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**Halo 5: Unconfirmed — getting through Apogee Station and the first Warden fight**

· Games / Halo 5: Guardians

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**Halo 5: Unconfirmed — getting through Apogee Station and the first Warden fight** *Campaign spoilers. Halo 5: Guardians, not MCC.* Unconfirmed has a fairly sharp change of pace. You're following Blue Team through a mining station, then suddenly you're dealing with a boss who can put the whole squad on the floor. Getting there with a useful weapon matters more than rushing through the last few rooms. There are seven intel recordings and the Blind skull along the way. The two special achievements also need a little preparation: Waiting on You involves letting a Watcher repair an enemy, while Maverick needs a co-op partner and the vehicles inside the mine. **Help the colonists, then work up through the station** After the Pelican drop, take the stairs into the building. Check the waiting-room chairs if you're collecting intel, then continue upstairs to the street where the colonists are fighting Prometheans. Keep the Battle Rifle useful by aiming at Crawler heads rather than spraying across their bodies. Against Soldiers, concentrate fire until their protection breaks, then finish the exposed head. If a Soldier teleports, stop shooting at its old position and find where it actually reappears. The opening street has a machine-gun turret and a Hydra on the raised side. Both are useful, but neither makes you invulnerable. Get off an exposed emplacement when your shields break rather than trying to finish one more enemy while several others shoot you. Advance toward the next building only after checking the raised walkways. A Soldier with a Splinter Turret is a particularly bad enemy to ignore while you deal with Crawlers. Use your precision weapon to remove that threat, restock from dropped weapons, and climb through the next interior toward the rooftop. On Heroic and Legendary, keep a retreat route through the stairs. Moving forward far enough to see another group does not mean you have to remain out there fighting all of it at once. **Clear the Prowler landing area** The rooftop introduces Knights with Watcher support. Watchers can undo the damage you're dealing, so normally they should be removed early. **If you're doing Waiting on You, leave one alive long enough to complete the repair requirement first.** The entry stairs give you somewhere to pull back. The roof also has heavy weapons on its side walkways, including Hydras and a Rocket Launcher. Collect them during a safe opening rather than sprinting past two living Knights for ammunition you don't immediately need. Break a Knight's glowing shoulder weak points and exploit its exposed vulnerable areas. Give your squad a target instead of letting everyone shoot a different enemy. When the roof is quiet, enter Blue Team's Prowler and access the terminal in the back. Linda's Nornfang is available there as well. The investigation opens the way toward Quarry 6C. Collect the intel on top of the Prowler before leaving if you're following the collectible route. **Cross the quarry without feeding the snipers** Binary Rifle Soldiers hold the higher ground. Look for their aiming lines before crossing an open stretch. Pick a position with a solid object beside it, expose yourself for a shot, and return behind cover. On Legendary, do not assume a teammate will be able to revive you after every hit. The quarry has more than one approach. A breakable ventilation shutter gives access to a raised route, while the lower approach has machinery to use as cover. In co-op, different angles are useful; four players standing in one doorway just gives the snipers one place to watch. Before entering the mine, check the breakable side compartment for its Railgun and intel. This is also the last outdoor section before the Blind skull's overhead crawlspace, so don't mistake that hidden room for the skull location itself. **Fight through the mine in stages** Past the entrance, deal with the elevated rifle enemies before dropping into the central fighting space. The red weapon traces help identify the firing positions. Keep one accurate weapon available; charging every balcony with a close-range gun is a miserable way to make progress here. There are control rooms with switches for automated turrets. Use that support on a straightforward completion run. **For Maverick, leave enough enemies for the shared Gungoose instead of clearing everything with turrets first.** Move from the first section into the larger loading area using the walkways and pipes. The vehicles are on the main floor. You can fight from the upper approaches or use a Gungoose, but don't drive into the far ramps before you're ready for the next group. Those ramps bring more dangerous enemies into the fight, including Knights. Clear the smaller threats that can flank you, then concentrate the squad on the heavier targets. Restock before leaving the loading area. Follow the route toward the Forerunner doorway, collect the nearby final intel if needed, and descend through the opening to the circular lift. **Warden Eternal: make room to move** After the introduction, the Warden fights with a huge blade and ranged energy attacks. His glowing back is the important weak point. The immediate problem is getting an angle on it without standing in reach of the sword. Start by looking at the enemies around him, not just the boss. Crawlers can strip your shields while you're watching his attack animation. Legendary adds Soldiers to the pressure. Clear the enemies blocking your movement, use the outer cover, and avoid having the whole squad trapped beside you. A Scattershot is available from the side weapon racks. It can do strong damage when you get a genuine opening behind the Warden, but that isn't an invitation to keep running straight at him. Let a missed attack or a teammate drawing his attention create the opening. Fire, then move before he turns. If you're struggling solo, take the slower approach: use solid cover, keep a ranged weapon, and stop treating every glimpse of his back as a chance you must take. A few safe attacks are better than a close-range attempt that leaves you down beside his feet. In co-op, spread around him so the player he is facing isn't also the one trying to shoot his back. After he falls, follow the newly opened route behind his position. The next scene completes Unconfirmed and leads into the evacuation of Meridian.

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