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{{Status|Gameplay}}
{{Title|Blue Team/Walkthrough}}
{{Title|Blue Team/Walkthrough}}
{{Walkthrough infobox
{{Walkthrough Infobox
||era = [[File:H5G-KeyArt-Vertical.jpg|40px|link=Halo 5: Guardians]]
|era = [[File:H5G-KeyArt-Vertical.jpg|40px|link=Halo 5: Guardians]]
|prev = [[Osiris (level)/Walkthrough|Osiris]]
|prev = [[Osiris (level)/Walkthrough|Osiris]]
|next = [[Glassed/Walkthrough|Glassed]]
|next = [[Glassed (level)/Walkthrough|Glassed]]
|name = Blue Team
|name = Blue Team
|image = [[File:H5G-BlueTeam GI 2.jpg|300px]]
|image = [[File:H5G-BlueTeam GI 2.jpg|300px]]
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* 1st player: [[John-117]]
* 1st player: [[John-117]]
* 2nd player: [[Kelly-087]]
* 2nd player: [[Kelly-087]]
* 3rd player: [[Frederic-104]]
* 3rd player: [[Fred-104]]
* 4th player: [[Linda-058]]
* 4th player: [[Linda-058]]
|objective = Secure ''Argent Moon'' from Covenant pirates.
|objective = Secure ''Argent Moon'' from Covenant pirates.
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|starting weapons =  
|starting weapons =  
* [[MA5D assault rifle]]
* [[MA5D assault rifle]]
* [[M6H2 magnum]]
* [[M6H magnum#Variant|M6H2 magnum]]
* [[Oathsworn]] [[M45D shotgun]]
* [[Oathsworn]] [[M45 shotgun|M45D shotgun]]
* [[M395 DMR]]
* [[M395 DMR]]
* [[Nornfang]] [[SRS99-S5 AM sniper rifle]]
* [[Nornfang]] [[SRS99-S5 AM sniper rifle]]
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*** [[Sangheili Storm]]
*** [[Sangheili Storm]]
*** [[Sangheili Ranger]]
*** [[Sangheili Ranger]]
*** [[Commander (Covenant)|Commander]]
*** [[Sangheili Commander]]
*** [[Sangheili Warrior]]
*** [[Sangheili Warrior]]
*** [[Sangheili Zealot]]
*** [[Sangheili Zealot]]
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*** [[Unggoy Imperial]]
*** [[Unggoy Imperial]]
|skulls = Black Eye
|skulls = Black Eye
|pagegamelabel=H5G
}}
}}
This is a walkthrough for the second level of ''[[Halo 5: Guardians]]'', [[Blue Team (level)|Blue Team]]. It is written for play at [[Legendary]] and [[Heroic]] difficulty, although it also contains notes for lower difficulties and [[cooperative play]].
This is a walkthrough for the second level of ''[[Halo 5: Guardians]]'', [[Blue Team (level)|Blue Team]]. It is written for play at [[Legendary]] and [[Heroic]] difficulty.


