**Halo 5 — Osiris: from the landing site to Halsey**
**Campaign spoilers for Osiris.** This is the conventional route through Halo 5: Guardians, with extra care for Heroic and Legendary.
There are two battles going on when Osiris lands: the one between the Covenant and Prometheans, and the one you're about to start by walking into the middle of it. Take advantage of the distraction. There is no reason to make yourself the closest target for everybody at once.
**The first valley**
Locke starts with a Battle Rifle and Magnum. The small unshielded enemies are a good use for accurate Magnum shots; keep the rifle ready for targets farther away. If you're collecting intel, check the right side of the landing area before moving into the first fight.
Work from the rocks at the entrance to the valley. Clear enemies with an angle on your position, then move forward far enough to see the next group. Watch the dropship overhead: if its fire starts reaching your cover, pull back until it passes instead of trading shots with enemies while also taking fire from above.
Use a squad order here. Mark an enemy and let the others concentrate on it while you clear a different threat. That also handles Your Team is Your Weapon without any elaborate setup.
Crawlers are easy to lose track of once they spread out. Before moving beyond a rock, check the near side and the ledges around it. On higher difficulties, an enemy you left behind can ruin the retreat you thought you had available.
Follow the rising route toward the structure. This introduces clambering and the breakable ice wall. Use the sprint-and-melee Spartan Charge shown by the tutorial to break through the ice. Have your weapon ready when you emerge; the opening on the other side isn't a safe sightseeing stop.
**The longer Promethean valley**
The next stretch introduces the real problem for the mission: Soldiers firing from different heights while smaller enemies interfere with your aim.
Clear an angle before climbing into it. A Soldier firing from an elevated position deserves attention before you walk into the lower ground beneath it. If it teleports away, find where it reappeared rather than immediately chasing it around a blind corner.
Soldiers expose a vulnerable glowing face once their protection has been broken. Concentrate fire, then finish the exposed target with a precise shot. Spreading damage across several enemies while they all remain active makes the fight unnecessarily expensive.
The weapon supplies here make a LightRifle a useful replacement when the starting rifle runs low. Keep something suitable for nearby Crawlers as your second weapon. My preference for planning this section is simple: one weapon that lets you work at range, another that still helps when a small enemy reaches your cover.
The security station is at the far end. Clear the defenders outside it before committing to the doorway. If you're collecting, stop here for the right-side intel ledge and the left-side skull ledge; both are outside the station.
**Opening the security station**
Inside, the route is blocked by a locked door. Use the Artemis scan to locate the override above it, climb the platforms and activate the control. Then return to the opened route below.
Don't treat a missing objective marker as a reason to search the whole previous valley. This is a small vertical navigation problem within the station: the control is higher than the door it opens.
Replenish your ammunition on the way through and follow the cave passage toward the Kraken battlefield.
**Getting past the Kraken**
The enormous machine is part of the battle around you. Your route is up the hill toward the next Forerunner entrance; this isn't the later mission where you board a Kraken.
Use the cave exit and high ground to examine the fight before advancing. A LightRifle is useful across the open slope, while a Suppressor or Scattershot gives you an answer to nearby enemies. Keep solid cover between you and incoming fire from the machine.
If you're attempting **Enemy of my Enemy**, this is where the plan changes: the gold-armored Elite General needs to survive his charge on Heroic. Don't shoot him or throw explosives into his group. The separate checklist explains that attempt. For a normal completion run, concentrate on opening a safe route uphill.
Advance behind the cover you've cleared rather than sprinting straight toward the entrance. If your squad is behind you, give it a new position or target before you push farther. That makes its fire useful where you're actually fighting.
Before entering the next building, stop for the outside intel if you're collecting. There is another intel item by the window in the following room.
**The Knight room**
Restock before going through the next door. The final arena introduces Knights with obvious glowing weak points on their shoulders. Break those points and take the exposed opening when the Knight reacts; alternatively, use a different angle to attack its vulnerable rear.
Start from the entrance rather than immediately dropping into the room. Deal with the turret threat and approaching Crawlers so you can aim at the larger targets without being interrupted. More enemies arrive during this battle, so the first quiet moment isn't necessarily the end.
On Heroic or Legendary, keep a retreat available and use the squad to create another firing angle. Don't assume a revive will rescue a charge into the center. If you need ammunition, withdraw before you're empty rather than waiting until you can no longer defend the route back.
Once the room is clear, collect the final intel from the raised ledge beside the exit if needed. Follow the rear ramp toward Halsey's position to trigger the ending. Jul 'Mdama's confrontation is handled by the cutscene; there isn't a separate playable boss fight with him to prepare for.
**Halo 5 — Osiris: from the landing site to Halsey**
· Games / Halo 5: Guardians