Halo 5: Guardians FAQ/Walkthrough

       Halo 5: Guardians FAQ/Walkthrough by sokkus

Version 1.01, Last Updated 2015-10-28

Table of Contents

Introduction
Gameplay Basics
Campaign Walkthrough
Mission 01: Osiris
Mission 02: Blue Team
Mission 03: Glassed
Mission 04: Meridian Station
Mission 05: Unconfirmed
Mission 06: Evacuation
Mission 07: Reunion
Mission 08: Swords of Sanghelios
Mission 09: Alliance
Mission 10: Enemy Lines
Mission 11: Before the Storm
Mission 12: The Battle of Sunaion
Mission 13: Genesis
Mission 14: The Breaking
Mission 15: Guardians
Skulls
Skull Names and Effects
Multiplayer Guide
Achievement Guide
Miscellaneous
Contact Me
About Me
Special Thanks
Version History
Legal
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Introduction

Why hello there! Welcome to my guide to 343 Industries' latest title in the Halo series Halo 5: Guardians. Halo 5: Guardians takes place following the events of Halo 4 (shocking I know) and similarly to Halo 2, features the Master Chief as one of two campaign characters with an overarching narrative. Whilst its gameplay is similar to that of Halo 4, it's level design and gun play feels much more reminiscent of the traditional Bungie developed Halo style with its own new and interesting spins on the formula.

This guide will provide you with a walkthrough from beginning to end helping with strategies to get you through all the tricky combat areas, detail each enemy type and how best to confront them, help you understand the weapons on offer, earn all of those pesky achievements and help you gather all of the games collectibles and hidden skulls as we go.

If you see any errors, have a question, a tip or an alternate strategy for a section of the guide please head to the contact section and flick me an email to let me know!

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A simple donation is a great, easy way to say thanks if you feel that my guide has saved you some time, money and frustration in some small way. By no means feel obligated to donate just for viewing my guide, but if you are feeling a little generous I certainly won't object!

Paypal ID: sokkus [at] hotmail [dot] com

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Gameplay Basics

Coming soon! 

Campaign Walkthrough

This walkthrough will provide players with (hopefully) a decent amount of information on how to get through each level of Halo 5: Guardians campaign, giving you some tips and tricks to get past some of the trickier combat encounters, alternate routes and flanking locations. We'll also be sure to address some useful weapon locations to make things a little easier on you, helping you find the campaign's 13 hidden Skulls and to gather all 117 Mission Intel collectibles whilst also informing you of how to unlock the game's level-specific achievements as you go! Enjoy!

Note: This guide is still a work in progress. I have incorporated most of the Mission Intel items, Unique Weapons, mission-specific achievements and hidden Skulls in each mission into the walkthrough but am still missing some.The walkthrough currently has:

114/117 Mission Intel items.
All 13/13 Hidden Skulls.
As many Unique Weapons as I have found to date.
The guide will be be updated as I find more!

If you find something that I've missed, please head down to the contact section and let me know!

Enjoy!

Mission 01: Osiris

Collectibles
Skulls	01
Mission Intel	07
Unique Weapon/s	00
Part 1: Fireteam Osiris

As soon as you begin the mission, you'll want to move forward and wipe out any remaining survivors in the crash site ahead. Upon moving past the debris, look by some crates to the right for a Covenant Data Pad [Mission Intel 01/07]. There is a weapon rack here with a Storm Rifle or Plasma Pistol if you wish to swap.

Note: You'll earn an Achievement ‘Conspiracy Theory' for finding the first piece of Mission Intel.

Follow the icy path along the cliff edge until you see fighting ahead between Covenant and Promethean forces. There are several Jackals and Grunts as well as an Elite fighting a large group of Crawlers. Most of the action will take place at ground level so use the raised ledge on the right and the platform on the left for a height advantage.

Continue up the slope into the icy cave and be prepared to kill any additional Crawlers that appear and move in to attack.

The game will introduce you to Promethean Soldiers at this point and they will promptly teleport away. Follow them up the ledges here and into the man-made tunnel at the top. Inside you'll find weapon racks with Boltshot and Suppressor weapons here. Our real goal however is to use our charge ability to bust through the ice wall blocking the hallway to the right.

Once you are through the ice, deal with the Soldier. Move forward until you see the cliff on the left. Look down below to see a small platform with a Covenant Data Pad [Mission Intel 02/07] next to a dead Elite and a Covenant Carbine.

Continue a short distance along the path and you'll start experiencing incoming Promethean fire from a group of Soldiers and Crawlers ahead. The path actually splits in two here, so it's a good idea to order your teammates along the upper path, whilst you take the other, lower ledge and jump up at the end to flank the enemies whilst they are busy.

After clearing some of enemies, others will fall back. There are additional Soldiers and Crawlers ahead. The ledge to the right will lead up to an icy ledge overlooking the area populated with a Soldier or two and a weapon rack with a Light Rifle. The immediate ground area has a bunch of rocky structures we can use as cover and decent number of Crawlers and several Soldiers whilst off to the left is a third, lower zone running along the cliff side leading to a doorway we'll need to access and additional enemies who are guarding it.

There is a weak wall we can bust through below the icy ledge mentioned above which will enable us to flank enemies guarding the doorway. Additionally, you can continue to jump between raised ledges to retain a vantage point over the action below. The highest ledge just to the right of the target doorway has a Covenant Data Pad [Mission Intel 03/07] to collect.

We'll need to clear all of the Soldiers from the area to continue.

Note: Before proceeding inside you can grab the IWHBYD Skull. Before entering the doorway, look to its left to see a raised ledge. Jump onto the barrier shield closest to the ledge and then jump up to it. Proceed to where the ledge overlooks the cliff to find the skull.

Note: You'll earn an Achievement ‘Gravedigger' for finding the first hidden Skull.

Once inside, use the Artemis scan as prompted by the game to reposition your objective waypoint. Jump up to the ledge above and interact with the panel here to open the door below.

Exit the door and follow the icy cave around to the left. Drop to the lower section and look on the small raised ledge ahead for a Covenant Data Pad [Mission Intel 04/07]. Hop back up top continue until you find an exit.

…There are actually two exits, one up the ledge to the right which leads to a raised section of ground that runs pretty much the length of the area until it takes a left hand turn towards a temple (which is our ultimate goal). The left will deposit you at ground level from which you can proceed straight ahead towards the enemy forces or make your way up to a raised ledge further to the left.

Initially, there is a small group of Covenant forces ahead. They won't last long however and at that point you'll be pressing forward against a large number of Prometheans made up primarily of Soldiers and Crawlers at ground level, with Soldiers (including one or two with turrets) hanging out on raised ledges and platforms.

There is a weak wall we can destroy on the left hand platform that inside leads to the uppermost ledge from which we can take out the Soldiers here without too much distraction. There are also several weak walls at ground level that can be used to flank enemies if you utilize your team mates wisely.

When you reach the left hand turn, you'll see a doorway to a temple at the top of a hill in the distance – that's our goal. Either side of the entrance is a pair of turrets mounted by Soldiers and at ground level many more Soldiers and Crawlers aiming to keep us from it.

We'll need to use cover to slowly make our way up to the temple entrance and eliminate the soldiers on the turrets to give us a little freedom to move about. On the right side of the hill there is a low Cliffside path that will move you up in position to flank the right hand turret.

Once the area is clear, climb up and look on one of the ledges behind the right turret for a Covenant Data Pad [Mission Intel 05/07].

Proceed inside the structure and follow the hallway until you reach the next door. After a brief moment, the left door will open and a Knight will emerge. Focus on taking him down (shoot the glowing sections!) before checking out the UNSC Data Pad [Mission Intel 06/07] on the floor by the crates opposite.

Upon entering the next room, you'll be on a ledge that circles the top of the room. There are three Knights on the floor below and a number of Crawlers. Fortunately, the Knights are much slower than the Crawlers, allowing you to stay at the top to deal with the Crawlers which will venture up to meet you. With the Crawlers out of the way, you'll have a bit more freedom to move. Use this to take down the three Knights (it helps if you tell your friends to focus fire). It's a good idea to nab a light Rifle from one of the weapons crates and attack the glowing spots from a distance and also to have one of the team take the turret in the center of the room.

After defeating the three Knights some another pair of Knights and some Crawlers will spawn at the far end of the room. Climb back up top and use the same tactic of drawing the Crawlers to you first before dropping down to take on the Knights.

After clearing the room, hop up to the raised platform to the right of the exit door to find UNSC Data Pad [Mission Intel 07/07].

Drop down and approach the marked door to complete the mission.

Note: At this point you'll earn the achievement ‘Into the Fire'.

Mission 02: Blue Team

Collectibles
Skulls	01
Mission Intel	08
Unique Weapon/s	01
Note: I am currently missing one of the Mission Intel items in this mission. I'll update it as soon as I find it. If you find it, please shoot me an email and let me know! 

Part 1: Blue Team

From the beginning, there's not a whole lot to do other than follow the set path. After going across the catwalk, climb the stairs and inspect the green UNSC Terminal [Mission Intel 01/08]. Follow the hall to the left, down the stairs and enter the door that opens at the bottom.

There are a pair of Grunts in here whom we can sneak up and assassinate. There is an open, circular door to the right and a door we can open directly opposite where we came in from. Move close to open that door and send your squad to that position, then make your way into the circular passage. Assassinate the Grunt in here and grab the shogun if you like. Open the doorway at the end to flank the Jackals/Grunts that are by now attacking your team mates.

Additional enemies will be present in the opening to the left further up the hallway including a group of three Elites, some more Jackals and Grunts. You should also note that at the very end of this hallway you'll find UNSC Terminal [Mission Intel 02/08].

Enter the left hand room and clear the enemies, being sure to take out the weaker ones first before taking on the Elites one-on-one and work your way up the ramp and to the right being sure to use the cargo containers for cover. One of the cargo containers is open and houses a Shotgun if you wish to grab it.

Continue into the data center at the end and interact with the panel directly in front of you. This will open a door in the back right corner of the room. Continue through here and find the elevator. There is a weapon rack with assault rifles and Pistols if you wish to restock ammo or switch up.

Ride the elevator down to the next area. When you exit the lift, continue straight ahead and use your charge attack to break down the red vent wall.

Upon doing so you'll immediately find yourself in a firefight in a cargo bay. Kill the three Grunts immediately in front of you to give yourself some breathing room.

The cargo bay here is quite a large area. Our goal is to traverse to the far side of the room, climb up the levels here to the top before clearing out the next room. Unfortunately, the room is absolutely deeming with enemies. There are a good 10-15 Grunts, 10-15 Jackals (some marksmen and some shield bearers) and 8-10 Elites and you guessed it, we'll need to eliminate the lot of them.

As you move towards the far end of the room, you'll encounter mostly Grunts and shield bearing Jackals with 2-3 Elites thrown into the mix. You'll also have Jackal marksmen and Elites firing from the higher platforms at the back of the room and from on top of some of the cargo crates and other pieces of cover strewn around.

It is very important to stick to cover as you move and attempt to take out the ranged attackers when you have a clear line of sight and the immediate area is safe. You can also issue orders to your squad to move to a location and then use the cargo containers to sneak around and flank enemies that they have engaged – it makes things a lot easier.

Upon reaching the far end of the room, you'll see that the platforms above are occupied by more Elites and Jackal marksmen. Before starting up, note that there is a DMR on the ground beneath the first set of stairs which is particularly useful for head hunting! It's also a good idea to grab a Plasma Pistol or a Storm Rifle to help with the Elite's shields as we push up the stairs.

When you do reach the top you'll find a weapon crate with a Hydra Grenade launcher.

At this point we'll have a brief moment of quiet. The next room, directly ahead is about the same size as the previous one we just cleared. The makeup however is quite different. There is a lot of verticality to this room – there are hanging cargo containers, raised platforms, and passages along the ground. It is also populated with a large number of Covenant forces - around 10-15 Grunts, 10-15 Jackals (some marksmen with jetpacks and some shield bearers) and 5-6 Elites (some with jetpacks).

As soon as we get close enough to the next room enemies will spot us and begin their attack. Climb to the very top of the structure here and have your team mates positioned overlooking the room whilst you drop down and enter the large pipe-like tunnel so that you can flank the enemies that your squad attacks and vice-versa. Upon entering the tunnel, a group of three Grunts will usually enter via the opposite end deal with them before assisting your squad.

Maintain this position until the enemies cease coming and them move up. You can either repeat the process of placing your squad in the center of the room on raised areas whilst you take the balconies on either side to maintain flanking positions (my preferred option), or drop down and fight through the remaining Jackals, Grunts and Elites until you reach the far end.

Head through the door at the end and rather than moving forward, turn to the right. Hop up onto the raised platform in the corner and then jump again until you reach a higher ledge with a UNSC Data Pad [Mission Intel 03/08] in its center.There is yet another ledge above this with a special Unique Weapon [Shotgun ‘Blaze of Glory'].

Drop back down to ground level, and continue across the catwalk ahead for a scene.

Part 2: That Fair and Warlike Form

Once you regain control, you'll be in a dark area. After a few moments your squad will activate flashlights, allowing you to see what you are doing. There is a Battle Rifle behind the circular structure directly behind you if you are interested.

Either way, we'll need to proceed to the other side of the room and look for a pair of tunnels, both of which have a shotgun on the floor in front of them, which might be a hand addition to your weapons due to the close-quarters nature of the next little section.

Move through either tunnel until you bump into a group of three Grunts. Eliminate them and continue until the next cross-ways tunnel. This section will now give you three options for entering the next room. Said room features two sets of sleeping Grunts, all of whom will become suicide Grunts if woken and a door that will open to admit another squad of Grunts and a pair of Elites with active camouflage. As such it's a good idea to take out as many Grunts as possible before the big guns come in!

Anyway, in terms of entry points: The left tunnel leads to a hope in the floor which will drop us down behind some sleeping Grunts, the right hand tunnel leads to a vent that we can crawl through to also find ourselves behind some sleeping Grunts and the central tunnel leads to a door that will empty into the center of the area.

Once you have dealt with the Grunts and the Elites that show up, head through the door they entered from. Follow the tunnel until you reach a second tunnel running left, watching out for a pair of suicide Grunts who will try to surprise you from one of the corners as you go. Defeat the pair of shield Jackals and continue down the tunnel.

As with the previous area like this, there is a pair of entrances to the next room. The left tunnel leads to a hole in the floor which will drop us down into a vent that we can crawl through to drop into the area undetected. The right hand tunnel leads to a door that will empty into the center of the area and an enemy attack. Both of these options are guarded by a suicide Grunt.

The room itself is populated by Grunts and shield jackals. Once they have been defeated another door will open to admit another squad of Grunts and a sword wielding Elite with active camouflage. Make sure you keep your distance as he'll one-shot kill you even on easy!