== Level notes ==
== Level notes ==
* This level is all [[Covenant]] unlike the previous one, so the [[Noob Combo]] is now viable. The plasma pistol can now be smart-scoped, for "peppering" at long distance with small shots and also to make the overcharge more accurate. Note that on Legendary, high-ranked Elites like Warriors and Zealots can resist one overcharge, needing two following headshots to be killed.
* This level is all [[Covenant]] unlike the previous one, so the [[Noob Combo]] is now viable. The plasma pistol can now be smart-scoped, for "peppering" at long distance with small shots and also to make the overcharge more accurate. Note that on Legendary, high-ranked Elites like Warriors and Zealots can resist one overcharge, needing two following headshots to be killed.
* You have access to every human weapon except the [[M6 Spartan Laser|Spartan Laser]] and [[SRS99-S5 AM sniper rifle|Sniper Rifle]] (if Linda's [[Nornfang]] is not included) in this level and a lot of Covenant ones. As such, there are many more ways to get through encounters and more firepower when you need it.
* You have access to every human weapon in this level and a lot of Covenant ones. As such, there are many more ways to get through encounters and more firepower when you need it.
* On Heroic, the DMR takes five shots to kill an Elite Storm in 1.4 seconds, while the Battle Rifle takes 4 shots in 1.3 seconds. However, the Battle Rifle has 12 shots per magazine while the DMR has 15, and has 48 shots total while the DMR has 60. As for the Carbine, it takes six shots to kill in 1.3 seconds, but has 20 rounds per magazine and can carry 100 shots total. Ammo for the battle rifle is plentiful, DMR ammo is slightly rarer, and carbines are only available in two rooms.
* On Heroic, the DMR takes five shots to kill an Elite Storm in 1.4 seconds, while the Battle Rifle takes 4 shots in 1.3 seconds. However, the Battle Rifle has 12 shots per magazine while the DMR has 15, and has 48 shots total while the DMR has 60. As for the Carbine, it takes six shots to kill in 1.3 seconds, but has 20 rounds per magazine and can carry 100 shots total. Ammo for the battle rifle is plentiful, DMR ammo is slightly rarer, and carbines are only available in two rooms.
* Blue Team is best used to finish off weakened opponents or to lure out strong ones. If one targets an Elite upon dropping its shield, they're usually capable of finishing it off. However, don't leave a single enemy targeting for too long or they might suicidally charge it. If you suspect a strong enemy like a Zealot is still in the room, send your Spartans ahead to see if it goes for them.
* Blue Team is best used to finish off weakened opponents or to lure out strong ones. If one targets an Elite upon dropping its shield, they're usually capable of finishing it off. However, don't leave a single enemy targeting for too long or they might suicidally charge it. If you suspect a strong enemy like a Zealot is still in the room, send your Spartans ahead to see if it goes for them.
* The best weapon to arm Blue Team with is [[MLRS-1 Hydra|Hydra launchers]]. The NPC Spartans are capable of firing them rapidly from long-range without having to reload, they have lots of splash damage, and they're both strong enough to deal with high-ranked enemies while weak enough that Blue Team won't shy from using them on minor infantry. There are five Hydra Launchers total available in the level.
* The best weapon to arm Blue Team with is [[Hydra MLRS|Hydra launchers]]. The NPC Spartans are capable of firing them rapidly from long-range without having to reload, they have lots of splash damage, and they're both strong enough to deal with high-ranked enemies while weak enough that Blue Team won't shy from using them on minor infantry. There are five Hydra Launchers total available in the level.
* Fred is armed with a DMR, Kelly with her shotgun [[Oathsworn]], and Linda with her sniper rifle Nornfang. Their disposable secondaries are M6H pistols. Nornfang and Oathsworn both lack their built-in boosts and upgraded attributes from multiplayer, so assume their weapons are functionally normal.
* Fred is armed with a DMR, Kelly with her shotgun [[Oathsworn]], and Linda with her sniper rifle [[Nornfang]]. Their disposable secondaries are M6H pistols. Nornfang and Oathsworn both lack their built-in boosts and upgraded attributes from multiplayer, so assume their weapons are functionally normal.
* On Heroic, automatic weapons like the assault rifle, SMG, and storm rifle are viable. On Legendary, they're better ignored for the noob combo.
* On Heroic, automatic weapons like the assault rifle, SMG, and storm rifle are viable. On Legendary, they're better ignored for the noob combo.
* Any rank of Elite can toss grenades now. Keep strafing and avoid backing into a corner.
* Any rank of Elite can toss grenades now. Keep strafing and avoid backing into a corner.
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* Enemies with active camouflage cannot be targeted. Disrupt their shields to make them easier to see.
* Enemies with active camouflage cannot be targeted. Disrupt their shields to make them easier to see.
* The Banshee is more powerful and durable than it was in ''Halo 4''. It can recover from incidental damage with its energy shield, and its flips and spin tricks are faster. Additionally, its fuel rod gun can lock on again. It's typically better to rely on the fuel rod gun rather than its plasma guns, as the fuel rod kills quicker. If one fires a fuel rod as they flip, the projectile will travel faster. It takes two fuel rods to destroy an enemy Banshee, one to break the shield and another to blow it up. Blue Team will also join you in Banshees, though they typically stick to plasma shots.
* The Banshee is more powerful and durable than it was in ''Halo 4''. It can recover from incidental damage with its energy shield, and its flips and spin tricks are faster. Additionally, its fuel rod gun can lock on again. It's typically better to rely on the fuel rod gun rather than its plasma guns, as the fuel rod kills quicker. If one fires a fuel rod as they flip, the projectile will travel faster. It takes two fuel rods to destroy an enemy Banshee, one to break the shield and another to blow it up. Blue Team will also join you in Banshees, though they typically stick to plasma shots.
* Activating the Tilt skull is also recommended for this mission due to the many Elites present. This makes the storm rifle and Carbine viable weapons to use against them.


