Editing Blue Team (level)/Walkthrough

From Halopedia, the Halo wiki

You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{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]]
Line 10: Line 9:
* 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.
|location = ''[[Argent Moon]]''
|location = ''[[Argent Moon]]''
|starting weapons =  
|starting weapons =  
* [[MA5D assault rifle]]
*[[MA5D assault rifle]]
* [[M6H magnum#Variant|M6H2 magnum]]
*[[M6H_magnum#Variant|M6H2 magnum]]
* [[Oathsworn]] [[M45 shotgun|M45D shotgun]]
*[[Oathsworn]] [[M45 shotgun|M45D shotgun]]
* [[M395 DMR]]
*[[M395 DMR]]
* [[Nornfang]] [[SRS99-S5 AM sniper rifle]]
*[[Nornfang]] [[SRS99-S5 AM sniper rifle]]
|enemies =  
|enemies =  
* [[Jul 'Mdama's Covenant faction|Covenant]]
*[[Jul 'Mdama's Covenant faction|Covenant]]
** [[Sangheili]]
**[[Sangheili]]
*** [[Sangheili Storm]]
***[[Sangheili Storm]]
*** [[Sangheili Ranger]]
***[[Sangheili Ranger]]
*** [[Commander (Covenant)|Commander]]
***[[Sangheili Commander]]
*** [[Sangheili Warrior]]
***[[Sangheili Warrior]]
*** [[Sangheili Zealot]]
***[[Sangheili Zealot]]
** [[Mgalekgolo]]
**[[Mgalekgolo]]
** [[Kig-yar]]
**[[Kig-yar]]
*** [[Kig-Yar Storm]]
***[[Kig-Yar Storm]]
*** [[Kig-Yar Heavy]]
***[[Kig-Yar Heavy]]
*** [[Kig-Yar Ranger]]
***[[Kig-Yar Ranger]]
*** [[Kig-Yar Sniper]]
***[[Kig-Yar Sniper]]
** [[Unggoy]]
**[[Unggoy]]
*** [[Unggoy Storm]]
***[[Unggoy Storm]]
*** [[Unggoy Ranger]]
***[[Unggoy Ranger]]
*** [[Unggoy Imperial]]
***[[Unggoy Imperial]]
|skulls = Black Eye
|skulls =
|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 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.
* Jackals are more dangerous now because Rangers can use storm rifles, giving them the same firepower as Elites. As they frequently come in groups, stay back so they don't swarm you.
*Jackals are more dangerous now because Rangers can use storm rifles, giving them the same firepower as Elites. As they frequently come in group, stay back so they don't swarm you.
* If you miss targeting an enemy and instead order your teammates to a far location, just point at the floor and target again to override that command.
*If you miss targeting an enemy and instead order your teammates to a far location, just point at the floor and target again to override that command.
* 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)==
=== The Data Center ===
===The Data Center===
* '''Fred''': "What do we know about ''Argent Moon''?"
*'''Fred''': "What do we know about ''Argent Moon''?"
* '''Linda''': "ONI research station. Went dark nineteen months ago. Last week, Kig-Yar scavengers found it, and sold the find to Jul 'Mdama's people."
*'''Linda''': "ONI research station. Went dark nineteen months ago. Last week, Kig-Yar scavengers found it, and sold the find to Jul 'Mdama's people."
* '''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.
Line 74: Line 71:
When the enemies are dead, grab another of the completely full plasma pistols from the previous room. Your allies' weapons don't matter much for now, but if you'd like you can order them to pick up storm rifles or SMGs from the crates. Refill your magnum ammo from the dispensers nearby and then activate the data center then the elevator for the next encounter.
When the enemies are dead, grab another of the completely full plasma pistols from the previous room. Your allies' weapons don't matter much for now, but if you'd like you can order them to pick up storm rifles or SMGs from the crates. Refill your magnum ammo from the dispensers nearby and then activate the data center then the elevator for the next encounter.


