Blue Team (level)/Walkthrough

This is a walkthrough for the second level of Halo 5: Guardians, Blue Team. It is written for play at Legendary and Heroic difficulty.

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.
 * 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.
 * The best weapon to arm Blue Team with is 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.
 * 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.
 * 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.

The Data Center
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.

The Grunts are easy to assassinate; the only danger is accidentally opening the door next to one of them, which will alert the other enemies to your presence. They also carry plasma pistols with full 100% charge. The tricky part is the next room. It's divided into three sections, a narrow corrider where Jackals patrol, a wider room with boxes where two Elites and Grunts stand guard, and a higher level reached by ramp where the highest ranked Elite will fall back to and let in more enemies. On Heroic, the box room is accessible by a hidden vent tunnel that lets one assassinate one of the Warriors. Then one can hide behind the boxes to pick off the others. But on Legendary this will get you in a tight corner where suicide Grunts can easily get you, plus you'll be separated from your teammates.

So on Legendary, assassinate all three Grunts, grab a plasma pistol from one of them, and head down the tunnel to the corridor. Surprise the two Jackals with a grenade and use your magnum to shoot the gap in their shields. The Grunts will come around the corner while the Elites will hang back. Be careful going around corners because the Elites like to toss grenades. After killing the Grunts with headshots, use the noob combo to fight Elites. When two Elites are dead, the last one, usually a Warrior, will fall back to the upper level, which is defended by two Jackals. Going up the ramp he went up by is risky, as he'll often toss a grenade, take pot shots, or even draw an energy sword. He'll also open a door letting in three more Grunts. Try clambering up from a bit farther back to put some distance for magnum shots.

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 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.

Look through the window, pull out your magnum, wait for the Grunts to cluster together, then charge and ground pound the Grunts, headshotting any that are left. Blue Team will follow, and your tactic now will be to dodge and weave through cover, picking off Jackals and noob comboing Elites. Use the squad commands to target weakened foes; Blue Team can often finish them off and the HUD marker will track the enemy should they retreat. Keep using the targeting, because without it Kelly and Linda like to charge into the enemies and get overwhelmed, while a specific foe usually leads them to hang back to shoot. If you're using an assault rifle or SMG instead of a plasma pistol, use the smart scope to increase your accuracy.

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 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.

The Shipyard
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.

Ahead you is a big shipyard with lots of Jackal and Grunt Rangers. The Jackals all have storm rifles, so they can easily overwhelm you if you get too close. Stay back on the platform and headshot them; it's rather easy to get several of them in seconds. If you need DMR ammo, there's some in a tunnel on the platform's left and more on an overheard platform above where the Hydra is. Since there's extra, you can order Linda to pick up one of the DMRs for herself.

When most of the Jackal Rangers are dead or fallen back, move up the shipyard. Keep the high ground atop the spires so as to retain distance from enemies and to stay safe from grenades. Also keep a lookout for Grunts on the ground who may take potshots at you. Ahead of you will be another wide platform supported over breakable walls. The remaining Jackal Rangers will be on the top, and an Elite Warrior will lead Grunts and shield Jackals on the bottom. One or two of the Rangers may have a carbine, so he's top priority. When the Rangers have fled the platform, move to the ground floor to help Blue Team against the infantry. Use grenades to overwhelm the shield Jackals, and have Blue Team target the Elite Warrior while you take out Jackal Rangers. Any of the dead Grunts around can provide plasma pistols for an easy noob combo.

When all the infantry are dead, it's time to arm up for the next encounters. First, look for the Jackal's carbines. If there's just one, then give it to Fred or Linda since it will likely only have a single magazine. If there's two, swap your DMR for it, as a carbine can carry more ammo than the DMR or battle rifle. Then look for the Blaze of Glory, a hidden Legendary shotgun that will be very useful later on. It's hidden on a platform on the right on the way of leaving the shipyard. When John says "Central Control is through these doors", look to your right and climb up the platforms you see. At the top will be a piece of Mission Intel and the shotgun will be visible nearby it. Grab it and drop carry it to the ground floor and have Fred carry it for now. Make sure Kelly keeps her Hydra launcher. As for you, take a plasma pistol or an SMG as your side arm; you'll find several in this battlefield.

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

The Tunnels
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.

In the room past them, there will be six sleeping Grunts. Once they're all killed, a door on the far end will open, revealing a few more Grunts and two Elites hidden with active camouflage. These Elites are the biggest threat, so tag them with your squad commands quickly so you can see them. Use the SMG to wear down their shields or the plasma pistol overcharge to disrupt them. Then either you or Blue Team should get the headshot. If you're feeling lucky, get to the door before it opens, keep your distance, and toss a grenade or two inside, which could wipe out the Grunts or stick the Elites. When they're dead, keep going.

The following tunnels will have suicide Grunts that come around the corners. If you approach a corner and hear a Grunt yell something, step back and headshot the Grunt as he appears. These Grunts drop spare plasma grenades and plasma pistols with 100% charge, so pick them up if you need some. The Hunters that strike the tunnels here are intimidating, but they won't hurt you, for now. When you approach a tunnel that has a fork to the left but also keeps going forward, look left quickly, toss a grenade in, then fall back. If down right, you'll take out a pair of Jackals and two suicide Grunts in a single explosion. If they don't die, fall back, headshot the Grunts, then tag team the Jackals with Blue Team.

The next room has two entrances, and has several Grunts and Jackals who are patrolling about. The first few tend to walk from the left to the right, while other hold position farther back. If you enter from the left through a tunnel, they won't see you at first but will be more spread out. If you enter from the right, they'll see you quickly but they're be clustered for a grenade toss. Engage them, headshot the Grunts, but watch the far door. When all the infantry are dead, a cloaked Zealot with an energy sword will rush in. Have a noob combo ready and target him so you can see him. You can use a frag grenade on him, but avoid using plasma grenades because you'll need them later, unless there are more left in this room.

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
Now comes the tough part. You and your teammates are put up close against two 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 and most of their attacks will down you in one shot. 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 him and try to stick his back with plasma grenades. When he 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. Run if it turns midshot 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. 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.

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.