 bar remaining and you run a straight line towards the end structure, you will get the fastest possible ending. The best way to drop to 1 health point on Easy difficulty is to grab one of the healthpacks at the top of the elevator inside the structure and then throw a grenade at your feet. This will put you at 1 health every time and can be done while running.
+
+The second method to get the fastest possible ending on Easy is to run a particular path around the final structure. You must run directly towards the structure, and once you reach it, turn left and run around the building in a circle. Once you pass two of the 'arms' of the structure the level should end.
+
+### Legendary
+
+Since neither the 1 health strategy or the "specific path" strategy mentioned above work on legendary, we must employ a third strategy.
+
+There is a simple trigger to end the level after an 8 second delay starting immediately after all sentinels in the final area are dead. On Legendary only 2 sentinels spawn, but it can sometimes be difficult to kill them quickly due to their random spawn points and the many nearby flood. Often the flood will help you out and kill a sentinel for you, but other times you will have to do it yourself. This is the fastest known ending for Legendary.
+
+1-06
diff --git a/guide/halo/halocea/levels/assaultonthecontrolroom/index.md b/guide/halo/halocea/levels/assaultonthecontrolroom/index.md
new file mode 100644
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+---
+title: Assault on the Control Room
+description: Speedrun strategy page for Assault on the Control Room in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=105
+discord: https://haloruns.com/discord
+---
+
+**Assault on the Control Room** (often abbreviated **AotCR**) is the fifth campaign level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://halopedia.org/Assault_on_the_Control_Room_%28level%29) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=105) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+## Banshee Grab
+
+[Here is Garish's tutorial on Banshee Grab.](https://www.youtube.com/watch?v=73n5zeMjrGM) This trick can be only done on Legendary (and Heroic). When exiting the door onto the bridge, line yourself up at the right side, while looking down to see a dark line on the floor which your reticle should be to the center of. Once you've lined up, shoot the grunts on both the left and the right sides of you if they are there and throw a grenade at the shade turret to the left of you to prevent grunts from getting in it. Then look at the banshee. Just before its wing crosses the edge of the canyon, crouch for a half second or so, then wait for the banshee to hit the wall. Then walk to the side of the door closest to the banshee, wait a split second, then walk to the other side of the door. If done correctly, the elite should fall out of the banshee and you should be able to get in it early.
+
+## Bridge Drop
+
+{{#Widget:YouTube\|id=FU0qzz7a-VU\|left\|caption=The positioning and movement for each drop is quite precise and is best presented in this video tutorial}} It is possible to drop from the first bridge in the level to the canyon floor below, which breaks enemy spawn triggers for the rest of the level. Going through the rest of the level is trivial. The trick has 3 parts, 2 of which have alternate easy and difficult methods.
+
+After you've successfully completed Bridge Fall, not only does it skip all enemy spawns, it also prevents a door later in the level from unlocking if you were to proceed normally. This is the reason you must grab the first banshee that sits aback the dead end canyon. Standing at the back of the canyon next to the banshee, look back toward where you came and look up. There are two bridges. The left end of the nearest bridge is the door you must fly to/enter to proceed.
+
+## Banshee Teleport
+
+[Here is cordiaxiz's video on Banshee Teleports.](https://www.youtube.com/watch?v=r95J9YkRqCY) There are two banshee teleports which you can do to skip past walking and waiting at certain sections of the level.
+
+For the first teleport, get your banshee inside the room by opening the doors by exiting and entering the banshee, then carefully maneuvering it through the hallways. Then once you get inside, line up with the line on the ground such that your reticle is completely parallel to the ground. This can be tricky and there are multiple different setups used by different members of the community. Once you line it up, hold space as you get out of the banshee, then melee the top of the banshee at the top right corner, walk around to the right wing side of the banshee and melee the dot at the corner near the right and center of the banshee while holding forwards. Then once you can't move forwards anymore look at the dot on the left side of the banshee and hold right. You should be teleported to the door that leads to the snow bridge.
+
+For the second teleport, line up the bottom left part of the reticle with the middle rectangle on the ground. Then do the same sequence as the first teleport, except the second melee should be on the second right square on the banshee. This will teleport you to the room with the last button used to end the level.
+
+## Grenade Jump
+
+There is one place later in the level where a grenade jump can save 5 or more seconds. In the first room after exiting the first banshee, as you enter the inner part of the room, you can do a single grenade jump up to the platform on your left. An example video can be seen [here](http://www.youtube.com/watch?v=SrtPhA80zIQ#t=4m42s).
+
+1-05
diff --git a/guide/halo/halocea/levels/halo/index.md b/guide/halo/halocea/levels/halo/index.md
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+---
+title: Halo
+description: Speedrun strategy page for Halo in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=102
+discord: https://haloruns.com/discord
+---
+
+**Halo** is the second campaign level in [Halo: Combat Evolved](../../index.md). See \[) Halopedia\] for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Rock Grenade Jump
+
+{{{{#Widget:YouTube\|id=tb5h_JeMjyY\|right\|caption=Rock Grenade Jump by ericlol.}} As the level starts run towards the river and use the big rock to jump on a rock ledge, then grenade jump to the cliff above. This saves about 5 seconds, skips the first enemy spawn up ahead, as well as the Banshees.
+
+On Easy you may want to run across the bridge instead, especially if you are inconsistent with grenade jumps or just starting out. The grenade jump is much more important on Legendary due to the skipped enemy spawns.
+
+## The Base
+
+On both difficulties it is important to note that the next dropship will spawn when there are only 2 enemies from the previous ship, so as long as you get the next dropship before the enemies are dropped, the last 2 enemy kills do not matter. Also if you stand too close to the ships before they start landing they will not drop.
+
+### On Easy
+
+Once you reach the base, assist the marines with killing the first drop ship spawn. Once the enemies are dead, pick up plasma grenades and kill all 5 of the marines, including the 2 on top of the structure(Killing the marines skips dialogue. Also if you kill the marines and clear the first 3 ships extremely quickly, the 4th ship will not spawn, going straight from the 3rd ship to the 5th, saving ~20 seconds.), then pick up the health and frags up there and proceed to the next drop ship on the other side of the base, shoot the elite on the right with a plasma pistol, then throw a frag to the other side killing the grunts. For the second ship, once it starts coming down, throw a plasma to the right and a frag to the left, and start backwalking toward the beginning of the area for the 3rd ship, cleaning up any remaining enemies with your pistol. For the 3rd ship, try to headshot grunts before the ship lands, then throw a plasma on the left for the elite and grunts and a frag to the right if you didn't kill 2 or more grunts in air, then use the pistol to clean up. If you have to do the fourth ship, don't use frags, use your weapons and plasmas. For the 5th ship, shoot the grunts on the left and overcharge melee the jackals. You should probably save frags for the 3rd dropship to kill the elite, and the 5th dropship for the ease of killing the spawn. Once you have killed all dropship spawns grab the warthog and shoot the marine out of the turret and then continue along the intended route.
+
+### On Legendary
+
+Kill the grunts to the left once you round the corner, then run and pick up a plasma pistol, then noob combo the elites on the right. Once the enemies are dead, pick up any plasma grenades then kill only Johnson. Go on top of the structure to get to the 2nd ship ASAP, then stick the elites in the right side of the ship and throw a frag grenade to the other side. For the second ship, once it starts coming down, throw a plasma to the right and a frag to the left, and start backwalking toward the beginning of the area for the 3rd ship, cleaning up any remaining enemies with your pistol. For the 3rd ship, try to headshot grunts before the ship lands, then throw a plasma on the left for the elite and grunts and a frag to the right if you didn't kill 2 or more grunts in air, then use the pistol to clean up. For the 4th ship, use the last frag on the grunts and your weapons and plasmas on elites. For the 5th ship, shoot the grunts on the left and overcharge headshot the jackals.(I don't remember if there is a elite. but if there stick him or noob combo him) Before getting into the warthog it is recommended to grab a needler, and don't shoot the marine yet.
+
+## The Light Bridge
+
+At the bridge segment, use the warthog to jump or fling to get on the slanted wall heading up to the console, this will skip a cutscene and instantly start the bridge. Proceed out of the natural caves and stop by the escape pod on your way to the left most spawn to pick up a sniper rifle for later. If you did the fling, or jumped on the warthog, too far right, you may trigger the cutscene, so shoot as you hit the button to be safe if you feel like you were too far right.
+
+### On legendary
+
+When you go to activate the light bridge throw 2 plasmas down the intended hallway behind you and fire the needler to kill the two elites that are added on legendary. Also when you get back on to the slanted wall to shoot the marine in the turrent.
+
+## Forerunner Complex
+
+Through the next areas, you will be killing marines. Be careful about causing the marines to go red - if this happens the level will complete much more slowly than normally, and be nearly impossible on legendary. Kill the marines with grenades only. Exceptions include the last two marines in either area.
+
+Once you reach the first marine spawn, go inside and kill the marines, with frag grenades proceed towards the next spawn located at the cliffs. You can also throw one plasma in the center, and a frag toward the area they dive.
+
+## Rockslide
+
+### Easy
+
+Before heading into the rocks, pick off the sniper located above the marines. Finish off the remaining marine spawn and head towards the last group.
+
+### On legendary
+
+Instead of killing all the marines, drive around the right side in the warthog and reach the top where the marines are holding off. Kill all but the sniper and one other, and allow them to get into the warthog, you will use them at the next base as an efficient way to kill the enemy spawns. Also while you're up there the marines on bottom will more than likely die, if they don't, shoot near them to lure the enemies.
+
+## Hill
+
+Before entering their area, pause on the hill for the prompt to search for remaining life boats to save time. Drive up to the marines to trigger the area, then proceed to kill the enemy spawn and the dropship that comes afterwards. If you missed a marine, the level won't finish and you'll have to restart, or deal with a whole other area of enemies.
+
+1-02
diff --git a/guide/halo/halocea/levels/keyes/index.md b/guide/halo/halocea/levels/keyes/index.md
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+---
+title: Keyes
+description: Speedrun strategy page for Keyes in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=109
+discord: https://haloruns.com/discord
+---
+
+**Keyes** is the ninth campaign level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://www.halopedia.org/Keyes) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=109) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+A tutorial for this level on legendary can be found here:
+
+## Flood Bump
+
+### Easy
+
+To get a consistent reviver, hit restart level and hit enter on the prompt when it says "Are you sure you want to restart the level?" hit OK, Forwards, and Melee and Enter. Then once you release enter, keep holding forwards. You will then end up meleeing on the first frame an the flood will be a reviver. Then only hold forwards until you get past the door. Kill the grunt and lead the reviver all the way to the start of the level, line up against the wall on the sixth line and shoot the top right side of the reviver with the Assault Rifle until it falls over. Then crouch against the wall and wait for it to revive. If done correctly, you will be at the other side in the hallway near the exit.
+
+### Legendary
+
+[Here is a video of Joshington performing the trick.](https://www.youtube.com/watch?v=z0FKPmvLGGA) To get a consistent reviver, hit restart level and hit enter on the prompt when it says "Are you sure you want to restart the level?" hit OK, Forwards, and Enter. Then once you release enter, keep holding forwards. Then only hold forwards until you get past the door. Kill the grunt and lead the reviver all the way to the start of the level, line up against the wall on the circle between the fifth and sixth lines and overcharge the flood near a dark spot towards the right side of its body. Then crouch against the wall and wait for it to revive. If done correctly, you will be at the other side in the hallway near the exit.
+
+## Shield Bump
+
+{{#Widget:YouTube\|id=hdKu1yFw9so\|right\|caption=Positioning on Xbox. (scurty)}} {{#Widget:YouTube\|id=sLm9EHSUBkc\|right\|caption=Positioning on PC, 4:3 ratio. (scurty)}} {{#Widget:YouTube\|id=UwH84meH_F0\|right\|caption=Positioning and bridge on CEA. (Dark)}} The Keyes shield bump allows you to go out-of-bounds and go directly to the bridge. This skips the entire sequence where you jump out of the ship, fight your way back up to the gravity lift, and get back aboard.
+
+To perform the shield bump, zap the first shield generator in the level, then position yourself on top of it in exactly the right spot. When the shield reforms, you will be pushed above the level, out of bounds. Then you can walk backwards to the bridge, drop in, hit a load trigger to load the enemies, walk back and start the bridge cutscene.
+
+The positioning is different between Xbox and PC, and on PC, it differs depending on your aspect ratio. Jumping and airstrafing allows for finer positioning than walking. Shooting the shield generator gives you more time to position yourself. There is about 3-4 pixels of leeway, making this one of the most precise tricks in the series.
+
+### *On legendary*
+
+After the shield bump, make sure to grenade the enemy groups to avoid dying in the cutscene / on your way out.
+
+===Click Here for Positioning Screenshots for Every Resolution:
+
+1-09
diff --git a/guide/halo/halocea/levels/thelibrary/index.md b/guide/halo/halocea/levels/thelibrary/index.md
new file mode 100644
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--- /dev/null
+++ b/guide/halo/halocea/levels/thelibrary/index.md
@@ -0,0 +1,84 @@
+---
+title: The Library
+description: Speedrun strategy page for The Library in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=107
+discord: https://haloruns.com/discord
+---
+
+**The Library** is the seventh level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://halopedia.org/The_Library) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Videos
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=107) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+A tutorial for completing the level on Legendary can be found here:
+
+### Flood Bumping
+
+An extensive tutorial of flood bumping on Easy difficulty is shown in the following video on twitch:
+
+Another tutorial for flood bumping on Legendary is found here:
+
+## First Floor
+
+### First Room Enemy Skip - No Flood Bump(Legendary Only)
+
+Immediately at the start of the level, there is a technique to skip enemy spawns, making it trivial to run through the first area. To start, run up to 343GS floating in front of you so he triggers and moves forward, then use one of the several techniques for grenade jumping above the wall on your right, putting you in the inner ring of the first floor. Once over the wall, run to the closest door on your left and go through it to backtrack back to 343GS. Once you trigger him to move forward, turn around and proceed through the level as normal. There will be no enemies until after the first door. A Video of this strategy can be found in [Older runs, before flood bumping was found](https://www.youtube.com/watch?v=cp2DbHn1TEI).
+
+### First Room Enemy Skip - Flood Bump(Legendary Only)
+
+Instead of running up o 343, just instantly do the nade jump, then run to the first door on the left, draw out the plasma rifle flood, shoot him only once in the arm, then run to the 1st door. Once you're near the door, go to the wall directly to the left of the door: , get flush, then hold right strafe, and stop when you get here: \. Then, wait for the flood to melee you, then get behind it, wait for it to turn and immediately shoot it twice. If this was done right, stand on his chest, and when he revives you will be in the door. Jump through and go to the right and continue.
+
+## Second Floor
+
+### First Locked Door Enemy Skip (Legendary Only)
+
+It is possible to halt the spawning of enemies at the first locked door on the second floor, saving you from 45 seconds of fighting in front of the door while it opens. Simply walk towards the door until the objective text "Wait here for the Monitor to open the door" shows up on your HUD, then walk back to the wall with the blue glowing panels on it. While standing there, no enemies will spawn other than a small amount of carrier forms. Wait in this position for ~35 seconds and then proceed towards the door; it should open as you arrive.
+
+### First Locked Door Carrier Bump
+
+Highly not recommended trick, since it has a low chance of success rate since it seems random the amount of success the trick takes to accomplish. To skip waiting for the door, you can toss a grenade at the carrier opposite the door and launch it towards the door. The carrier should then hit the door. While it is flying towards the door, position yourself with a shotgun such that your shotgun reticle is over the bottom part of the right leg of the carrier flood. Once it explodes, you will either have nothing happen which is what normally happens, or you will teleport into the door or past the door. If you are inside the door, you can proceed on by maneuvering yourself through the door depending on where you got bumped. If you teleport past the door, you have a possibility of making the next door not able to open unless you touch the door you just passed, but usually this doesn't happen.
+
+### First Locked Door Flood Bump (Easy Only)
+
+Once you exit the elevator, you must despawn the sentinels. This requires you to do a grenade jump such that you jump over a thick darker line on the floor right as you turn left to exit. If you fail to despawn the sentinels, stand on one of the ramps and shoot each of them down with the shotgun. Once you reach the door, look for human flood. Position your self against the door such that you are lined up with some horizontal geometry next to the door and you are towards the far back of the room. This will make it such that you are close to but not touching the door. Once your selected human flood reaches you and melees you, go around the other side of it and shoot it in the chest once. If it falls down, stand on top of its chest and wait to get bumped inside the door. If the human flood falls such that the dark line of the door intersects between the shoulders and the torso of the flood, you should be able to bump inside the door. Then maneuver yourself through the door by jumping. When bumping through this door, the next door which you grenade jump through opens earlier.
+
+### Inner Ring Faster Route/Enemy Skip
+
+Immediately after the first locked door on this floor, do not turn right as you normally would. Continue straight towards the center of the level. Get to the edge of the dropoff and hop along the inner ring to your right. This path is not only faster than walking the normal way around the outer ring, but it also despawns many of the enemies in that area, making it optimal for all difficulties.
+
+### Second Locked Door Grenade Jump
+
+The second locked door on this floor opens halfway and then stops for a time. Once it starts to open, a basic grenade jump will let you hop through the opening, allowing you to proceed without waiting for it to open fully.
+
+## Third Floor
+
+### Dark Door
+
+Before you reach this door, make sure you delay a checkpoint just before the door. This is done by making sure not all of the enemies not including popcorn flood are dead in the tunnel before, but if they all are, make sure you keep jumping to delay it. Then throw a plasma at the end of the hallway just before the door. Once it explodes, you should get a checkpoint.
+
+### Legendary
+
+There are three flood lined up horizontally against the door. Throw a grenade either to the far right side of the door or in between the farthest two flood at the right. Then shoot your pistol at the door and shoot the farthest left flood in the chest twice such that its body will fall perpendicularly to the door, note that the flood falls at a slight angle when it dies. If it is a reviver, stand on top of the dot on its body right up against the door. If done correctly, you will get bumped into the door. Then jump through the door. If it isn't a reviver, revert to last checkpoint and try again.
+
+### Easy
+
+There are two flood lined up horizontally against the door. Throw a grenade at the far right side of the door. Then you have two scenarios. If the other flood is at the left side of the door shoot at the door then shoot once the flood once at the chest. Use the same line ups as the one on legendary. If the flood is at the center of the door, circle around to the right side of the door and line up with the flood such that the center of the flood's body is with the long vertical line at the left corner of the door closest to where you enter. Make sure you are not too close to the flood or it will go to melee you. Then shoot the door once then shoot the flood after it turns towards you. Stand on the flood's shoulder which is against the door. If done correctly, you will bump through the door. If the flood is not a reviver, revert to last checkpoint and try again.
