**Halo 5: Sunaion's eight intel pieces, Cowbell and the two side challenges**
**Mission 12, Battle of Sunaion. Campaign spoilers.**
Sunaion is a level where I'd collect as I go. The lifts and collapsing walkways make it awkward to discover you've left something behind, and the last fight can end the mission before you're ready.
There are **eight intel pieces and one skull** here. The two ceremonial swords are intel objects you scan, not extra weapons you need to carry to the exit.
**The intel route**
**1. Message to Jacul 'Arach 3/4**
At the starting platform, turn back toward its outer edge and find the tall brazier. The disc sits high on the cylindrical structure. Use the nearby raised surface to reach it; scan to confirm which cylinder you're aiming for before jumping.
**2. Chant of the Guardian**
Near the second anti-air gun, enter the building to the left. Search the interior for the blue console. This is also the early building with Grunts, stairs and a breakable floor grate used for Death from Above.
**3. Prayer of the Guardian**
After the downward elevator, cross into the undercity. At the second small structure with a breakable shutter, check above its rear doorway. Reach the exterior ledge and scan the disc before moving on.
**4. Message to Jacul 'Arach 4/4**
In the undercity section with the Spirit deployment and Shade turret, backtrack across the side bridge. Circle the round structure at its end and check the small exterior ledge above. The disc is easy to overlook if you're only following the next combat marker.
**5. Kit Pitlimp's Adventure Log 3/4**
At the Hunter encounter, search the side platform to the right of the Hunters' exit. The disc is around the back near the Fuel Rod weapon supply. Collect it before taking the elevator up.
**6. Ceremonial Sword 5/6**
Back on the surface, find the devastated room with the Sangheili hologram and bodies. From the entrance, check the lower-right part of the room beside a dead Elite for the sword.
**7. Sunaion Officer's Personal Log**
After the collapse, you pass back through damaged rooms. In the second room, search the upper level on the left. Don't drop away from that level until you've checked the shelf/ledge for the disc.
**8. Ceremonial Sword 6/6**
Continue up the rubble toward the Arbiter. At the top, turn back to the right and follow the short broken passage around the wall to the corner. Scan the sword before entering the final battlefield.
The collection order matters most at the end: get the final sword **before** running ahead toward Cowbell. Keep your intel count separate from your skull count so you don't mistake one pickup for the other.
**Cowbell: look below the last battlefield**
Cowbell is available on any difficulty. In the final fighting area, move toward the distant Guardian until you reach the street's broken outer edge. Look down for a projecting metal beam and the small concrete ledge below.
Drop carefully onto the support rather than jumping outward into the water. Turn back toward the street and look along the ledge for the skull, which is partly embedded in the debris.
This is a detour you want to make before finishing the encounter. Inspect the landing surface before stepping off; the ocean isn't a forgiving place to correct a bad angle. After collecting it, use the nearby edge to climb back toward the fight.
Cowbell changes the force of explosions and impacts. Finding it does not require turning it on for the mission.
**Death from Above: one Ground Pound must do both jobs**
The requirement is to kill a Grunt and smash a grate with a Ground Pound during this mission. There is no Heroic requirement.
In the building on the left near the second anti-air cannon, find the curved staircase and gold-colored circular grate on the ground floor. Leave a Grunt alive near it. Climb partway up the stairs, jump, charge a Ground Pound and aim at the grate with the Grunt close enough to be caught by the impact.
You need the grate broken and the Grunt killed by that attack. Shooting every Grunt first leaves you without the second half of the setup. If you miss and still have the appropriate checkpoint available, reset and try again rather than hoping a later melee kill will finish it.
**Worms Don't Surf: keep the Hunters alive long enough**
This one requires putting **both Hunters into the ocean**. Killing them normally on their platform won't do it. Easy is a sensible choice for the attempt; higher difficulty isn't required.
At the undercity Hunter platform, avoid pouring damage into them. Keep your squad from concentrating fire on the pair while you work. You want a Hunter moving toward you near an exposed edge, not standing safely in the middle exchanging shots.
Bait its close-range attack, then jump and thrust aside toward safe ground as it commits. The ramps leading onto the platform provide somewhere to land while the Hunter carries on past the edge. Repeat for the other Hunter.
Tough Luck is a recommended aid because it encourages more aggressive behavior; it isn't an achievement requirement. Neither the bait nor the landing is automatic. Check where you'll escape before standing in front of the Hunter, and don't try to improvise a jump after the shield is already hitting you.
If one dies on the platform, the remaining Hunter falling into the water isn't enough. Return to a suitable earlier checkpoint if available and set up the pair again.
**Before leaving**
- Eight intel entries recorded, including both swords.
- Cowbell collected from the lower ledge.
- Death from Above checked separately from ordinary Grunt kills.
- Both Hunters sent into the sea if attempting Worms Don't Surf.
- **Civil War** awarded for completing the mission.
For a later Score Attack attempt, the mission's listed par time is **29 minutes**. The collectible detours and Hunter setup above are not a promise of a par-time run.
**Halo 5: Sunaion's eight intel pieces, Cowbell and the two side challenges**
· Games / Halo 5: Guardians