=== The Repair Bay ===
===The Repair Bay===
* '''Fred''': "Most direct route to the shipyard is through the wall ahead."
*'''Fred''': "Most direct route to the shipyard is through the wall ahead."
* '''John''': "Let's charge through."
*'''John''': "Let's charge through."


The elevator deposits you and your team at a platform over the next encounter, which is accessed by charging through a metal barrier and ground pounding the Grunts below. You can actually see down below through a window on the platform. Below are several Grunts, several shield Jackals and Elite Rangers stationed a yard of construction equipment, Jackal Rangers hanging back as marksmen, and a two-storied platform they're defending with more Grunts, two more Rangers, and a Zealot at the top.
The elevator deposits you and your team at a platform over the next encounter, which is accessed by charging through a metal barrier and ground pounding the Grunts below. You can actually see down below through a window on the platform. Below are several Grunts, several shield Jackals and Elite Rangers stationed a yard of construction equipment, Jackal Rangers hanging back as marksmen, and a two-storied platform they're defending with more Grunts, two more Rangers, and a Zealot at the top.
Line 84: Line 81:
When most of the Elites are dead or falling back, the Jackal Rangers will come up and harass with their storm rifles. There's a lot of them and they have long sightlines, so use cover and carefully headshot with your pistol, as well as having Blue Team target them. They often like to take position at a platform on the left, so don't move up until they appear to be dead or retreating.
When most of the Elites are dead or falling back, the Jackal Rangers will come up and harass with their storm rifles. There's a lot of them and they have long sightlines, so use cover and carefully headshot with your pistol, as well as having Blue Team target them. They often like to take position at a platform on the left, so don't move up until they appear to be dead or retreating.


When the remaining Covenant are on the two-storied platform, you have two ways of fighting them. The first is to walk up the platform via its stairs to engage them. This lets you up there quickly but is risky because they have the high ground, so they might charge you on the narrow stairs. The second is to try and flank them by climbing up the crates on the right. This lets you keep some distance from them, though clambering takes time and you may need to jump off if they toss grenades. Pick off the Grunts, and order Blue Team up the stories ahead of you to lure out Elites for noob combos. The last will usually be the Zealot, who will first hang back firing a storm rifle before moving in with an energy sword. Do not head up his stairs to engage him; wait for him to charge your teammates for an easy noob combo.
When the remaining Covenant are on the two-storied platform, you have two ways of fighting them. The first is to walk up the platform via its stairs to engage them. This lets you up there quickly but is risky because they have the high ground, so they might charge you on the narrow stairs. The second is to try and flank them by climbing up the crates on the right. This lets you keep some distance from them, though clambering takes time and you may need to jump off if they toss grenades. Pick off the Grunts, and order Blue Team up the stories ahead of you to lure out Elites for noob combos. The last will usually be the Zealot, who will first hang back firing a storm rifle before moving in with a plasma pistol. Do not head up his stairs to engage him; wait for him to charge your teammates for an easy noob combo.


When the music slows, the area is clear. Your pistol is probably half-empty, so swap it for a DMR hidden under the platform's first story. Grab a plasma pistol as well, or if you're using the SMG you can find some ammo for it behind the crates on the back right of the bay.
When the music slows, the area is clear. Your pistol is probably half-empty, so swap it for a DMR hidden under the platform's first story. Grab a plasma pistol as well, or if you're using the SMG you can find some ammo for it behind the crates on the back right of the bay.


=== 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.
Line 103: Line 98:
When you and your teammates are all armed up, head across the catwalk to initiate the cutscene and the next area.
When you and your teammates are all armed up, head across the catwalk to initiate the cutscene and the next area.


== That Fair and Warlike Form ==
==That Fair and Warlike Form==
=== The Tunnels ===
===The Tunnels===
* '''John''': "Frederic, get us back on course for Central Control."
*'''John''': "Frederic, get us back on course for Central Control."
* '''Fred''': "Bringing up schematics. There's an elevator we can use, but access is four levels down."
*'''Fred''': "Bringing up schematics. There's an elevator we can use, but access is four levels down."
* '''John''': "Mark a path."
*'''John''': "Mark a path."