Once the room is clear, move over to the vent we can use to enter the room and look along the wall opposite to spy another open vent here. Inside you'll find a hydra launcher and a UNSC Data Pad [Mission Intel 04/08]

Now, make your way through the door that the previous wave of enemies came from and along a glass-lined hallway.

Through the next door you'll see a green UNSC Terminal [Mission Intel 05/08] directly ahead. Grab the collectible from this and then use the keypad next to the blast door, head on in and ride the lift down to a Lab.

We'll now have to fight off a pair of Hunters. These guys are a little trickier than usual in Halo 5: Guardians as they now have a semi-automatic fire mode in addition to their regular explosive fuel rod rounds and their lunge attack is much, much quicker than it used to be. Fortunately, there are plenty of raised platforms, piping and cover to keep between us and them! The good news is their weak spot on their back remains the same, so if you can get a good view on their backs, you can do some serious damage quickly.

My personal approach on Legendary was to stick my team on one of the Hunters whilst I jumped up to the ledges beside the lift and made my way to the back of the room. There is a raised pipe with a walkway here and you can crouch down and peek over the pipe whilst firing on the Hunters below (yes, cheap I know, but effective!). If your fire team goes down, quickly run back and enter the elevator, this seemed to revive them on occasion, so it's definitely worth trying out.

 After dispatching the Hunters, your objectives will be updated. Head over and interact with the panel to reveal a hole in the floor. Drop down to the next area.

Note: There is an Achievement ‘I Thought I'd Lost You' and we can earn it later on in the mission. To do so, we need to run over and hit the panel at the back of the room and entering the vents without killing the Hunters. We'll have to kill them later on and at that point, we'll earn the Achievement.

After dropping down the vent, use your charge attack to get through the weak wall here and at the end of the passage, survey the room below.

The main floor will see the majority of the action in this area, but you'll also get an assortment of ranged attackers firing at you from the raised balcony areas, the large ring structure in the center, various obstacles in the room and the tiered platforms along the back wall. The rooms inhabitants include: multiple Jackals (both marksmen and shields), 4-5 Jackals with Beam Rifles (which will instantly kill you), Grunts and a good 10-12 Elites. Begin your attack from the vantage point here and have your team join in. Kill as many enemies as possible and then drop down when it is safe to do so.

As you land, immediately turn left and look on the far wall for a UNSC Terminal [Mission Intel 06/08].

It is very important to stick to cover as you move and attempt to take out the ranged attackers when you have a clear line of sight and the immediate area is safe. You can also issue orders to your squad to move to a location and then use the various obstacles to sneak around and flank enemies that they have engaged. It's also a viable tactic to take position on the left hand balcony whilst placing your team on raised sections in the center so that you can trigger some flanking action!

When you reach the cylindrical structure in the center of the room and you turn your attention to moving to the far end, the best bet is to make your way up to the hanging ring in the center of the room and use a scoped weapon (Carbine, DMR, Battle Rifle etc.) whilst crouched behind the cover here to pick off the enemies below. Keep an eye out for the red glow of enemies with the Beam Rifles and take them down as soon as is humanly possible. When moving in, be sure to have a Plasma Pistol/Storm Rifle ready to assist in taking down Elite shields. It should also be noted that in the far left corner at ground level is a vent that you can sneak through to emerge on the balcony area and flank some of the Elites, but it is probably best to use when there are only a couple left, otherwise you'll get brought down pretty quickly.

Note: You can also find the Black Eye Skull in this area. On the left balcony, directly opposite the bridge leading to the hanging ring, there is a small structure. Jump up onto this and then onto the pipe above. Walk along the pipe to the back of the room and jump across to the platform here. There is an opening we can jump into and inside is a hole in the floor. Drop down here to find the Skull, DMRs and a Hydra Launcher. The door here will open automatically when you want to leave.

Once the area is clear, head up into the room at the top of the stairs and interact with the panel indicated. Return outside and step on the cylindrical structure in the center of the room to ride it down to the next area.

When you reach the bottom, you'll be on a platform with bridges leading to the right and the left at your current level and forwards and backwards down below. The bridges on either side lead to platforms with banshees that we can hijack, guarded by Grunts and Jackals (and an Elite or two). The lower platforms lead to small office in which override switches reside. Activating either one of these will be sufficient to update your objectives.

Either nab a Banshee and fly down to one of the lower platforms or time a jump from the central platform to land on one of the lower bridges, clear the Covenant forces and hit the override switch. This will have the effect of revealing exhaust fans around the area.

We'll need to find and destroy 8 of these to continue. You can either use a Rocket Launcher (handily placed by each of the override terminals) or the Banshees to destroy these. The Banshee is by far the better option as you'll be able to maneuver everywhere in the room and pick the targets off without taking as much enemy fire.

Once all 8 exhaust fans have been destroyed, the objectives will update and you'll need to fly over to a hangar bay. Use the waypoint markers to help find it.

Enter the open doorway here and proceed through the hallway. As the next large door opens, head through and examine the terminal directly behind it for a UNSC Terminal [Mission Intel 07/08]. Drop down into the small storage room at the end of the hallway and wait for the next door to open.

This next section can be quite tricky. Our ultimate goal is to escape on the ship hanging from the roof in here. Initially we'll need to fight our way through some Grunts and marksman jackals and a sword-wielding Elite to activate a switch in the opposite end of the room from the entry point. Afterwards we'll then need to hold out and defend ourselves against waves and waves of Covenant forces until the ship is ready to launch.

These waves include tons of Elites, Hunters and plenty of Grunts (plenty with fuel rod guns) and Jackal marksmen. There are three levels to the room and you should make the most of transitioning between them in order to avoid enemy fire. It's also an idea to hide in the room you dropped into and attempt to pick off as many enemies as you can from a distance before re-entering to finish off any survivors – hanging in here will also help your team mates to respawn. There is a Railgun in a weapon case just outside the initial entry point which you should save to deal with the hunters when they show up.

Note: If you escaped the Hunters in the lab earlier without killing them, they will show up during the hangar defense sequence. Killing them here will earn you the Achievement ‘I Thought I'd Lost You'.

After three waves you'll get a radio message indicating that the ship is good to go. Make your way over to the waypoint here to trigger a cut-scene to end the mission.

Note: At this point you'll earn the achievement ‘Argent Moon'.

Mission 03: Glassed

Collectibles
Skulls	01
Mission Intel	06
Unique Weapon/s	00
Note: I am currently missing the Skull that is located this mission. I'll update it as soon as I find it. If you find it, please shoot me an email and let me know! 

Note: Before we begin, I thought I'd let you know that there is an Achievement ‘Shoot From the Hip' on this mission. This is awarded for going through the entire mission without using your iron sights on any weapon.

Part 1: Strangers in a Distant Land

We'll begin this mission in a space elevator that will take a minute or so to reach the ground. Fortunately, there is a nice big glass window so that you can enjoy the view as you go. When it does touch down, exit and follow the set path until you reach a large cargo bay.

We'll need to wait here a short moment until the door at the far end opens. In the meantime, you can head over to the far, right side of the room to find a UNSC Data Pad [Mission Intel 01/06] on a crate beside a scissor lift.

Exiting the Space elevator building you'll find yourself in a small outpost being attacked by Promethean forces consisting of a large contingent of Crawlers and a good sized helping of Soldiers. This is a decent sized area with plenty of cover including massive mining vehicles and crates as well as a pair of accessible buildings at ground level, a short mining cavern on the left and raised ledges running the length of the left side of the area with scoped weapons available.

On the right hand side of the area is a building with a ‘Security' sign on it. Climbing to the roof of this and busting down the weak wall here allows you to find a panel to activate automatic turret defenses. This makes clearing the area a lot easier. Also at ground level, opposite ‘Security' is a building with ‘Supplies' written on it. Climb to the roof and use the ground pound attack to drop through the vent. There is a Rocket Launcher inside.

Once you have cleared the area, check out the middle level of the ‘Security' building to find a small office area containing UNSC Data Pad [Mission Intel 02/06]. There is also a Radio [Mission Intel 03/06] on some crates by the stairs directly to the left (with the space elevator to your back) of the base of the ramp leading to the space elevator.

To continue, you will need to clear out all of the hostiles in the area in order for the next gate to open. Alternatively, we can open it a little early - to do this, make your way to the left side of the area and find the high catwalk with Sniper Rifles. From here it is possible to look over the locked gate blocking our path and spot a glowing orange generator. Shooting this will also open the gate.

Through the gate, you can see several vehicles at ground level. You can also climb the guard post here to find a Spartan laser and a DMR inside.

Note: There is an Achievement 'Going the Distance' for completing this mission without using a vehicle. I'd recommend doing it on a second playthrough so you'll know what to expect and have a better grasp of where you need to go and what to do.

When you are ready, hop into one of the vehicles below and head along the dirt path.

Keep driving through the next open area, past the odd rock structures and mining vehicles, whilst using your vehicle (or gunners on the back of said vehicle) to take out any Soldiers and Crawlers that get in the way. It's not necessary to kill them all, but it is fun and a good way to get used to the vehicle controls to boot. If you feel like doing a bit of exploring, make sure you visit the burning cargo vehicle near the entrance to the area, beneath the back end of this is a Radio [Mission Intel 04/06].

Anyway, when you are ready to continue make your way to the structure at the far side of the area.

You'll find a group of colonists fighting off a small group of Promethean Soldiers (including one with a turret) here, so move on in and help take them down.

After clearing the area, a gate will open, allowing you access to a bridge. Before heading through, look to the left of the newly opened entrance to find a passage. Around the corner here you'll find UNSC Data Pad [Mission Intel 05/06] as well as weapons crates for a Hydra Launcher, DMR and Battle Rifle.

Return to the now open gate and proceed across the bridge. As you go, you'll see some Promethean Soldiers hop into a Warthog and take off. Continue after them and you'll find yourself in another open area.

This area is similar to the previous one, with rock formations and mining vehicles littered about and plenty of Crawlers and Soldiers. Our first goal is to reach the indicated building to the far left of the entrance. As you enter, you'll be able to see raised catwalk areas linked to structures further ahead and directly to the left of the entrance. The left hand structure has Battle Rifle and Sniper Rifles on offer to help thin out the numbers of enemies guarding the building we need to reach, whilst the other structure has turrets and a Railgun.

Clear out the Knight and the other Prometheans guarding ‘Garage 14'. When it is safe, the door will open revealing a Scorpion inside. Before jumping in however, look on one of the crates at the back of the room to find a UNSC Data Pad [Mission Intel 06/06].

Note: If you don't feel like clearing the above mentioned area, you can run over and climb to the top of ‘Garage 14' and use a ground pound on a weak panel on the roof to access the Scorpion early.

Hop in the Scorpion and drive straight out the door and up the path ahead. You'll notice that there are now some active Promethean Laser Turrets lining your route along with additional Promethean forces (note the blue electrical explosions - this is them porting in!). This can be quite tricky on the higher difficulty levels. Fortunately there is an abandoned mining transport vehicle just outside of the Scorpion building. We can use this as cover and destroy the Laser Turrets lining the hill from here using the tank.

Proceed up the hill and eliminate everything that gets in your way, putting a major priority on getting the Laser Turrets down ASAP (if you didn't follow my advice earlier!). Follow the set route until you reach a locked gate with friendly forces holding the bad guys at bay.

Note: On the way to the Meridian Station gate, if you keep an eye to the sky and off the path to the left, you'll see a cargo ship flying by being chased by a Phaeton (Promethean attack ship). On Legendary difficulty, you can shoot the Phaeton down down (you'll hear cheers if successful) to have the level's hidden Iron Skull spawn. If you miss, simply restart the checkpoint to try again!

Once you have destroyed the Phaeton, the Skull will spawn in one of three locations:

Between a pair of orange barrels on the fence behind us and beside the large structure we passed a few moments ago.
On the rooftop of the building housing the Scorpion. It is by an orange barrel between some shipping crates.
In the open area in front of the building with the Scorpion. Inside the furthest of the two rocky archways from the building.
Make your way up to the Meridian Station gate and help the defenders eliminate the Soldiers here for a checkpoint. We'll now be tasked with defending the gate against an assault by Promethean forces. These consist primarily of Crawlers and soldiers, but will also throw the occasional Knight in your direction.

If you have the Scorpion tank, this should do a great deal of damage to the opposing threats and as long as you keep moving, and don't allow it to take too much damage, you should be able to keep it alive for the duration of the defense sequence.

If you do not have the tank in play (or if it bites the dust), there are a pair of platforms with some goodies to assist you: one to the right, and another to the left (with your back to the gate). The left hand platform has a Gauss Turret, Sniper Rifles, a Spartan Laser, Rocket Launcher, DMR, and Hydra Launcher as well as a nice view over the area we need to defend. The right hand platform has a Rocket Launcher, a Rocket Turret, Hydra Launchers and a Rail Gun. There are plenty of options, so choose the weapons you feel comfortable with and do your thing to eliminate all of the attackers.

Once the assault has finished, you'll be told to “Come on in”. Approach the gate at this point to complete the mission.

Note: At this point you'll earn the achievement ‘Glasslands'.

Mission 04: Meridian Station

Collectibles
Skulls	00
Mission Intel	08
Unique Weapon/s	00
Part 1: The Frontier

This is a very short mission and there are no enemy forces involved, therefore it involves zero shooting, just a bit of chatting and exploring.

To begin with, you'll want to run up the path until you reach a large yellow gate blocking the path. Before heading inside, look along the wall to the right. On a barrel between some storage crates you'll find a UNSC Data Pad [Mission Intel 01/08].

Head into the settlement and approach the large hologram ahead. After a brief conversation, we'll need to use our Aretmis ability to find persons of interest to talk to. They can be found in the following locations:

The first is in the ‘Medical Unit' building directly behind the hologram. Speak with the armored miner talking to the doctor just to the right inside the door.  
The second person of interest it in the small, open ‘Unit 14' tent just behind and to the left of the hologram. Speak with the miner talking with the scientist here.
After speaking to both, your objectives will be updated. Press down on the D-pad to update the waypoint. Head over to the waypoint marker and interact with the terminal.