+
+### 60/90 Second Door
+
+Before reaching the door, you want to shoot to attract the flood. Make sure you kill all the carrier flood before reaching the door. Walk to the health pack and grenades and you should get a checkpoint if no flood are directly behind you. Then turn around and check the human flood to see if they are revivers. Once you find one, revert to last checkpoint and make that flood follow you into the room and kill the rest of the flood around it by the use of a frag grenade or shotgun. Then line up against the door on one of the horizontal textures on the floor. Once the flood melees you, walk around to the other side of it and shoot it once or twice depending on if it is on easy or legendary respectively. Once it revives, you should bump through the door.
+
+## Fourth Floor
+
+### Tunnel Skip Grenade Jump
+
+Near the beginning of the fourth floor you will encounter a half-open door and a lower tunnel which is the normal path. But it is possible to grenade jump through this half-open door into the next room, saving the extra walking.
+
+### Final Door Grenade Jump
+
+This is the toughest grenade jump in the level but is incredibly worthwhile as it skips the huge final battle of the level. The final door opens halfway, pauses for about 1 second, then resumes opening. A few seconds after this, a wave of 10+ flood spawn on the other side of the door. By timing a grenade jump to get through the door during the 1 second pause, you can hop through the opening before the flood wave spawns. Running straight to the end of the level should allow you to escape without dying on any difficulty.
+
+1-07
diff --git a/guide/halo/halocea/levels/themaw/index.md b/guide/halo/halocea/levels/themaw/index.md
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+---
+title: The Maw
+description: Speedrun strategy page for The Maw in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=110
+discord: https://haloruns.com/discord
+---
+
+**The Maw** is the tenth and final level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://www.halopedia.org/The_Maw) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=110) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+{{{{#Widget:YouTube\|id=sWYJ4uRRu6U\|right\|caption=Comparison of various Maw speedrun strats.}}
+
+## Initial Enemy Skip
+
+ If you move as quickly as possible in the first section of the level, and walk off of the ladder forward as you fall, there is a chance that you'll skip the spawn of some flood around the corner after the first sentinels. This can be useful on all difficulties, especially the higher ones.
+
+## The First Door Bump
+
+ If you run into the left corner of the first closed door as soon as you come up to it, crouch, and stand still, you will be bumped into the ceiling. If you're unlucky, the flood combat form just past the door may decide to melee you through the door, which will mess up the bump. Once in the ceiling you can skip the flood in the first hallway. It takes about 3 full-speed running jumps to clear the hall and get into a spot where you can re-enter the level. It helps to aim backwards and to stay on the far right side of the hall when you do this (so you're jumping off of the lamps). You could try going farther than the end of the hall, though that is probably slower. This strat is most useful on Legendary.
+
+## The Second Door Bump
+
+ The second door can be used to bump into the ceiling as well. Using this door bump you can ledge across the cafeteria and skip the bridge, saving up to 20 seconds as compared with skipping the cutscene. As with the first door bump, you have to crouch in the left corner of this door before it opens.
+
+### *On easy*
+
+On easy getting this bump to work consistently requires some careful movement:
+
+- Stay on the far left side of the hallway just before you enter the room with the door in it. If you hug the wall all the way through the door shouldn't open early.
+- Run into the wall immediately to your right as you pass through the door into the room before the cafeteria. This will make sure the door actually opens.
+
+### *On legendary*
+
+On heroic and legendary a Hunter will bash the door open in a fixed amount of time after you enter the room, so your movement is fairly irrelevant.
+
+## Loading Textures
+
+Once you get the second door bump you will have to load the textures for the cafeteria ledge. There are three methods you could use to achieve this, one involving loading a checkpoint, and the other two requiring precise ledging.
+
+### *Method 1: The Checkpoint*
+
+ This method is presented in a video from Scurty. Essentially, you proceed forward two blind jumps to get above the first table in the Cafeteria, and then wait for a checkpoint. Whether or not you get a checkpoint is fairly random, it seems. Once you get the checkpoint you can fall back into the map and load last checkpoint to have the textures loaded.
+
+### *Method 2: The Cubbies*
+
+This method was found by Mator. The method requires you to go from the door bump to the four cubbies in the wall. Once on these cubbies you need to move to the right, towards in the cafeteria. If you notice you're stopped you need to crouch jump and move to the right slightly. By crouching and very slowly strafing to the right you have a chance of loading your textures at the magic 50-50 point, where 50% of master chief is inside of the wall and 50% is outside of it. If you pass this 50-50 point you will load the textures, but will also pop back into the level.
+
+### *Method 3: The Half-pop*
+
+This is the method that is used by Cody Miller in his Legendary WR run. It's purported to be entirely random. To do it you get on the lamp above the first table in the cafeteria (two blind jumps, like Method 1), then strafe to the right. Something after that allows you to fall part of the way into the level and then warp back into the ledge.
+
+## The Cafeteria Ledge
+
+ Ledging the cafeteria allows you to skip the bridge entirely. Lamps and edges are solid, so you simply need to jump across on them. The ideal route depends on the texture loading method you used.
+
+### *Cubbies route*
+
+1. Jump from the cubbies to the corner just behind you (it's a bend in the wall).
+2. Run jump to the line to the right of the lamp above the first table.
+3. Run jump to the right side of the next lamp ahead of you.
+4. Run jump then to the right side of the next lamp.
+5. Run jump to to the line to the right of the lamp above the last table.
+6. Run jump to the final lamp.
+7. Run jump back into the level, to the left of the door.
+ - You can go to the right or the left of the strut in the wall. Going to the right is easier, and is more likely to succeed, but going to left may save a a fraction of a second. The strut is solid, so make sure you don't directly run into it.
+
+### *Tips*
+
+- Crouching immediately after landing a jump on a lamp or ledge can help you make the landing and not miss consequent jumps.
+- Letting go of forward just as you land a jump on a lamp or ledge can help you to not slide off, and helps set up the next jump.
+
+## Bridge Cutscene Skip
+
+{{{{#Widget:YouTube\|id=\_DxTlVaTtpM\|right\|caption=Tutorial on skipping the bridge cutscene, by scurty.}} If you decide not to use the cafeteria ledge to skip the bridge, you should at least skip the cutscene on the bridge. You can skip the cutscene from the left or the right side of the bridge, depending on your preference. To do so, simply orient yourself facing away from the front of the bridge after killing all of the enemies at a precise distance from the front of the bridge. When your screen starts to turn white, run forward, towards the back of the bridge. This should skip the cutscene if you do it correctly.
+
+## The Cryo Room
+
+ There are two major skips in the Cryo room which are difficulty dependent.
+
+### *Method 1: The Slant Jump*
+
+On the far side of the Cryo room (so at the second door down the hallway) there is a slope which you can walk on. This is unique, as most of the similar slopes in the Cryo Room are unwalkable. You can run, or jump up to the top of this slope and then jump up onto the catwalks above.
+
+### *Method 2: The Frag Jump*
+
+On the near side of the Cryo room (so at the first door down the hallway) you can use a frag jump to get up onto the catwalks quickly. This method is a bit faster than the double jump, but it's also more risky. The amount of damage to your shield will greatly influence whether or not you will survive this jump. On easy difficulty having any damage to your shield will make this jump kill you, so it's really not very feasible to do unless you're doing a segmented run.
+
+## The Hunter Room
+
+ Shortly after the cryo room you'll have to cross a room with two hunters, two elites, a fuel rod grunt, and some sentinels in it. One of the biggest issues in the room is getting past the hunters. This can be done with a rocket, or by getting the Hunters to melee to the right and then strafing around them.
+
+### *On legendary*
+
+On legendary the damage that can be done by the enemies in this room can be massive. Getting the overshield can help deal with the damage. It can also help to stick the two elites in the room as you cross it.
+
+## The Reactor Room
+
+
+
+Reactor room diagram with numbered reactors.
+
+
+### *Initial grenade jump*
+
+ Upon entering the room you can throw a frag grenade on the wall immediately to your left and use it to jump up one floor. This will save a nice amount of time, and is doable on all difficulties. Whether or not you should get a first aid kit immediately thereafter is dependent on the difficulty you're playing and the other strats you're using.
+
+### *Secondary grenade jump*
+
+If you got the overshield just after cryo room and have enough shield to survive another frag jump, you can do a second one immediately after the first. This jump is extremely precise: you have to jump at the last possible frame before the frag explodes, and you have to place the frag in a location such that you have a clear path to ascend to the level above. This grenade jump was done by Scurty in H1DS.
+
+### *Grenade jump to exhaust coupling*
+
+Alternative to the secondary grenade jump listed above, you can use a grenade to jump onto the exhaust coupling. This can be done to the left of the canisters, or to the right of the canisters.
+
+### *Canister jump to exhaust coupling*
+
+ Instead of using a grenade jump onto the exhaust coupling, you could use a carefully timed jump off of the canister closest to it. For this jump it's important to jump early, crouch on landing, and avoid the bumps on the canister.
+
+### *Efficient sabotage*
+
+When you reach the exhaust coupling control panels, it can be efficient to open one coupling, run to the adjacent one's control panel, and then blow the first one up. Technically you aren't supposed to have two open at the same time (it can cause the other to close, and sometimes the second won't open), so it's good to blow up the first one you opened, and then open the second. You can do all of this without ever leaving the catwalks. Dem angles!
+
+## Maw Run
+
+Drive fast. 360 swag
+
+1-10
diff --git a/guide/halo/halocea/levels/thepillarofautumn/index.md b/guide/halo/halocea/levels/thepillarofautumn/index.md
new file mode 100644
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+---
+title: The Pillar of Autumn
+description: Speedrun strategy page for The Pillar of Autumn in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=101
+discord: https://haloruns.com/discord
+---
+
+**The Pillar of Autumn** is the first level in [Halo: Combat Evolved](../../index.md). See \[) Halopedia\] for general information.
+
+HaloRuns record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=101) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+## Cryo Room/Tutorial (Easy/Normal Only)
+
+There are two small speedups to do during the training segment at the beginning of the level.
+
+Performing the "look at the lights" test while using inverted controls is faster than doing it with uninverted controls; the latter will force you to re-do the test using inverted controls which costs time. If you are an uninverted player, it is still faster to do the test as inverted, then quickly go into the menu after completing it to change your controls back to uninverted. If you are on pc, the inputs for this are: ESC,UP,UP,ENTER,DOWN,ENTER,DOWN,DOWN,RIGHT,DOWN,RIGHT,ENTER,UP,UP,ENTER...ESC. Practice this in the cyro tube or on any mission, as messing it up can lose a lot of time.
+
+After completing the shield test, the crewman next to you starts a conversation with Sam, the crewman in the room overlooking the cryo area. If you get close to Sam and look at him, he will turn to look at you and will end up skipping a few seconds of dialogue. You can look at him from the ground or from the upper grate platform.
+
+## Bridge
+
+It is possible to trigger the bridge cutscene early by entering the bridge area and then backing out. The exact threshold you need to cross is before the first left turn after passing the blue "Bridge" label on the ground. An example can be seen at 3:20 into this video: [1](https://www.youtube.com/watch?v=wwPjDIn24PM#t=3m20s)
+
+Leaving the bridge after the cutscene as quickly as possible (moving immediately, not bumping into any walls or crewmen) will skip the trigger for the first wave of grunts outside the bridge. This also prevents you from getting a pistol, but it's still a good timesave even on legendary due to the cafeteria door opening immediately instead of requiring you to kill the grunt wave.
+
+## Stairs Area
+
+In the room with the U-shaped staircase, it's possible to jump from the second half of the stairs directly up to the ledge above, saving a few seconds of running. It is also possible to grenade jump grenade jump from the landing halfway up the stairs to the ledge above, but is dangerous enough that it is generally reserved for Individual Level runs or segmented runs.
+
+## Maintenance Door Skip
+
+The first maintenance door you encounter is ordinarily locked for ~10 seconds while Cortana finishes some dialogue, but some checkpoint manipulation can allow you to skip some of that dialogue, opening the door early. Once you reach the hall with the grunts at the end, look left to trigger Cortana's dialogue, then kill the grunts, finishing the last one as Cortana says "Warning" at the beginning of her line, "**Warning** blast doors closing!" If you get the checkpoint as she is saying her long dialogue("We have to use the maintenance access ways...") If on 30fps, you will always get the checkpoint if you did it right, but you will only get it sometimes on 60fps. video tutorial: [2](http://twitch.tv/savusukka/c/6687213) example of the old way can be seen here: [3](https://www.youtube.com/watch?v=wwPjDIn24PM#t=5m30s)
+
+## Level End Trigger
+
+Kill the enemies, using the frags given, and a plasma or two on legendary. The level ends when every enemy in the final area is dead, and the player enters the last open escape pod bay.
diff --git a/guide/halo/halocea/levels/thesilentcartographer/index.md b/guide/halo/halocea/levels/thesilentcartographer/index.md
new file mode 100644
index 0000000..5de7018
--- /dev/null
+++ b/guide/halo/halocea/levels/thesilentcartographer/index.md
@@ -0,0 +1,70 @@
+---
+title: The Silent Cartographer
+description: Speedrun strategy page for The Silent Cartographer in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=104
+discord: https://haloruns.com/discord
+---
+
+**The Silent Cartographer** (often abbreviated **SC**) is the fourth campaign level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://halo.wikia.com/wiki/The_Silent_Cartographer) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=104) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+## Getting the Warthog
+
+As the level starts off and lets you out of the Pelican, immediately head left away from combat and run around the island. Soon you will see a warthog. Use a grenade to tip it upright and hop in, continuing around the island. Grenade is swag strats but also a bit faster, go for it regardless no negative effect.
+
+### *On legendary*
+
+You should pick up the overshield by the crates before you get in the Warthog. This will help you to survive until the door skip easier.
+
+## Security Door Skip
+
+Once you reach the main building, drive your warthog in and proceed towards the door. There are a few ways to prevent the door closing on you.
+
+- You can warthog fling into the door before it closes.
+- If you miss the fling, you can clip above the door. Park the Warthog parallel to and right up against the door. Enter/exit the vehicle and adjust its position until you clip out of bounds. You will know
+- The last way to simply jam the Warthog into the door itself. You need to be centered on the door from the top of the ramp and drive, full speed, strait at it. The Hog will be stuffed halfway into the frame and you can exit out. If you use this strat, when on your way back up top, you'll have to re-enter the vehicle and exit again to get back outside.
+
+If you did the skip, jump around the gold Elite. Fire your weapon as you walk onto the platform to skip the Shafted cutscene. Keep in mind you will not get a checkpoint if you skip the cutscene.
+
+## Cartographer Drop
+
+Fall off the back of the platform and crouch as you are about the hit to minimize damage, proceed down the ramp and jump off again hitting the over shield on landing to take no damage. If you jump, activate the console, and spam enter you will skip the cutscene here and keep your forward momentum
+
+## Cartographer Cutscene Teleport (Co-Op Only)
+
+One player positions themselves near the top platform, but does not activate the 'Shafted' cutscene yet. The other player falls from the third level ledge, by the two dead marines, to the normal ramped walkway below. From there fall onto the overshield below and kill the two elites near the console before activating it. Activate both the 'Shafted' and map room cutscenes at the same time. Both players may be teleported to the top of the platform if done perfect.
+
+**If it looks like you have been teleported to the map room, do not revert. Instead just wait two to three seconds, before the screen fades white for a moment, teleporting you both to the top platform.**
+
+## Ascent - Stick Stack
+
+When doing the fall off the bridge, do not grab the overshield, and make sure you have six grenades. This includes the 4 frags you start out with and the 2 plasmas that you get from meleeing the sword elite.
+
+Line yourself up with a part of the circle / half circle in the geometry on the ground and throw 6 grenades in succession. They should all land nearby the overshield at the same time as you grab the overshield and jump. You should reach the top with the dead marines, frag grenades, and health pack. [Here is a video of SilentWolfJH performing it on MCC.](https://www.youtube.com/watch?v=m4UeoQ58bDA)
+
+## Ascent - Nade Jump
+
+Run past the elites and head straight, here is a harder grenade jump that will allow you to save a few seconds and grab a active cloak The more consistent path is to head right as you reach the room, and head up the ramp though it is slower
+
+### *On legendary*
+
+After activating the console, throw a frag down the hallway to get both elites attentions, then assassinate both of them.
+
+The grenade jump to get the cloak is highly recommended, as you can skip almost all the remaining fights in this section.
+
+## Ascent - Jackal Room
+
+The next room has a small jumping skip, jump on top of the "boxes" in front of the door you exit and then jump to the left platform using a pillar as a stopping point for the second part of the jump
+
+Proceed to run out and skip the gold sword elite on your way out, and continue to the surface and wait for pickup.
+
+### *On legendary*
+
+Once you leave, take the warthog back up the ramp, and drive out of the building off the metal deck. Then proceed around to the right and back up, this buys enough time for the pelican to come so you don't die.
+
+1-04
diff --git a/guide/halo/halocea/levels/thetruthandreconciliation/index.md b/guide/halo/halocea/levels/thetruthandreconciliation/index.md
new file mode 100644
index 0000000..88b4ee0
--- /dev/null
+++ b/guide/halo/halocea/levels/thetruthandreconciliation/index.md
@@ -0,0 +1,76 @@
+---
+title: The Truth and Reconciliation
+description: Speedrun strategy page for The Truth and Reconciliation in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=103
+discord: https://haloruns.com/discord
+---
+
+**The Truth and Reconciliation** is the third campaign level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://halopedia.org/The_Truth_and_Reconciliation) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=103) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+## Outside the ship
+
+Once you land, turn on your sniper night vision and flash light, then go to the first area with enemies.
+
+### Easy
+
+Do NOT use frags until the grav-lift fight! On easy, none of these enemies will do enough damage to kill you, so try to keep running in a straight line towards the next area at all times. Snipe the elites coming around the corner, and AR any grunts ahead of you, but don't kill anything not in your way. Ignore enemies in the next area, jump on the slanted rock next to the health pack, snipe the elite on the path in front of you, and continue through. AR the grunts ahead, then take a hard right and crouch jump onto the rock. Once you're on the rock, wait a second to stop any momentum you might have, then crouch jump onto the ledge. Walk as straight as you can through the rocks to the next area. Shoot a little bit before you enter the path with the two elites. Once you see them, snipe them, making sure to only use one shot on each. If you have less than 2 sniper shots left, reload before moving on.