The first batch of tunnels is in a rough H shape, so it doesn't matter which of the two door you go through. In the middle there will be a tunnel connecting them where three Grunts patrol. They're easy enough to headshot. Sometimes you can assassinate one of them, but which direction they face is random.
The first batch of tunnels is in a rough H shape, so it doesn't matter which of the two door you go through. In the middle there will be a tunnel connecting them where three Grunts patrol. They're easy enough to headshot. Sometimes you can assassinate one of them, but which direction they face is random.
Line 119: Line 114:
When everything in the room is dead, the tunnels are cleared but there's one more thing you must get. This room has a hidden tunnel on its left, behind some small boxes. Enter inside and you'll find another Hydra launcher. Trade for it, bring it to the main room, then trade it again so Linda can pick it up. As for you, take the Blaze of Glory from Fred for yourself now; you can give him an SMG instead. As for your secondary weapon, you can either keep your DMR or carbine, take an SMG too, a plasma pistol, or the energy sword from the Zealot if it has high charge.
When everything in the room is dead, the tunnels are cleared but there's one more thing you must get. This room has a hidden tunnel on its left, behind some small boxes. Enter inside and you'll find another Hydra launcher. Trade for it, bring it to the main room, then trade it again so Linda can pick it up. As for you, take the Blaze of Glory from Fred for yourself now; you can give him an SMG instead. As for your secondary weapon, you can either keep your DMR or carbine, take an SMG too, a plasma pistol, or the energy sword from the Zealot if it has high charge.


=== Hunters in the Dark ===
===Hunters in the Dark===
* '''John''': "Hunters..."
*'''John''': "Hunters..."
* '''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.


=== The Reactor ===
===The Reactor===
* '''Jackal 1''': "What is happening? Why has the fleet come?"
*'''Jackal 1''': "What is happening? Why has the fleet come?"
* '''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.
Line 145: Line 140:
When all the enemies are dead, it's time to collect weapons for the next area. First, pick up the carbine in the floating ring above the reactor. It will have 70 shots, more than both the DMRs and battle rifles, and if you have the previous carbine you can combine their ammo to have the 100 shot maximum. Second, get a Hydra launcher for your third teammate. Go to the weapons crate on the left walkway, and climb up on the pipe on the wall above it. Follow the pipe to its end then jump across a chasm to a balcony on the other side. On that balcony will be a breakable floor, which you can ground pound to find a hidden room with a third Hydra launcher. Next, take a beam rifle from one of the dead snipers as your secondary. If you want to bring a third weapon along, such as the Blaze of Glory or another weapon, drop carry it on top of the reactor and leave it on its edge. It should then come down with you to the following section. Lastly, bring one of the plasma turrets from the reactor control. When you and your teammates are all armed up, press the reactor switch then head to the reactor to ride it to the next section.
When all the enemies are dead, it's time to collect weapons for the next area. First, pick up the carbine in the floating ring above the reactor. It will have 70 shots, more than both the DMRs and battle rifles, and if you have the previous carbine you can combine their ammo to have the 100 shot maximum. Second, get a Hydra launcher for your third teammate. Go to the weapons crate on the left walkway, and climb up on the pipe on the wall above it. Follow the pipe to its end then jump across a chasm to a balcony on the other side. On that balcony will be a breakable floor, which you can ground pound to find a hidden room with a third Hydra launcher. Next, take a beam rifle from one of the dead snipers as your secondary. If you want to bring a third weapon along, such as the Blaze of Glory or another weapon, drop carry it on top of the reactor and leave it on its edge. It should then come down with you to the following section. Lastly, bring one of the plasma turrets from the reactor control. When you and your teammates are all armed up, press the reactor switch then head to the reactor to ride it to the next section.


=== Banshees in Space ===
===Banshees in Space===
* '''John''': "How do we stop it?"
*'''John''': "How do we stop it?"
* '''Fred''': "There are sheds located on either side of the cooling chamber. Those are our targets."
*'''Fred''': "There are sheds located on either side of the cooling chamber. Those are our targets."
* '''John''': "Reach the control sheds. Get the cooling system offline."
*'''John''': "Reach the control sheds. Get the cooling system offline."


