**Halo 4 Spartan Ops: escaping captivity in Scattered**
**MCC guide. Episode 6 spoilers.**
Crimson starts this episode captured, without the comfortable opening of choosing a position and firing from a distance. Once you escape, the stolen Phantom becomes your transport between missions. Those boarding points matter: reaching a landing pad isn't always the same as finishing the enemies that let Murphy collect you.
**1. Escape Plan**
After breaking free, grab weapons from the guards and work through the circular chamber. Clear the raised center and operate its shield controls. Continue through the next combat area toward the landing pads. The first Phantom leaving is part of the sequence; you haven't missed your ride.
Follow Icebreaker's signal into the nearby building. Clear the Covenant and Crawlers, release the Marines from their barrier, and protect Murphy while he takes control of another Phantom.
Watch the large doors during this defense. Reinforcements can enter through doors that were sealed when you arrived, so pointing every weapon at your original entrance leaves the group exposed. I'd hold a position where I can see the Marines and at least one approach, rather than chasing kills outside.
When Murphy has the ship, finish the remaining opposition and board through its green lift.
On Legendary, the opening is worth slowing down for. You don't have your preferred loadout yet. Establish a dependable pair of weapons before pressing into the next room, and use the raised structures to break enemy sightlines while your shields recover.
**2. All the Secrets**
Work upward through the Control facility. Access the first computer, then follow the newly opened route to the second and finally the highest terminal. That third connection triggers the lockdown.
Return to the lower level and destroy the two marked lockdown devices. Repeatedly using the upstairs computer won't solve this stage. Collect the available UNSC heavy weapons, finish the Hunters and aerial opposition, and return to the original drop zone for extraction.
The elevation is useful until it strands you. Before starting a terminal interaction, notice the ramp you used to reach it. Once the objective switches downstairs, you want a controlled descent with cover rather than a jump into the middle of everything below.
Save heavy ammunition for the targets that justify it. A few remaining infantry are much cheaper to clear with your ordinary weapon than with the rockets you'll want when the Hunters close in.
**3. Need to Know**
The sleeping Grunts give you a quiet opening if you want one. Clear the camp and investigate the main entrance. When it won't open, deal with the reinforcements and follow the alternate passage to its shield control. Watch for cloaked Elites as you move into the cavern.
Descend using the route through the ledges. Clear the enemies around the Forerunner structure and activate the light bridge. The route continues upward through launch pads and connecting platforms; deal with the Knights before taking the next pad, then reach the upper terminal and recover the information.
There is an optional Banshee approach, but the conventional route works without relying on a vehicle. The important part is making each landing safe. A launch pad commits you to the next platform, and arriving with broken shields and an empty magazine is a miserable way to meet a Knight.
After accessing the terminal, follow the lower exit passage. The original entrance can now be opened from inside. Outside, clear the landing area, including the heavy resistance, before Murphy extracts you.
**4. Search and Destroy**
Destroy the three marked plasma stockpiles, backing away before detonating each one. Investigate the UNSC equipment when directed and allow the scan to finish. The remaining stockpiles take you across the lower terrain and hills; expect vehicles and fresh ranged attackers as you clear them.
Once the stockpiles are gone, follow the new marker to a control that reveals a lift. Ride down, clear the cloaked Elites, and operate the control inside. Return to the central structure, deal with the reinforcements, and investigate the missing warheads before returning to Murphy.
Don't park yourself beside a stockpile while finishing nearby infantry. You can create your own cover problem by destroying the explosive object immediately beside you. Clear enough space to retreat first, then shoot from safety.
The concealed lift is the point where this mission changes direction. If you're still circling the outdoor buildings after destroying all three targets, check the active objective rather than searching for a fourth cache.
**5. Switchback**
Clear the Prometheans around the Harvester and investigate all four Spartan signals. These are clues to Switchback's whereabouts, not four Spartans waiting for you to revive them.
Finish the initial opposition and destroy the marked exterior computer to gain entry. Fight through the Covenant crew inside, destroy the designated control-room targets, and then deal with the Prometheans that arrive. Follow the extraction objective back outside and clear the remaining attackers for Murphy.
Inside the Harvester, use the entrances between spaces to limit how many enemies can shoot you at once. If a Knight pushes into your position, back into the room you've already cleared instead of retreating into unexplored space. Outside, reset your bearings before engaging: the structure is large enough to hide enemies from one angle while leaving you exposed from another.
**Finishing the episode**
Let each chapter reach its completion screen before changing missions. For a solo Legendary completion plan, keep a chapter-by-chapter record as you go. Scattered has five separate completions, and escaping the first prison doesn't finish the episode.
**Halo 4 Spartan Ops: escaping captivity in Scattered**
· Games / Halo 4