We'll now be able to leave the area by moving over and interacting with the pelican on the landing pad. Before we do that however, there are a number of other collectibles scattered around the area. You can find them in the following locations:

In an alley behind the ‘Supplies' building by the hologram. On a dumpster you'll find a UNSC Data Pad [Mission Intel 02/08].
On the roof of the ‘Supplies' building by the hologram is UNSC Data Pad [Mission Intel 03/08].
Behind the ‘Unit 14' tent where we talked to the person of interestthere is a vending machine. On a garbage can next to this you'll find a UNSC Data Pad [Mission Intel 04/08].
On the roof of the large, closed ‘Unit 14' building behind the ‘Supplies' building. The next UNSC Data Pad [Mission Intel 05/08] is on the highest, cylindrical structure.
Another UNSC Data Pad [Mission Intel 06/08] can be found on the roof of the ‘Medical Unit' building.
Near a locked, guarded gate with a fire burning behind it in the far right corner of the station from where you entered. The UNSC Data Pad [Mission Intel 07/08] is sitting inside a skip here.
Now that we have found all but one of the collectibles, make your way to the landing pad with the Pelican. The final UNSC Data Pad [Mission Intel 08/08] can be found on a crate beside the construction equipment on the left side of the platform leading to the Pelican.

Move up and board the Pelican to end the mission.

Note: At this point you'll earn the achievement ‘Roots of the Earth'.

Mission 05: Unconfirmed

Collectibles
Skulls	01
Mission Intel	07
Unique Weapon/s	01
Part 1: Unconfirmed Reports

From the start of the mission, move forward, past the mining equipment and look into the area to the right with the cargo crates. On a pile of rubble in the corner, you'll find a Radio [Mission Intel 01/07]. Exit and continue into the main structure ahead.

Move through the interior until you reach an exit from which you can see Prometheans attacking ahead. Before heading out to engage, turn around and explore the upper platform to the left of the stairs here to find a small waiting area with a UNSC Data Pad [Mission Intel 02/07] on a chair.

Exit the building and prepare for a fight. This area consists of a dirt road at ground level and a raised platform to the right that you can follow for the length of the area for good sight lines over the battlefield. The enemy forces are made up of a good 10-15 Crawlers and a similar number of Soldiers. As you work your way up the road, it's a good idea to direct your soldiers one way whilst you take the other so that you can flank.

As you approach the door at the end of the dirt path, you'll encounter a Soldier with a turret. Take him down. There is a SAW propped up against a crate down a short alleyway to the left of the main door if you are keen. Head through the door when you are ready to proceed.

Upon entering the building, turn right and jump up to the platform above to find a UNSC Data Pad [Mission Intel 03/07] on a chair. Work your way up the nearby stairs, killing off any Crawlers in the area until you reach the rooftop.

Here we'll encounter a pair of Knights, 5-6 Crawlers and 5-6 Soldiers. These Knights have the ability to summon Watchers (and they will). Watchers are flying support enemies that can repair enemy armor when broken or protect them with Hardlight Shields to block incoming fire.

Note: There is an achievement ‘Waiting on You' that can be earned at this point. Damage a Knight's armor and then let a Watcher fix it before killing the Knight to unlock it.

The zone itself has a central ground area, with raised catwalks on the left and the right. Both catwalks feature weapons crates housing Hydra launchers and there is a weapon rack with Assault Rifles, Frag Grenades and Rocket Launchers under the left catwalk. It's a good idea to try and eliminate the lesser enemies first before focusing on the Knights. You can use the catwalks on either side to gain a height advantage and to isolate the quicker enemies, or even attack and then retreat down the stairs to draw enemies to you. Additional Watchers and Soldiers will spawn as the fight progresses so keep an eye on your surroundings to prevent unwelcome surprises.

Once the enemies have all been dealt with, make your way over to the Prowler and jump on top of it. Near the rear of the vessel you'll find a UNSC Data Pad [Mission Intel 04/07].

Drop down and enter the Prowler. Interact with the panel here and a nearby door will open. You might want to grab the Unique Weapon [Snipe Rifle ‘Nornfang'] on the floor here as well, we'll be needing it shortly.

Head through the newly opened door and grab a DMR from the weapon case on the floor here if you want it. Exit through either of the doors and you'll find yourself back outside with Soldier marksmen in the distance firing on you. Take cover quickly and survey the area.

The Soldier marksmen will all appear on the structures and ledges at the far end of the area. There are initially 4 of them, but an additional 3-4 will spawn progressively as you fight of enemy forces. Whilst the marksmen use their Light Rifles to pin you down, a large group of Crawlers will converge on your position.

There are two main options here – you can use the cover provided at this location to pick off the marksmen one at a time with your Sniper Rifle whilst allowing your squad to deal with the Crawlers or alternatively, you can bash through the weak wall to the right and climb to a higher ledge where you can get in close to the marksmen and force them to change weapons for a more traditional Halo fight.

After the fight ends, head up to the door at the end of the area and look at the structure to the left to find a weak wall. Charge through this to find a UNSC Data Pad [Mission Intel 05/07] inside along with a Railgun.

Enter the next doorway.

Note: Before proceeding too far inside, you can grab the Blind Skull. Upon entering the doorway, hop up onto the ledge to the left. Look upwards towards the center of the room for a platform we can jump up to. Once up here, you'll find the Skull in a small cave side-tunnel.

Now follow drop down into the mining tunnel and follow it down until the next door slowly opens for you.

The next mining platform area is quite large and is divided into two large areas separated by a broken bridge. The first platform boasts some pretty significant numbers of Soldiers and a couple of Crawlers as well. As soon as you enter the zone, you'll want to take a quick right and enter a small building here to find a control panel. Activate this to bring some auto-turrets online to help out.

As you move into the room, you'll encounter the Soldiers from bot the ground level along with the Crawlers as well as the higher platforms at to the left from on top of some of the cargo crates and other pieces of cover strewn around. Be sure to clear out the ground level as well as the lower levels as well before continuing.

When everything is dead, return to the main floor and climb the stairs to the left to the catwalk over the cliff. At the far end of this platform you'll find a thick pipe that you can walk on. Follow this past the structure and around a corner to the right to reach a vantage point overlooking the second platform.  From the far end of this vantage point, look back into the first platform to find another thick pipe along the nearby wall. Jump over to this and then up to the platform above to find a Radio [Mission Intel 06/07] along with a Hydra Launcher.

Return to the vantage point overlooking the second platform to plan your attack.

This platform, similarly to the first has way too many enemies on it to be fun (a good 15-20 Crawlers and a similar number of Soldiers. It has a broad open area in the center, a series of stairs and walkways leading up to a building we can enter on the right and several silos that have gantries running behind them that we can use to maneuver along the cliff edge to the left. There is also a series of pipes and platforms running beneath the main platform with stairs leading up to the main level in several places, allowing you to flank or ambush enemies.

You'll also notice that the main floor has several Mongooses that we can use to assist. For the record, we'll want to stay away from the ramps at the far end of the main platform for the moment as approaching them will trigger some Knights to spawn.

Note: If playing on co-op you can earn an Achievement 'Maverick' by earning 30 kills whilst driving around in the same vehicle with another player.

The building to the right contains another control panel that will switch on auto-turrets to help out and also will give you a Sniper Rifle with a great vantage point over the platform. As the auto-turrets will help immensely, it's a good idea to head here first whilst directing your comrades to attack the main floor below. Once the turrets are active and you've had your fill of sniping, either help your friends by joining them or by using the sub-level to sneak up and flank enemies.

Upon reaching the ramps at the far end of the room, a pair of Knights and another group of Soldiers (including one with a turret) will move down the stairs on the left. Use the cover provided and your team mates to gang up and take down the Soldiers before focusing on the Knights.

Take the stairs leading off the platform and follow the walkway towards the Forerunner structure in the distance. When you arrive, climb up to the left hand walkway. On a barrel at the end closest to the large doorway you'll find a UNSC Data Pad [Mission Intel 07/07].

Drop down the hole in the floor in front of the large doorway and follow the passage down into the magma filled area below until you can go no further. It's a lift and you'll start descending.

Part 2: Salvation Lies Within

Once the lift reaches the bottom, follow the path leading further into the Forerunner structure and after a few moments you'll be treated to a scene.

This fellow is sort of a recurring boss fight that we will encounter a few times throughout our time with Halo 5: Guardians. He is a big boy, with a big deadly sword and the ability to pretty much one-shot you or any member of your crew with a single swing. He also has the ability to intermittently summon waves of enemies (crawlers in this instance) to attack you and can also charge up and use a singularity-style explosive attack that will cause massive damage.

To damage him, you'll need to shoot the glowing blue section in the center of his back. Unfortunately, as he is a melee enemy, you'll very rarely get an opportunity to do so unless you know what you are doing. The good news is he has several glowing orange sections in his armor and shooting these sufficiently, or detonating a grenade close to him will have the effect of stunning him temporarily whilst he regenerates the armor. At this point you can sneak behind him and shoot his weak spot a few times.

Additional tactics that can prove useful include: ordering your squad to attack the Warden and whilst he is distracted, sneak up and shoot him in the blue section. If you are playing with friends, you can have one person kite the Warden around the area whilst the others chase the Warden and fire on his back.

It should be noted that there are several weapons racks around the room, including some with Scattershots which are particularly effective against the Warden's weak spot.

Once the Warden has fallen, enter the door that he was guarding for a scene to end the mission.

Note: At this point you'll earn the achievement ‘Stolen Gauntlet'.

Mission 06: Evacuation

Collectibles
Skulls	01
Mission Intel	06
Unique Weapon/s	00
Note: The Skull in this mission is tricky to get and requires some fancy driving and shooting in the initial phases of the level. You'll need to find and shoot 5 traffic cones within 2 minutes. Upon successfully doing so, the Skull will spawn at the very end of the mission. Note that if you take too long the cones will vanish and you'll have to restart. I'd recommend doing this on your second run through.

Note: before we begin, I thought I'd let you know that there is an Achievement ‘Fire Drill' on this mission for completing it without dying, in less than 18:00 on Heroic or above difficulty. I'd recommend trying this on a second playthrough so you have some idea as to what to expect!

Part 1: Evacuation Plan

From the beginning, your surroundings should look familiar – we're right outside Meridian Station! Yep, for the first part of this mission we'll be backtracking through the level to the space elevator. Things are a little different this time around due to additional enemies and constant earthquakes, but that's OK.

The blue box will take you through how to grab the Thunderstorm Skull on this mission. This will require racing through a large portion of the level, missing out on some fun vehicular action and some story tidbits so i'd probably recommend doing it on a subsequent playthrough. Anyway, Hop down to the paragraph below the blue box to proceed in a normal fashion.

Note: I'd actually recommend going for the level's Skull on a subsequent playthrough so you don't miss out on the story and you'll also get a better feel for where you need to go. Anyway, if you are going to go for the Thunderstorm Skull, grab a Mongoose with guns (solo) or bring a gunner along (co-op) so that you won;t need to leave your mode of transportation to shoot. Ignore all the enemies in your path and head straight for the traffic cones. Note that if you take too long (more than 2 minutes) the cones will vanish and you'll have to restart.

They can be found in the following locations:

In the area where we needed to defend the gate in the ‘Glassed' mission, this is found on the ground by the catwalk on the left side (with the gate at our backs).
Just before entering the gate leading to the bridge, look on the ground by the building with the catwalks on the right.
This cone is on the bridge, and can be found behind a burnt out car just after passing the burning hole on the right side.
After leaving the bridge, head through the first stone archway and look to the right of the large mining vehicle. This cone is sitting on the concrete base of the orange cylinder closest to the vehicle.
The final cone can be found by the destroyed mining vehicle near the slope leading up to the outpost outside the space elevator.
After shooting all five, continue with the mission as normal.

From the beginning of the level, run down the dirt slope until you reach a suite of vehicles, grab a Mongoose or a Warthog and get going. Drive back through the first open area before the bridge. Check out the catwalk of the building to the right of the bridge entrance to find a UNSC Data Pad [Mission Intel 01/06].

Until you reach the bridge, you'll only encounter a group or two of Crawlers, but they should prove no match for your wheels of destiny. At the bridge, you'll bump into some Promethean soldiers in a hijacked Warthog and a pair of Phaetons, a new vehicle which happens to be a Promethean gunship which can kill you extremely quickly if you stay put for so long, so it's best to keep moving.

The bridge itself has lost half of its width, so be careful and stick to the left as you drive across the remaining section to the far side. Keep moving through the area, not stopping to fight until you reach the outpost that we cleared earlier outside of the space elevator.

As with our previous fight in this area, the attacking Promethean forces consisting of a large contingent of Crawlers and Soldiers (some with Splinter Turrets). Unfortunately, the auto-turrets aren't an option this time, but there are some new weapons available with a Hydra Launcher now present on the roof of the ‘Security' building and a Rocket Launcher in the middle level.

Fight your way slowly through the Promethean forces until you return to the space elevator. Once all the enemies have been taken care of, the door will open.

Upon entering, quickly make your way over to the far, right corner of the cargo bay. Here, atop a scissor lift you'll find a Radio [Mission Intel 02/06]. Now head to the far left side of the cargo bay. You'll see the large platform lift at ground level. Interact with the switch here to raise the lift and at the top, you'll find a Radio [Mission Intel 03/06] in the corner to the left.

Part 2: Sudden But Inevitable Betrayal

Move up and follow your squad into the space elevator. There are a number of Crawlers, Soldiers and Watchers in here. Use the copious cargo crates as cover, or hop up to the upper walkway encircling the area to give yourself the advantage to help your squad mates and the surviving settlers fight off the Prometheans in the lift.

Once they are all dead, you'll need to activate a control panel. Before doing that though, return to the entrance door and look to the left for a cargo container with a weak wall on one end – charge through this to find a UNSC Data Pad [Mission Intel 04/06] along with a weapons crate holding a Railgun. You'll also find a couple of weapon caches on the ring platform at the top of the room holding DMRs and several Battle Rifles propped up against crates around the room.

Note: During the next sequence, on Heroic of above difficulties, there is an achievement ‘Savior' for keeping at least 6 miners alive until the end of the elevator ride.

Return to the lift controls and activate it.As the lift rises, we will have to defend ourselves against a number of waves of Prometheans that will port in.The waves include:

The first wave is made up of a large group of Crawlers and several Soldiers.
The next wave consists of 6-8 Soldiers and a pair of Soldiers with Splinter Turrets who'll take up position on the upper platform ringing the outside of the lift.
The third and final wave a group of three Knights.
After the third wave the lift will come to a halt. Jump up to the upper ring lining the outside of the room and use your Artemis scan to locate the pair of exits labelled ‘L7' and ‘26'. Both lead to the same structure outside, but I'd recommend taking the ‘26' door as there is a faster route to a collectible through there.

At you exit the tunnel behind ‘26' Emergency Exit, look for some crates to the left. Beside them is a hole in a wall that we can jump through to access a catwalk. Follow this around and up some stairs, here you should be able to spot a UNSC Data Pad [Mission Intel 05/06] on a walkway behind the railing. After nabbing it, jump up the large green crate next door and then up to the platform above (this is where you would end up if you took ‘L7' exit).