The Banshee section is not too difficult as long as you keep track of enemy spawns. Spawn in too many, and you'll be overwhelmed. Engage a little at a time, and you should be fine.
The Banshee section is not too difficult as long as you keep track of enemy spawns. Spawn in too many, and you'll be overwhelmed. Engage a little at a time, and you should be fine.
Line 156: Line 151:
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.
Line 162: Line 157:
After you blow up all the coolant pipes, a shield door will change color to let you land your Banshee through. Sometimes Blue Team may not follow you, but usually that's because there are still Banshees in the area. If they still have their Hydra launchers, then finish off the stragglers so that they'll join you in landing.
After you blow up all the coolant pipes, a shield door will change color to let you land your Banshee through. Sometimes Blue Team may not follow you, but usually that's because there are still Banshees in the area. If they still have their Hydra launchers, then finish off the stragglers so that they'll join you in landing.


=== 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."


The Prowler hangar is the final battle in the level, and it's a very tough encounter where you can easily end up swarmed. There are several principles to keep in mind to pass it easily. First, control enemy spawns; don't let a wave come until you're ready. Second, take out infantry first and focus on heavy enemies when they're alone. Lastly, keep Blue Team close to you and arm them with Hydras.
The Prowler hangar is the final battle in the level, and it's a very tough encounter where you can easily end up swarmed. There are several principles to keep in mind to pass it easily. First, control enemy spawns; don't let a wave come until you're ready. Second, take out infantry first and focus on heavy enemies when they're alone. Lastly, keep Blue Team close to you and arm them with Hydras.
Line 171: Line 165:
The hangar itself is a big square room with multiple levels. There's a ground floor, a second floor of balconies in a "H" shape, and an underground floor. Cover is sparse and limited only to large and medium crates. Because this battlefield is so open, distance is a better protection. Keep toward the far sides of the room rather than engaging up close, or enemies will pour out of all floors to tackle you.
The hangar itself is a big square room with multiple levels. There's a ground floor, a second floor of balconies in a "H" shape, and an underground floor. Cover is sparse and limited only to large and medium crates. Because this battlefield is so open, distance is a better protection. Keep toward the far sides of the room rather than engaging up close, or enemies will pour out of all floors to tackle you.


==== Wave 1 ====
====Wave 1====
The first wave of Covenant is already in the hangar when you arrive. Drop down to the large entrance, grab a spare railgun from nearby crates, and scope-in your carbine as the door opens.
The first wave of Covenant is already in the hangar when you arrive. Drop down to the large entrance, grab a spare railgun from nearby crates, and scope-in your carbine as the door opens.


Line 178: Line 172:
When you close to the edge of the nearest ledge, Zealots will spawn from behind a crate ahead. On Legendary, there are two cloaked Zealots in the hangar; lower difficulties have just one. Keep your eyes open for it and hit them with the railgun just as they arrive. If you miss, send Blue Team ahead to lure it out. Then stick to the upper balconies and keep picking off Covenant, especially fuel rod Grunts, until you're sure the whole hangar is clear.
When you close to the edge of the nearest ledge, Zealots will spawn from behind a crate ahead. On Legendary, there are two cloaked Zealots in the hangar; lower difficulties have just one. Keep your eyes open for it and hit them with the railgun just as they arrive. If you miss, send Blue Team ahead to lure it out. Then stick to the upper balconies and keep picking off Covenant, especially fuel rod Grunts, until you're sure the whole hangar is clear.


==== Wave 2 ====
====Wave 2====
* '''PA''': "Vehicle launch preparation. Fuel cells at zero percent. Initiating refueling."
*'''PA''': "Vehicle launch preparation. Fuel cells at zero percent. Initiating refueling."
* '''Fred''': "Hold off the Covenant while the Prowler preps for launch."
*'''Fred''': "Hold off the Covenant while the Prowler preps for launch."


