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**Halo 5: Evacuation — the drive, the elevator, and the climb out**

· Games / Halo 5: Guardians

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**Halo 5: Evacuation — the drive, the elevator, and the climb out** *Campaign spoilers. Halo 5: Guardians.* The Guardian is waking up and Osiris needs its Pelican. Unfortunately, the Pelican is at the top of a space elevator, and just getting inside that elevator turns into a fight. This route is for completing the mission conventionally. Fire Drill adds an eighteen-minute, no-death requirement on Heroic or higher. Thunderstorm adds a separate two-minute challenge right at the start. Learn the route before trying to combine every objective in one run. **Get a vehicle and follow the evacuation road** Run downhill to the available Warthogs and Gungoose. Take a vehicle and follow the road away from Meridian Station, through the service-yard area and across the damaged bridge. Keep your eyes on the road. The point of this section is getting out, not stopping to clear every Promethean. Leave enough room to steer around wreckage and avoid turning sharply while airborne. On Legendary, rolling the vehicle in an exposed area can end the attempt before the real fighting begins. The bridge has broken sections and burning vehicles. Follow the intact roadway through, then continue around the road to the elevator outpost. The wrecked Pelican at the entrance is the landmark for leaving your vehicle and climbing into the courtyard. If you're collecting Thunderstorm, you need to destroy five specific cones during this drive. That changes how you approach the opening; use the collectible companion before starting. A normal drive to the elevator doesn't trigger the skull automatically. **Clear the courtyard so Sloan opens the doors** Sloan won't open the refuge while enemies remain outside. Work through the Prometheans using the buildings and raised positions for cover. Don't stay behind the very first crate if the remaining enemies have moved somewhere you can't hit. Clear a section, move to the next piece of cover, and check above and beside the objective. Use precision fire on Crawlers and finish Soldiers when their armor breaks. The miners matter if you're doing Savior. Fight ahead of them rather than letting them absorb the first attack while you search for ammunition. Be careful with grenades around the civilians you're trying to preserve. Once the area is secure, follow the opened route into the elevator base. Sloan's conversation plays before the cargo cabin opens. This is a good point on a collecting run to search the room instead of rushing directly to the next door. **Secure the elevator before starting it** There are already enemies on the platform. Remove the Watchers early so they aren't shielding and repairing the enemies between you and the control panel. Finish the Soldiers and Crawlers, then use the marked controls to start the ascent. The platform has several levels and sheltered passenger compartments. Before pressing the control, locate the weapons you want to use and identify somewhere to retreat. The outer walkway has DMRs. A shuttered compartment can be broken open for Railguns; it also contains an intel recording. On Normal or Heroic, height gives you useful firing angles. On Legendary, being high up is not the same thing as being protected. Use a compartment or other solid cover when enemies can fire across the platform. If a firing position exposes you to several enemies at once, move rather than trying to win a damage race. **The lift stops for three more fights** The ascent is interrupted by successive enemy waves. Clear each wave to get moving again. The earlier stops bring Soldiers and Crawlers. Deal with the enemies entering your shelter first, then pick off the ones farther away. Check dropped weapons between waves. A Soldier's heavy weapon can be much more useful than finishing the next fight with the last few rounds from your starting gun. The last major wave contains three Knights, including a Commander with an Incineration Cannon. Concentrate on one instead of splitting damage across all three. Use your squad's focus command, break the vulnerable armor points and exploit the openings. Keep the Commander in view; its heavy fire is a reason to change position immediately, not wait for your shield warning. Revive allies when you have an opening, but don't have every living Spartan run into the same blast to revive one teammate. In co-op, someone should retain a safe angle while another player handles the revive. Solo, keep the AI close enough to assist without deliberately bunching everyone into a corner. After the final enemies are gone, the lift resumes moving. The Guardian's blast then wrecks it. Follow the emergency route from the upper walkway rather than waiting for another wave to make the elevator start again. **Climb the exterior** The rest of the trip is on foot through stairs, catwalks and damaged scaffolding. Follow the upward route, checking the next landing before committing to a jump. Soldiers occupy portions of the climb, and Phaetons attack from outside. There is a heavy-weapon supply farther up. Use the nearby large crates for cover while you deal with the aircraft. A Spartan Laser, Hydra or other available heavy weapon gives you a much better answer than standing on a narrow exposed walkway firing a nearly empty rifle into the sky. On Heroic and Legendary, clear the immediate infantry before settling in to aim at the Phaetons. Otherwise, the aircraft can hold your attention while a Soldier finishes you from the side. If you're hit during a charging shot, abandon it and get behind cover; losing that shot is cheaper than losing the run. When the structure shakes again, keep following the surviving upward route. Use clamber deliberately and land before choosing the next jump. Don't assume every railing has solid flooring beyond it. Near the higher walkways, more Soldiers and Watchers block the way. Bring down the support drones, use the available ranged weapons and make room to reach the final staircase. **Finish the run to the Pelican** Once you emerge onto the landing platform, move toward the Pelican. Guardian shockwaves interrupt the dash, but the route continues forward. Get moving again after each interruption and reach the boarding point to trigger the escape. This final section is timed. It is not the place to turn around looking for a recording you missed much lower down. If you triggered Thunderstorm, collect it along this last stretch before boarding; otherwise, keep going. Finishing awards Escape. The next mission changes to Blue Team on Genesis, so this is the end of Osiris's immediate escape from Meridian.

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