The goal here is to reach the top of this building and there are quite a few levels to climb. Most are fairly nondescript with a fairly easy, linear path pointing the way. You'll encounter Soldiers as you climb and there will also be a group of three Phaetons hovering nearby, ready to cut you down with automatic fire if you stand still for too long.

After climbing 3-4 floors you'll come across a weapons dump behind some crates with a perfect line of sight on the three Phaetons which are idling away from the structure, almost directly behind the crates. You can use the Rocket Launcher, Hydra Launcher, Spartan Laser, Rocket Turret and Gauss Turrets here to do some serious damage to the three gunships (and if you are good enough, you'll be able to knock them all down).

Continue up the structure using the set path until you reach a location where you'll need to climb a steep section of collapsed floor. At the top, the game wants you to jump to another section, but if you crouch you can duck underneath this, follow the lower floor panel to the end and climb off onto the structure to the right. From here jump to the next girder and on a box against the far wall you'll find a UNSC Data Pad [Mission Intel 06/06].

Return to the sloped floor and this time hop to the next platform above.

Keep moving up the structure until you run into more Prometheans. You'll need to deal with a pair of Watchers and 5-6 Soldiers. Grab one of the Light Rifles propped up against the windows here (if you want one) and be sure to take out the Watchers as soon as possible to prevent their annoying support abilities. More Soldiers will spawn as you make your way towards and up the set of stairs that they are guarding.

At the top of the stairs, enter the tunnel and start sprinting to the right. Exit back outside and keep sprinting towards the waypoint on the pelican in the distance.

Note: If you destroyed the five traffic cones at the start of the level, the Thunderstorm Skull will appear in the middle of the path during the race to the Pelican.

You'll get knocked down a few times but as long as you run when you are able, a scene will play when you get close enough.

Note: At this point you'll earn the achievement ‘Escape'.

Campaign Walkthrough (Continued)

Mission 07: Reunion

Collectibles
Skulls	02
Mission Intel	07
Unique Weapon/s	01
Note: I am currently missing one of the Mission Intel items in this mission. I'll update it as soon as I find it. If you find it, please shoot me an email and let me know! 

Part 1: War Was In The Gates

From the start, head on into the Forerunner structure ahead. Climb up the ramp and interact with the panel here to lower the platform. Once we are free of the structure, head over to the nearby cave and follow it through until you reach the first waypoint.

As you reach the waypoint, enter the pool of water and look to the left for a circular entrance. Enter this and follow the tunnel within all the way to the top to find a Covenant Data Pad [Mission Intel 01/07] near a dead grunt.

Drop down to the pool again and work your way forwards and up the next hill. At the top, look from the ridge down to see a group of Covenant forces by a crashed Phantom dropship below. Before engaging, follow the ridge to the right and through a short tunnel, keep an eye out for a small ledge to the left as you go as there is a Covenant Data Pad [Mission Intel 02/07] on this overlooking the crash site below.

Note: Before continuing we can nab the Grunt Birthday Party Skull. Continue through the tunnel where we found the previous Covenant Data Pad until you reach the end. You'll find a singing grunt holding the Skull. Sneak up behind him and press the ‘Punt' button when the prompt appears. He'll go flying and the Skull will drop in his place. Note that you MUST use the ‘punt' as killing him regularly will see the Skull fall from the cliff.

Return to the ridge above the crash site. We'll now attack the group of Grunts, shield Jackals and the Elite below. We can the ridge here for a direct assault. Alternatively, you can stick your squad here and use either the weak wall below and to the left of the ridge or the ledge through the tunnel to the right to flank the enemy positions whilst they are busy.

When you are finished with the area, we'll need to proceed a little further along the path. There is a fairly large contingent of Covenant forces ahead however and the game will allow you to both continue through the tunnel to meet them at ground level, or you can climb the rocks to the right of the main path and follow them up until you reach the clearing with the next fight with a nice vantage point. On one of the lower ledges here, directly behind one of the large lichen-like tree structures you'll find a Unique Weapon [Needler ‘Talon of the Lost']. If you follow the path along the right hand ledge to the very end, you'll find a dead Jackal with a Beam Rifle beside it. Handy!

The forces below consist of 5-6 Elites, 12-15 Grunts and 10-12 Jackals, you'll also experience Jackal marksmen on the ledges opposite so be sure to prioritize taking them out as their Beam Rifle shots can insta-kill you on harder difficulties. If you approach via the caves at ground level, there is a weak wall you can use to flank enemies during your initial attack, but after that, you are going to require smart use of cover – as such, keeping your distance and using the ledges and high vantage points seem like a much better option.

Enter the cave behind the crash site to continue. There is another small Covenant patrol ahead made up of an Elite, 2-3 Grunts and a similar number of shield Jackals. The path leading to their location actually splits in two, so it's a good idea to order your teammates along the left hand path, whilst you take the other and pop out at the end to flank the enemies whilst they are busy. The right hand path also features a small niche with a Needler and an Energy Sword.

The cave will again split here, with both paths leading to the next enemy encounter which includes a seemingly standard make up of an Elite with a small group of Grunts and shield Jackals. There will also be a jackal marksman or two on raised rocky outcrops, so be careful whilst moving when you know one is active and try to take it down ASAP.

The left hand path has a weak wall we can punch through, whilst the right hand path is the more direct route. I'd recommend using the right hand path, ordering your squad to attack and then backtracking and using the weak wall to surprise enemies below.

After clearing the immediate area, look for a weak wall on the left. We can punch this down to find a Plasma Caster.

Note: On Heroic or above difficulties, there is an achievement 'No Witnesses' for destroying the Phantom here. If you make your way to the Plasma Caster ASAP, you can usually have enough time to expend all of its ammo and take the drop ship down before it flies off.

Continue up the nearby hill to see a Forerunner structure ahead. This is guarded by a sizeable force of Covenant troops including several Elites and a large group of Grunts/Jackals. The major thereat here is the pair of Shade Turrets at the top of the ramp flanking the doorway and the pair of Jackal marksmen on the ledges either side of the entrance.

You can use a weak wall to the right near the bottom of the ramp to find a tunnel that will empty you out around halfway up the ramp, perfect for flanking the enemies standing just in front of the Shade Turrets. It is also possible to climb the rocky ledges on either side of the ramp, allowing you to get up close with the Jackal snipers and giving you a good position to flank the turrets as well.

Once the area is clear, check out the opening just below the turrets to find a Forerunner Console [Mission Intel 03/07].

Head on into the Forerunner structure ahead. Climb up the ramp and interact with the panel here to lower the platform.

When you reach the bottom, follow the tunnel until you exit to the next area. Move forward and cross the light bridge ahead when it activates. A scene will play.

Part 2: The Mantle of Responsibility

When you regain control, move down into the cave ahead and keep an eye out for a destructible wall on the left. Inside, you'll see a waterfall with a Forerunner Console [Mission Intel 04/07]. Use the sloping spiral path to walk down to it.

Now we'll need to fight some Prometheans. Next to the spiral walkway and the collectible is a ledge that we can climb up for a good view over the area. Alternatively, you can return to the main path and proceed into battle at ground level. Either way, once you enter the room they will spawn.

There are a pair of Watchers and 6-8 Soldiers including a sniper with a Binary Rifle on one of the raised ledges. If you move in at ground level, there is a weak wall on the left that leads to a tunnel that provides a decent view of the area and the far end will deposit you on a ledge behind the majority of the enemy forces for a nice ambush attack. You'll also want to watch out for the cliff in the center of the room as falling in there is a trip to the previous checkpoint.

After clearing the area, move up to the next area, which is similar to the fight we just had.

There is another pair of Watchers and 6-8 Soldiers residing in the area including 3 with the Splinter Turrets. There is plenty of cover at ground level although you'll need to mind the gap in the middle, but to make things easier we can also climb the rocky ledges above and either side of the main passage through the area. There is also a weak wall on the right we can break down for a tunnel through to the middle of the zone which can be used to safely move up into the area.

Once the room is clear, return to the cliff in the center of the zone to interact with a Forerunner Console [Mission Intel 05/07] on the ledge.

Make your way up the ramp at the back of the area and drop down to trigger the next fight.

Oh goodie! It's the Warden Eternal again, remember him? He's got that big sword with the insta-kill swing and the ability to use a charge up singularity-style explosive attack that will cause massive damage. To damage him, you'll need to shoot the glowing blue section in the center of his back or to continue damaging his armor and shooting him when he pauses to regenerate it. Fortunately, this time around he won't summon any additional enemies, but the fight will start with a pair of Knights and small groups of Crawlers and Soldiers anyway, so he probably doesn't need to.

During this fight, the Warden will back off pretty much immediately to the back of the area to let his underlings attack whilst he lobs singularity attacks at you. On both the left and right side, near the entrance are weak walls we can destroy which lead to mall, raised platforms with Binary Rifles. Using these, it is possible on the lower difficulties to snipe the Warden from a distance and damage him enough so that he will flee.

IF you are unable to snipe him, you'll need to fight your way through the Knights, Crawlers and Soldiers first before taking him on. Remember to distract him by destroying his armor or getting your squad to attack whilst you sneak up and shoot him in the back.

Once all of the enemies have been dealt with, an energy bridge will become active. cross the bridge and look behind the barricade at the far end before the large structure. There is a Forerunner Console [Mission Intel 06/07] hidden here.

Enter the Forerunner structure and interact with the console inside.

Once the platform lowers, you'll notice that a new light bridge has appeared leading off to the right. Mosey on over and enter the new zone. You'll be given a pair of options here: you can either race through the next few areas on foot, or alternatively you can hijack a Phaeton or two, which happen to be lying about idle nearby and use them to make your way through the next few rooms.

Note: There is an achievement ‘Take a Hike' for making your way through the next area on foot on Heroic or higher difficulty.

If you choose to go via foot, you'll need to move from platform to platform, using the man cannon launchers to jump between safe zone. You'll need to keep moving, or maintain cover whilst fighting off enemies you encounter along the way as there are an abundance of Promethean Laser Turrets which will attack you regularly.

Players in Phaetons can use the lasers to destroy weak walls to transfer between rooms and can eliminate the Laser Turrets as well as provide cover and fire support to players on foot.

When you reach the far end, you'll need to perform one last leap across to the waypoint via man cannon. Head through the door to return outside.

Our objectives will now be updated and a waypoint will be set for the Forerunner structure directly ahead. Before going there though, we can do a bit of Skull hunting.

Note: Before continuing we can go and grab the Fog Skull. Instead of proceeding ahead, instead check out the passage to the right. Head up the hill and look for the structure with the blue lights ahead. Head for the platform beneath this to find the Skull.

Head back and move to the waypoint to complete the mission.

Note: At this point you'll earn the achievement ‘Together Again'.

Mission 08: Swords of Sanghelios

Collectibles
Skulls	01
Mission Intel	12
Unique Weapon/s	00
Part 1: Swords of Sanghelios

We'll begin this mission in a river with a waterfall at our backs. Move forward and you should see a ruin up on the rocky ledge to the right. Climb up to the ruin and look on the block in front of the obstructed door way to find a Sangheli Artifact [Mission Intel 01/12].

Drop back down to the river and follow it until you see another set of ruins on the right. Move along the Cliffside here, past the pair of statues and at the end you'll find a dead Elite next to a Covenant Data Pad [Mission Intel 02/12].

Return to the river and continue into the cave it leads to.  After a short while, you'll bump into your first group of enemies.

The first fight consists of 8-10 Grunts and Jackals along with 3-4 Elites. The fight takes place in a short break in the river and in this dry region is a series of rocky structures that can be used as cover, for flanking or as vantage points and the Elites and Jackals will use them for both purposes as well. Just before the end of the river, there is a weak wall to the right that we can break through leading to a Carbine and a ruin atop a rocky outcrop overlooking the area. Try to take out the lesser enemies first before taking on the Elites and be sure to use your team orders to your advantage.

Once the first group is clear, look into the distance. You'll see a ruined pillar ahead – to the left of and behind this is a Plasma Cannon Turret (leave it for the second) and to the right is a pair of waterfalls. Move up and look behind the waterfall closest to the structure to find a small room with a Sangheli Artifact [Mission Intel 03/12].

Just behind this area is the entrance to another ruin and it is quite heavily guarded. In addition to the Plasma Cannon Turret near the cliff's edge, there is a Shade Turret at the top of the ramp leading to the entrance. The turrets are manned by Elites and in addition to the swarm of shield Jackals there are also a couple of additional Grunts and Elites wandering around.

You can approach the fight either from the left (dealing with the Plasma Cannon first) or the right to take on the forces head on or a combination of the two using team orders to initiate a little cross-fire, divide and conquer-type scenario. It is also possible to flank the Shade Turret effectively by climbing up the rocky ledges along the right hand wall of the area and dropping down behind it

It should be noted that the right hand Shade Turret flanking path also happens to include the presence of a Covenant Data Pad [Mission Intel 04/12] on the right hand wall.

After killing the Covenant forces, continue into the cave they were guarding. Look for a fallen pillar ahead, just beyond this is a shelf of rock jutting over the main path. Climb up on top of this to find an Energy Sword and a Covenant Data Pad [Mission Intel 05/12].

Keep moving along the set route through the cave, grab the Carbine from the ledge next to the dead Elite if you like and then drop down into the next area. You'll immediately come under fire from a small group of Jackals on the rocky pillar ahead as well as pair of Jackal marksmen with Beam Rifles - one on the curved man-made structure near the top of the cliff on the left and another on a natural rock ledge high up on the right. As there is no real cover in the immediate area, grab the Beam Rifle directly in front and drop to the river below.

Try to find a good location to pick off both snipers before venturing too far into the area as doing so will trigger Covenant drop pods and a lot more enemies. Once you have dealt with the snipers, move up to start the next fight. There are a large number of Grunts and shield bearing Jackals involved in the fight in this area as well as a small group of Elites and a Plasma Cannon Turret. Use the cover provided or the weak wall on the rocky ledges on the left side of the area (from the initial entrance) to find a Plasma Caster and also move up to a nice vantage point for a few sneaky sniper attacks.

After clearing the initial drop pod zone, proceed towards the back of the area. There is a second Plasma Cannon here with an Elite and several Jackal shield bearers. Continue past them, through another small contingent of Grunts and an Elite and turn the corner.

In the distance you should be able to make out your target – the ruins at the very top of the hill ahead. As we first move towards the area, there is a Phantom present, so when you see it, quickly run back the way we came until it departs.

Once it is clear, it's time to move. We can either make our way to the left or the right here. Either way there are a lot of Jackal sharpshooters, Grunts and Elites about that you will need to deal with. There is no easy way through this area, you'll just need to pick a path and slowly work your way along it up to the entrance to the ruin at the top of the hill.