+
+## Grav-lift area
+
+### Easy
+
+Once you've gotten to the last outside area, the gravlift, you should be killing enemies as fast as possible. As you come into the area, wait just 3-4 seconds, then look up and shoot the elite on the ledge, followed by the grunt in the turrent if he spawned there(you can kill grunts in turrents with the sniper just by sniping the seat of the turrent). If he didn't, don't worry about it yet. You need to go into the open area, and kill the elite, 5 grunts, and the 2 jackals to trigger the next spawn. Count out loud if you need while AR-ing the grunts and the jackals on the ground. If the turrent didn't spawn in the start, shoot one of the three around the area. If you killed everything, you should hear the Cortana dialogue about a covenant dropship inbound. If you do, kill the remaining 2 turrents, and stand on the edge of the grav-lift. Shoot at least three of the four grunts out of the ship as they come out to start the grav-lift fight. Try to kill all 4, as it will make the next part MUCH easier.
+
+## Grav-lift fight
+
+### Easy
+
+The moment the grunts are dead, switch to AR and throw a frag onto the center of the grav-lift. Shoot your AR a little bit to make them come down a little faster, then shoot the elite. This is where killing all grunts comes in handy, each wave spawns when there is one enemy left in the area, and the jackals and grunts like to dodge the frag. Pay attention and make sure everything dies if you only killed three grunts, or one survivor if you killed them all. There are four waves, do the same for each wave as you did the first. Once all four waves are dead, grab a plasma pistol, frags, and health if needed and go to the edge of the lift closest to the health.
+
+## Belly Skip
+
+This trick comes in multiple parts, including the wraith teleport, upwarp, and platforming. This trick skips the entire belly fight section. [Here is Garish's tutorial on how to do it.](https://www.youtube.com/watch?v=jAmK0-cgncg)
+
+### Wraith Teleport
+
+To get inside the wraith, you have to crouch next to the right wing of the wraith as it blows up. To set this up, on Easy, throw two grenades (two frags or a plasma then a frag), and shoot 6 plasma pistol shots. On Legendary, throw six grenades, or 5 grenades and use a plasma pistol to lower the wraith's health.
+
+Once the wraith blows up, you should be inside the wing, then aim slightly to the right and move left. If done correctly, you will be inside the wraith in a corner. From here, look at the corner geometry in the ground, and lightly tap right for a one-tick input, then look straight down. You should be looking at the tip of one of the patterns on the ground. If done quickly enough, you can get a checkpoint here before the upwarp.
+
+[Here is another version of the Wraith Teleport and upwarp by Gpro.](https://www.youtube.com/watch?v=mOG2az80s98)
+
+### Upwarp
+
+To get out of bounds on the top of the level, hold space and move backwards. If you do not fly upwards with a lot of speed, adjust your reticle's position very slightly to the left or right. Then, you can either land on the pillar to the right by looking towards it and immediately holding forward or forward and right, or on the very small ledge by moving slightly forwards and right.
+
+On legendary, once you land, kill a marine so you only have to kill one in the prison section.
+
+### Platforming
+
+There are multiple ways to do this platforming section. At the start, walk down to the door which is next to the camo and health pack and land on the top of the wall. Then look towards the belly room which is the only visible part of the level. Jump backwards once and walk backwards and right until you reach a corner. Then look slightly to the left and hold jump and left until you reach a wall, turn slightly back to the right and jump to the left twice until you reach another corner. Then jump back and left very slightly.
+
+On easy, you can skip the rest of the platforming by jumping back and right at this point and proceed through RNG room. Or you can continue doing the platforming past it.
+
+From here, walk backwards while look slightly left until you reach a corner, then look at the left corner room and jump back once, walk back for a split second and jump backwards again. Then look to the right while still moving backwards until you reach another corner. At this point, you want to look at another corner on the right side of the room which forms an 'L' shape. Here you want to strafe jump right by moving right first then immediately jumping then once your reticle passes the bottom section of the L, hold left until you reach the last corner. The look at the center of the room at the center of a pillar and hold jump and backwards until you land back in the room.
+
+## Hangar Bay
+
+{{#Widget:YouTube\|id=Ez-sOLKeWE4\|right\|caption=Hangar Bay Skip demo by scurty.}}
+
+A time saver used in all Truth and Reconciliation runs occurs in this hangar bay. While there are three possibly ways to advance to the third level, the method explained below is the most reliable and, on higher difficulties, might even leave you with a little bit of overshield left.
+
+Head over to where the overshield is and perform a grenade jump up to the second (or if you get really lucky the third) level of the hangar bay as shown in the video. A recommended set up is three plasma grenades + 1 frag grenade. If you have less than three plasma grenades where entering the hangar bay, take some time to kill some grunts/elites until you have enough. After landing on the second level, head to the middle of the room where an elite is shooting down onto the floor level. Kill him (optional but recommended on higher difficulties) and set up for a regular jump onto the covenant ship using a box to land on a holographic projector structure in order to jump onto the ship. Then perform a grenade jump neat the rear of the ship to jump to the third level.
+
+## Skip Blob Room Dialogue
+
+{{#Widget:YouTube\|id=-qPDDW5mr5s\|right\|caption=Early Level End demo by scurty.}}
+
+After releasing the marines from the prison, head back to the room where you faced a gold elite and other enemies. Just before the long hallway right before the room, stop and kill two marines (not Keyes) and all the marines will turn hostile towards you. Quickly head to the room and kill the two or three (depending on difficulty) invisible sword elites. As soon as the last elite dies, the level will end, skipping roughly 20-30 seconds of dialogue (this is assuming the hangar bay skip was performed). Be sure to skip the end of level cutscene as early as possible, otherwise pressing A will just revert back to a point in the cutscene and you will need to manually watch the entire cutscene to progress to the next level.
+
+1-03
diff --git a/guide/halo/halocea/levels/twobetrayals/index.md b/guide/halo/halocea/levels/twobetrayals/index.md
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+---
+title: Two Betrayals
+description: Speedrun strategy page for Two Betrayals in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=108
+discord: https://haloruns.com/discord
+---
+
+**Two Betrayals** (often abbreviated **TB**) is the eighth campaign level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://www.halopedia.org/Two_Betrayals) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=108) page or [Full Game Records](http://haloruns.com/records?lb=100) page. A comprehensive (75 minute long) tutorial by scurty of this level on legendary is located here:
+
+## Control Room
+
+There are 4 Sentinels that immediately engage you after you skip the cutscene. You can ignore them on Easy.
+
+### *On legendary*
+
+Hide behind the thin glass to your right, fire a charged shot at each Sentinel. You can also aggro them without seeking cover. If you want to preserve PP battery, which could make subsequent fighting more easier, fire a charged shot at only 2 Sentinels and plasma pepper the others.
+
+## Control Room Hall
+
+### *On legendary*
+
+Generally best to hang back and let the Sentinels and Covies fight each other. Keep in mind if most of the Grunts die, there will be an Elite and two Jackal reinforcements spawning in the back of the room. Kill some of the Sentinels and prioritize the very first Elite to prevent this.
+
+## Control Room Entrance
+
+### *On easy*
+
+Get to the bottom of the ziggurat as quickly as you can and take Banshee.
+
+### *On legendary*
+
+There are two methods available here. One method involves a deload trick, and the other is the normal way to play the level.
+
+Information on the deload trick (which is far easier by comparison and actually faster) can be found here:
+
+The other method spawns all the enemies like normally happens. Two Elites typically spawn to the right after opening the door, throw a plasma at their location without being detected. Throw a frag to clear the rest of the outside enemies. Try to kill them as soon as possible.
+
+Head to the right side of the ziggurat, toss a plasma at the patrolling Elite, toss a couple more plasmas at the 2 Elites below. Drop down onto the snow and hug the wall to the right. Get close to the Wraith without being detected and shotgun it. The Wraith can still hit you in close range so stay very close to it. Take the Banshee afterward.
+
+## First Tough Room
+
+### *On easy*
+
+Nade jump up to the ledge.
+
+### *On legendary*
+
+Break glass window to the left, alert enemies and toss plasma to draw them away, frag jump up to ledge, rocket Grunts below, frag/rocket Jackals. Toss a plasma or two across the hall to kill the 2 Elites.
+
+## Second Tough Room
+
+### *On legendary*
+
+Hide and wait for Flood to engage Covies, throw frag through the gap in the wall to draw out Elites and kill Grunts, fire rockets.
+
+## Covie Bridge
+
+Yolo?
+
+## Hell Room
+
+### *On legendary*
+
+Plasma nade the AR Flood, frag the shotgun Flood, toss a plasma where the 2 Elites spawn but don't trigger them until the nade is about to explode. Wait for a bit so the other Flood in the room to retreat then make your way to the next hall. Frag the Flood there and try to get a CP before engaging the lone rocket Flood. Just run through the next room, use an explosive behind you to kill the Infection form spawns and pursuing Flood. If you don't get the CP, simply backtrack and hit the lz again and you might get it.
+
+## Flood Bridge
+
+Yolo?
+
+## Ground Floor
+
+Fire rocket to flip Ghost upright, drive to Banshee. On your way there, get the health pack and ammo if needed, at the bottom of the spiral path area near the overturned Hog. Take the Banshee to the second pulse generator.
+
+## Second PG (Pulse Generator)
+
+Chuck frags, fire rockets, shotgun Flood, get CP. Disable generator, chuck nades, fire rockets at reinforcement Flood.
+
+## Tunnels
+
+Pray.
+
+## Banshee Clip
+
+[To get the banshee through the broken door, here is Garish's video.](https://www.youtube.com/watch?v=1-9Gbx6txOQ)
+
+Ram the nose of the banshee at the top of the door into the ceiling. Then while holding forwards, turn slightly to the left and let the banshee drift to the crack in the door. Then once your banshee's right wing reaches the door, turn quickly to the left and up, then turn back up and right to get both the right wing and the nose to the right side of the door. Once you have done this, look down and right, then turn to the left side of the door and hold back, then turn to the right side again and hold forwards and the banshee should be through the door.
+
+## Broken Door
+
+There are two ways to getting a Ghost through the door. One involves a rocket launcher or grenades. Stick one wing of the Ghost through the door, then use explosives (again, frags or rockets) to knock it through. The other utilizes the Banshee. Drop the banshee off at the door, then backtrack to the Ghost. Bring it back and back it into the door's opening. Exit and jump back through to the Banshee and use it to push the Ghost through. One wing will clip through when you've succeeded.
+
+Do not race across the bridge in this room. You have to trigger both flood spawns for the last chapter ("Final Run") to trigger. Move slowly with the Ghost across the bridge. You've done it right when the Infection Forms spawn on the bridge and the 2nd wave spawns behind them. Once through the tunnel, if the letterbox with "Final Run" appears, you're good to go.
+
+## Final Run
+
+1-08
diff --git a/guide/halo/halocea/square.jpg b/guide/halo/halocea/square.jpg
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diff --git a/guide/halo/halocea/toc.yml b/guide/halo/halocea/toc.yml
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+- name: Overview
+ href: index.md
+
+- name: Levels
+ items:
+ - name: "The Pillar of Autumn"
+ href: levels/thepillarofautumn/index.md
+ - name: "Halo"
+ href: levels/halo/index.md
+ - name: "The Truth and Reconciliation"
+ href: levels/thetruthandreconciliation/index.md
+ - name: "The Silent Cartographer"
+ href: levels/thesilentcartographer/index.md
+ - name: "Assault on the Control Room"
+ href: levels/assaultonthecontrolroom/index.md
+ - name: "343 Guilty Spark"
+ href: levels/343guiltyspark/index.md
+ - name: "The Library"
+ href: levels/thelibrary/index.md
+ - name: "Two Betrayals"
+ href: levels/twobetrayals/index.md
+ - name: "Keyes"
+ href: levels/keyes/index.md
+ - name: "The Maw"
+ href: levels/themaw/index.md
\ No newline at end of file
diff --git a/guide/halo/halocer/index.md b/guide/halo/halocer/index.md
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--- /dev/null
+++ b/guide/halo/halocer/index.md
@@ -0,0 +1,86 @@
+---
+title: Halo: Campaign Evolved
+nav_title: Halo: Campaign Evolved
+description: Halo: Campaign Evolved speedrunning hub with category context, core techniques, and links to level guides.
+game: Halo: Campaign Evolved
+series: Halo
+
+og_image: og.webp
+square_image: square.webp
+
+platforms:
+ - PC
+ - Console
+leaderboard: https://haloruns.com/leaderboards/hce/solo/fullgame/Easy
+discord: https://haloruns.com/discord
+order: 11
+timing_method: Varies by category
+downpatch: sometimes
+allowed_versions: "Depends on category"
+where_to_buy: "Steam / Xbox Store"
+---
+
+Halo CE, also known as Halo 1, has a few major skips, but most of the tricks are smaller and involve manipulating spawns and optimizing combat. The AotCR bridge fall and the Keyes shield bump are the most essential tricks to learn, as they both skip major parts of levels. Otherwise, learn the route by watching the WR video or checking out one of the [Tutorials](../tutorials.md).
+
+While Easy has a greater focus on efficient tricks, Legendary is heavily combat-intensive. Some say you should start with Easy, and switch to Legendary if you want more emphasis on fighting, others say to start with legendary then easy will be really easy.
+
+See [halopedia](http://www.halopedia.org/Halo:_Combat_Evolved) for general game information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Level Strategies
+
+- [The Pillar of Autumn (Halo CE)](levels/thepillarofautumn/index.md)
+- [Halo (Halo CE)](levels/halo/index.md)
+- [The Truth and Reconciliation](levels/thetruthandreconciliation/index.md)
+- [The Silent Cartographer](levels/thesilentcartographer/index.md)
+- [Assault on the Control Room](levels/assaultonthecontrolroom/index.md)
+- [343 Guilty Spark](levels/343guiltyspark/index.md)
+- [The Library](levels/thelibrary/index.md)
+- [Two Betrayals](levels/twobetrayals/index.md)
+- [Keyes](levels/keyes/index.md)
+- [The Maw](levels/themaw/index.md)
+
+## Version Differences
+
+Halo PC is the most commonly used version for speedrunning. It has greatly reduced loading time between levels (although these loads are not counted in the time anyway). More importantly, it has no lag during in-level loadzones. The aiming is more precise due to the mouse, although there is significantly less autoaim on PC.
+
+Halo CE on console is timed by RTA minus loading screens. This means that most of the disparity between console and PC is accounted for, although PC is still slightly faster due to less lag. If running on console, you should run the NTSC disk on an Xbox 360 to minimize lag. Do not run PAL, as walking speed is ~17.5% slower. The Anniversary edition is the same as PC, although some cutscene skips may be slightly slower. The Marketplace version is identical to NTSC.
+
+## Movement Techniques
+
+### Walking Speed Optimization
+
+Walking directly forward is the fastest way to move in Halo CE by a small margin. Strafing and backpedalling are both 12% slower than walking straight forwards, while moving diagonally forward (W+A or W+D) is 5% slower than walking forwards. Because of this, it is optimal to move with only W (forward on joystick) whenever possible.
+
+### Vehicle Flinging
+
+Turn the Warthog from left to right and exit the vehicle. If you time it properly, the rear-left tire of the Warthog should hit you, launching you forward. It is used on [Halo](levels/halo/index.md), where you can fling into the Forerunner complex much faster than walking into the tunnels. It is also useful for getting through the first Silent Cartographer door before it closes and locks.
+
+You can also fling using a Ghost. Since Master Chief exits the Ghost on the right side in Halo CE, you have to turn from right to left.
+
+## Combat Techniques
+
+### Backpack Reloading
+
+By pressing Reload-Reload-Switch Weapon (XXY on console), you can have your secondary weapon out while your primary weapon reloads itself. You should hear the reloading noise while your secondary weapon is equipped. You should pretty much always be backpack reloading.
+
+### Double Melee
+
+To double-melee in Halo CE, press Melee-Grenade-Melee (BLB on console). You will be able to cancel the melee animation by throwing a grenade and melee again.
+
+## Enemies
+
+The main enemies in Halo CE are the Covenant and the Flood. Special care should be taken for the following:
+
+### Elites
+
+Red Elites (Majors) are stronger and more accurate than blue Elites (Minors). Cyan Elites (Stealth) are completely unshielded and often easy to detect, the sniper puts them down quickly. Gold Elites (Zealots) you encounter during a speedrun only have swords, and they have much stronger shields than normal Elites; their tenacity is unmatched. Silver Elites (Spec Ops) are prone to throwing grenades when they are engaged and likewise have stronger shields, but their biggest threat is the amount of grenades they leave behind, you can kill them with 2 shotgun shots and a melee. The easiest way to kill any elites is the noob combo.
+
+### Fuel Rod Grunts
+
+In Halo CE, Spec Ops Grunts have a kill switch on their Fuel Rod Guns - it will blow up shortly after they die. Be careful of possible grenade chain reactions.
+
+### Rocket Flood
+
+Nasty buggers. Stay away from them. They will snipe you from long range, especially on [Two Betrayals](levels/twobetrayals/index.md).
diff --git a/guide/halo/halocer/levels/343guiltyspark/index.md b/guide/halo/halocer/levels/343guiltyspark/index.md
new file mode 100644
index 0000000..7abb011
--- /dev/null
+++ b/guide/halo/halocer/levels/343guiltyspark/index.md
@@ -0,0 +1,80 @@
+---
+title: 343 Guilty Spark
+description: Speedrun strategy page for 343 Guilty Spark in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=106
+discord: https://haloruns.com/discord
+---
+
+**343 Guilty Spark** (often abbreviated **343GS**) is the fourth campaign level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://www.halopedia.org/343_Guilty_Spark_%28level%29) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=106) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+## Beginning Swamp Area
+
+### Fastest Path to Structure
+
+After exiting the dropship, turn immediately left and head straight. This is the fastest route to the structure, and there are two ways to climb the hill blocking your way. On Legendary you can grenade jump up the first hill you encounter on your right, but on Easy it is recommended that you continue straight until you reach the lowest part of the hill. The small rock in front of you gives you enough height to simply jump up to the grassy ledge above.
+
+## Inside the Structure
+
+### Safe & Fast Elevator Falls
+
+It's possible to hop off both descending elevators in this level very early by exploiting the strange behaviour of elevators. Simply holding W to run left or right off an elevator will allow you to land safely on the ground below, due to the elevator's physics stopping your fall timer slightly in the air.
+
+### Reveal Skip
+
+[Here is Sligfantry's video on reveal skip.](https://www.youtube.com/watch?v=JqLvTyfyVCs) Once you descend down the first elevator, make your way to the left side of the room and line up with the pillar where there is a light fixture on the top. Throw a grenade at the ground and look to the wall to the right of you. Then jump and move to the right. On MCC this is much easier done by just jumping backwards instead of turning to the right. If you jumped too early, your head will hit the ceiling, and if you jumped too late, you'll land on top. If you did it correctly, you should be inside of the ceiling.
