Overview
Winter Contingency is the first playable mission in Halo: Reach.
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.
General mission information can be found on Halopedia.
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, 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.
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
<figure> <video src="/content/guide/halo/assets/wiki/Barrier%20Jumps.mp4" title="Barrier Jump Route" controls> <a href="/content/guide/halo/assets/wiki/Barrier%20Jumps.mp4">Video</a> </video> <figcaption>Barrier Jump Route</figcaption> </figure>
:::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.
<youtube url="https://youtu.be/XsW2cyIdYqE?t=293"></youtube>
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.
<youtube url="https://youtu.be/Ynv8DTXO09U"></youtube>
Classic Route
:::strategy title: Classic Route difficulty: Beginner time-save: Baseline platform: All input: Both recommended: Learning consistency: 100%
The Classic Route skips the Barrier Jumps and instead uses slide jumps around the starting hut before proceeding normally toward Falcon Grab.
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.
<youtube url="https://youtu.be/HYvotGKVXKA?si=_licJVm3HwyKeqTt&t=64"></youtube>
Falcon Grab
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.
Several Falcon Grab methods exist, ranging from beginner-friendly setups to world record strategies. They are listed below from fastest to slowest.
Preparing Falcon Grab
If you completed the Barrier Jump route, Jun will already be deloaded and you can skip this section.
Otherwise, Jun must be removed from the Falcon before any Falcon Grab method will work.
- As you approach the trucks, stop just before the ground slopes downward.
- Watch Jun's Falcon flying its triangular flight path.
- When the Falcon reaches its furthest point on the left side, immediately sprint down the hill.
- If performed correctly, the Falcon will teleport.
- Jun has now been deloaded and Falcon Grab is ready.
Building Route Falcon Grab Methods
:::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%
:::
The current fastest Falcon Grab method on Easy, used in both Full Game and Individual Level world record runs.
After completing the Barrier Jump route, head toward the building with the gate on the left.
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.
Continue through the building and jump while cutting sprint as you pass the center pillar toward the stairway.
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.
Once outside:
- Headshot a Grunt or Skirmisher for a plasma pistol.
- EMP the Falcon.
- Sprint past the hut on the right to trigger the Spirit load.
The earlier this load is triggered, the faster the spirit will fly in.
[!TIP] Picking up Carter while waiting for the Spirit saves roughly 5 seconds.
<youtube url="https://youtu.be/cHob5ARzWks?si=_licJVm3HwyKeqTt&t=82"></youtube>
[!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
Roof Route Falcon Grab Methods
[!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.
:::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, 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:
<youtube url="https://youtu.be/XsW2cyIdYqE?si=_licJVm3HwyKeqTt&t=613"></youtube>
:::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:
<youtube url="https://youtu.be/sbeuC9ORlRc?si=_licJVm3HwyKeqTt&t=101"></youtube>
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.
<youtube url="https://youtu.be/YvOZQPBseY8?si=_licJVm3HwyKeqTt"></youtube>
Hill Falcon
:::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.
:::
[!IMPORTANT] Jun must be deloaded before attempting this strategy. (Note: Barrier Jump runners who skip the building load will already have Jun deloaded automatically.)
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.
<youtube url="https://youtu.be/6Sd_pTxoL0A?t=214"></youtube>
[!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.
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.
General overview:
<youtube url="https://youtu.be/XFtSessjtqI"></youtube>
First Spirit OOB
:::strategy title: First Spirit OOB
difficulty: Advanced
platform: MCC input: M&K
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:
<youtube url="https://youtu.be/sbeuC9ORlRc?t=478"></youtube>
Marine Spirit OOB
:::strategy title: Marine Spirit OOB
difficulty: Beginner
platform: MCC input: Both
recommended: Learning consistency: 95% :::
The easiest and most consistent Out of Bounds route.
Fly around the right side of the largest hill to trigger the Marine dropship.
Approach the Marines and make sure the blue objective markers appear above their heads before continuing.
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:
<youtube url="https://youtu.be/H9A83ECwN-E?t=286"></youtube>
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.
<youtube url="https://youtu.be/LY5EddUTQFs"></youtube>
[!TIP] Since the December 2020 MCC update, diagonal flying is approximately 35% faster on Mouse & Keyboard. Fly diagonally whenever possible to save time.
Clearing the Outpost
Remain out of bounds above the Relay Outpost.
Do not land immediately.
Kill every enemy using the Falcon before entering the area.
<youtube url="https://youtu.be/LY5EddUTQFs?t=55"></youtube>
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
:::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.
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
:::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.
Tutorial:
<youtube url="https://youtu.be/LY5EddUTQFs?t=162"></youtube>
Kat Deload
:::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.
Example:
<youtube url="https://youtu.be/S7q3ACX2h74?t=195"></youtube>
Final Area
Easy
After the cutscene, run for the first Zealot and back smack him. This is not necessary, but is a consistency strat. If you run past the first Zealot, he will sometimes follow you into the last room, where you will have to kill him to proceed. However, sometimes he will not follow you. It seems to be random. Ignore the rest of the enemies and head up to the very last room. Before the last room will be 4 grunts, throw a grenade at them while you run through the final doorway. Throw a grenade in the final room to kill the grunts and run to the switch, the Zealot will be there messing around with the switch. Kill him with a noob combo, a ninja, or however you want to and finish the level. If you can't hit the switch, an enemy from the previous hall followed you and he needs to die.
Legendary
After the cutscene you want to kill everyone, grab a DMR and walk a bit to trigger the Zealot movement, don't go too far or he will go to the next room, shoot at the red tanks to make them explode and while they are in fire shoot to the Zealot, you will want to walk backwards while shooting at the tanks. If the Zealot aggros you hide behind the DMRs and let him engage Jorge, kill him and then proceed with the level while killing enemies. After the hall do the same as on easy, throw some grenades to the grunts and noob combo the final Zealot.
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
- Start Building Skip Unknown, 2010. Replaced by barrier jumps.
- Falcon Teleport Unknown, 2015. Replaced by early falcon grab
- Soft Falcon Grab Wolfy, 2015. Replaced by faster falcon grab
- Early Marine Group OOB Unknown, Unknown. Replaced by Early Spirit OOB
Potential Strategies
- Window Jump SleeplessBlue, Feb. 2018. Difficult, but can be implemented
- Ezhno Launch Ezhno, Dec. 2019. Difficult, but can be implemented
Knowledge Base
- Gpro's Spiritless OOB Gpro, June 2018. Potential OOB area
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