== Blue Team (Level Start) ==
== Blue Team (Level Start) ==
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* '''John''': "We clear the Covenant and return this station to ONI."
* '''John''': "We clear the Covenant and return this station to ONI."
* '''Kelly''': "Fastest route to retrieval is to seize Central Control. Eliminate hostiles between here and there, then deactivate gravity and life support systems."
* '''Kelly''': "Fastest route to retrieval is to seize Central Control. Eliminate hostiles between here and there, then deactivate gravity and life support systems."
* '''Linda''': "Ship data center is just ahead. We can pull down ''Argent Moon''{{'}}s schematics there."
* '''Linda''': "Ship data center is just ahead. We can pull down ''Argent Moon''<nowiki>'</nowiki>s schematics there."


You start with an assault rifle and a magnum. There's no combat in the level until you pass the first Mission Intel and enter the second room. There will be two Grunts examining consoles unaware of your presence, and a third one in a tunnel to the right. Past them in the next room are two Jackals, an Elite Commander and Warrior leading some Grunts, and another Warrior further back with two Jackals and three Grunts that enter after them.
You start with an assault rifle and a magnum. There's no combat in the level until you pass the first Mission Intel and enter the second room. There will be two Grunts examining consoles unaware of your presence, and a third one in a tunnel to the right. Past them in the next room are two Jackals, an Elite Commander and Warrior leading some Grunts, and another Warrior further back with two Jackals and three Grunts that enter after them.
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=== The Shipyard ===
=== The Shipyard ===
* '''John''': "[[MLRS-1 Hydra|Hydra launcher]]."
* '''John''': "[[Hydra MLRS|Hydra launcher]]."
or
* '''Fred''': "There's a Hydra here."


At the top of the platform is a Hydra Launcher. It's a handy weapon with targeting grenades that's easy to fire and useful on tough foes. But in the upcoming section there's going to be ''a ton'' of Jackal Rangers, who easily dodge the grenades and are too numerous for a weapon that can only lock-on to one enemy at a time. So order a teammate to pick up the Hydra instead. Kelly is the best choice; she'll use it the most often because her shotgun has a rather short range. Make sure she or another teammates goes through this level with it, because it will be very important later.
At the top of the platform is a Hydra Launcher. It's a handy weapon with targeting grenades that's easy to fire and useful on tough foes. But in the upcoming section there's going to be ''a ton'' of Jackal Rangers, who easily dodge the grenades and are too numerous for a weapon that can only lock-on to one enemy at a time. So order a teammate to pick up the Hydra instead. Kelly is the best choice; she'll use it the most often because her shotgun has a rather short range. Make sure she or another teammates goes through this level with it, because it will be very important later.
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* '''Fred''': "They're strong, but slow. Use the lab equipment to keep above them and out of their reach."
* '''Fred''': "They're strong, but slow. Use the lab equipment to keep above them and out of their reach."