+
+Once you do this, walk to the back wall and crouch under and around the left side of the pillar until you reach the wall. Then turn to the left and do a jump such that you bounce off the right side of the wall and land on the invisible part of the wall which you are jumping to. Then look at the hallway and jump forwards, crouching at the end.
+
+To get a checkpoint for the hardest jump which you use the wall to bounce off of, while going down the elevator throw a grenade when the "Loading done..." prompt is on the screen.
+
+There is also another method for reveal skip that is faster, but is primarily an IL strategy, showcased in this [video by Sligfantry](https://www.youtube.com/watch?v=CNCCQ8kfbcg).
+
+### Grenade Jump to Reveal Room
+
+In the large room after the jackals-only room, it is possible to grenade jump off the purple boxes immediately to your right, which will lead you directly to the flood reveal room, saving you the trouble of walking through the crazy marine room. There are a few strats but they all involve throwing a grenade onto the ground, hopping on top of the purple box, then jumping to the ledge above when it explodes. The spacing and timing are a bit different from a standard grenade jump due to the positioning, but it is not difficult with some practice.
+
+### Grenade Jump to Dead Marine Room (Legendary Only)
+
+After the reveal room, you must backtrack through the earlier jackal room and on legendary, a locked door forces you to drop down to the floor below. In the next room, you can grenade jump back up to the ledge above directly from the ground. The most common location for this is on the right side wall, as close to the exit door as possible.
+
+This particular grenade jump is very precise and very difficult. As of the time of this writing, this strategy is only used in IL and segmented speedruns.
+
+### Camo Jump
+
+In the room with the two active camo powerups and the broken bridge, it is possible to jump to the end of the room without dropping down and going through a side room. When you first enter the room, turn right while staying on the upper platform and look for the thick, angled pillar in front of you. It is possible to jump to this pillar without the use of a grenade. The shape of it is awkward and can cause you to slip, but with practice the jump is reliable enough to do in full game runs.
+
+### Shotgun/Healthpack room grenade jump
+
+In one of the final indoor rooms you are intended to turn right and use a box to hop to the upper level, but a grenade jump is possible on the left side of the room. Use one of the angled pillars to gain a bit of extra height by grenade jumping while jumping into the angle.
+
+### Final Indoor Room Enemy Skip (Legendary Only)
+
+In the final indoor room with the lightbridge, it is possible to make the room exit significantly safer by doing a jump identical to the earlier Camo Jump. The enemy spawn triggers are tied to activating the lightbridge, so by avoiding the lightbridge you skip spawning most of the enemies.
+
+## Ending Swamp Area
+
+### Fast Level End
+
+The level end triggers on this level are bizarre and were not well understood until very recently. There exist a few different strategies for getting the fastest ending trigger which vary by difficulty.
+
+### Easy
+
+There are two techniques for a fast ending on easy, both of which are trivial to execute.
+
+The first is simple: if your health is at 1 bar remaining and you run a straight line towards the end structure, you will get the fastest possible ending. The best way to drop to 1 health point on Easy difficulty is to grab one of the healthpacks at the top of the elevator inside the structure and then throw a grenade at your feet. This will put you at 1 health every time and can be done while running.
+
+The second method to get the fastest possible ending on Easy is to run a particular path around the final structure. You must run directly towards the structure, and once you reach it, turn left and run around the building in a circle. Once you pass two of the 'arms' of the structure the level should end.
+
+### Legendary
+
+Since neither the 1 health strategy or the "specific path" strategy mentioned above work on legendary, we must employ a third strategy.
+
+There is a simple trigger to end the level after an 8 second delay starting immediately after all sentinels in the final area are dead. On Legendary only 2 sentinels spawn, but it can sometimes be difficult to kill them quickly due to their random spawn points and the many nearby flood. Often the flood will help you out and kill a sentinel for you, but other times you will have to do it yourself. This is the fastest known ending for Legendary.
+
+1-06
diff --git a/guide/halo/halocer/levels/assaultonthecontrolroom/index.md b/guide/halo/halocer/levels/assaultonthecontrolroom/index.md
new file mode 100644
index 0000000..37919ce
--- /dev/null
+++ b/guide/halo/halocer/levels/assaultonthecontrolroom/index.md
@@ -0,0 +1,38 @@
+---
+title: Assault on the Control Room
+description: Speedrun strategy page for Assault on the Control Room in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=105
+discord: https://haloruns.com/discord
+---
+
+**Assault on the Control Room** (often abbreviated **AotCR**) is the fifth campaign level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://halopedia.org/Assault_on_the_Control_Room_%28level%29) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=105) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+## Banshee Grab
+
+[Here is Garish's tutorial on Banshee Grab.](https://www.youtube.com/watch?v=73n5zeMjrGM) This trick can be only done on Legendary (and Heroic). When exiting the door onto the bridge, line yourself up at the right side, while looking down to see a dark line on the floor which your reticle should be to the center of. Once you've lined up, shoot the grunts on both the left and the right sides of you if they are there and throw a grenade at the shade turret to the left of you to prevent grunts from getting in it. Then look at the banshee. Just before its wing crosses the edge of the canyon, crouch for a half second or so, then wait for the banshee to hit the wall. Then walk to the side of the door closest to the banshee, wait a split second, then walk to the other side of the door. If done correctly, the elite should fall out of the banshee and you should be able to get in it early.
+
+## Bridge Drop
+
+{{#Widget:YouTube\|id=FU0qzz7a-VU\|left\|caption=The positioning and movement for each drop is quite precise and is best presented in this video tutorial}} It is possible to drop from the first bridge in the level to the canyon floor below, which breaks enemy spawn triggers for the rest of the level. Going through the rest of the level is trivial. The trick has 3 parts, 2 of which have alternate easy and difficult methods.
+
+After you've successfully completed Bridge Fall, not only does it skip all enemy spawns, it also prevents a door later in the level from unlocking if you were to proceed normally. This is the reason you must grab the first banshee that sits aback the dead end canyon. Standing at the back of the canyon next to the banshee, look back toward where you came and look up. There are two bridges. The left end of the nearest bridge is the door you must fly to/enter to proceed.
+
+## Banshee Teleport
+
+[Here is cordiaxiz's video on Banshee Teleports.](https://www.youtube.com/watch?v=r95J9YkRqCY) There are two banshee teleports which you can do to skip past walking and waiting at certain sections of the level.
+
+For the first teleport, get your banshee inside the room by opening the doors by exiting and entering the banshee, then carefully maneuvering it through the hallways. Then once you get inside, line up with the line on the ground such that your reticle is completely parallel to the ground. This can be tricky and there are multiple different setups used by different members of the community. Once you line it up, hold space as you get out of the banshee, then melee the top of the banshee at the top right corner, walk around to the right wing side of the banshee and melee the dot at the corner near the right and center of the banshee while holding forwards. Then once you can't move forwards anymore look at the dot on the left side of the banshee and hold right. You should be teleported to the door that leads to the snow bridge.
+
+For the second teleport, line up the bottom left part of the reticle with the middle rectangle on the ground. Then do the same sequence as the first teleport, except the second melee should be on the second right square on the banshee. This will teleport you to the room with the last button used to end the level.
+
+## Grenade Jump
+
+There is one place later in the level where a grenade jump can save 5 or more seconds. In the first room after exiting the first banshee, as you enter the inner part of the room, you can do a single grenade jump up to the platform on your left. An example video can be seen [here](http://www.youtube.com/watch?v=SrtPhA80zIQ#t=4m42s).
+
+1-05
diff --git a/guide/halo/halocer/levels/halo/index.md b/guide/halo/halocer/levels/halo/index.md
new file mode 100644
index 0000000..109261b
--- /dev/null
+++ b/guide/halo/halocer/levels/halo/index.md
@@ -0,0 +1,58 @@
+---
+title: Halo
+description: Speedrun strategy page for Halo in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=102
+discord: https://haloruns.com/discord
+---
+
+**Halo** is the second campaign level in [Halo: Combat Evolved](../../index.md). See \[) Halopedia\] for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Rock Grenade Jump
+
+{{{{#Widget:YouTube\|id=tb5h_JeMjyY\|right\|caption=Rock Grenade Jump by ericlol.}} As the level starts run towards the river and use the big rock to jump on a rock ledge, then grenade jump to the cliff above. This saves about 5 seconds, skips the first enemy spawn up ahead, as well as the Banshees.
+
+On Easy you may want to run across the bridge instead, especially if you are inconsistent with grenade jumps or just starting out. The grenade jump is much more important on Legendary due to the skipped enemy spawns.
+
+## The Base
+
+On both difficulties it is important to note that the next dropship will spawn when there are only 2 enemies from the previous ship, so as long as you get the next dropship before the enemies are dropped, the last 2 enemy kills do not matter. Also if you stand too close to the ships before they start landing they will not drop.
+
+### On Easy
+
+Once you reach the base, assist the marines with killing the first drop ship spawn. Once the enemies are dead, pick up plasma grenades and kill all 5 of the marines, including the 2 on top of the structure(Killing the marines skips dialogue. Also if you kill the marines and clear the first 3 ships extremely quickly, the 4th ship will not spawn, going straight from the 3rd ship to the 5th, saving ~20 seconds.), then pick up the health and frags up there and proceed to the next drop ship on the other side of the base, shoot the elite on the right with a plasma pistol, then throw a frag to the other side killing the grunts. For the second ship, once it starts coming down, throw a plasma to the right and a frag to the left, and start backwalking toward the beginning of the area for the 3rd ship, cleaning up any remaining enemies with your pistol. For the 3rd ship, try to headshot grunts before the ship lands, then throw a plasma on the left for the elite and grunts and a frag to the right if you didn't kill 2 or more grunts in air, then use the pistol to clean up. If you have to do the fourth ship, don't use frags, use your weapons and plasmas. For the 5th ship, shoot the grunts on the left and overcharge melee the jackals. You should probably save frags for the 3rd dropship to kill the elite, and the 5th dropship for the ease of killing the spawn. Once you have killed all dropship spawns grab the warthog and shoot the marine out of the turret and then continue along the intended route.
+
+### On Legendary
+
+Kill the grunts to the left once you round the corner, then run and pick up a plasma pistol, then noob combo the elites on the right. Once the enemies are dead, pick up any plasma grenades then kill only Johnson. Go on top of the structure to get to the 2nd ship ASAP, then stick the elites in the right side of the ship and throw a frag grenade to the other side. For the second ship, once it starts coming down, throw a plasma to the right and a frag to the left, and start backwalking toward the beginning of the area for the 3rd ship, cleaning up any remaining enemies with your pistol. For the 3rd ship, try to headshot grunts before the ship lands, then throw a plasma on the left for the elite and grunts and a frag to the right if you didn't kill 2 or more grunts in air, then use the pistol to clean up. For the 4th ship, use the last frag on the grunts and your weapons and plasmas on elites. For the 5th ship, shoot the grunts on the left and overcharge headshot the jackals.(I don't remember if there is a elite. but if there stick him or noob combo him) Before getting into the warthog it is recommended to grab a needler, and don't shoot the marine yet.
+
+## The Light Bridge
+
+At the bridge segment, use the warthog to jump or fling to get on the slanted wall heading up to the console, this will skip a cutscene and instantly start the bridge. Proceed out of the natural caves and stop by the escape pod on your way to the left most spawn to pick up a sniper rifle for later. If you did the fling, or jumped on the warthog, too far right, you may trigger the cutscene, so shoot as you hit the button to be safe if you feel like you were too far right.
+
+### On legendary
+
+When you go to activate the light bridge throw 2 plasmas down the intended hallway behind you and fire the needler to kill the two elites that are added on legendary. Also when you get back on to the slanted wall to shoot the marine in the turrent.
+
+## Forerunner Complex
+
+Through the next areas, you will be killing marines. Be careful about causing the marines to go red - if this happens the level will complete much more slowly than normally, and be nearly impossible on legendary. Kill the marines with grenades only. Exceptions include the last two marines in either area.
+
+Once you reach the first marine spawn, go inside and kill the marines, with frag grenades proceed towards the next spawn located at the cliffs. You can also throw one plasma in the center, and a frag toward the area they dive.
+
+## Rockslide
+
+### Easy
+
+Before heading into the rocks, pick off the sniper located above the marines. Finish off the remaining marine spawn and head towards the last group.
+
+### On legendary
+
+Instead of killing all the marines, drive around the right side in the warthog and reach the top where the marines are holding off. Kill all but the sniper and one other, and allow them to get into the warthog, you will use them at the next base as an efficient way to kill the enemy spawns. Also while you're up there the marines on bottom will more than likely die, if they don't, shoot near them to lure the enemies.
+
+## Hill
+
+Before entering their area, pause on the hill for the prompt to search for remaining life boats to save time. Drive up to the marines to trigger the area, then proceed to kill the enemy spawn and the dropship that comes afterwards. If you missed a marine, the level won't finish and you'll have to restart, or deal with a whole other area of enemies.
+
+1-02
diff --git a/guide/halo/halocer/levels/keyes/index.md b/guide/halo/halocer/levels/keyes/index.md
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+---
+title: Keyes
+description: Speedrun strategy page for Keyes in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=109
+discord: https://haloruns.com/discord
+---
+
+**Keyes** is the ninth campaign level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://www.halopedia.org/Keyes) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=109) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+A tutorial for this level on legendary can be found here:
+
+## Flood Bump
+
+### Easy
+
+To get a consistent reviver, hit restart level and hit enter on the prompt when it says "Are you sure you want to restart the level?" hit OK, Forwards, and Melee and Enter. Then once you release enter, keep holding forwards. You will then end up meleeing on the first frame an the flood will be a reviver. Then only hold forwards until you get past the door. Kill the grunt and lead the reviver all the way to the start of the level, line up against the wall on the sixth line and shoot the top right side of the reviver with the Assault Rifle until it falls over. Then crouch against the wall and wait for it to revive. If done correctly, you will be at the other side in the hallway near the exit.
+
+### Legendary
+
+[Here is a video of Joshington performing the trick.](https://www.youtube.com/watch?v=z0FKPmvLGGA) To get a consistent reviver, hit restart level and hit enter on the prompt when it says "Are you sure you want to restart the level?" hit OK, Forwards, and Enter. Then once you release enter, keep holding forwards. Then only hold forwards until you get past the door. Kill the grunt and lead the reviver all the way to the start of the level, line up against the wall on the circle between the fifth and sixth lines and overcharge the flood near a dark spot towards the right side of its body. Then crouch against the wall and wait for it to revive. If done correctly, you will be at the other side in the hallway near the exit.
+
+## Shield Bump
+
+{{#Widget:YouTube\|id=hdKu1yFw9so\|right\|caption=Positioning on Xbox. (scurty)}} {{#Widget:YouTube\|id=sLm9EHSUBkc\|right\|caption=Positioning on PC, 4:3 ratio. (scurty)}} {{#Widget:YouTube\|id=UwH84meH_F0\|right\|caption=Positioning and bridge on CEA. (Dark)}} The Keyes shield bump allows you to go out-of-bounds and go directly to the bridge. This skips the entire sequence where you jump out of the ship, fight your way back up to the gravity lift, and get back aboard.
+
+To perform the shield bump, zap the first shield generator in the level, then position yourself on top of it in exactly the right spot. When the shield reforms, you will be pushed above the level, out of bounds. Then you can walk backwards to the bridge, drop in, hit a load trigger to load the enemies, walk back and start the bridge cutscene.
+
+The positioning is different between Xbox and PC, and on PC, it differs depending on your aspect ratio. Jumping and airstrafing allows for finer positioning than walking. Shooting the shield generator gives you more time to position yourself. There is about 3-4 pixels of leeway, making this one of the most precise tricks in the series.
+
+### *On legendary*
+
+After the shield bump, make sure to grenade the enemy groups to avoid dying in the cutscene / on your way out.
+
+===Click Here for Positioning Screenshots for Every Resolution:
+
+1-09
diff --git a/guide/halo/halocer/levels/thelibrary/index.md b/guide/halo/halocer/levels/thelibrary/index.md
new file mode 100644
index 0000000..550b2dd
--- /dev/null
+++ b/guide/halo/halocer/levels/thelibrary/index.md
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+---
+title: The Library
+description: Speedrun strategy page for The Library in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=107
+discord: https://haloruns.com/discord
+---
+
+**The Library** is the seventh level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://halopedia.org/The_Library) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Videos
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=107) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+A tutorial for completing the level on Legendary can be found here:
+
+### Flood Bumping
+
+An extensive tutorial of flood bumping on Easy difficulty is shown in the following video on twitch:
+
+Another tutorial for flood bumping on Legendary is found here:
+
+## First Floor
+
+### First Room Enemy Skip - No Flood Bump(Legendary Only)
+
+Immediately at the start of the level, there is a technique to skip enemy spawns, making it trivial to run through the first area. To start, run up to 343GS floating in front of you so he triggers and moves forward, then use one of the several techniques for grenade jumping above the wall on your right, putting you in the inner ring of the first floor. Once over the wall, run to the closest door on your left and go through it to backtrack back to 343GS. Once you trigger him to move forward, turn around and proceed through the level as normal. There will be no enemies until after the first door. A Video of this strategy can be found in [Older runs, before flood bumping was found](https://www.youtube.com/watch?v=cp2DbHn1TEI).
+
+### First Room Enemy Skip - Flood Bump(Legendary Only)
+
+Instead of running up o 343, just instantly do the nade jump, then run to the first door on the left, draw out the plasma rifle flood, shoot him only once in the arm, then run to the 1st door. Once you're near the door, go to the wall directly to the left of the door: , get flush, then hold right strafe, and stop when you get here: \. Then, wait for the flood to melee you, then get behind it, wait for it to turn and immediately shoot it twice. If this was done right, stand on his chest, and when he revives you will be in the door. Jump through and go to the right and continue.
+
+## Second Floor
+
+### First Locked Door Enemy Skip (Legendary Only)
+
+It is possible to halt the spawning of enemies at the first locked door on the second floor, saving you from 45 seconds of fighting in front of the door while it opens. Simply walk towards the door until the objective text "Wait here for the Monitor to open the door" shows up on your HUD, then walk back to the wall with the blue glowing panels on it. While standing there, no enemies will spawn other than a small amount of carrier forms. Wait in this position for ~35 seconds and then proceed towards the door; it should open as you arrive.