Once you're sure the entire wave is dead, it's time to arm up for the next wave. First, equip Blue Team with Hydras if they've lost them. There are two of them in the hangar, one on the balcony closest to the entrance and another on the ground floor on the left south side. The third teammate, if they don't have a Hydra, can take a railgun. Next, arm yourself. Pick up a rocket launcher and fill it up to max ammo. You'll find one in the underground under the balcony by the far hangar controls and another by a crate to the left north on the ground floor. Drop this rocket launcher by the hangar controls; you'll be using it later. From the ammo crates, take a battle rifle or DMR and a SAW as your secondary. Assemble yourself and Blue Team at the balcony by the hangar controls. The plan is to keep them close and defend from this spot behind the crates. When you're all ready, activate the hangar controls to begin the wave.
Once you're sure the entire wave is dead, it's time to arm up for the next wave. First, equip Blue Team with Hydras if they've lost them. There are two of them in the hangar, one on the balcony closest to the entrance and another on the ground floor on the left south side. The third teammate, if they don't have a Hydra, can take a railgun. Next, arm yourself. Pick up a rocket launcher and fill it up to max ammo. You'll find one in the underground under the balcony by the far hangar controls and another by a crate to the left north on the ground floor. Drop this rocket launcher by the hangar controls; you'll be using it later. From the ammo crates, take a battle rifle or DMR and a SAW as your secondary. Assemble yourself and Blue Team at the balcony by the hangar controls. The plan is to keep them close and defend from this spot behind the crates. When you're all ready, activate the hangar controls to begin the wave.
Line 188: Line 182:
Use your battle rifle or DMR to headshot mid-range enemies and use your SAW at close-range if a pack rushes you. Blue Team will be more useful at close-range for now due to the tons of fire making them skittish. Once only the Hunters are left, swap your SAW for the rocket launcher. Target a Hunter and fire your rockets; Blue Team will aid with their Hydras and railgun. Done right, and a Hunter will fall after two or three rockets. It can help to alternate firing at either Hunter, since Wave 3 will come when there's only one enemy left.
Use your battle rifle or DMR to headshot mid-range enemies and use your SAW at close-range if a pack rushes you. Blue Team will be more useful at close-range for now due to the tons of fire making them skittish. Once only the Hunters are left, swap your SAW for the rocket launcher. Target a Hunter and fire your rockets; Blue Team will aid with their Hydras and railgun. Done right, and a Hunter will fall after two or three rockets. It can help to alternate firing at either Hunter, since Wave 3 will come when there's only one enemy left.


==== Wave 3 ====
====Wave 3====
* '''PA''': "Prowler fuel cells at 50 percent."
*'''PA''': "Prowler fuel cells at 50 percent."
* '''Fred''': "Covenant reinforcements inbound!"
*'''Fred''': "Covenant reinforcements inbound!"


When it's just one Hunter left, the next wave will come. This one consists of primarily Elite Commanders, a Warrior or two, some Grunts, and a Zealot or Zealots. Finish off the Hunter and keep staying back to avoid these Elites, which should stay back in the center balcony. The Grunts will approach, so keep picking them off like in the previous wave. Also keep an eye out for grenades from the Elites.
When it's just one Hunter left, the next wave will come. This one consists of primarily Elite Commanders, a Warrior or two, some Grunts, and a Zealot or Zealots. Finish off the Hunter and keep staying back to avoid these Elites, which should stay back in the center balcony. The Grunts will approach, so keep picking them off like in the previous wave. Also keep an eye out for grenades from the Elites.
Line 198: Line 192:
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]]

Please note that all contributions to Halopedia are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see Halopedia:Copyrights for details). If you don't want your writing to be edited mercilessly and redistributed at will, then don't submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

To view or search uploaded images go to the list of images. Uploads and deletions are also logged in the upload log. For help including images on a page see Help:Images. For a sound file, use this code: [[Media:File.ogg]].

Do not copy text from other websites without permission. It will be deleted.