Now comes the tough part. You and your teammates are put up close against two [[Mgalekgolo|Hunters]] in this fairly small lab. While Hunters' melee range isn't quite as large as it was in ''Halo: Reach'', they've got a lot of health, are much faster than in the previous games, and most of their attacks are a one-hit KO. Additionally, if you get too far out of their range, instead of firing a complete fuel rod, they'll fire a dozen mini-shots that will track you and quickly strip your shield. While this attack is slightly less deadly because it's not instantly fatal, it does screw up attempts to try and pick at them from long range, because they're now better at doing that than you. What you've got on your side is your teammates and any of the weapons you've brought down here.
Now comes the tough part. You and your teammates are put up close against two [[Mgalekgolo|Hunters]] in this fairly small lab. While Hunters' melee range isn't quite as large as it was in ''Halo: Reach'', they've got a lot of health, are much faster than games, and most of their attacks will down you in one hit. Additionally, if you get too far out of their range, instead of firing a complete fuel rod, they'll fire a dozen mini-shots that will track you and quickly strip your shield. While this attack is slightly less deadly because it's not instantly fatal, it does screw up attempts to try and pick at them from long range, because they're now better at doing that than you. What you've got on your side is your teammates and any of the weapons you've brought down here.


When the fight starts, one of the Hunters will emerge by the elevator while the other one will stay back for now. The first Hunter always turns its back for some reason at the start, so target it and try to stick its back with plasma grenades. When it turns, duck into the elevator. The elevator is the safest place in this room; despite the cracked glass, it actually can't break and they never enter inside it. Blue Team, at your targeting, should open fire on the Hunter with their two Hydra launchers. They've got enough explosive firepower to blow off the Hunter's backplate and keep him defensive, but it can still overwhelm them. So when his back is exposed, sneak up behind the Hunter, scope in the Blaze of Glory, and then shoot it in the back. Two meatshots should be enough to kill it. If it turns midshot, ''run'', because the Hunter dominates at close range. If you're using the energy sword, it could take faster, but you'll be even closer to the Hunter than with the shotgun. Using the SMG spray can also help distract it if it gets too aggressive toward a single teammate. Strike hard, but don't get impatient.
When the fight starts, one of the Hunters will emerge by the elevator while the other one will stay back for now. The first Hunter always turns its back for some reason at the start, so target it and try to stick its back with plasma grenades. When it turns, duck into the elevator. The elevator is the safest place in this room; despite the cracked glass, it actually can't break and they never enter inside it. Blue Team, at your targeting, should open fire on the Hunter with their two Hydra launchers. They've got enough explosive firepower to blow off the Hunter's backplate and keep him defensive, but it can still overwhelm them. So when his back is exposed, sneak up behind the Hunter, scope in the Blaze of Glory, and then shoot it in the back. Two meatshots should be enough to kill it. If it turns midshot, ''run'', because the Hunter dominates at close range. If you're using the energy sword, it could take faster, but you'll be even closer to the Hunter than with the shotgun. Using the SMG spray can also help distract it if it gets too aggressive toward a single teammate. Strike hard, but don't get impatient.


When the first Hunter dies, the second Hunter will go berserk. Its eyes will glow, green electricity will spark between its spines, and it will increase its rate of fire. The enraged Hunter can fire two fuel rods at a time, and will charge for you for longer. You need Blue Team to keep it on the defensive. When the first Hunter dies, target the second and fall behind cover. Blue Team's grenade barrage will force it to defend, letting you sneak around to blast it in the back again. You can skip the fight entirely by using the platforms to stay above the hunters, run to the vent and unlock it. Watch out for hunters as you do so. Jump down the vent. Blue team will follow you through. This unlocks the achievement “I thought I lost you” (note this makes it so there are four hunters at the end of the level while you wait for the prowler to fuel.)
When the first Hunter dies, the second Hunter will go berserk. Its eyes will glow, green electricity will spark between its spines, and it will increase its rate of fire. The enraged Hunter can fire two fuel rods at a time, and will charge for you for longer. You need Blue Team to keep it on the defensive. When the first Hunter dies, target the second and fall behind cover. Blue Team's grenade barrage will force it to defend, letting you sneak around to blast it in the back again.