+
+### First Locked Door Carrier Bump
+
+Highly not recommended trick, since it has a low chance of success rate since it seems random the amount of success the trick takes to accomplish. To skip waiting for the door, you can toss a grenade at the carrier opposite the door and launch it towards the door. The carrier should then hit the door. While it is flying towards the door, position yourself with a shotgun such that your shotgun reticle is over the bottom part of the right leg of the carrier flood. Once it explodes, you will either have nothing happen which is what normally happens, or you will teleport into the door or past the door. If you are inside the door, you can proceed on by maneuvering yourself through the door depending on where you got bumped. If you teleport past the door, you have a possibility of making the next door not able to open unless you touch the door you just passed, but usually this doesn't happen.
+
+### First Locked Door Flood Bump (Easy Only)
+
+Once you exit the elevator, you must despawn the sentinels. This requires you to do a grenade jump such that you jump over a thick darker line on the floor right as you turn left to exit. If you fail to despawn the sentinels, stand on one of the ramps and shoot each of them down with the shotgun. Once you reach the door, look for human flood. Position your self against the door such that you are lined up with some horizontal geometry next to the door and you are towards the far back of the room. This will make it such that you are close to but not touching the door. Once your selected human flood reaches you and melees you, go around the other side of it and shoot it in the chest once. If it falls down, stand on top of its chest and wait to get bumped inside the door. If the human flood falls such that the dark line of the door intersects between the shoulders and the torso of the flood, you should be able to bump inside the door. Then maneuver yourself through the door by jumping. When bumping through this door, the next door which you grenade jump through opens earlier.
+
+### Inner Ring Faster Route/Enemy Skip
+
+Immediately after the first locked door on this floor, do not turn right as you normally would. Continue straight towards the center of the level. Get to the edge of the dropoff and hop along the inner ring to your right. This path is not only faster than walking the normal way around the outer ring, but it also despawns many of the enemies in that area, making it optimal for all difficulties.
+
+### Second Locked Door Grenade Jump
+
+The second locked door on this floor opens halfway and then stops for a time. Once it starts to open, a basic grenade jump will let you hop through the opening, allowing you to proceed without waiting for it to open fully.
+
+## Third Floor
+
+### Dark Door
+
+Before you reach this door, make sure you delay a checkpoint just before the door. This is done by making sure not all of the enemies not including popcorn flood are dead in the tunnel before, but if they all are, make sure you keep jumping to delay it. Then throw a plasma at the end of the hallway just before the door. Once it explodes, you should get a checkpoint.
+
+### Legendary
+
+There are three flood lined up horizontally against the door. Throw a grenade either to the far right side of the door or in between the farthest two flood at the right. Then shoot your pistol at the door and shoot the farthest left flood in the chest twice such that its body will fall perpendicularly to the door, note that the flood falls at a slight angle when it dies. If it is a reviver, stand on top of the dot on its body right up against the door. If done correctly, you will get bumped into the door. Then jump through the door. If it isn't a reviver, revert to last checkpoint and try again.
+
+### Easy
+
+There are two flood lined up horizontally against the door. Throw a grenade at the far right side of the door. Then you have two scenarios. If the other flood is at the left side of the door shoot at the door then shoot once the flood once at the chest. Use the same line ups as the one on legendary. If the flood is at the center of the door, circle around to the right side of the door and line up with the flood such that the center of the flood's body is with the long vertical line at the left corner of the door closest to where you enter. Make sure you are not too close to the flood or it will go to melee you. Then shoot the door once then shoot the flood after it turns towards you. Stand on the flood's shoulder which is against the door. If done correctly, you will bump through the door. If the flood is not a reviver, revert to last checkpoint and try again.
+
+### 60/90 Second Door
+
+Before reaching the door, you want to shoot to attract the flood. Make sure you kill all the carrier flood before reaching the door. Walk to the health pack and grenades and you should get a checkpoint if no flood are directly behind you. Then turn around and check the human flood to see if they are revivers. Once you find one, revert to last checkpoint and make that flood follow you into the room and kill the rest of the flood around it by the use of a frag grenade or shotgun. Then line up against the door on one of the horizontal textures on the floor. Once the flood melees you, walk around to the other side of it and shoot it once or twice depending on if it is on easy or legendary respectively. Once it revives, you should bump through the door.
+
+## Fourth Floor
+
+### Tunnel Skip Grenade Jump
+
+Near the beginning of the fourth floor you will encounter a half-open door and a lower tunnel which is the normal path. But it is possible to grenade jump through this half-open door into the next room, saving the extra walking.
+
+### Final Door Grenade Jump
+
+This is the toughest grenade jump in the level but is incredibly worthwhile as it skips the huge final battle of the level. The final door opens halfway, pauses for about 1 second, then resumes opening. A few seconds after this, a wave of 10+ flood spawn on the other side of the door. By timing a grenade jump to get through the door during the 1 second pause, you can hop through the opening before the flood wave spawns. Running straight to the end of the level should allow you to escape without dying on any difficulty.
+
+1-07
diff --git a/guide/halo/halocer/levels/themaw/index.md b/guide/halo/halocer/levels/themaw/index.md
new file mode 100644
index 0000000..77cc6fe
--- /dev/null
+++ b/guide/halo/halocer/levels/themaw/index.md
@@ -0,0 +1,132 @@
+---
+title: The Maw
+description: Speedrun strategy page for The Maw in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=110
+discord: https://haloruns.com/discord
+---
+
+**The Maw** is the tenth and final level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://www.halopedia.org/The_Maw) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=110) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+{{{{#Widget:YouTube\|id=sWYJ4uRRu6U\|right\|caption=Comparison of various Maw speedrun strats.}}
+
+## Initial Enemy Skip
+
+ If you move as quickly as possible in the first section of the level, and walk off of the ladder forward as you fall, there is a chance that you'll skip the spawn of some flood around the corner after the first sentinels. This can be useful on all difficulties, especially the higher ones.
+
+## The First Door Bump
+
+ If you run into the left corner of the first closed door as soon as you come up to it, crouch, and stand still, you will be bumped into the ceiling. If you're unlucky, the flood combat form just past the door may decide to melee you through the door, which will mess up the bump. Once in the ceiling you can skip the flood in the first hallway. It takes about 3 full-speed running jumps to clear the hall and get into a spot where you can re-enter the level. It helps to aim backwards and to stay on the far right side of the hall when you do this (so you're jumping off of the lamps). You could try going farther than the end of the hall, though that is probably slower. This strat is most useful on Legendary.
+
+## The Second Door Bump
+
+ The second door can be used to bump into the ceiling as well. Using this door bump you can ledge across the cafeteria and skip the bridge, saving up to 20 seconds as compared with skipping the cutscene. As with the first door bump, you have to crouch in the left corner of this door before it opens.
+
+### *On easy*
+
+On easy getting this bump to work consistently requires some careful movement:
+
+- Stay on the far left side of the hallway just before you enter the room with the door in it. If you hug the wall all the way through the door shouldn't open early.
+- Run into the wall immediately to your right as you pass through the door into the room before the cafeteria. This will make sure the door actually opens.
+
+### *On legendary*
+
+On heroic and legendary a Hunter will bash the door open in a fixed amount of time after you enter the room, so your movement is fairly irrelevant.
+
+## Loading Textures
+
+Once you get the second door bump you will have to load the textures for the cafeteria ledge. There are three methods you could use to achieve this, one involving loading a checkpoint, and the other two requiring precise ledging.
+
+### *Method 1: The Checkpoint*
+
+ This method is presented in a video from Scurty. Essentially, you proceed forward two blind jumps to get above the first table in the Cafeteria, and then wait for a checkpoint. Whether or not you get a checkpoint is fairly random, it seems. Once you get the checkpoint you can fall back into the map and load last checkpoint to have the textures loaded.
+
+### *Method 2: The Cubbies*
+
+This method was found by Mator. The method requires you to go from the door bump to the four cubbies in the wall. Once on these cubbies you need to move to the right, towards in the cafeteria. If you notice you're stopped you need to crouch jump and move to the right slightly. By crouching and very slowly strafing to the right you have a chance of loading your textures at the magic 50-50 point, where 50% of master chief is inside of the wall and 50% is outside of it. If you pass this 50-50 point you will load the textures, but will also pop back into the level.
+
+### *Method 3: The Half-pop*
+
+This is the method that is used by Cody Miller in his Legendary WR run. It's purported to be entirely random. To do it you get on the lamp above the first table in the cafeteria (two blind jumps, like Method 1), then strafe to the right. Something after that allows you to fall part of the way into the level and then warp back into the ledge.
+
+## The Cafeteria Ledge
+
+ Ledging the cafeteria allows you to skip the bridge entirely. Lamps and edges are solid, so you simply need to jump across on them. The ideal route depends on the texture loading method you used.
+
+### *Cubbies route*
+
+1. Jump from the cubbies to the corner just behind you (it's a bend in the wall).
+2. Run jump to the line to the right of the lamp above the first table.
+3. Run jump to the right side of the next lamp ahead of you.
+4. Run jump then to the right side of the next lamp.
+5. Run jump to to the line to the right of the lamp above the last table.
+6. Run jump to the final lamp.
+7. Run jump back into the level, to the left of the door.
+ - You can go to the right or the left of the strut in the wall. Going to the right is easier, and is more likely to succeed, but going to left may save a a fraction of a second. The strut is solid, so make sure you don't directly run into it.
+
+### *Tips*
+
+- Crouching immediately after landing a jump on a lamp or ledge can help you make the landing and not miss consequent jumps.
+- Letting go of forward just as you land a jump on a lamp or ledge can help you to not slide off, and helps set up the next jump.
+
+## Bridge Cutscene Skip
+
+{{{{#Widget:YouTube\|id=\_DxTlVaTtpM\|right\|caption=Tutorial on skipping the bridge cutscene, by scurty.}} If you decide not to use the cafeteria ledge to skip the bridge, you should at least skip the cutscene on the bridge. You can skip the cutscene from the left or the right side of the bridge, depending on your preference. To do so, simply orient yourself facing away from the front of the bridge after killing all of the enemies at a precise distance from the front of the bridge. When your screen starts to turn white, run forward, towards the back of the bridge. This should skip the cutscene if you do it correctly.
+
+## The Cryo Room
+
+ There are two major skips in the Cryo room which are difficulty dependent.
+
+### *Method 1: The Slant Jump*
+
+On the far side of the Cryo room (so at the second door down the hallway) there is a slope which you can walk on. This is unique, as most of the similar slopes in the Cryo Room are unwalkable. You can run, or jump up to the top of this slope and then jump up onto the catwalks above.
+
+### *Method 2: The Frag Jump*
+
+On the near side of the Cryo room (so at the first door down the hallway) you can use a frag jump to get up onto the catwalks quickly. This method is a bit faster than the double jump, but it's also more risky. The amount of damage to your shield will greatly influence whether or not you will survive this jump. On easy difficulty having any damage to your shield will make this jump kill you, so it's really not very feasible to do unless you're doing a segmented run.
+
+## The Hunter Room
+
+ Shortly after the cryo room you'll have to cross a room with two hunters, two elites, a fuel rod grunt, and some sentinels in it. One of the biggest issues in the room is getting past the hunters. This can be done with a rocket, or by getting the Hunters to melee to the right and then strafing around them.
+
+### *On legendary*
+
+On legendary the damage that can be done by the enemies in this room can be massive. Getting the overshield can help deal with the damage. It can also help to stick the two elites in the room as you cross it.
+
+## The Reactor Room
+
+
+
+Reactor room diagram with numbered reactors.
+
+
+### *Initial grenade jump*
+
+ Upon entering the room you can throw a frag grenade on the wall immediately to your left and use it to jump up one floor. This will save a nice amount of time, and is doable on all difficulties. Whether or not you should get a first aid kit immediately thereafter is dependent on the difficulty you're playing and the other strats you're using.
+
+### *Secondary grenade jump*
+
+If you got the overshield just after cryo room and have enough shield to survive another frag jump, you can do a second one immediately after the first. This jump is extremely precise: you have to jump at the last possible frame before the frag explodes, and you have to place the frag in a location such that you have a clear path to ascend to the level above. This grenade jump was done by Scurty in H1DS.
+
+### *Grenade jump to exhaust coupling*
+
+Alternative to the secondary grenade jump listed above, you can use a grenade to jump onto the exhaust coupling. This can be done to the left of the canisters, or to the right of the canisters.
+
+### *Canister jump to exhaust coupling*
+
+ Instead of using a grenade jump onto the exhaust coupling, you could use a carefully timed jump off of the canister closest to it. For this jump it's important to jump early, crouch on landing, and avoid the bumps on the canister.
+
+### *Efficient sabotage*
+
+When you reach the exhaust coupling control panels, it can be efficient to open one coupling, run to the adjacent one's control panel, and then blow the first one up. Technically you aren't supposed to have two open at the same time (it can cause the other to close, and sometimes the second won't open), so it's good to blow up the first one you opened, and then open the second. You can do all of this without ever leaving the catwalks. Dem angles!
+
+## Maw Run
+
+Drive fast. 360 swag
+
+1-10
diff --git a/guide/halo/halocer/levels/thepillarofautumn/index.md b/guide/halo/halocer/levels/thepillarofautumn/index.md
new file mode 100644
index 0000000..c524e90
--- /dev/null
+++ b/guide/halo/halocer/levels/thepillarofautumn/index.md
@@ -0,0 +1,40 @@
+---
+title: The Pillar of Autumn
+description: Speedrun strategy page for The Pillar of Autumn in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=101
+discord: https://haloruns.com/discord
+---
+
+**The Pillar of Autumn** is the first level in [Halo: Combat Evolved](../../index.md). See \[) Halopedia\] for general information.
+
+HaloRuns record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=101) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+## Cryo Room/Tutorial (Easy/Normal Only)
+
+There are two small speedups to do during the training segment at the beginning of the level.
+
+Performing the "look at the lights" test while using inverted controls is faster than doing it with uninverted controls; the latter will force you to re-do the test using inverted controls which costs time. If you are an uninverted player, it is still faster to do the test as inverted, then quickly go into the menu after completing it to change your controls back to uninverted. If you are on pc, the inputs for this are: ESC,UP,UP,ENTER,DOWN,ENTER,DOWN,DOWN,RIGHT,DOWN,RIGHT,ENTER,UP,UP,ENTER...ESC. Practice this in the cyro tube or on any mission, as messing it up can lose a lot of time.
+
+After completing the shield test, the crewman next to you starts a conversation with Sam, the crewman in the room overlooking the cryo area. If you get close to Sam and look at him, he will turn to look at you and will end up skipping a few seconds of dialogue. You can look at him from the ground or from the upper grate platform.
+
+## Bridge
+
+It is possible to trigger the bridge cutscene early by entering the bridge area and then backing out. The exact threshold you need to cross is before the first left turn after passing the blue "Bridge" label on the ground. An example can be seen at 3:20 into this video: [1](https://www.youtube.com/watch?v=wwPjDIn24PM#t=3m20s)
+
+Leaving the bridge after the cutscene as quickly as possible (moving immediately, not bumping into any walls or crewmen) will skip the trigger for the first wave of grunts outside the bridge. This also prevents you from getting a pistol, but it's still a good timesave even on legendary due to the cafeteria door opening immediately instead of requiring you to kill the grunt wave.
+
+## Stairs Area
+
+In the room with the U-shaped staircase, it's possible to jump from the second half of the stairs directly up to the ledge above, saving a few seconds of running. It is also possible to grenade jump grenade jump from the landing halfway up the stairs to the ledge above, but is dangerous enough that it is generally reserved for Individual Level runs or segmented runs.
+
+## Maintenance Door Skip
+
+The first maintenance door you encounter is ordinarily locked for ~10 seconds while Cortana finishes some dialogue, but some checkpoint manipulation can allow you to skip some of that dialogue, opening the door early. Once you reach the hall with the grunts at the end, look left to trigger Cortana's dialogue, then kill the grunts, finishing the last one as Cortana says "Warning" at the beginning of her line, "**Warning** blast doors closing!" If you get the checkpoint as she is saying her long dialogue("We have to use the maintenance access ways...") If on 30fps, you will always get the checkpoint if you did it right, but you will only get it sometimes on 60fps. video tutorial: [2](http://twitch.tv/savusukka/c/6687213) example of the old way can be seen here: [3](https://www.youtube.com/watch?v=wwPjDIn24PM#t=5m30s)
+
+## Level End Trigger
+
+Kill the enemies, using the frags given, and a plasma or two on legendary. The level ends when every enemy in the final area is dead, and the player enters the last open escape pod bay.
diff --git a/guide/halo/halocer/levels/thesilentcartographer/index.md b/guide/halo/halocer/levels/thesilentcartographer/index.md
new file mode 100644
index 0000000..5de7018
--- /dev/null
+++ b/guide/halo/halocer/levels/thesilentcartographer/index.md
@@ -0,0 +1,70 @@
+---
+title: The Silent Cartographer
+description: Speedrun strategy page for The Silent Cartographer in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=104
+discord: https://haloruns.com/discord
+---
+
+**The Silent Cartographer** (often abbreviated **SC**) is the fourth campaign level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://halo.wikia.com/wiki/The_Silent_Cartographer) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=104) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+## Getting the Warthog
+
+As the level starts off and lets you out of the Pelican, immediately head left away from combat and run around the island. Soon you will see a warthog. Use a grenade to tip it upright and hop in, continuing around the island. Grenade is swag strats but also a bit faster, go for it regardless no negative effect.
+
+### *On legendary*
+
+You should pick up the overshield by the crates before you get in the Warthog. This will help you to survive until the door skip easier.
+
+## Security Door Skip
+
+Once you reach the main building, drive your warthog in and proceed towards the door. There are a few ways to prevent the door closing on you.
+
+- You can warthog fling into the door before it closes.
+- If you miss the fling, you can clip above the door. Park the Warthog parallel to and right up against the door. Enter/exit the vehicle and adjust its position until you clip out of bounds. You will know
+- The last way to simply jam the Warthog into the door itself. You need to be centered on the door from the top of the ramp and drive, full speed, strait at it. The Hog will be stuffed halfway into the frame and you can exit out. If you use this strat, when on your way back up top, you'll have to re-enter the vehicle and exit again to get back outside.
+
+If you did the skip, jump around the gold Elite. Fire your weapon as you walk onto the platform to skip the Shafted cutscene. Keep in mind you will not get a checkpoint if you skip the cutscene.
+
+## Cartographer Drop
+
+Fall off the back of the platform and crouch as you are about the hit to minimize damage, proceed down the ramp and jump off again hitting the over shield on landing to take no damage. If you jump, activate the console, and spam enter you will skip the cutscene here and keep your forward momentum
+
+## Cartographer Cutscene Teleport (Co-Op Only)
+
+One player positions themselves near the top platform, but does not activate the 'Shafted' cutscene yet. The other player falls from the third level ledge, by the two dead marines, to the normal ramped walkway below. From there fall onto the overshield below and kill the two elites near the console before activating it. Activate both the 'Shafted' and map room cutscenes at the same time. Both players may be teleported to the top of the platform if done perfect.