On your way around to the base of the hill, the left hand route features a side-cave with some handy pillars we can use as cover. There is also a small passage along the cliff edge down to a ledge below with a Covenant Data Pad [Mission Intel 06/12]. The right path on the other hand features a hollowed out ruin with a weak wall we can bust though with a Beam Rifle inside and windows for sniping – this does however house a cloaked Elite with an Energy Sword so be ready for a fight!

As you move up the hill another set of drop pods will unleash even more enemies on your position. The entrance itself will be guarded by an Elite with a Fuel Rod Gun and a group of shield Jackals.

Once the area is clear, return to the bottom of the hill and look for a fallen pillar is just outside the ruin with the breakable door. This pillar leads up to a raised rocky structure. Jump up to this (you may need to grenade jump or use a boost) to find a Sangheli Artifact [Mission Intel 07/12].

Return to the top of the hill and enter the ruin to continue.

Part 2: Hornet's Nest

Continue through the ruin, stocking up on ammo here if requires and exit the far side. From the exit, look to the left to spot a pair of stone pillars forming an archway, look on a ledge behind the furthest pillar for a Covenant Data Pad [Mission Intel 08/12].

Note: Before proceeding further, you can grab the Mythic Skull at this point. It is on top of the platform above the archway described above. Use the fallen pillar by the crashed banshee nearby to climb to the top if another pillar here. Form here you should be able to make out the Skull in the distance. From the closest pillar jump and hit the boost button to launch over to the platform to grab it.

Move along the path here and enter the ruin on the right. Inside is a weak section of floor. Use your ground pound to smash through to the area below. You'll find weapon racks with Beam rifles and Carbines here and close to the exit at the far end, a Covenant Data Pad [Mission Intel 09/12].

Hop across the gap to the far side. We'll now have a couple of options. We can smash through the weak wall here and enter the next ruin at ground level, or we can climb up the ledges here to the top and enter the ruin through the conventional doorway method. The interior of the ruin itself is guarded by 2-3 Elites, 10-12 Grunts and a few Jackals including a pair of marksmen with Beam Rifles. Defeating the lot of them will cause a pair of Hunters to appear and we'll need to finish them off as well before we can continue.

To make things a little easier, the top level features a weak wall on the right hand side leading to a Shade Turret that we can commandeer and a side room with weapons racks full of Fuel Rod Cannons and Needlers. The lower level on the left has a shielded doorway. Approach it from the cliff edge and you'll find a weak wall to bust down. Inside is a Plasma Caster. You can destroy the shield generator to escape.

Once you have cleared the area, a friendly Phantom will come in and drop off a pair of Mantises. Hop on in and pilot one of them – these are fantastic and essentially mech-style suits of armor equipped with missiles (Left trigger) and a mini-gun (right trigger) which make taking out large numbers of enemies much, much easier.

Proceed into the next room and clear out the Grunts, Jackals and Elites in here. They shouldn't prove too much of a hassle with the Mantis. If possible, move to the far end quickly as there is an inactive Wraith here and if you can direct one of your team mates to use it before an enemy Phantom shows up to drop off more Covenant forces, it will make the area much easier.

After clearing the area, look for the fallen statue closest to the entrance on the right hand side. Hop up onto this and use it to access the balcony above. Here you'll find a Covenant Data Pad [Mission Intel 10/12] behind one of the large statues. On the left side of the room are a pair of shielded areas, approaching them from the side will allow you to find a weak wall to bash down for each. The first has a weapon rack with plasma Casters, whilst the second room has a pair of Ghosts.

Grab your vehicle of Choice (Mantis or Wraith are my picks!) and exit the door.

Note: If playing co-op on Heroic or above difficulty, there is an Achievement 'Preying Mantis' for piloting both mantises through to the very end of the level.

Immediately outside you'll see a Wraith ahead quickly dispatch that along with that infantry support that it has with it. Now we can have a quick look over the area.

This is quite a large zone and there is a significant Covenant presence here. There are 5-6 Ghosts mingling around at ground level and a Wraith and some Plasma Cannon Turrets guarding the entrance to the Council Chamber at the far end of the zone. The middle area is dominated by a series of collapsing circular ruins and populate by a pair of Hunters, some Elites and shield toting Jackals.

The right hand side of the area features a circular, Cliffside path leading all the way to our goal. It is guarded by Jackals and Grunts and on the side closest to the start location, has a weak floor to bust in for a Ghost and Carbine and will require us to destroy a shield generator to escape. The far end of the Cliffside path features a hole in the wall beside the target doorway, allowing us a passage from which to attack the defenders from behind.

The left hand side is an elevated area with providing a decent vantage point over the ground forces for the length of the zone. Its major feature is an open ruin area guarded mainly by Jackals and a few Elites. There is a weapons rack inside with Beam Rifles and multiple pillars and openings from which to snipe enemies below. There is a Shade turret on an outdoor ledge we can commander and a Fuel Rod Gun near the end overlooking the defenders at the gate. There is also a hole in the wall of the main building we can jump over to. Inside you'll find a Covenant Data Pad [Mission Intel 11/12] next to a weak section of ground we can destroy to drop down behind the defenders of the doorway.

Personally, I'd recommend using one of the vehicles from the previous room and keeping your distance whilst pounding the enemies from range. Using these, it's quite easy to clear the entire room of enemies in under 5 minutes. If you do lose your vehicles, there are plenty of Ghosts about that you can hijack and several options for flanking the defenders at the door.

Once you have cleared the doorway, continue into the building. The tunnel here is guarded by several groups of Grunts and your vehicles should make short work of them.

Upon exiting to the circular courtyard at the far end, you'll encounter more Grunts and Jackals defending it along with a pair of Shade Turrets on the platforms either side of the tunnel exit. Soon after entering, a number of drop pods will land in the area, spewing out even more Grunts, Jackals and several Elites. If you are in a vehicle, you'll want to prioritize the Elites with the Fuel Rod Cannons as they can do a lot of damage to you fairly quickly.

Once the courtyard is clear, look to the right of the door to find a small water-filled area with a Covenant Data Pad [Mission Intel 12/12].

Return to the courtyard and enter the doorway to continue.

There are friendly Elites in here who will help you out, so be sure to not shoot the fellows with arrows above their heads! The first group of enemies we encounter are made up of a small group of Jackals and an Elite with an Energy Sword. Deal with them and then it's just a few shield jackals we can easily dispatch on the short run up to the Arbiter's position at the top of the temple.

Once you have reached the Arbiter's position the mission will be completed.

Note: At this point you'll earn the achievement ‘Swords'.

Mission 09: Alliance

Collectibles
Skulls	00
Mission Intel	08
Unique Weapon/s	00
Part 1: A Whisper in the Storm

As with the Meridian Station level earlier, this is a very short mission with nothing but allies around – so no shooting, just a bit of chatting and exploring.

At the start, you'll want to turn around and jump up to the ledge above. There is a Covenant Data Pad [Mission Intel 01/08] by some crates in front of a temple doorway here. Note the fallen pillar to the right of the door acting as a ramp up to a hole in the wall. Follow this up and through the cave until you reach a group of Grunts. Find the tunnel in the cliff to their right and you'll be able to grab Covenant Data Pad [Mission Intel 02/08] from a rock to the left.

Exit the tunnel to find yourself in a settlement area. Hit your Atremis scan to locate Dr Halsey and make your way over to her location. and approach the large hologram ahead. After a brief conversation, we'll need to find Palmer and speak with her to begin the next mission.

We'll now be able to leave the area by moving over and speaking with Palmer by the pelican on the landing pad. Before we do that however, there are a number of other collectibles scattered around the area. You can find them in the following locations:

In the large stone doorway directly behind Halsey's platform. On a crate you'll find a Covenant Data Pad [Mission Intel 03/08].
On top of the large spire structure above the Arbiter's location, you'll find a Covenant Data Pad [Mission Intel 04/08]. To reach the stone pillar, we need to jump from atop the nearby cliff to reach it (near where we saw the Grunt camp at the start).
On the far, right side of the area from where we entered. On a small stone structure behind the Elite medical area is a Covenant Data Pad [Mission Intel 05/08].
This Covenant Data Pad [Mission Intel 06/08] can be found on top of a stone pillar on the rocky ledges above and just to the right of the Pelican's tail. Look for a fallen pillar leaning against the cliff face. This can be used to jump up to the in-tact pillar housing the intel object.
Another Covenant Data Pad [Mission Intel 07/08] can be found in a small ruin upon the rocky ledges above and to the right of the Pelican's nose.
Now that we have found all but one of the collectibles, make your way to the landing pad with the Pelican. The final Covenant Data Pad [Mission Intel 08/08] can be found by a crate just to the left of the open rear door of the pelican.

Move up and speak to Palmer to board the Pelican and end the mission.

Note: At this point you'll earn the achievement ‘Old Bones'.

Mission 10: Enemy Lines

Collectibles
Skulls	01
Mission Intel	10
Unique Weapon/s	00
Part 1: Joint Operations

From the start, move through the stone passage way ahead and you'll see a ruin in front. Before heading in, follow the river to the left and drop down into the pool of water below. Look in the cave here for a Sangheli Artifact [Mission Intel 01/10].

Enter the ruin and kill the three Grunts immediately inside. Keep an eye out for a Covenant Data Pad [Mission Intel 02/10] on the floor to the left. Continue down the stairs and fend off the Elite and Grunts hanging out at the bottom. Instead of heading through the keyhole shaped doorway, follow the passage to the right to avoid the fire from the hovering Phantom.

When you reach the outside courtyard, you'll see the Kraken in the distance take off. Before moving on, look for the keyhole-shaped door we avoided earlier. On the wall to the left of its exit is a small platform with a Covenant Data Pad [Mission Intel 03/10] and a Carbine. If you are interested, on the right side of the ruined courtyard there is a weak wall with a Fuel Rod Cannon behind it.

When you are ready to continue, proceed to the far side of the courtyard. As you go, a group of Jackals featuring both marksmen and shield bearers along with an Elite or two will move down the slope ahead towards you. There is plenty of cover here, so be sure to use it as you advance.

Enter the door to the left and exit the far side. There is a pair of Plasma Cannon Turrets, 6-7 Grunts, 3-4 Jackals and a pair of Elites here guarding the energy shield over to the left of the area. Pick off the Turret gunners first before moving in to eliminate the other hostiles.

After securing the area, head into the ruin at the back of the area. Make your way to the left to find a semi-blocked doorway. Jump over the obstacle here to find a Covenant Data Pad [Mission Intel 04/10].

Return to the ruin and this time check out the left hand wall for a hole. Looking through here, you should be able to spot the shield generator that is controlling the energy shield. Destroy this to bring it down so that you can continue.

Enter the cavern that had been protected by the shield and grab yourself a Ghost. Move on out to the next area and you'll once again see the Kraken on the right. A word of warning – in this area you'll experience a LOT of suicide Grunts, as such you'll want to keep an eye and ear out for them at all times! Fight off the Grunts and Elites in front of you and try to avoid getting too close to the Covenant mech.

When you run out of enemies to shoot in the immediate area, make your way up to the left-most of the two doorways ahead. There may be a suicide Grunt waiting for you inside. There is also a Covenant Data Pad [Mission Intel 05/10].

Keep weaving your way through the stone structures, shooting all of the suicide Grunts (there are several groups of them) you encounter along the way until you reach the doorway carved into the cliff at the top of the hill. Before entering the tunnel, turn around and locate the rocky outcrop in the middle of the path closest to the ruined pillars at the top of the hill. Climb up on top of this to find a Covenant Data Pad [Mission Intel 06/10].

We'll need to abandon our vehicles here and proceed on foot. Continue through the tomb here until you find yourself back outside again.

At the far end of this area, you'll see another energy shield that we'll need to bypass. Unfortunately, the shield itself is guarded by a Wraith and the area before it is quite large and is occupied by a sizeable force of Covenant enemies. Fortunately, we have a few options as to how to tackle this firefight.

The direct route to the shield is across the three-levelled ruined bridge at the center of the area. There are multiple Plasma Cannon Turrets set up along its length as well as Shade Turrets on ledges and structures to the side which can make things complicated. The top level, whilst covered in blue energy shields and plenty of stone blocks and other forms of cover is exposed to Jackal Beam Rifle fire from sniping locations on either side of the area as well as the Wraith guarding the door.

The lower levels provide better cover from the ranged attackers and turrets, but are swarming with Jackals and Elites. At ground level, on the left hand side is a breakable wall that leads to a balcony area with a Shade turret and Beam Rifles and numerous vantage points from which we can snipe, making taking out enemy forces a little easier. It also holds a battery panel that we can interact with to overcharge the shield and bring it down. On the right hand side, if you can get past the Shade Turret here, there is a set of stairs beyond leading up another sniper platform guarded by Elites and Jackals that has Beam Rifles and a sexy view over the Wraith platform.

If you head right from the start and stick to the elevated rocky ledges, you can find a Covenant Data Pad [Mission Intel 07/10] by a dead Grunt on the cliffs. Just beneath this is a tunnel guarded by a few Grunts leading to a pair of Ghosts we can use. These make clearing out the ground forces much quicker and more ammo efficient.

No matter how you choose to approach the area, don't be afraid to use your team mates as distractions, and be sure to keep any eye on your surroundings. There are plenty of snipers, turrets and enemy forces about so it is essential that you remain in cover and only move about when you are sure it is safe to do so.

The ultimate goal is to get around the energy shield and there are a few ways to do it. These include:

We can climb the stairs at ground level to the right of the main bridge structure to find a weak wall that we can bring down to get behind the shield.
Alternatively, also at ground level, you can destroy a weak wall directly beneath the shield guarded by an Elite and some Grunts. Inside, you'll find a Covenant Data Pad [Mission Intel 08/10] and a passage up through a hole in the ceiling to an area behind the shield.
Another option is to climb up to the balcony of the building on the left hand side and overload a terminal linked to the battery. This will bring down the shield immediately.
Finally, you can shoot the shield itself until it drops, or alternatively leave the Wraith alive and have it shoot the energy shield for you.
When you have cleared the area explore the top part of the main bridge structure. Look for what looks to be the remains of an archway. Climb to the top of this and then look towards the right side of the area. Above the tunnel her, you should be able to make out a small platform with a Covenant Data Pad [Mission Intel 09/10]. We will need to run and jump before performing a boost in the air in order to reach the ledge with the collectible.

Once you are past the shield, continue into the next large circular area.

After a few moments, the game will prompt you to use your Artemis scan to locate a locking mechanism. It's up on the ledge above. Use the broken pillar to the right of the platform to jump up to it. Interact with the device to open a door below.