When the Hunters are both dead, follow the waypoint to the vent you need to open to progress. The Blaze of Glory isn't necessary after this section, especially on Legendary, but the only weapons you'll find here are assault rifles and battle rifles. Grab more grenades if you need them then follow your team down the vent.
When the Hunters are both dead, follow the waypoint to the vent you need to open to progress. The Blaze of Glory isn't necessary after this section, especially on Legendary, but the only weapons you'll find here are assault rifles and battle rifles. Grab more grenades if you need them then follow your team down the vent.
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* '''Jackal 2''': "Jul 'Mdama is dead! Regroup! Attack [[Sanghelios]]!"
* '''Jackal 2''': "Jul 'Mdama is dead! Regroup! Attack [[Sanghelios]]!"


The reactor room returns you back from small enclosed engagements to big wide ones. But despite the increased space, this room is especially challenging because of two factors: Jackal Snipers and enemy plasma turrets. If you haven't been using the Noob Combo or Smart Scope up until now, now is a good time to get acquainted with both. After dropping down the vent, you'll reach an balcony overlooking several shield Jackals, a few Jackal Rangers stationed on other platforms, and two Elite Rangers as well, with more enemies in the back. A walkway goes up to the left, a ring in the center serves as a high lookout, and the tough enemies have taken position in the control station on the far side of the room.
The reactor room returns you back from small enclosed engagements to big wide ones. But despite the increased space, this room is especially challenging because of two factors. First, Jackal Snipers. Second, enemy plasma turrets. If you haven't been using the Noob Combo or Smart Scope up 'til now, now's a good time to get acquainted with both. After dropping down the vent, you'll reach an balcony overlooking several shield Jackals, a few Jackal Rangers stationed on other platforms, and two Elite Rangers as well, with more enemies in the back. A walkway goes up to the left, a ring in the center serves as a high lookout, and the tough enemies have taken position in the control station on the far side of the room.


You're given a free opportunity to ground pound two unaware Jackals conversing with each other when entering. As soon as you land, the two Ranger Elites will leap up to the left walkway. On Heroic, you can dash up there and blast them both with the Blaze of Glory as soon as they land. But on Legendary the Jackal Rangers will just shoot you down as you try, so stay back, grab a plasma pistol from a dead Jackal, and emp charge or grenade both Elites. When they're dead, carefully move up the walkway, headshotting any Jackal Rangers you see and helping Blue Team with any shield Jackals. In the middle of the left walkway is a weapons cache with many battle rifles, which you take should you need a refill or if your carbine or DMR's shots are low. Get to it, but don't move up any further, as now you're in range of the turrets and the snipers. Order Blue Team close to you so they can aid you and not rush into fire.
You're given a free opportunity to ground pound two unaware Jackals when entering. As soon as you land, the two Ranger Elites will leap up to the left walkway. On Heroic, you can dash up there and blast them both with the Blaze of Glory as soon as they land. But on Legendary the Jackal Rangers will just shoot you down as you try, so stay back, grab a plasma pistol from a dead Jackal, and emp charge or grenade both Elites. When they're dead, carefully move up the walkway, headshotting any Jackal Rangers you see and helping Blue Team with any shield Jackals. In the middle of the left walkway is a weapons cache with many battle rifles, which you take should you need a refill or if your carbine or DMR's shots are low. Get to it, but don't move up any further, as now you're in range of the turrets and the snipers. Order Blue Team close to you so they can aid you and not rush into fire.