+
+**If it looks like you have been teleported to the map room, do not revert. Instead just wait two to three seconds, before the screen fades white for a moment, teleporting you both to the top platform.**
+
+## Ascent - Stick Stack
+
+When doing the fall off the bridge, do not grab the overshield, and make sure you have six grenades. This includes the 4 frags you start out with and the 2 plasmas that you get from meleeing the sword elite.
+
+Line yourself up with a part of the circle / half circle in the geometry on the ground and throw 6 grenades in succession. They should all land nearby the overshield at the same time as you grab the overshield and jump. You should reach the top with the dead marines, frag grenades, and health pack. [Here is a video of SilentWolfJH performing it on MCC.](https://www.youtube.com/watch?v=m4UeoQ58bDA)
+
+## Ascent - Nade Jump
+
+Run past the elites and head straight, here is a harder grenade jump that will allow you to save a few seconds and grab a active cloak The more consistent path is to head right as you reach the room, and head up the ramp though it is slower
+
+### *On legendary*
+
+After activating the console, throw a frag down the hallway to get both elites attentions, then assassinate both of them.
+
+The grenade jump to get the cloak is highly recommended, as you can skip almost all the remaining fights in this section.
+
+## Ascent - Jackal Room
+
+The next room has a small jumping skip, jump on top of the "boxes" in front of the door you exit and then jump to the left platform using a pillar as a stopping point for the second part of the jump
+
+Proceed to run out and skip the gold sword elite on your way out, and continue to the surface and wait for pickup.
+
+### *On legendary*
+
+Once you leave, take the warthog back up the ramp, and drive out of the building off the metal deck. Then proceed around to the right and back up, this buys enough time for the pelican to come so you don't die.
+
+1-04
diff --git a/guide/halo/halocer/levels/thetruthandreconciliation/index.md b/guide/halo/halocer/levels/thetruthandreconciliation/index.md
new file mode 100644
index 0000000..88b4ee0
--- /dev/null
+++ b/guide/halo/halocer/levels/thetruthandreconciliation/index.md
@@ -0,0 +1,76 @@
+---
+title: The Truth and Reconciliation
+description: Speedrun strategy page for The Truth and Reconciliation in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=103
+discord: https://haloruns.com/discord
+---
+
+**The Truth and Reconciliation** is the third campaign level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://halopedia.org/The_Truth_and_Reconciliation) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=103) page or [Full Game Records](http://haloruns.com/records?lb=100) page.
+
+## Outside the ship
+
+Once you land, turn on your sniper night vision and flash light, then go to the first area with enemies.
+
+### Easy
+
+Do NOT use frags until the grav-lift fight! On easy, none of these enemies will do enough damage to kill you, so try to keep running in a straight line towards the next area at all times. Snipe the elites coming around the corner, and AR any grunts ahead of you, but don't kill anything not in your way. Ignore enemies in the next area, jump on the slanted rock next to the health pack, snipe the elite on the path in front of you, and continue through. AR the grunts ahead, then take a hard right and crouch jump onto the rock. Once you're on the rock, wait a second to stop any momentum you might have, then crouch jump onto the ledge. Walk as straight as you can through the rocks to the next area. Shoot a little bit before you enter the path with the two elites. Once you see them, snipe them, making sure to only use one shot on each. If you have less than 2 sniper shots left, reload before moving on.
+
+## Grav-lift area
+
+### Easy
+
+Once you've gotten to the last outside area, the gravlift, you should be killing enemies as fast as possible. As you come into the area, wait just 3-4 seconds, then look up and shoot the elite on the ledge, followed by the grunt in the turrent if he spawned there(you can kill grunts in turrents with the sniper just by sniping the seat of the turrent). If he didn't, don't worry about it yet. You need to go into the open area, and kill the elite, 5 grunts, and the 2 jackals to trigger the next spawn. Count out loud if you need while AR-ing the grunts and the jackals on the ground. If the turrent didn't spawn in the start, shoot one of the three around the area. If you killed everything, you should hear the Cortana dialogue about a covenant dropship inbound. If you do, kill the remaining 2 turrents, and stand on the edge of the grav-lift. Shoot at least three of the four grunts out of the ship as they come out to start the grav-lift fight. Try to kill all 4, as it will make the next part MUCH easier.
+
+## Grav-lift fight
+
+### Easy
+
+The moment the grunts are dead, switch to AR and throw a frag onto the center of the grav-lift. Shoot your AR a little bit to make them come down a little faster, then shoot the elite. This is where killing all grunts comes in handy, each wave spawns when there is one enemy left in the area, and the jackals and grunts like to dodge the frag. Pay attention and make sure everything dies if you only killed three grunts, or one survivor if you killed them all. There are four waves, do the same for each wave as you did the first. Once all four waves are dead, grab a plasma pistol, frags, and health if needed and go to the edge of the lift closest to the health.
+
+## Belly Skip
+
+This trick comes in multiple parts, including the wraith teleport, upwarp, and platforming. This trick skips the entire belly fight section. [Here is Garish's tutorial on how to do it.](https://www.youtube.com/watch?v=jAmK0-cgncg)
+
+### Wraith Teleport
+
+To get inside the wraith, you have to crouch next to the right wing of the wraith as it blows up. To set this up, on Easy, throw two grenades (two frags or a plasma then a frag), and shoot 6 plasma pistol shots. On Legendary, throw six grenades, or 5 grenades and use a plasma pistol to lower the wraith's health.
+
+Once the wraith blows up, you should be inside the wing, then aim slightly to the right and move left. If done correctly, you will be inside the wraith in a corner. From here, look at the corner geometry in the ground, and lightly tap right for a one-tick input, then look straight down. You should be looking at the tip of one of the patterns on the ground. If done quickly enough, you can get a checkpoint here before the upwarp.
+
+[Here is another version of the Wraith Teleport and upwarp by Gpro.](https://www.youtube.com/watch?v=mOG2az80s98)
+
+### Upwarp
+
+To get out of bounds on the top of the level, hold space and move backwards. If you do not fly upwards with a lot of speed, adjust your reticle's position very slightly to the left or right. Then, you can either land on the pillar to the right by looking towards it and immediately holding forward or forward and right, or on the very small ledge by moving slightly forwards and right.
+
+On legendary, once you land, kill a marine so you only have to kill one in the prison section.
+
+### Platforming
+
+There are multiple ways to do this platforming section. At the start, walk down to the door which is next to the camo and health pack and land on the top of the wall. Then look towards the belly room which is the only visible part of the level. Jump backwards once and walk backwards and right until you reach a corner. Then look slightly to the left and hold jump and left until you reach a wall, turn slightly back to the right and jump to the left twice until you reach another corner. Then jump back and left very slightly.
+
+On easy, you can skip the rest of the platforming by jumping back and right at this point and proceed through RNG room. Or you can continue doing the platforming past it.
+
+From here, walk backwards while look slightly left until you reach a corner, then look at the left corner room and jump back once, walk back for a split second and jump backwards again. Then look to the right while still moving backwards until you reach another corner. At this point, you want to look at another corner on the right side of the room which forms an 'L' shape. Here you want to strafe jump right by moving right first then immediately jumping then once your reticle passes the bottom section of the L, hold left until you reach the last corner. The look at the center of the room at the center of a pillar and hold jump and backwards until you land back in the room.
+
+## Hangar Bay
+
+{{#Widget:YouTube\|id=Ez-sOLKeWE4\|right\|caption=Hangar Bay Skip demo by scurty.}}
+
+A time saver used in all Truth and Reconciliation runs occurs in this hangar bay. While there are three possibly ways to advance to the third level, the method explained below is the most reliable and, on higher difficulties, might even leave you with a little bit of overshield left.
+
+Head over to where the overshield is and perform a grenade jump up to the second (or if you get really lucky the third) level of the hangar bay as shown in the video. A recommended set up is three plasma grenades + 1 frag grenade. If you have less than three plasma grenades where entering the hangar bay, take some time to kill some grunts/elites until you have enough. After landing on the second level, head to the middle of the room where an elite is shooting down onto the floor level. Kill him (optional but recommended on higher difficulties) and set up for a regular jump onto the covenant ship using a box to land on a holographic projector structure in order to jump onto the ship. Then perform a grenade jump neat the rear of the ship to jump to the third level.
+
+## Skip Blob Room Dialogue
+
+{{#Widget:YouTube\|id=-qPDDW5mr5s\|right\|caption=Early Level End demo by scurty.}}
+
+After releasing the marines from the prison, head back to the room where you faced a gold elite and other enemies. Just before the long hallway right before the room, stop and kill two marines (not Keyes) and all the marines will turn hostile towards you. Quickly head to the room and kill the two or three (depending on difficulty) invisible sword elites. As soon as the last elite dies, the level will end, skipping roughly 20-30 seconds of dialogue (this is assuming the hangar bay skip was performed). Be sure to skip the end of level cutscene as early as possible, otherwise pressing A will just revert back to a point in the cutscene and you will need to manually watch the entire cutscene to progress to the next level.
+
+1-03
diff --git a/guide/halo/halocer/levels/twobetrayals/index.md b/guide/halo/halocer/levels/twobetrayals/index.md
new file mode 100644
index 0000000..bec3724
--- /dev/null
+++ b/guide/halo/halocer/levels/twobetrayals/index.md
@@ -0,0 +1,102 @@
+---
+title: Two Betrayals
+description: Speedrun strategy page for Two Betrayals in Halo: Combat Evolved, including route notes, tricks, and leaderboard links.
+leaderboard: http://www.haloruns.com/records?lb=108
+discord: https://haloruns.com/discord
+---
+
+**Two Betrayals** (often abbreviated **TB**) is the eighth campaign level in [Halo: Combat Evolved](../../index.md). See [Halopedia](http://www.halopedia.org/Two_Betrayals) for general information.
+
+Halo Runs record page: (click the timestamps for video links)
+
+## Video Examples
+
+Examples of every trick mentioned here can be found on either the [Individual Records](http://haloruns.com/records?lb=108) page or [Full Game Records](http://haloruns.com/records?lb=100) page. A comprehensive (75 minute long) tutorial by scurty of this level on legendary is located here:
+
+## Control Room
+
+There are 4 Sentinels that immediately engage you after you skip the cutscene. You can ignore them on Easy.
+
+### *On legendary*
+
+Hide behind the thin glass to your right, fire a charged shot at each Sentinel. You can also aggro them without seeking cover. If you want to preserve PP battery, which could make subsequent fighting more easier, fire a charged shot at only 2 Sentinels and plasma pepper the others.
+
+## Control Room Hall
+
+### *On legendary*
+
+Generally best to hang back and let the Sentinels and Covies fight each other. Keep in mind if most of the Grunts die, there will be an Elite and two Jackal reinforcements spawning in the back of the room. Kill some of the Sentinels and prioritize the very first Elite to prevent this.
+
+## Control Room Entrance
+
+### *On easy*
+
+Get to the bottom of the ziggurat as quickly as you can and take Banshee.
+
+### *On legendary*
+
+There are two methods available here. One method involves a deload trick, and the other is the normal way to play the level.
+
+Information on the deload trick (which is far easier by comparison and actually faster) can be found here:
+
+The other method spawns all the enemies like normally happens. Two Elites typically spawn to the right after opening the door, throw a plasma at their location without being detected. Throw a frag to clear the rest of the outside enemies. Try to kill them as soon as possible.
+
+Head to the right side of the ziggurat, toss a plasma at the patrolling Elite, toss a couple more plasmas at the 2 Elites below. Drop down onto the snow and hug the wall to the right. Get close to the Wraith without being detected and shotgun it. The Wraith can still hit you in close range so stay very close to it. Take the Banshee afterward.
+
+## First Tough Room
+
+### *On easy*
+
+Nade jump up to the ledge.
+
+### *On legendary*
+
+Break glass window to the left, alert enemies and toss plasma to draw them away, frag jump up to ledge, rocket Grunts below, frag/rocket Jackals. Toss a plasma or two across the hall to kill the 2 Elites.
+
+## Second Tough Room
+
+### *On legendary*
+
+Hide and wait for Flood to engage Covies, throw frag through the gap in the wall to draw out Elites and kill Grunts, fire rockets.
+
+## Covie Bridge
+
+Yolo?
+
+## Hell Room
+
+### *On legendary*
+
+Plasma nade the AR Flood, frag the shotgun Flood, toss a plasma where the 2 Elites spawn but don't trigger them until the nade is about to explode. Wait for a bit so the other Flood in the room to retreat then make your way to the next hall. Frag the Flood there and try to get a CP before engaging the lone rocket Flood. Just run through the next room, use an explosive behind you to kill the Infection form spawns and pursuing Flood. If you don't get the CP, simply backtrack and hit the lz again and you might get it.
+
+## Flood Bridge
+
+Yolo?
+
+## Ground Floor
+
+Fire rocket to flip Ghost upright, drive to Banshee. On your way there, get the health pack and ammo if needed, at the bottom of the spiral path area near the overturned Hog. Take the Banshee to the second pulse generator.
+
+## Second PG (Pulse Generator)
+
+Chuck frags, fire rockets, shotgun Flood, get CP. Disable generator, chuck nades, fire rockets at reinforcement Flood.
+
+## Tunnels
+
+Pray.
+
+## Banshee Clip
+
+[To get the banshee through the broken door, here is Garish's video.](https://www.youtube.com/watch?v=1-9Gbx6txOQ)
+
+Ram the nose of the banshee at the top of the door into the ceiling. Then while holding forwards, turn slightly to the left and let the banshee drift to the crack in the door. Then once your banshee's right wing reaches the door, turn quickly to the left and up, then turn back up and right to get both the right wing and the nose to the right side of the door. Once you have done this, look down and right, then turn to the left side of the door and hold back, then turn to the right side again and hold forwards and the banshee should be through the door.
+
+## Broken Door
+
+There are two ways to getting a Ghost through the door. One involves a rocket launcher or grenades. Stick one wing of the Ghost through the door, then use explosives (again, frags or rockets) to knock it through. The other utilizes the Banshee. Drop the banshee off at the door, then backtrack to the Ghost. Bring it back and back it into the door's opening. Exit and jump back through to the Banshee and use it to push the Ghost through. One wing will clip through when you've succeeded.
+
+Do not race across the bridge in this room. You have to trigger both flood spawns for the last chapter ("Final Run") to trigger. Move slowly with the Ghost across the bridge. You've done it right when the Infection Forms spawn on the bridge and the 2nd wave spawns behind them. Once through the tunnel, if the letterbox with "Final Run" appears, you're good to go.
+
+## Final Run
+
+1-08
diff --git a/guide/halo/halocer/square.webp b/guide/halo/halocer/square.webp
new file mode 100644
index 0000000..243bc2d
Binary files /dev/null and b/guide/halo/halocer/square.webp differ
diff --git a/guide/halo/halocer/toc.yml b/guide/halo/halocer/toc.yml
new file mode 100644
index 0000000..ad6f5ee
--- /dev/null
+++ b/guide/halo/halocer/toc.yml
@@ -0,0 +1,25 @@
+- name: Overview
+ href: index.md
+
+- name: Levels
+ items:
+ - name: "The Pillar of Autumn"
+ href: levels/thepillarofautumn/index.md
+ - name: "Halo"
+ href: levels/halo/index.md
+ - name: "The Truth and Reconciliation"
+ href: levels/thetruthandreconciliation/index.md
+ - name: "The Silent Cartographer"
+ href: levels/thesilentcartographer/index.md
+ - name: "Assault on the Control Room"
+ href: levels/assaultonthecontrolroom/index.md
+ - name: "343 Guilty Spark"
+ href: levels/343guiltyspark/index.md
+ - name: "The Library"
+ href: levels/thelibrary/index.md
+ - name: "Two Betrayals"
+ href: levels/twobetrayals/index.md
+ - name: "Keyes"
+ href: levels/keyes/index.md
+ - name: "The Maw"
+ href: levels/themaw/index.md
\ No newline at end of file
diff --git a/guide/halo/haloinfinite/index.md b/guide/halo/haloinfinite/index.md
index e2640ff..e7a4783 100644
--- a/guide/halo/haloinfinite/index.md
+++ b/guide/halo/haloinfinite/index.md
@@ -3,6 +3,23 @@ title: Halo Infinite
description: Halo Infinite speedrunning hub with category context, core techniques, and links to level guides.
leaderboard: https://haloruns.com
discord: https://haloruns.com/discord
+nav_title: Halo Infinite
+game: Halo Infinite
+series: Halo
+
+og_image: og.webp
+square_image: square.webp
+
+platforms:
+ - PC
+ - Console
+leaderboard: https://haloruns.com/leaderboards/h4/solo/fullgame/Easy
+discord: https://haloruns.com/discord
+order: 16
+timing_method: Varies by category
+downpatch: sometimes
+allowed_versions: "Depends on category"
+where_to_buy: "Steam / Xbox Store"
---
Work in Progress.
@@ -33,4 +50,14 @@ Work in Progress.
- Riven Gate
-\|}
+## Halo Infinite
+
+### General Tutorials
+
+[Dyse Full Game Tutorial Part 1](https://www.youtube.com/watch?v=LSmUvyboIDA)
+
+[Dyse Full Game Tutorial Part 2](https://www.youtube.com/watch?v=2XuDHSwGwuU)
+
+[Liam's Downpatching Guide](https://youtu.be/yJ3VHaHMLJQ)
+
+[Alicenuga's Downpatching Guide](https://youtu.be/-6tmQdGZyto?si=SV1hvwdCshA7hVpB)
diff --git a/guide/halo/haloinfinite/square.webp b/guide/halo/haloinfinite/square.webp
new file mode 100644
index 0000000..4686456
Binary files /dev/null and b/guide/halo/haloinfinite/square.webp differ
diff --git a/guide/halo/haloreach/index.md b/guide/halo/haloreach/index.md
index 07d4891..02e37ea 100644
--- a/guide/halo/haloreach/index.md
+++ b/guide/halo/haloreach/index.md
@@ -2,8 +2,8 @@
title: Halo: Reach
nav_title: Halo: Reach
description: Halo Reach speedrunning hub with category context, core techniques, and links to level guides.
-og_image: og.webp
-square_image: square.webp
+og_image: og.jpg
+square_image: square.jpg
platforms:
- PC
- Console
diff --git a/guide/halo/haloreach/levels/index.md b/guide/halo/haloreach/levels/index.md
index ee33a1b..293bada 100644
--- a/guide/halo/haloreach/levels/index.md
+++ b/guide/halo/haloreach/levels/index.md
@@ -14,4 +14,13 @@ allowed_versions: "All"
where_to_buy: "Steam / Xbox Store"
---
-Container for the level pages.