Exit via the new opening and you'll see some Promethean Soldiers. Follow them to reach an outdoor area. Grab one of the Phaetons from the landing pad here and get ready to take down the Kraken!

The Kraken is parked in the center of this area and will remain stationary it has a lot of Plasma Cannon and Shade Turrets all over it which will fire at you whilst also having a few banshees and Phaetons as a bit of a hostile escort. Our ultimate goal is to fly in and land on the Kraken before fighting our way through the Elites and Grunts on board, following the paths leading down into the vessel until we reach the core.

Note: There is an Achievement ‘Kraken Lackin'' for defeating the Kraken without destroying any of its Turrets. I'd recommend doing this on a lower difficulty, boosting straight into the center of the Kraken's deck with the Phaeton, dropping out and then slowly fight your way in.

Whilst we are inside the Kraken, but before we reach the core...

Note: Before proceeding further, you can grab the Catch Skull at this point. It is in one of the hangars with the banshees inside the Kraken. Once in the hangars, look for the green tunnel leading down to the core. Above the tunnel entrance is a small platform we can fly up to with a Banshee. The Skull is on one of these platforms.

Once at the core, we'll need to shoot it until it overloads at which point we'll need to escape the Kraken by finding one of its two hangar bays and commandeering Banshee to fly to safety before it collapses.

Note: There is also an Achievement ‘Emergency Boarding Procedures' for jumping from the Kraken onto a Phaeton piloted by an ally once you have set it to self-destruct. If you are going to do this, it's best to not go for the above achievement at the same time and instead, destroy the turrets and have a Phaeton waiting by one of the exits.

Once the Kraken has been destroyed, a large, circular doorway will appear in the large wall-mounted Forerunner Structure. This is our passage to the next area. Before we head inside however, fly over to the nearby metallic platform to the right of our initial entry point (and of the doorway to the next area. The platform is home to a Forerunner Console [Mission Intel 10/10].

Head on over and through the newly formed gateway to continue. Park your Phaeton/Banshee on the bridge provided and proceed on foot through the door.

Use your Artemis scan to detect our next objective and feel free to grab an Incineration Cannon from the rack beneath the central structure. When you are ready interact with the highlighted panel to continue.

After doing this, you'll be suddenly attacked by a group of 6-7 Soldiers and a Soldier with a Turret. Use the cover provided here and take them down. Move back towards the entrance to bump into another pair of Turret-toting Soldiers on a raised ledge, with a pair of Knights at ground level accompanied by some Watchers. Eliminate the Watchers first before taking down the remaining enemies in the order you feel comfortable.

With the area clear, proceed back outside and board the Phantom here to end the mission.

Note: At this point you'll earn the achievement ‘Breakthrough'.

Mission 11: Before the Storm

Collectibles
Skulls	00
Mission Intel	05
Unique Weapon/s	00
Part 1: To the Hunt

As with the ‘Meridian' Station and ‘Alliance' level earlier, this is a very short mission with nothing but allies around – so no shooting, just a bit of chatting and exploring. In fact, we'll be in exactly the same location as we were for the ‘Alliance' mission so you should be familiar with your surroundings.

From the start, turn around and head up the hill behind you to find a Covenant Data Pad [Mission Intel 01/05] on a crate near a blocked doorway in the cliff side. Return to the start point and this time, look up the rocky ledges to the left. There is a Covenant Data Pad [Mission Intel 02/05] to be found on top of a stone pillar. Look for a fallen pillar leaning against the cliff face. This can be used to boost jump across to the in-tact pillar with the object.

Return to the main settlement area. Hit your Artemis scan to locate Palmer and make your way over to her location. After a brief conversation, we'll need to find Dr Halsey (who is in the same location she was last time) and speak with her to begin the next mission.

We'll now be able to leave the area by moving over and speaking with Dr Halsey. Before we do that however, there are a number of other collectibles scattered around the area. You can find them in the following locations:

There is a Covenant Data Pad [Mission Intel 03/05] on a crate on the ledge beneath the tent just behind Palmer and Arbiter's position.
On top of a rocky ledge above the Arbiter's location, you'll find a UNSC Data Pad [Mission Intel 04/05]. To reach the stone ledge, we need to climb atop the nearby cliff via the ledges in one of the nearby tunnels to reach it.
On a rocky outcrop overlooking the Elite medical area is a Covenant Data Pad [Mission Intel 05/05]. We can get up here by climbing to the top of the three-tiered tent close to the Arbiter's position and jumping across to the ledge.
When you are ready to continue, speak to Dr Halsey to begin the next mission.

Note: At this point you'll earn the achievement ‘Stormbound'.

Mission 12: The Battle of Sunaion

Collectibles
Skulls	01
Mission Intel	08
Unique Weapon/s	00
Part 1: Fall of the Covenant

As soon as we begin this mission we'll be attacked by a swarm of Grunts coming down from the stairs directly ahead. Kill them and continue up towards the large Anti-Air Turret nearby (this is the first of many we'll need to deal with). Defeat the jackals and Grunts guarding this and then either destroy the Turret itself, or the nearby power generator against the wall to disable it.

Return to the start location and turn to the left. Follow the platform here until you can go no further. Look for a pair of freestanding cylindrical structures with an orange ring (it looks like its leaking gas) near the top of the taller. Jump up here (or jump down from the ledge above) to find a Covenant Data Pad [Mission Intel 01/08].

Head back to the now defunct turret and head through the door behind it, ensuring that you clear up any Grunts who may have appeared in your brief absence. Continue through the next area until you reach the second Anti-Air Turret.

This Anti-Air Turret is defended similarly to the first. At ground level, you have the standard group of Grunts and Jackals and on the balconies of the building behind it, you'll also have a small group of Jackal marksmen. Take them all out and destroy the Turret before proceeding further down the passage beyond it or you'll trigger more enemies!

The next courtyard area is defended by 5-6 Elites and a large number of Jackals (both shield bearing and marksmen) and whilst approaching head on down the main passage is a viable option, there are some alternatives.

The building on the right of the Anti-Air gun has a Grav Lift inside that will place us on a balcony with some pieces of cover, a Plasma Cannon Turret and a great vantage point over the enemies in the defensive position we need to clear along with Carbines. The left hand building on the other hand is occupied by a few Grunts and has a Sunaion Console [Mission Intel 02/08] at ground level. It has a set of stairs leading to a similar balcony area to the right hand side also featuring cover shields and Carbine action.

Occupying one balcony whilst sending your team to the other is a great way to clear out the courtyard very quickly!

Move through the next door and a pair of Covenant drop pods will land in front of you, depositing an Elite and a group of Jackals for you to beat up on. Keep moving through the next door when it's safe to do so.

There is a third Anti-Air Gun in this area and it is guarded by a sizeable group of Jackal marksmen (including one or two with Beam Rifles) and a couple of Elites. There are also a pair of Plasma Cannon Turrets on the walkway before the Anti-Air Gun which you'll need to watch out for. Make good use of the cover and utilize your team effectively so that you can flank the enemy forces if possible. Destroy the Anti-Air Gun when you are able.

As the Gun is destroyed, the doorway to the next area will open, admitting a small group of Grunts and an Elite with a Fuel Rod Cannon. Additionally, a pair of Jackals with Beam Rifles will spawn on the balconies above. Fall back into the area and use the cover provided to take down the Jackals as soon as possible before focusing on the other enemies.

Continue through the door when you are ready to progress, move through the next courtyard and into an area with not one, but three Anti-Air Guns.

This entire area is completely crawling with Covenant forces and as such, a direct approach is probably not the best option. I found the easiest way to go about it on Legendary was to head up the stairs to the left as soon as you enter whilst looking to the Anti-Air Turret on the right and destroying its generator when it comes into view.  Enter the building at the top of the stairs and clear it of Grunts.

Climb to the top of this building and grab a Plasma Caster from behind some crates on the left (if you want it). From the balcony here, sprint and leap across to the balcony of the adjacent building. Follow the balcony until you see the second Anti-Air Turret ahead. Defeat the Energy Sword wielding Elite here and then peek into the doorway leading to the interior and dispatch the turret's generator. You can also lob a grenade into the group of preying Grunts below if you like.

Return to the balcony with the Anti-Air Turret and grab the beam Rifle from the wall beside it. Look towards the final Anti-Air Turret. Its generator is behind the platform that the Turret is on. Use the Beam Rifle and your comrades to clear the platform below and to the left of the Anti-Air Turret before dropping down, and following the platform around until you can find and destroy the generator.

With all three generators down, we simply need to thin out the enemy numbers a little until our Swords of Sanghelios friends show up with some air cover and reinforcements.

When the area is clear, move up to the console that becomes active and activate it to ride a lift down to the next area.

Exit the lift and move along the bridge in front. Hop across to the next platform with that sexy blue trim at the end. Moving across this platform will trigger a battle with a large contingent of Grunts, Jackals and Elites who will come at you from the platforms in the distance and off to the left.

It's a good idea to hang out on this initial platform and let the various waves of enemies come to you across the 3-4 platforms ahead, exposing themselves to your fire in the process. There is a weak wall in the center of the initial platform (with weapons racks full of Carbines) and on the platform to the left that we can use to flank enemies if we really want to.

When the enemies stop coming, check out the platform to the left with the weak wall. On the ledge running around it's center you'll find a Covenant Data Pad [Mission Intel 03/08]. We can use the braziers to jump up to this ledge.

Move up to the large platform with the blue glowing fan and the section that moves up and down at regular intervals. Similarly to the previous platform where we stood our ground and eliminated the incoming enemies, you'll want to do the same here – keep moving forward to spawn additional enemies before retreating to the same platform and let them come to you. Again there are plenty of Elites, Grunts and jackals, but the numbers are significantly less than the previous fight. Just watch out for the Plasma Cannon turrets!

Unfortunately, not everyone is going to want to come your way and there will be a few stragglers left to defend the platform we need to get to and those around it. As well as the direct route, you can also head over to the platform on the far left which has a hidden Beam Rifle and a nice view of the platforms ahead or alternatively head around to the right and attack from that angle.

Once you have cleared out the area, find the right hand platform with the bridge leading to the target area. On the side of the main cylindrical structure facing the water you'll find a Covenant Data Pad [Mission Intel 04/08] on a small ledge.

Make your way through the central building with the glowing blue walls and out the far side. Move down the set path and you'll come across a bridge leading to another large platform in the distance with a series of smaller, disc-shaped platforms to the left and the right. This area is crawling with enemies and in addition to the Elites, Jackals and Grunts that will come to meet you across the main route, there will also be a large group of jackal marksmen remaining behind at the far end of the bridge with some emplaced Plasma Cannon Turrets. You'll also need to deal with some Beam Rifle equipped Jackals on the platforms to either side.

Upon reaching the far end of the bridge, you'll want to mop up any remaining enemies before continuing.

The next section has a pair of bridges running alongside one another and guarded by another small group of Covenant forces. Proceed across these bridges to the final platform and you'll bump into a pair of Hunters. To the left of this platform is another we can jump to that has a Plasma Caster on it and there is another platform on the right with a Fuel Rod Cannon weapon rack both of which should come in handy! Look around the back side of the pillar on the right platform for a Covenant Data Pad [Mission Intel 05/08].

Note: There is an Achievement 'Worms Don't Surf' we can accomplish at this point. To do so we'll need to knock both Hunters off the platform into the ocean below. I'm pretty sure this is where it needs to happen but have been unable to figure out how to do it as yet. If you figure it out, head down tot he contact section and let me know!

Once you have defeated the hunters, a group of Grunts will emerge from the elevator here. Dispatch them, before continuing inside and riding the elevator back to the surface.

Part 2: Guardian

Move through the doorways ahead, grab some new weapons from the weapon racks here and drop down to the ground below filled with Covenant corpses. Look on the far right side of this area to find a Sangheli Artifact [Mission Intel 06/08] on the ground by a dead Elite.

Continue past the large hologram and into the doorway behind it. Follow the path around until you see the Guardian rise from the ocean. At this point, we'll need to sprint across the cracking pathway below a short distance. After a short ‘Cliffhanger' sequence, jump down to the platform below and head inside.

In the interior, instead of dropping down to the area below, stay on the upper platform. Jump through the window at the far end and check out the bookshelf on the left for a Covenant Data Pad [Mission Intel 07/08]. If you drop down to the room below you can also grab a Plasma Caster from near the base of the malfunctioning hologram.

Proceed up the makeshift ramp and into the next room. Kill the two Crawlers on the left. Climb the nearby pile of debris and enter the doorway. As soon as you enter, instead of going straight, take a right. Follow the passage to the end and you'll find a Sangheli Artifact [Mission Intel 08/08].

Now let's exit from the building and proceed down the ramp here towards the Guardian in the distance. As you move in, you'll immediately see groups of Prometheans start porting in. There are a LOT of enemies here and come in the standard Soldier, Watcher and Crawler flavours. They will continue to progressively appear as you move towards the destination so it's a good idea to take it slow and eliminate a group before continuing forward some more.

As you reach the tilted platforms at the bottom of the area, additional Soldiers, Crawlers and turret wielding Soldiers will appear. As with before, take it slow and steady, clear the area before moving up. Feel free to retreat a little and allow the enemies to come to you if you can't seem to catch a break between bouts of enemy fire to move up safely.

Note: The Cowbell Skull is hidden in this area. at this point. Fight your way down to the platform closest to the Guardian (the Warden will spawn here if you kill too many enemies). Locate the twisted metal pylon sticking up in the centre of this platform. Head around behind this and look down over the edge of the platform towards the ocean below. At one point there is a metal girder sticking out. Drop down to this. Crouch walk into a small hidden platform below to find the Cowbell Skull.

Finally, once you have cleared the zone, you guessed it – that cheeky mofo, the Warden Eternal will show up once again. This time he'll be backed up by some more Soldiers and some Watchers (along with whatever other Prometheans you hadn't yet defeated before he arrived).

During this fight, the Warden will stay pretty much where he spawns whilst there are enemies about and fire off his ranged attacks at you. Here we'll pretty much need to use our by-now standard Warden tactics – fight off his subordinates before focusing on the main man himself. The good news is that on the right hand titled platform, next to where the Warden is located there is an Incineration Cannon. Grab this and use it on the Warden to greatly speed up the killing process.

Remember that ordering your squad to attack the Warden is a good way to distract him, allowing you to get behind him and attack the weak spot. If you are playing with friends, you can have one person kite the Warden around the area whilst the others chase the Warden and fire on his back.

Once the Warden has fallen, the mission will be complete.

Note: At this point you'll earn the achievement ‘Civil War'.