The Jackal Snipers are the top priority, but they have to be lured out. Right after them are the turrets, which are manned by Elites. The rest of the infantry will usually stay back and not harm you. To get the turrets, scope in a plasma pistol, aim for the gunner, and shoot uncharged shots until the gunner's shield breaks. When it pops, switch to the battle rifle to headshot them. It can help to use the squad command to target the gunner so he's easier to see in the dark. Your teammates with Hydra's can be quite helpful if they start blasting the turrets with grenades, but again make sure they stay close to you and not rushing into the fire zone. If you see a glowing red light, that means a Jackal Sniper sees you. Duck back and carefully headshot it. There are two, and they usually miss as long as you keep moving. Usually a hit from them with break your shield and leave you at half health. They ''can'' one-hit-kill you, but only if you stay too still.
The Jackal Snipers are the top priority, but they have to be lured out. Right after them are the turrets, which are manned by Elites. The rest of the infantry will usually stay back and not harm you. To get the turrets, scope in a plasma pistol, aim for the gunner, and shoot uncharged shots until the gunner's shield breaks. When it pops, switch to the battle rifle to headshot them. It can help to use the squad command to target the gunner so he's easier to see in the dark. Your teammates with Hydra's can be quite helpful if they start blasting the turrets with grenades, but again make sure they stay close to you and not rushing into the fire zone. If you see a glowing red light, that means a Jackal Sniper sees you. Duck back and carefully headshot it. There are two, and they usually miss as long as you keep moving. Usually a hit from them with break your shield and leave you at half health. They ''can'' one-hit-kill you, but only if you stay too still.
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When the upper platforms are cleared, you can head for the lower ones where the override controls are. At each will be either Grunts or Jackals, and a Phantom usually arrives to drop off more when they're cleared or if you enter the platforms' center building. It's best to head their on foot, as entering a vacant Banshee will trigger more enemy Banshees spawning. Once again, the carbine is most helpful for picking them off. You might be close enough to use grenades, but keep your distance in case of any Grunts with fuel rod guns. The beam rifle can be used on Elites, and should it run low swap it for a fuel rod gun or plasma pistol.  
When the upper platforms are cleared, you can head for the lower ones where the override controls are. At each will be either Grunts or Jackals, and a Phantom usually arrives to drop off more when they're cleared or if you enter the platforms' center building. It's best to head their on foot, as entering a vacant Banshee will trigger more enemy Banshees spawning. Once again, the carbine is most helpful for picking them off. You might be close enough to use grenades, but keep your distance in case of any Grunts with fuel rod guns. The beam rifle can be used on Elites, and should it run low swap it for a fuel rod gun or plasma pistol.  


Once both platforms are cleared, you can break the door to their control center where the override controls are. Inside the override control rooms are rocket launchers, battle rifles, and dropped fuel rods from the dead Grunts. Take the battle rifle if you're low on carbine ammo. Now it's time to prepare a Banshee. While there are many vacant ones parked all over this area, a hidden Banshee Ultra can be found; unfortunately, it is available only on solo play. It has double the durability of an ordinary Banshee, and its fuel rod does increased splash and residue damage, which will be most appreciated on Legendary. To summon it, grab a rocket launcher (replacing your beam rifle) and head to a large pipe on the lower half of the room that has three outlets connecting to the outermost wall. Follow that pipe to another smaller pipe intersecting it, and on that smaller pipe will be a plasma pistol and an odd protrusion. If one steps into it, lights will flash and after a while a Banshee Ultra will fly by in perfect distance for hijacking. Grab it and land by a override control dock. {{Plain|[https://youtu.be/_WA1TsCHang See here for a guide on how to gain the Banshee Ultra.]}}
Once both platforms are cleared, you can break the door to their control center where the override controls are. Inside the override control rooms are rocket launchers, battle rifles, and dropped fuel rods from the dead Grunts. Take the battle rifle if you're low on carbine ammo. Now it's time to prepare a Banshee. While there are many vacant ones parked all over this area, a hidden Banshee Ultra can be found. It has double the durability of an ordinary Banshee, and its fuel rod does increased splash and residue damage, which will be most appreciated on Legendary. To summon it, grab a rocket launcher (replacing your beam rifle) and head to a large pipe on the lower half of the room that has three outlets connecting to the outermost wall. Follow that pipe to another smaller pipe intersecting it, and on that smaller pipe will be a plasma pistol and an odd protrusion. If one steps into it, lights will flash and after a while a Banshee Ultra will fly by in perfect distance for hijacking. Grab it and land by a override control dock. {{Plain|[https://youtu.be/_WA1TsCHang See here for a guide on how to gain the Banshee Ultra.]}}