+## Halo: Reach
+
+### Easy
+
+[Zephrike's Easy Full Game Guide](https://youtu.be/C9aUjBsQ6mc)
+
+### Legendary
+
+[Zephrike's Beginner Legendary Playlist](https://www.youtube.com/playlist?list=PL5v5iGH4d6AeZ63iPgnrhBT5ZSbJEDNjf)
+
diff --git a/guide/halo/haloreach/levels/wintercontingency/index.md b/guide/halo/haloreach/levels/wintercontingency/index.md
index 1ee6980..b4d6b55 100644
--- a/guide/halo/haloreach/levels/wintercontingency/index.md
+++ b/guide/halo/haloreach/levels/wintercontingency/index.md
@@ -1,176 +1,535 @@
---
title: Winter Contingency
+
description: Speedrun strategy page for Winter Contingency in Halo Reach, including route notes, tricks, and leaderboard links.
+
+game: Halo Reach
+mission_number: Mission 1
+map_name: m10.scenario
+hero_image: /content/guide/halo/assets/wiki/WinterContingency.jpg
+
leaderboard: https://haloruns.com/leaderboards/reach/solo/wc/Easy
discord: https://haloruns.com/discord
+halopedia: https://www.halopedia.org/Winter_Contingency_(level)
+
+previous_title:
+previous_url:
+
+next_title: ONI Sword Base
+next_url: /guide/halo/reach/oni-sword-base
+
+goal_beginner_easy: 6:45-7:45
+goal_beginner_legendary: 8:00-10:00
+goal_beginner_laso:
+
+goal_intermediate_easy: 5:00-6:00
+goal_intermediate_legendary: 5:30-6:30
+goal_intermediate_laso:
+
+goal_world_easy: 4:25-4:45
+goal_world_legendary: 4:50-5:20
+goal_world_laso:
+
+goal_il_easy: 4:12
+goal_il_legendary: 4:35
+goal_il_laso:
---
-Winter Contingency is the first playable level in [Halo: Reach](../../index.md). See [Halopedia](http://halopedia.org/Winter_Contingency_(level)) for general information, the routes and strats are the same for both Easy and Legendary, as well as co-op.
+# Overview
+
+Winter Contingency is the first playable mission in **Halo: Reach**.
-HaloRuns record page: (click the timestamps for video links)
+This guide covers the current speedrun routes for both **Easy** and **Legendary** difficulty. Unless otherwise noted, the same strategies are used in both Individual Level and Full Game runs.
-## Video Examples
+General mission information can be found on [Halopedia](https://www.halopedia.org/Winter_Contingency_(level)).
-Examples of every trick mentioned here can be found on either the [Individual Level](https://haloruns.com/leaderboards/reach/solo/wc/Easy) or the [Full Game](https://haloruns.com/leaderboards/reach/solo/fullgame/Easy) Records page. There are also multiple video tutorials for specific tricks indicated on this page. Be sure to check \#reach-links in the Haloruns discord.
+For current world records and submitted runs, visit the HaloRuns leaderboard:
+
+https://haloruns.com/leaderboards/reach/solo/wc/Easy
+
+Examples of nearly every strategy covered in this guide can also be found on the Individual Level and Full Game leaderboard pages by opening any submitted run.
+
+Additional tutorials and community resources are available in **#reach-links** on the HaloRuns Discord.
+
+---
+
+# Speedrun Guide
## Mission Start
-After 46 seconds inside the falcon, you will want to get out and sprint straight forward. You can either try the Barrier Jump on the hill on your left or do the classic route that involves some slide jumps around the hut. The barrier jumps save around 18 seconds but if you mix it with Earliest Falcon and Earliest Out Of Bounds you can save about 2 minutes. Keep in mind, with gate clip the classic route only loses the 18 seconds.
+After **46 seconds** inside the Falcon, exit immediately and sprint straight ahead.
+
+There are two primary opening routes.
+
+- Barrier Jump Route
+- Classic Route
+
+The Barrier Jump route saves approximately **18 seconds** over the Classic Route.
-### Starting Routes
+When combined with **Earliest Falcon** and **Earliest Out of Bounds**, the Barrier Jump route can save nearly **two minutes** over the standard mission progression.
+
+If you are planning to use **Gate Clip**, the Classic Route only loses the initial 18 seconds, making it a viable alternative for many runners.
+
+---
+
+### Barrier Jump Route
-
-Barrier Jump Route
+
+ Barrier Jump Route
-- **MCC Barrier Jump Route**
+:::strategy
+title: Barrier Jump Route
+difficulty: Intermediate
+time-save: 18 seconds
+compared-to: Classic Route
+platform: MCC / Xbox 360
+input: Both
+recommended: Full Game / ILs
+consistency: 100%
+
+The Barrier Jump route is required for the **Earliest Falcon** strategy.
+
+After completing the barrier jumps, continue into the mountains on the left side of the map. Following several precise jumps, you'll cross the elastic barrier and proceed directly toward Falcon Grab.
+
+For a complete walkthrough of every jump, see the tutorial below.
+
+:::
+
+> [!CAUTION]
+> The Xbox 360 port requires a different method of getting on top of the elastic barrier.
+
+
+
+---
+
+### Xbox 360 Barrier Jump Route
+
+The Xbox 360 route is nearly identical to the MCC version, although several jump lineups differ slightly due to movement differences between versions.
+
+Use the tutorial below for the correct Xbox 360 route.
+
+
+
+---
+
+### Classic Route
-
-In order to do the [Earliest Falcon](#Earliest_Falcon) you need to do the barrier jumps, head up to the mountains on your left, and then after some precise jumps you will go over the elastic barrier and then do the [Falcon Grab](#Falcon_Grab).
+:::strategy
+title: Classic Route
+difficulty: Beginner
+time-save: Baseline
+platform: All
+input: Both
+recommended: Learning
+consistency: 100%
-You can watch an in-depth [Video Tutorial](https://youtu.be/XsW2cyIdYqE?feature=shared&t=293) on how to do all the Barrier Jumps.
+The Classic Route skips the Barrier Jumps and instead uses slide jumps around the starting hut before proceeding normally toward Falcon Grab.
-- **Xbox 360 Barrier Jump Route**
-
-Very similar to the [MCC barrier jumps](#MCC_Barrier_Jump_Route), however the jump line ups are slightly different. Refer to this video for the correct movement [here.](https://youtu.be/Ynv8DTXO09U?feature=shared)
+If you are just learning the level, this route is your best starting point. It is significantly easier than the Barrier Jump route, even though it costs you roughly **18 seconds.**
+
+:::
+
+> [!CAUTION]
+> Be aware that finishing the full classic route fails to deload Jun from the first Falcon, which locks you out of the earliest Falcon grab.
+
+
------------------------------------------------------------------------
## Falcon Grab
-You can hijack a falcon to go out-of-bounds to get to the Relay Outpost before you are supposed to, skipping the falcon ride later in the mission.
+Falcon Grab allows you to hijack a Falcon and fly directly out of bounds to the Relay Outpost, skipping the intended Falcon ride later in the mission.
-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.
-3. 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).
+Several Falcon Grab methods exist, ranging from beginner-friendly setups to world record strategies. They are listed below from fastest to slowest.
-There are various methods to do the falcon grab, so they will be listed from fastest to slowest, listed by the color-coded names by the time barriers that can be achieved from the table at the top of the page. Outdated methods will be listed at the bottom of this page.
+### Preparing Falcon Grab
-------------------------------------------------------------------------
+If you completed the Barrier Jump route, Jun will already be deloaded and you can skip this section.
-### Gate Clip
+Otherwise, Jun must be removed from the Falcon before any Falcon Grab method will work.
-- World Class/Easy IL Record Strategy
+1. As you approach the trucks, stop just before the ground slopes downward.
+2. Watch Jun's Falcon flying its triangular flight path.
+3. When the Falcon reaches its furthest point on the left side, immediately sprint down the hill.
+4. If performed correctly, the Falcon will teleport.
+5. Jun has now been deloaded and Falcon Grab is ready.
-This is the current fastest method of grabbing the falcon as of 2023, and is done in both Full Game and Individual Level runs on the Easy Difficulty.
+---
-After the barrier jumps, you will see a building with a gate attached on the left side. There is a small hole on the right side of that gate that is slightly the wrong size to walk through. Simply binding crouch to scroll wheel on the mouse will allow you to clip through this gap while holding forward. This part is very difficult on controller. Example [here.](https://youtu.be/cHob5ARzWks?feature=shared&t=82)
+### Building Route Falcon Grab Methods
-Running through the building, you will want to jump and cut sprint while passing the pillar in the middle of the room headed towards the stairway door. This allows for the falcon AI to not break, and it will continue it's pathing over the building. Run outside, headshot a grunt or skirmisher, and EMP the falcon so it flips over. Sprint past the hut on the right side to trigger a load zone that spawns a spirit, the faster this load is hit, the better.
+:::strategy
+title: Gate Clip + Falcon Flip
+difficulty: Advanced
+time-save: 5 seconds
+compared-to: Roof Route - Dropdown
+platform: MCC
+input: M&K
+recommended: IL Only
+consistency: 50%
-**Note:** getting [Carter into your falcon will save roughly 5 seconds](https://youtu.be/cHob5ARzWks?feature=shared&t=114), so it is suggested to grab Carter while waiting for the drop ship.
+:::
-------------------------------------------------------------------------
+The current fastest Falcon Grab method on **Easy**, used in both Full Game and Individual Level world record runs.
-### River Flip
+After completing the Barrier Jump route, head toward the building with the gate on the left.
-- World Class/Legendary IL Record Strategy
+A small opening exists on the right side of the gate that is just barely too small to walk through. Binding crouch to the mouse scroll wheel while holding forward allows you to clip through the opening. This trick is significantly more difficult on controller.
-This is the current fastest method of grabbing the falcon on both Full Game and Individual Level runs on the Legendary Difficulty. Tutorial may be found [here.](https://youtu.be/XsW2cyIdYqE?feature=shared&t=681)
+Continue through the building and jump while cutting sprint as you pass the center pillar toward the stairway.
-After doing the [OOB platforming](https://youtu.be/Ih8hKvYlv9E?feature=shared&t=76) over the building, kill 1 enemy (skirmisher is best, this makes the falcon more consistent) and run inside the building to load the falcon. The route in the building is precise, so refer to the [tutorial](https://youtu.be/XsW2cyIdYqE?feature=shared&t=621) above. When you run out, sprint to the right side into the bunker and kill an enemy for a plasma pistol. Run out the other side and quickly EMP the falcon so it lands in the river. This methods spawns in the spirit quicker.
+This keeps the Falcon AI on its intended flight path.
-------------------------------------------------------------------------
+> [!NOTE]
+> Before going outside, shoot the Skirmisher on top of the left hut through the upper-story window. If they survive, the Falcon pilot AI may glitch out.
-### Dyse's 10 Second Falcon
+Once outside:
-- Intermediate Strategy
+- Headshot a Grunt or Skirmisher for a plasma pistol.
+- EMP the Falcon.
+- Sprint past the hut on the right to trigger the Spirit load.
-Very consistent method of grabbing falcon. This is the strategy recommended to most **newer runners** who are planning on running full game.
+The earlier this load is triggered, the faster the spirit will fly in.
-After the OOB like in [River Flip](#River_Flip), go back into the building and jump over the fence on your left and wait there until you the the falcon spawn on your radar. When it shows up, wait under the stairs for 2 seconds, exit the building, and walk to the left side. You will want to stand in a specific spot in the left bunker to EMP the falcon. This can be seen in this example [here.](https://youtu.be/YvOZQPBseY8?feature=shared)
+> [!TIP]
+> Picking up Carter while waiting for the Spirit saves roughly **5 seconds**.
-- Note: Make sure to skip the load by the containers at the top of the hill. You can skip it by jumping far left when you get on the hill.
+
-------------------------------------------------------------------------
+> [!NOTE]
+> While the Roof Route dropdown is no longer part of the current meta, it saved 2 seconds over the River Flip setup. The legacy route is archived here: [Nailz 4:31 Former WR](https://youtu.be/ohe4aKMv9NI?t=88)
-### Classic Falcon Grab
+---
-- Intermediate Strategy
+### Roof Route Falcon Grab Methods
-Old method of grabbing the falcon from 2018. This is not the easiest, nor fastest method of grabbing the falcon, but has been a staple strategy for those interested in achieving intermediate-level times. A tutorial can be found [here.](https://youtu.be/sbeuC9ORlRc?feature=shared&t=101)
+> [!IMPORTANT]
+> The routes below require the Barrier Jump method and a successful Jun deload from the Falcon. For the fastest strategy that avoids the Barrier Jump, head over to the Hill Falcon section.
-After the OOB like in [River Flip](#River_Flip), go back into the building and jump over the fence on your left and wait there until you the the falcon spawn on your radar. When it shows up, wait under the stairs for 2 seconds, exit the building, aim up and try to overcharge the falcon. A good hit will flip the falcon. This can be seen in this run [here.](https://www.twitch.tv/videos/279936529?t=00h02m15s) Timing the EMP is important, so watching the [linked tutorial](https://youtu.be/sbeuC9ORlRc?feature=shared&t=101) is suggested.
+:::strategy
+title: River Flip
+difficulty: Intermediate
+time-save: 4 seconds
+compared-to: Roof Flip
+platform: Both
+input: Both
+recommended: Full Game / IL
+consistency: 75%
-------------------------------------------------------------------------
+:::
+
+The current fastest Falcon Grab method on **Legendary**, used in both Full Game and Legendary Individual Level world record runs.
+
+[When approaching the edge of the roof,](https://youtu.be/Ih8hKvYlv9E?si=_licJVm3HwyKeqTt&t=76) kill the skirmisher on the left hut roof before entering the building to load the Falcon.
+
+Building movement is highly precise. Exit toward the right bunker, grab a Plasma Pistol, and immediately EMP the Falcon into the river. Emping the Falcon in the river forces you through the Spirit spawn trigger, which spawns the spirit in faster.
+
+**Complete walkthrough:**
+
+
+
+---
+
+:::strategy
+title: Roof Flip Falcon Grab
+difficulty: Intermediate
+time-save: 10 seconds
+compared-to: Dyse's 10 second falcon
+platform: Both
+input: Both
+recommended: Full Game
+consistency: 85%
+
+This legacy route dominated Reach's competitive history. It is no longer the fastest meta, but it serves as a great intermediate strategy.
+
+Finish the Roof Barrier route, drop down, grab a Plasma Pistol, and immediately head back inside to wait under the stairs. Once the Falcon yellow dot pops up on radar, step out, turn around, and overcharge it. The EMP timing can be precise and variable depending on falcon aggro.
+
+:::
+
+**Tutorial:**
+
+
+
+[Historical run example.](https://www.twitch.tv/videos/279936529?t=00h02m15s)
+
+---
+
+### Dyse's 10 Second Falcon
+
+:::strategy
+title: Dyse's 10 Second Falcon
+time-save: 60 seconds
+compared-to: Hill Falcon
+difficulty: Intermediate
+platform: Both
+input: Both
+recommended: Full Game
+consistency: 95%
+
+:::
+
+> [!NOTE]
+> This is the recommended method for runners who recently learned barrier jump, and is the recommended method of falcon grab for modern full game runs.
+
+A very consistent Falcon Grab recommended for newer Full Game runners.
+
+After performing the same Out of Bounds setup as River Flip:
+
+- Return inside the building.
+- Jump over the fence.
+- Wait until the Falcon appears on radar.
+- Wait beneath the stairs for approximately two seconds.
+- Exit the building.
+- Move to the left bunker.
+- EMP the Falcon from the marked position.
+
+
+
+---
### Hill Falcon
-- Beginner Strategy
+:::strategy
+title: Hill Falcon
+difficulty: Beginner
+platform: Both
+input: Both
+recommended: Learning
+consistency: 100%
+
+Discovered in late 2014, this is the original Falcon Grab route. While it is the slowest method available, it is by far the easiest to learn.
+
+:::
-This is the first version of the trick from late 2014, and is the easiest method (however, slowest) for grabbing the falcon.
+> [!IMPORTANT]
+> Jun must be deloaded before attempting this strategy. (Note: Barrier Jump runners who skip the building load will already have Jun deloaded automatically.)
-**You must deload Jun for this trick to work.**
+Execution:
+Before dropping down toward the trucks, turn around and watch Jun's Falcon. Once it reaches the far left of its flight path, continue forward. Drive to the first structure and grab a Plasma Pistol if you need one. From there, climb the hill on the left and repeatedly hit the Falcon with overcharged shots until it flips. For the most consistent flip, aim just behind the nose-mounted chaingun. Once it capsizes, flip it upright and jump into the cockpit.
-- To do this, before you drop down the small cliff to get into the trucks, turn around and watch the falcon. As soon as it is in it's furthest away position (somewhere parallel to the mountain behind it), then it is safe to move forward. Note: if you do the barrier jumps at the start, and skip the building load, Jun will already be deloaded.
+
-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.
+> [!NOTE]
+> Prior to Barrier Jumps, Truck Falcon was the fastest method available. It is obsolete today, but you can view the legacy strategy in action via [MunKK1's 6:34 run.](https://youtu.be/HYvotGKVXKA?t=171)
------------------------------------------------------------------------
-## Out Of Bounds
+## Out of Bounds
+
+After completing Falcon Grab, the next objective is to leave the playable area and fly directly toward the Relay Outpost.
+
+Several Out of Bounds methods exist, ranging from beginner-friendly routes to world record strategies.
-For the OOB part there are multiple ways to do it, explained [here](https://www.youtube.com/watch?v=XFtSessjtqI).
+General overview:
+
+
+
+---
### First Spirit OOB
-- Intermediate/World Class/IL Record Strategy
+:::strategy
+title: First Spirit OOB
-[Here is](https://youtu.be/sbeuC9ORlRc?t=478) a quick explanation of this trick.
+difficulty: Advanced
-This is the hardest one to do and it is done with the very first dropship seen in the game, first you need to get the [Earliest Falcon](#Earliest_Falcon).
+platform: MCC
+input: M&K
-Wait with your falcon hovering over the big three that is near the right side of the hut that is located in the left part of the river. You will see the dropship coming, when it starts to go down quickly, move forward to trigger the dropship to leave. If you are using a mouse, watch the dropship and follow it's path, landing in the middle of the two dropship arms while being pushed OOB. For a consistent path, you can wait a few extra seconds until the dropship doors open up.