Mission 13: Genesis

Collectibles
Skulls	01
Mission Intel	10
Unique Weapon/s	02
Part 1: Danger Zone

We'll begin this mission on the side of the Guardian.  As we are using our Gravity/magnet boots or some such to run down the side of it towards the ground, our jumps will take us significantly further than usual, so be sure to keep that in mind as you move.

Essentially our goal is to run down the Guardian far enough so that we can trigger a scene to continue. For the most part it's a fairly straight forward endeavor as well. As you move, try to stay near the center of the main path, watch out for gaps in the floor and try not to get distracted by the plethora of moving parts.

As you move down the Guardian, you'll be attacked by Crawlers and Soldiers, but as long as you shoot and continue moving, you shouldn't find the trip down all that difficult. When you get far enough down a scene will play.

When you regain control, you'll be at ground level. Move up the path ahead and enter the Forerunner structure. There will be a Monitor here. Move up to speak with this and you'll find yourself on a lift heading down.

Part 2: Call Me Cupid

As you exit the lift a Scorpion will conveniently spawn in front of you. Awesome, right? There's always room for more Scorpion.

Note: There is an Achievement ‘Tank Still Beats Everything' for making your way through the level and keeping the Scorpion in-tact on Legendary difficulty.

Hop on in and move up to the first corner. As you turn to the left you'll be attacked by a pair of Ghosts. Take them both down.

Hop out of the tank at the corner and look behind the large tree-like structure on the left to find a Covenant Data Pad [Mission Intel 01/10].

Return to the Scorpion and proceed across the nearby bridge. A group of crawlers and a Soldier with a Turret will spawn as you cross and additional enemies will appear on the far side. There are numerous vehicles we'll need to contend with here including a Wraith, several Ghosts and a Phaeton. Additionally, you'll need to deal with more Soldiers with Turrets and three Promethean Laser Turrets.

I'd recommend taking it slowly. Clear out the area at the end of the bridge before moving up a little more and clearing some additional real estate and continue to do so until you reach the Forerunner Structure on the right side of the area.

As you move through the zone, take out the Laser Turrets as a priority before focusing on the vehicles. The Wraith should also be near the top of your list of things to kill quickly, but focus on any immediate threats before taking it on. As we approach the Forerunner door on the right side of the battle zone, a large contingent of Promethean forces will appear. There are 3-4 Knights, multiple Soldiers and a fairly large helping of Crawlers, but with the scorpion in hand, these should prove a distraction at best.

Once these enemies have been eliminated the door will open.

Before heading through however, look in the far left hand corner of the area from where we crossed the bridge to find a gap between a pair of rocks leading to a clifftop path. At the end of this you'll find a Covenant Data Pad [Mission Intel 02/10] and a Fuel Rod Cannon. As you return to the doorway to the door to the next area, explore the rocky ledges on the left to find a Broken Constructor [Mission Intel 03/10].

Enter the door and either stay in the Scorpion, or grab the available Wraith here. Continue a short distance through the cave until you can see outside. Defeat the ghost and the Banshee that come to attack. Before exiting the cave, leave the Scorpion and check out the top of the crashed Pelican on the left hand wall for a UNSC Data Pad [Mission Intel 04/10].

Return to the Scorpion and proceed out of the cave. Defeat the pair of Wraiths ahead and any Promethean Laser Turrets that appear in the immediate area. You'll also need to deal with a couple of Soldiers and Knights.

Before continuing on towards the waypoint, locate the Forerunner structure on the ledge to the left. Here you'll find weapon racks with a Sniper Rifle, DMR, Fuel Rod Gun and Carbine in addition to a Forerunner Console [Mission Intel 05/10]. On a small ledge to the right of the ramp to this structure is a Unique Weapon [Plasma Pistol ‘Spitfire'].

Jump back in the Scorpion and continue towards the next battle. There are a pair of Wraiths, a Phaeton, several Ghosts and three Promethean Laser Turrets waiting for you ahead as well as multiple Covenant ground forces and a large contingent of 5-6 Knights.

We can either proceed across the nearby bridge or take a route beneath it. I'd recommend the latter as it will leave you less exposed the laser Turret fire and you should be able to target a pair of them before moving all the way into the area to engage the vehicles and ground troops. As with the previous vehicular battle I'd recommend baby steps – take it slowly! Clear out the area bit by bit at the end of the bridge before moving up a little more and clearing some additional real estate and continue to do so until you have cleared the Wraith guarding the energy bridge at the end and sanitized the rest of the area of hostiles.

Again, you'll want to prioritize the Laser Turrets before focusing on the vehicles. It's also an idea to hang back and let the Covenant forces and the Knights fight amongst themselves to thin out the numbers a little before moving in. The knights here are equipped with Incineration Cannons which can do significant damage to the vehicles, so they in addition to the nearest Wraith should also be near the top of your list of things to kill quickly.

Once the area is clear, return to the bridge we just passed at the start of the area and from the end of the bridge, on the battleground side, climb the rock structures on the left until you find a Broken Constructor [Mission Intel 06/10]. Whilst you are exploring, there is another Forerunner platform on the far right of the area with weapons racks holding Plasma Casters and Hydra Launchers if you are interested in either. You'll also find a UNSC Data Pad [Mission Intel 07/10] by a Spartan Laser atop a rock ledge overlooking the energy bridge to the next area - we can get to this location easiest via the Covenant Phantom crash site.

When you are ready to continue, cross the now active energy bridge.

As soon as you get across the bridge, the Warden will show up again and this time, he'll summon a pair of Promethean Laser Turrets. If your Scorpion is still in-tact, you'll want to take the Turrets down as soon as possible before focusing on the Warden. If you have no Scorpion, the fight will be a little more difficult and you'll need to revert to the usual cat and mouse tactics with the Warden using your squad mates as bait. The good news is there is plenty of cover available from which to hide from the Laser Turrets as you focus on the big guy.

Once the Warden and his laser turrets are down, with the energy bridge at your back, check out the ridge on the left to find a Covenant Data Pad [Mission Intel 08/10]. You can also climb up a hill on the right side of the area to find another Forerunner platform on a cliff edge. This has a Sniper Rifle and a UNSC Data Pad [Mission Intel 09/10] for the taking.

Note: The Tilt Skull can also be found in this area. With the bridge at your back, look to the right to find a path leading up a hill to a Forerunner structure. The Skull is atop the large rocky structure on the left. Use the rock ledges to climb all the way to the top and you'll find the Skull on a ledge overlooking the location where we just fought the Warden.

We'll need to proceed on foot to the next waypoint marker. We'll see the large Forerunner structure in the distance – that's where we are headed! Before you start however, check out the weapons on either side of the entry. There is a Unique Weapon [SAW ‘The Answer'], Battle Rifles and Rail Guns among other UNSC firearms available.

When you are ready, proceed towards the structure in the distance.

As you approach, not one but two Wardens will appear. They'll also spawn a pair of Promethean Laser Turrets near the door to the structure ahead as well as 10-12 Crawlers, a similar number of Soldiers including several with Turrets and 5-6 Knights. Fortunately, the wardens will stay out of the fight unless you get too close to them, so it's a good idea to stay back near the entrance, out of the line of sight of the Laser Turrets and the Wardens and let the enemies come to you. You'll also want to deal with the Laser Turrets from a distance before engaging the Wardens directly.

When it comes time to take on the Wardens, you should try to focus on fighting one at a time, whilst avoiding the other as much as possible. Remember that you'll need to shoot the glowing blue section in the center of their backs for major damage, whilst damaging the glowing orange sections in his armor, or detonating a grenade close to him stun them temporarily, allowing you to dish out some extra damage.

It's a good idea to order your squad to attack one of the Wardens to either keep him occupied whilst you focus on the other, or alternatively as a distraction so that you can position yourself behind him for some sneaky shots in the back. As per usual, if you are playing with friends, you can have one person kite the Warden/s around the area whilst the others chase them whilst and firing on the weak spot.

It should be noted that there are several weapons racks around the room, including some with Scattershots and Binary Rifles, both of which which are particularly effective against Warden weak spots.

After the fight, climb the left hand ramp beside the door and look for a Forerunner Console [Mission Intel 10/10] off to the right.

Return to the ground level and head through the now open door to complete the mission.

Note: At this point you'll earn the achievement ‘Reclamation'.

Campaign Walkthrough (Continued)

Mission 14: The Breaking

Collectibles
Skulls	01
Mission Intel	05
Unique Weapon/s	01
Note: Before we begin, I thought I'd let you know that there is an Achievement ‘Harbinger' for completing this mission on Legendary without having to reload a checkpoint.

Part 1: Getting the Band Back Together

As soon as you are able to move at the start of the mission, immediately turn around and look on the ramps to the left and right of the structure behind you for a pair of a Forerunner Consoles [Mission Intel 01 and Mission Intel 02/05].

Move through the door at the end of the corridor and work your way up the bridge ahead. A large group of 18-20 Crawlers will attack at this point, so be prepared to fight them until they stop coming before moving in to finish off any stragglers.

Push forward on to the platform a little further and another couple of groups of enemies will port in. There is a pair of Watchers, 6-8 Crawlers and 5-6 Soldiers (including some Turret carriers) and two Knights. It's a good idea to take out the Watchers as a priority and to also use the balcony areas running up either side of the main platform here so that you can deal with the quicker enemies before the slow, lumbering Knights reach your position.

When the area is safe, check out footbridge linking the balconies in the center of the room. There is a Forerunner Console [Mission Intel 03/05] at the base of this on the side furthest from the entrance.

With the room clear, the door to the next area will open. Mosey on through here and step on the platform in the next room to be transported to another structure in the distance.

As soon as the lift docks at the platform, enemies will spawn in your path ahead. There will be a Soldier with a Turret on both the curved ramps to the left and right leading to the next area as well as a good 15-20 Crawlers initially. As you work your way towards the far end of the area, Crawlers and Turret Soldiers will retreat up the ramps. If you head up the left hand curvy-ramp and hop on the raised section of wall near the top, you can find a Unique Weapon [Scattershot 'Didact's Signet'].

Continuing up the ramps will have additional crawlers spawn. There is also second floor to the structure here, which features another 10-15 Crawlers that you will also need to deal with as you move forward in order to progress.

Once you have cleared out all of the enemies on the first two levels, climb the curved ramps to the top level. Move towards the door ahead and a pair of Soldiers and two Promethean Laser Turrets will appear. Duck behind the cover shields conveniently placed here and take out the Soldiers before focusing on the Laser Turrets. Killing these enemies will open the door they are guarding.

Move through the hallway here and exit onto another platform.

This is the most heavily defended of the areas we have experienced so far and can be very tricky. The area itself has a pair of ramps leading to a balcony area overlooking the ground platform.  From the get go, you'll be targeted by Soldiers at ground level with Binary Rifles behind blue energy shields as well as three Soldiers with Splinter Turrets up top. To add to the fun, there will be a pair of Watchers flying about and another 10-12 Soldiers with an assortment of weapons also becoming aware of your presence painfully quickly.

Stay in cover and deal with the Watchers first, before dispatching the Soldiers with the Binary Rifles. If any of the standard Soldiers move in close to attack, be sure to focus on them before returning to our priority targets. If you can move up and nab one of the Binary Rifles once you kill the snipers, you can use this to deal some decent damage to the Turret-wielding Soldiers on the top deck from behind cover.

When the area is clear, return to the lower platform and look in the room behind the blue energy shields for a Forerunner Console [Mission Intel 04/05].

Note: At this point we can also grab the Famine Skull. In the small U-shaped hallway behind the pair of blue energy shields, you'll find a support jutting out from the wall in the center. The Skull is on the ground on the lip of the raised section of ground surrounding the support… I guess they forgot to hide this one!

Make your way to the upper level and step on the indicated platform to be whisked away to yet another Forerunner structure in the distance.

Stepping off the platform at the new location will see you immediately engaged by a group of four Soldiers who are waiting for you. As you fight them, additional enemies will begin spawning further into the platform. As you move up, you'll notice them – two Promethean Laser Turrets, a pair of Soldiers with Splinter Turrets and 6-8 regular Soldiers. This sub-area consists of a pit in the center with a balcony around the outside and Man-Cannons that allow you to switch sides on the fly. There is plenty of cover here for us to use in taking down enemies, but if the Laser Turrets get annoying, feel free to fall back to the lift platform and let the Soldiers come to you.

As you move further along the platform you'll encounter a second sub-area identical to the first with the large circular ground level pit in the center with a balcony around the outside and Man-Cannon jumps allowing you to traverse the battlefield quickly. This area is again guarded by a number of Soldiers and a decent showing of Crawlers. Behind a glass panel between the two ground pit areas there is a weapon rack with an Incineration Cannon.

Fight your way through the second sub area before moving down towards the doorway in the distance. Easier said than done! In your path is a pair of Knights with incineration Cannons and 5-6 Soldiers with ranged weapons including Binary Rifles. Additional sniper Soldiers will spawn as you eliminate the first group, so be sure to remain on your guard. If you picked up the Incineration Cannon I mentioned earlier, well those Knights are just asking for it! There are a couple of weapon racks with Light Rifles overlooking this final area, so it's probably wise to grab one of those and use it to deal with the Soldiers when you see them.

After clearing the area, head back to the second sub-area with the pit and man-cannons. Look directly below the glass panel overlooking the area and tucked in behind a piece of cover here you'll find a Forerunner Console [Mission Intel 05/05].

Make your way down to the newly opened door and proceed inside.

Good news everyone! The Warden is back and this time… in triplicate form. That's right you'll have to simultaneously fight and take down three Wardens. Fortunately, this time around they will not spawn additional enemies. Unfortunately, all three of them will commence attacking at once.

Note: If you are playing on co-op, there is an Achievement 'Prison Break' for simultaneously defeating two of the Wardens on Heroic or higher difficulty.

The trick to surviving this fight is to keep awareness of the location of the Wardens at all times. A single blow from his sword or energy attack will knock you out so it is imperative that you know where they are and are able to escape when necessary. This can be facilitated by the presence of man-cannons on either side of the area or by sprinting out of range.

As with the previous fight with the two Wardens, you should try to focus on fighting one at a time, whilst avoiding the others as much as possible. Remember that you'll need to shoot the glowing blue section in the center of their backs for major damage, whilst damaging the glowing orange sections in his armor, or detonating a grenade close to him stun them temporarily, allowing you to dish out some extra damage.

There are several weapon racks with Incineration Cannons around the area. One on the far left, another on the far right and one against the far wall opposite the entrance. These weapons are an absolute must as they will greatly reduce the length of the fight by dishing out top shelf damage. If you can get your squad to attack one of the Wardens as a distraction so that you can position yourself behind him for some sneaky shots in the back with the Incineration Cannon, it won't take long for all three to fall.