Active the override then board your Banshee. When the coolant pipes are exposed, more Banshees will fly as well as Phantoms carrying troops. A Phantom will constantly drop troops in the large center platform where you landed, usually with many Jackal Rangers. Additionally, Grunts with fuel rod guns will hang out in the catwalks and pipes to surprise you. It pays to keep your distance and bomb with your fuel rod from afar. Though there's a limited amount of Banshees and ranger Grunts, the Phantom with the Rangers infinitely returns. Keep away from the middle so that the Jackal Ranger packs don't overwhelm you, and don't let enemy Banshees get behind you. Your waypoint marker will point to where all the pipes that need to be destroyed are.
Active the override then board your Banshee. When the coolant pipes are exposed, more Banshees will fly as well as Phantoms carrying troops. A Phantom will constantly drop troops in the large center platform where you landed, usually with many Jackal Rangers. Additionally, Grunts with fuel rod guns will hang out in the catwalks and pipes to surprise you. It pays to keep your distance and bomb with your fuel rod from afar. Though there's a limited amount of Banshees and ranger Grunts, the Phantom with the Rangers infinitely returns. Keep away from the middle so that the Jackal Ranger packs don't overwhelm you, and don't let enemy Banshees get behind you. Your waypoint marker will point to where all the pipes that need to be destroyed are.
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=== The Prowler Hangar ===
=== The Prowler Hangar ===
* '''Fred''': "There's the Prowler. But the hangar's full of Covenant."
* '''John''': "There's the Prowler. More Covenant. Clear 'em out, prep for launch."
* '''John''': "Clear 'em out and prep for launch."
* '''Fred''': "Do it quick. I'd rather not be here when the station melts around us."
* '''Fred''': "Do it quick. I'd rather not be here when the station melts around us."


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When everything else is dead, press the button in the center balcony to end the level.
When everything else is dead, press the button in the center balcony to end the level.


== Notes for Lower Difficulties ==
{{succession box |before = ''[[Osiris (level)/Walkthrough|Osiris]]'' | title =''Halo 5: Guardians'' Campaign Walkthrough for: | years = '''''Blue Team''''' |after = ''[[Glassed (level)/Walkthrough|Glassed]]''}}
* On [[Easy]] and [[Normal]], no Jackal Snipers will be present, thus making the Beam Rifle unobtainable until [[Reunion]].
* Take your time and clear each area of enemies before moving on. You will learn valuable skills on this level as it contains a little piece of everything you are going to encounter, from open spaces requiring ranged weapons to tight spaces needing close quarters weapons.
* On Easy and Normal, Grunts will man the plasma turrets in the reactor room, and they get replaced by Elites once slain.
* The "[[On My Mark]]" and "[[I Thought I'd Lost You]]" achievements are best tackled on lower difficulties, where ammo is not as crucial and death is not as frequent.
 
== Co-op play notes ==
* As Fred starts with a DMR and three frag grenades instead of two, he can blast groups of enemies with grenades more often; plus, if needed, he can give his DMR to another teammate.
* While Linda normally spawns with her Nornfang sniper rifle, it is not uncommon for the weapon to run out of ammo, so if playing as Linda, replace her Nornfang with a DMR or Carbine when possible.
** The same can be said about Kelly's Oathsworn, which should preferably be replaced with the Blaze of Glory, which can be found on a ledge before starting the second part of the mission, or a Hydra Launcher.
* Players who respawn during many parts of the mission may be equipped with an assault rifle and magnum.
 
{{succession box |before = ''[[Osiris (level)/Walkthrough|Osiris]]'' | title =''Halo 5: Guardians'' Campaign Walkthrough for: | years = '''''Blue Team''''' |after = ''[[Glassed/Walkthrough|Glassed]]''}}
[[Category:Halo 5: Guardians walkthroughs]]

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