+recommended: IL Only
+consistency: 65%
+:::
-------------------------------------------------------------------------
+The fastest Out of Bounds method currently used in top-level Individual Level runs.
+
+Requires the **Earliest Falcon** setup.
+
+Hover over the large tree near the hut on the left side of the river while waiting for the first Spirit.
+
+As the Spirit rapidly descends, move forward to trigger it to leave.
+
+Mouse & Keyboard players should follow the Spirit's flight path and land between the two dropship arms as it pushes the Falcon out of bounds.
+
+Waiting until the Spirit doors begin opening produces a more consistent launch.
+
+Quick explanation:
+
+
+
+---
### Marine Spirit OOB
-- Beginner
+:::strategy
+title: Marine Spirit 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 always fly in same path, if you want you can destroy it's turret, follow the ship and try to get stuck on it after it flies over (sometimes through) the hills. After a while it will push you through the elastic barrier, you will know you are done because you will take some damage (you sometimes don't take any damage). This is the most consistent way to go OOB, however much slower than the [First Spirit OOB.](#First_Spirit_OOB) Example seen [here.](https://youtu.be/H9A83ECwN-E?feature=shared&t=286)
+difficulty: Beginner
-------------------------------------------------------------------------
+platform: MCC
+input: Both
-## Relay Outpost
+recommended: Learning
+consistency: 95%
+:::
-There are multiple parts of this next section that differ between mouse/keyboard and controller. The assumption will be made that you (the player) are now OOB.
+The easiest and most consistent Out of Bounds route.
-### Loading the Outpost
+Fly around the right side of the largest hill to trigger the Marine dropship.
-When doing the First Spirit OOB, you will want to fly directly to the mountain by the [relay outpost](https://youtu.be/LY5EddUTQFs?feature=shared). In order to avoid a potential splatter, fly at a height of over 400 (425 suggested). This can be measured on the right side of the HUD.
+Approach the Marines and make sure the blue objective markers appear above their heads before continuing.
-- Note: Since the Dec. 2020 update for the MCC, diagonal flying is now 35% faster for mouse and keyboard. When headed to the outpost, make sure to fly diagonally to save a few seconds.
+After the Spirit unloads the Grunts, follow its flight path and position your Falcon so the Spirit pushes you through the elastic barrier.
+
+Destroying the turret is optional.
+
+You'll usually take a small amount of damage once you've successfully gone out of bounds, although not always.
+
+While significantly slower than First Spirit OOB, this is the recommended route for newer runners.
+
+Example:
+
+
+
+---
+
+# Relay Outpost
+
+Once you're out of bounds, head toward the Relay Outpost.
+
+Several techniques in this section differ between Controller and Mouse & Keyboard.
+
+---
+
+## Loading the Outpost
+
+Fly directly toward the Relay Outpost mountain.
+
+To avoid accidentally splattering enemies, remain above **400 units** in altitude (425 is recommended). Altitude can be monitored on the right side of the HUD.
+
+
+
+> [!TIP]
+> Since the December 2020 MCC update, diagonal flying is approximately **35% faster** on Mouse & Keyboard. Fly diagonally whenever possible to save time.
+
+---
-### Outpost Clear
+## Clearing the Outpost
-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.](https://youtu.be/LY5EddUTQFs?feature=shared&t=55) 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.
+Remain out of bounds above the Relay Outpost.
-### Outpost Deload and Kat Deload
+Do **not** land immediately.
-You will now need to deload the outpost to progress the mission. Two deload methods exist.
+Kill every enemy using the Falcon before entering the area.
+
+
+
+Once every enemy has been defeated:
+
+- Exit the Falcon.
+- Immediately re-enter it.
+- Wait for a checkpoint.
+- Listen for Kat's dialogue.
+
+If Kat speaks, the mission has progressed correctly and it is safe to continue.
+
+If she does not, at least one enemy is still alive.
+
+Use your motion tracker to verify that the area has been fully cleared.
+
+---
+
+# Outpost Deload
+
+After clearing the Relay Outpost, the area must be deloaded before the mission can continue.
+
+Three commonly used methods exist.
+
+---
### Initial Area Deload
-This is the most consistent method of deloading the outpost, however this route can be difficult if you are on controller and plan to do Kat deload.
+:::strategy
+title: Initial Area Deload
+
+difficulty: Intermediate
+
+platform: MCC
+input: Both
+
+recommended: Full Game
+consistency: 100%
+:::
+
+The safest and most consistent Outpost Deload method.
+
+Fly back toward the mission's starting area and hover over the small rock used for the reload.
+
+Once the Relay Outpost loads again, run inside.
-You will want to fly back to the initial area and hover over a small rock. Otherwise, when you load in the outpost, run inside. Once the "Fallback into Outpost" text appears, melee 5 times to deload the door. Stand a small amount away from the door, or you may splatter upon the new area loading in.
+As soon as **"Fallback Into Outpost"** appears on screen, melee five times to deload the door.
+
+Stand a short distance away from the doorway to avoid being splattered when the area reloads.
+
+---
### Truck Deload
-This method is not too inconsistent, but if performed incorrectly, can deload the falcon. Follow this [tutorial.](https://youtu.be/LY5EddUTQFs?feature=shared&t=162)
+:::strategy
+title: Truck Deload
+
+difficulty: Advanced
+
+platform: MCC
+input: Both
+
+recommended: Alternative
+consistency: 80%
+:::
+
+A faster alternative that can accidentally deload the Falcon if performed incorrectly.
+
+Fly back toward the truck area while maintaining an altitude between **215** and **230**.
+
+Once the previous area has loaded, perform the same steps described in the Initial Area Deload.
-You will want to fly back to the truck area at a height roughly between 215 and 230. Watching the tutorial here is suggested, as it is quite difficult to explain. Once you load in the old area, follow the steps as mentioned on the [initial area deload section](#Initial_Area_Deload).
+Tutorial:
+
+
+
+---
### Kat Deload
-- World Class/IL Record Strategy
+:::strategy
+title: Kat Deload
+
+difficulty: Advanced
+time-save: 10 seconds
+compared-to: Initial Area Deload
+
+platform: MCC
+input: M&K
+
+recommended: IL Only
+consistency: 75%
+:::
+
+The fastest Outpost Deload method currently used in top-level runs.
+
+After completing the Outpost Deload, fly around the left side of the Relay Outpost mountain near the truck spawn while maintaining an altitude of approximately **400**.
+
+Once you clear the mountain, reload the Relay Outpost to continue the mission.
-This trick saves around 10 seconds.
+Example:
-After deloading the outpost, fly left of the outpost behind the mountain by where the trucks spawn. Stay at a height of 400 while going around the mountain. A good example of this route can be seen [here.](https://youtu.be/S7q3ACX2h74?feature=shared&t=195) Once you go around the mountain, load in the outpost again.
+
## Final Area
@@ -204,4 +563,4 @@ Throughout the development of this level, there have been many strat discoveries
- [Gpro's Spiritless OOB](https://youtu.be/doTrN_SDhE8?feature=shared) Gpro, June 2018. Potential OOB area
-R-01
+R-01
\ No newline at end of file
diff --git a/guide/halo/haloreach/og.jpg b/guide/halo/haloreach/og.jpg
new file mode 100644
index 0000000..8586d9b
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diff --git a/guide/halo/haloreach/square.jpg b/guide/halo/haloreach/square.jpg
new file mode 100644
index 0000000..a8805c3
Binary files /dev/null and b/guide/halo/haloreach/square.jpg differ
diff --git a/guide/halo/halospartanassault/index.md b/guide/halo/halospartanassault/index.md
index 9713206..91ecc6d 100644
--- a/guide/halo/halospartanassault/index.md
+++ b/guide/halo/halospartanassault/index.md
@@ -1,8 +1,25 @@
---
-title: Halo Spartan Assault
+title: Halo: Spartan Assault
description: Halo Spartan Assault speedrunning hub with category context, core techniques, and links to level guides.
leaderboard: https://haloruns.com
discord: https://haloruns.com/discord
+nav_title: Halo: Spartan Assault
+game: Halo: Spartan Assault
+series: Halo
+
+og_image: og.webp
+square_image: square.jpeg
+
+platforms:
+ - PC
+ - Console
+leaderboard: https://haloruns.com/leaderboards/h4/solo/fullgame/Easy
+discord: https://haloruns.com/discord
+order: 16
+timing_method: Varies by category
+downpatch: sometimes
+allowed_versions: "Depends on category"
+where_to_buy: "Steam / Xbox Store"
---
Work in Progress
diff --git a/guide/halo/halospartanassault/square.jpeg b/guide/halo/halospartanassault/square.jpeg
new file mode 100644
index 0000000..4956d05
Binary files /dev/null and b/guide/halo/halospartanassault/square.jpeg differ
diff --git a/guide/halo/halospartanstrike/index.md b/guide/halo/halospartanstrike/index.md
index 18e7316..2873ee2 100644
--- a/guide/halo/halospartanstrike/index.md
+++ b/guide/halo/halospartanstrike/index.md
@@ -1,8 +1,25 @@
---
-title: Halo Spartan Strike
+title: Halo: Spartan Strike
description: Halo Spartan Strike speedrunning hub with category context, core techniques, and links to level guides.
leaderboard: https://haloruns.com
discord: https://haloruns.com/discord
+nav_title: Halo: Spartan Strike
+game: Halo: Spartan Strike
+series: Halo
+
+og_image: og.webp
+square_image: square.jpg
+
+platforms:
+ - PC
+ - Console
+leaderboard: https://haloruns.com/leaderboards/h4/solo/fullgame/Easy
+discord: https://haloruns.com/discord
+order: 16
+timing_method: Varies by category
+downpatch: sometimes
+allowed_versions: "Depends on category"
+where_to_buy: "Steam / Xbox Store"
---
Work in Progress
diff --git a/guide/halo/halospartanstrike/square.jpg b/guide/halo/halospartanstrike/square.jpg
new file mode 100644
index 0000000..05c73d7
Binary files /dev/null and b/guide/halo/halospartanstrike/square.jpg differ
diff --git a/guide/halo/halowars/index.md b/guide/halo/halowars/index.md
index 7fcccca..ac95318 100644
--- a/guide/halo/halowars/index.md
+++ b/guide/halo/halowars/index.md
@@ -3,6 +3,23 @@ title: Halo Wars
description: Halo Wars speedrunning hub with category context, core techniques, and links to level guides.
leaderboard: https://haloruns.com
discord: https://haloruns.com/discord
+nav_title: Halo Wars
+game: Halo Wars
+series: Halo
+
+og_image: og.webp
+square_image: square.webp
+
+platforms:
+ - PC
+ - Console
+leaderboard: https://haloruns.com/leaderboards/h4/solo/fullgame/Easy
+discord: https://haloruns.com/discord
+order: 16
+timing_method: Varies by category
+downpatch: sometimes
+allowed_versions: "Depends on category"
+where_to_buy: "Steam / Xbox Store"
---
Work in Progress
diff --git a/guide/halo/halowars/square.webp b/guide/halo/halowars/square.webp
new file mode 100644
index 0000000..4daed6e
Binary files /dev/null and b/guide/halo/halowars/square.webp differ
diff --git a/guide/halo/halowars2/index.md b/guide/halo/halowars2/index.md
index ad710b7..08f8735 100644
--- a/guide/halo/halowars2/index.md
+++ b/guide/halo/halowars2/index.md
@@ -3,6 +3,23 @@ title: Halo Wars 2
description: Halo Wars 2 speedrunning hub with category context, core techniques, and links to level guides.
leaderboard: https://haloruns.com
discord: https://haloruns.com/discord
+nav_title: Halo Wars 2
+game: Halo Wars 2
+series: Halo
+
+og_image: og.webp
+square_image: square.jpg
+
+platforms:
+ - PC
+ - Console
+leaderboard: https://haloruns.com/leaderboards/h4/solo/fullgame/Easy
+discord: https://haloruns.com/discord
+order: 16
+timing_method: Varies by category
+downpatch: sometimes
+allowed_versions: "Depends on category"
+where_to_buy: "Steam / Xbox Store"
---
Work in Progress
diff --git a/guide/halo/halowars2/square.jpg b/guide/halo/halowars2/square.jpg
new file mode 100644
index 0000000..3ebf8dc
Binary files /dev/null and b/guide/halo/halowars2/square.jpg differ
diff --git a/guide/halo/index.md b/guide/halo/index.md
index 01504e1..8becdc0 100644
--- a/guide/halo/index.md
+++ b/guide/halo/index.md
@@ -1,13 +1,13 @@
---
-title: Halo: The Master Chief Collection
-description: Start here for Halo speedrunning on MCC. Links to each game page, where the real rules live, and what you need before your first run.
-og_image: og.webp
-square_image: square.webp
-platforms:
- - PC
- - Console
-leaderboard: https://haloruns.com
-discord: https://haloruns.com/discord
+# title: Halo: The Master Chief Collection
+# description: Start here for Halo speedrunning on MCC. Links to each game page, where the real rules live, and what you need before your first run.
+# og_image: og.webp
+# square_image: square.webp
+# platforms:
+# - PC
+# - Console
+# leaderboard: https://haloruns.com
+# discord: https://haloruns.com/discord
---

diff --git a/guide/halo/toc.yml b/guide/halo/toc.yml
index 59449a1..4123bf0 100644
--- a/guide/halo/toc.yml
+++ b/guide/halo/toc.yml
@@ -45,16 +45,3 @@
href: halospartanstrike/index.md
- name: "Halo 4 Spartan Ops"
href: halo4spartanops/index.md
-
-- name: Miscellaneous
- items:
- - name: "History of Halo Speedrunning"
- href: history.md
- - name: "Past Relays, Marathons, and Events"
- href: events.md
- - name: "Speedrunning Glossary"
- href: glossary.md
- - name: "API Documentation"
- href: api.md
- - name: "Wiki To-do List"
- href: todo.md
diff --git a/guide/halo/todo.md b/guide/halo/todo.md
deleted file mode 100644
index 6cbaf83..0000000
--- a/guide/halo/todo.md
+++ /dev/null
@@ -1,24 +0,0 @@
----
-title: Wiki To-do List
-description: Open tasks and maintenance notes for the Halo speedrunning wiki.
-leaderboard: https://haloruns.com
-discord: https://haloruns.com/discord
----
-
-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.
-
-Updating all pages to have complete and up-to-date trick information (as of Dec 2024). Use the following template as a starting point:
-Brief Explanation of the level, link to haloruns leaderboard
-Level Cutout: Time goals, notable dialogue quote, level image, level navigation
-Video Examples embedded in the first section.
-\* Next Sections should be breakouts of key portions of the level. EX from WC: Mission Start, Falcon Grab, Out of Bounds, Relay Outpost, Final Area
-Section dedicated to Co-op
-Potential Strategies and Knowledge Base Section. Example [ Here](haloreach/levels/wintercontingency/index.md)
-
-
-\*Add pages for Halo Infinite and Halo 5: Guardians
-
-- Embed World Record Runs at the top of each level page
-- Add better way of navigating between levels (e.g. forward/back through levels)
-- Find and properly document old strategies
-- Make pages for the Spin-off games
diff --git a/guide/halo/tutorials.md b/guide/halo/tutorials.md
deleted file mode 100644
index f3118db..0000000
--- a/guide/halo/tutorials.md
+++ /dev/null
@@ -1,94 +0,0 @@
----
-title: Full Game Tutorials
-description: Series-wide tutorial collection with recommended videos and route resources for each Halo title.
-leaderboard: https://haloruns.com
-discord: https://haloruns.com/discord
----
-
-If you’re looking for tutorials on Halo speedrunning, you’ve come to the right place! Check out some of the tutorials below. (Please note that some tutorials may be outdated, so be sure to use what you learn and watch the World Record videos over at Haloruns.com for the most up-to-date strategies.)
-
-## Halo: Combat Evolved
-
-### Easy
-
-[Chronos' Trick Tutorial Playlist](https://youtu.be/gV3L8D8mEAg?si=ExmnV9eOldCty3bm)
-
-[Chronos' Full Game Easy Tutorial](https://www.youtube.com/watch?v=9MrLMGA6NOA)
-
-### Legendary
-
-[Garish Goblin's Full Game Legendary Tutorial](https://youtu.be/TPjMliATP7A?si=6HU3_8oCuilDGNGN)
-
-## Halo 2
-
-### Easy
-
-[MisterMonopoli's Easy Text Document](http://pastebin.com/qSfuGSiv)
-
-### Legendary
-
-TBD
-
-## Halo 3
-
-### Easy
-
-[Sorix's Easy Guide](https://youtu.be/DYuACru0NIk)
-
-[Chronos' Easy Guide](https://youtu.be/9zwAYgNVhDQ)
-
-### Legendary
-
-[Sorix's Legendary Guide](https://youtu.be/hVIUaGI4qnA?list=PLDV86urNR5-BzeII81Bm33ADM97loTh63)
-
-## Halo 3: ODST
-
-### Easy
-
-[Xero's Easy Guide](https://www.youtube.com/watch?v=GEJdA8hQF4U)
-
-### Legendary
-
-[Yev's Legendary Playlist](https://www.youtube.com/playlist?list=PL_ks3ZvU4eYwc-ZYihpoxltNwugcC2yQr)
-
-## Halo: Reach
-
-### Easy
-
-[Zephrike's Easy Full Game Guide](https://youtu.be/C9aUjBsQ6mc)
-
-### Legendary
-
-[Zephrike's Beginner Legendary Playlist](https://www.youtube.com/playlist?list=PL5v5iGH4d6AeZ63iPgnrhBT5ZSbJEDNjf)
-
-## Halo 4
-
-### Easy
-
-[VyPr's Trick Playlist](https://www.youtube.com/playlist?list=PLC5agN1Np3dDifmlj6hgYYT1if0gbAcuv)
-
-### Legendary
-
-TBD
-
-## Halo 5: Guardians
-
-### Easy
-
-[Hoshka's Easy Tutorial Playlist](https://www.youtube.com/playlist?list=PLSC0NoL_QI5ltrzwUeB-Fy-bD-EBBwyuJ)
-
-### Legendary
-
-[Legendary Commentated Run](https://www.twitch.tv/videos/563818896)
-
-## Halo Infinite
-
-### General Tutorials
-
-[Dyse Full Game Tutorial Part 1](https://www.youtube.com/watch?v=LSmUvyboIDA)
-
-[Dyse Full Game Tutorial Part 2](https://www.youtube.com/watch?v=2XuDHSwGwuU)
-
-[Liam's Downpatching Guide](https://youtu.be/yJ3VHaHMLJQ)
-
-[Alicenuga's Downpatching Guide](https://youtu.be/-6tmQdGZyto?si=SV1hvwdCshA7hVpB)