As per usual, if you are playing with friends, you can also have one person kite the Warden/s around the area whilst the others chase them whilst and firing on their weak spots.

Once the fight is over, a ramp will lower, allowing you to access a doorway above. Enter and follow it to the far end. Cross the energy bridge here to end the mission.

Note: At this point you'll earn the achievement ‘A New Dawn'.

Mission 15: Guardians

Collectibles
Skulls	01
Mission Intel	10
Unique Weapon/s	02
Note: I am currently missing one of the Mission Intel items in this mission. I'll update it as soon as I find it. If you find it, please shoot me an email and let me know! 

Part 1: Leave No Spartan Behind

Exit the starting tunnel and you'll be in a prison of sorts. You can wander around the room and check out some of the enemies that you've encountered in the game to date along with a few comments from your squad mates and the Monitor buzzing around. The most important things here however are the Forerunner Console [Mission Intel 01/10] which can be found outside the enclosure with the Elite and Forerunner Console [Mission Intel 02/10] outside of the Grunt enclosure.

Exit the room via the door opposite the entry and make your way across the bridge to the platform at the end. Ride this down to the next area below.

Upon reaching the bottom, enter the icy cave. Ahead, there is a large scale battle going on between a large force of Covenant made up of a pair of Hunters, 6-8 Elites and a large number of Grunts and Jackals who are fighting off 3-4 Knights and several Soldiers. Whilst most of the action will take place at ground level, Jackals and Soldiers will also use the ledges around the edge of the room and there will also be a pair of Soldiers with Beam Rifles on a Forerunner platform in the center of the area.

On the higher difficulties, this can be quite hard due to the firepower ahead. As such, its best to be a little patient, hang back and let the Covenant forces and Prometheans fight amongst themselves to thin out the numbers a little before moving in. There is a Binary Rifle in a weapon rack to the right of the entrance we can use to keep our distance. It's a good idea to take out the sniper Soldiers on the central platform first and then assume their position, pick up their Binary Rifles and use it to clear out the remaining enemies below.

This upper Promethean platform also features a nice view of the area, more sniper weaponry and a dead Elite next to a Covenant Data Pad [Mission Intel 03/10]. There is also a Unique Weapon [Plasma Caster 'White Scar'] hidden in a small niche between a piece of Covenant ship debris and an rock structure leading up to the sniping platform.

When you are ready to progress, cruise on through the next door.

In the next room, you'll be ambushed as soon as you enter. There is a group of 10-12 Soldiers, a Knight and 5-6 Crawlers in here. At the back of the room, flanking the door that we want to get to is a pair of Promethean Laser Turrets. The room itself has a pair of ledges running up the sides to give you a height advantage over the enemies hanging out at ground level, whilst also providing enough cover to avoid the Laser Turret fire. Even so, its probably best to lure the enemies back towards the entrance to avoid the laser turrets all together as they pack a punch!

After clearing the area, the Monitor will open the door the enemies were protecting. Inside there are four weapon racks with an assortment on Promethean weapons including Beam Rifles and Light Rifles if you need to switch or grab some ammo.

Ahead, you'll see the Alpha Core, the first of five energy cores that we'll need to destroy to continue. As you approach it, a group of Soldiers will spawn and at the same time, a Covenant Phantom will drop off a group off a Ghost along with a group of Grunts and Elites. We can charge right in and fight everything at once, or keep your distance and let the enemies fight amongst themselves before we move in to mop up any survivors.

Once the area is clear, you can grab a Mantis from the right hand side of the area, the Ghost (if you didn't destroy it during the fight) or a Mongoose. Either way, you'll want to grab a vehicle. Use whatever you like (although I most definitely prefer the Mantis) to destroy the Alpha core.

After destroying the Alpha Core, inspect the crashed Covenant Phantom on the left side of the room (from our initial entry) to find a Covenant Data Pad [Mission Intel 04/10].

There are four more energy cores that we'll need to track down and destroy and we can approach them in any order.

Note: If playing co-op, there is an Achievement ‘Double Stuff' for simultaneously destroying two Energy Cores on Heroic or higher difficulty.

Note: There is also an Achievement ‘Icy Cool' for performing a ground pound attack on an Energy Core on Heroic or higher difficulty.

Beta Core

Exit from the Alpha Core room using the right hand passage and approach the blue energy shield, the Beta Core is behind it. Before taking this out, move over to the entrance to the tunnel to the left of the shield and climb up the icy ledges to the left. On the platform up here you'll find a Covenant Data Pad [Mission Intel 05/10].

Drop back down and return to and destroy the blue energy shield. As the shield comes down, a pair of Hunters will emerge. Take them down using the vehicles on hand and proceed to the Beta Core. As you get close a group of 5-6 Elites (including one with a Fuel Rod Cannon) will drop down from a ledge above and you'll want to deal with them before turning your attention to the energy core.

Gamma Core

From the Beta Core room, take the far, left exit from our entry point. As you exit, you'll encounter a Shade Turret on the icy ledge directly ahead and three Ghosts at ground level. If you still have your Mantis in play, this should not prove much of a challenge. The Gamma Core itself is quite close and is located just down to the right behind a section of wall and guarded by another Ghost and Shade Turret.

After clearing the enemies, move down to destroy the Gamma Core. From this location, look above the nearby tunnel to spot a crashed Pelican on a ledge above. Use the icy slope nearby to the other blue energy shield leading back to the Beta Core room to climb up to it to find a UNSC Data Pad [Mission Intel 06/10].

Note: At this point we can also grab the Tough Luck Skull. It is on the ledge just to the left of the Pelican in the previously described collectible location (which was on the right side of said Pelican). To reach it, return to the Gamma Core location and find where the Forerunner structure meets the icy cliff behind it. From here climb up and navigate the narrow ledges on the cliff, jumping when required until you reach the platform. The Skull is situated at the bottom of a pile of rocks.

Delta Core

From the Gamma Core, follow the wall of the large Forerunner building around to the right. As you go, you'll need to be conscious of and fight off several Shade Turrets, multiple Ghosts and a Wraith. The Delta Core itself is in roughly the same position as the Gamma Core, also behind a protective section of wall but this time around the opposite end of the Forerunner structure.

As you approach the Delta Core, a pair of Promethean soldier snipers and five Promethean Laser Turrets will phase in around the core. Use the rocks and large pillars leading up to the area as cover and take them out before proceeding to the core itself.

Enter the small tunnel beside the Delta Core and follow it until you find a Ghost. On the ground next to this is a Covenant Data Pad [Mission Intel 07/10]. Slightly further into the tunnel is a Mongoose along with a Rocket Launcher and Battle Rifle. Return to the Delta Core location.

Epsilon Core

Follow the wall to the left of the Delta Core until you find a passage through to the Epsilon Core's location. Before heading through the passage climb the icy slope to the left to find a Broken Constructor [Mission Intel 08/10]. Now head through the passage and at the far side, you'll see the Epsilon Core to your left. Instead of heading here right away, enter the cave ahead and just to the right to find another Mantis (if you need a replacement) and a UNSC Data Pad [Mission Intel 09/10] on the ground by a Battle Rifle and a SAW. If you take the upper exit from the cave, there is a Unique Weapon [Beam Rifle ‘The Twin Jewels of Maethrilian'] overlooking the core below.

At this point you'll want to advance on Epsilon Core. As you get close you'll see a large group of Crawlers, a couple of Soldiers and a pair of Knights in and around the core's immediate area. Eliminate them with vehicular goodness and then dish the same onto the energy Core to continue.

Now that all five energy cores have been destroyed, an override control will appear in the open area directly in front of the large forerunner structure in the center of the area. Make your way back to this area and prepare yourself for another fight. There will be a Shade Turret and a Promethean laser Turret looking over the panel we need to interact with. Additionally, we'll have some Ghosts at ground level to contend with and Knights and Soldiers to boot.

Interact with the override panel to unlock the large Forerunner structure in the distance. Move up and head inside.

Going inside will trigger a large number of Soldiers to phase into the area and they'll take up position both on the balconies running around the outside of the room and at ground level. Several of the Soldiers will also equip themselves with Splinter turrets, so keep in cover when you have the attention of one of them. It's a good idea to stay on the upper decks, so that you can maintain a decent vantage point over the room below. We can also use the man-cannons here to launch between the various balcony platforms, making it easy to escape if you get into a bit of a jam. There are also a number of weapon racks up here containing Beam Rifles, Fuel Rod Guns and a number of other weapons.

Once the numbers are running thin, you'll get an updated objective to activate some panels on the balconies on either side of the room. Use your Artemis scan to locate them and interact with both of them to continue.

Triggering both consoles will cause a large wave of Crawlers and four Watchers to spawn in the room and attack. As per usual, get rid of the Watchers first before turning your attention to the Crawlers. If they manage to get up on you quickly (and they will) and overwhelm you, use the Man-cannons to move around the room to safety. As you clean out the Crawlers, additional Watchers and Crawlers will spawn before a pair of Knights also show up. A further four Knights and four Watchers will show up as the middle structure begins to open. As always, keep mobile and deal with the Crawlers and Watchers before focusing on the Knights.

When you are able, move over and stand on the large disc-shaped platform on the floor in the center of the room. This will lower you to an area below.

Part 2: The Reclamation

This part of the level is short and sharp. Simply walk towards the top of the hill in front of you and move towards the spherical core object at the end of the platform. You'll fall over a few times on the way, but as long as you keep moving forward when you get back up again, you'll reach the destination and a scene will play to end the game.

Congratulations, you just completed Halo 5: Guardians.

Note: At this point you'll earn the achievement ‘Sentinels'.

 

 

Skulls

Skulls are a form of hidden collectible placed in hard to reach locations throughout the Halo 5: Guardians campaign. As with their first appearance in Halo 2, Halo 3 and Halo: CE Anniversary Edition, each of the campaign Skulls that is found can be picked up to unlock a gameplay modifier to mix up the standard Halo 5 gameplay.

Here's some general information about the skulls:

There are 13 Skulls in total hidden within the Campaign.
Unlike Halo 2 and Halo 3, with the exception of the Skull on 'Mission 03: Glassed' the Skulls in Halo 5: Guardians can be found on any difficulty. The Skull on 'Mission 03: Glassed' requires you to play on Legendary difficulty.
In some cases there may be more than 1 Skull hidden in a campaign level.
Campaign Skulls can be picked up in single or co-operative modes and when picked up, all players will receive the Achievement (if applicable).
Each campaign Skull you pick up will alter the game experience in its own unique way. Some will make it more challenging, others will cause enemies to behave differently and some alter game play physics. It's up to you to try each one out and decide which ones you like to play with!
Unlike the skulls present in Halo 2, Halo 5: Guardian's campaign Skulls will not activate on pickup. To activate the Skulls you need to go to the Skull section of the campaign menu.
Skull Names and Effects

Here you'll find a table of all of the Skulls' names, their effects and in which level you will find them. You can use that information to determine which level you need to play to unlock a specific effect. You'll find a guide below for finding each Skull broken down by levels.

Anywho, here is a list of all the skull modifiers included in the game and their effects on gameplay:

Skulls and Effects   
Name	Effect	Level
Black Eye	After taking damage, your shields will not recharge. You can only recharge your shields by performing melee attacks on enemies.	Blue Team
Blind	Your entire HUD, motion sensor, reticules, weapon and arms will be removed from the screen completely.	Unconfirmed
Catch	Enemies will throw and carry more grenades than usual.	Enemy Lines
Cowbell	Acceleration of objects effected by explosions is increased. This is particularly useful for increasing the height of grenade jumps.	Battle For Sunaion
Famine	Weapons dropped by enemies or picked up from the environment will have half the ammo that they would usually have.	The Breaking
Fog	Your motion sensor is disabled.	Reunion 
Grunt Birthday Party	Performing a head shot on a Grunt will cause it to explode in a shower of confetti whilst cheers can be heard in the background.	Reunion
Iron	
Makes the game more difficult by messing with death and checkpoints. You cannot be revived or revive squad mates.

In single player, if you die at any time you will have to restart the level.

In co-operative mode, the death of one player will cause all players to reset to the previously obtained checkpoint.

Glassed
IWHBYD	Enemies and allies get additional humorous dialogue.	Osiris
Mythic	Enemies have increased health.	Swords of Sanghelios
Thunderstorm	All enemies will be the next rank up from usual. Normal Elites will be upgraded to Captain Elites for example.	Evacuation
Tilt	Enemy resistances and weaknesses are increased.	Genesis
Tough Luck	Enemies dodge/avoid weapon and grenade attacks much easier.	Guardians
Multiplayer Guide

Coming soon!

Achievement Guide

Coming soon!

Miscellaneous

Contact Me

Did you enjoy or dislike the guide? Is there something missing? Do you have an alternate strategy? If so and you feel the need to contact me, there are a couple of ways you can go about doing this. You can reach me at:

Email	
sokkus [at] hotmail [dot] com

Please use the subject 'Halo 5'.

Facebook	
Alternatively, you can check out my Facebook page and ask a question and I'll try to get back to you as soon as I can:

https://www.facebook.com/pages/Sokkus/356910437737253

Xbox Live	
You can also add (or follow) me on Xbox Live. I usually don't play a whole lot of co-op and do most of my stuff offline, but you can keep an eye on my progress through games and stuff. That's cool too i guess!

GT: Spangalore

About Me

Im 30, Australian and live with my lovely wife. I have been thrice named as the world sexiest hugging machine. I work full time and study at University full time as well. I write game guides as a hobby in what little spare time I have and have thouroughly enjoyed writing each and every one. Please head over to the website I write for - www.consoledomination.com to check out some of my guides, previews and reviews.

If you enjoyed using this guide, or it has helped you along and you are on GameFAQs, Please hit the recommend button at the top of the page!

Please feel free to send me an email with any suggestions or corrections and check out some of my other guides at the link below.

http://www.gamefaqs.com/users/sokkus/contributions/faqs

Special Thanks

I would like to thank the following people/entities:

GameFAQs for always being there when I needed help and for accepting my FAQ.
343 Industries for a fantastic addition to the Halo series.
My lovely wife Kumiko, who is always incredibly patient and understanding.
And everybody who has taken the time to read my FAQs so far.
Bull5786, Hypnofunk and Molestedballoon for emailing me regarding the location of the Iron and Thunderstorm Skulls on 'Glassed' and 'Evacuation'
Version History

Version 1.01

Date Submitted: 28/10/2015

The guide currently contains:

Full walkthrough to the game from start to finish.
Gameplay guide started.
Skull list and effects.
All 13 Skulls incorporated into walkthrough.
Version 1.00

Date Submitted: 27/10/2015

The guide currently contains:

Full walkthrough to the game from start to finish.
Gameplay guide started.
Skull list and effects.
Legal

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