**Halo 5: The Breaking — getting Blue Team through the Gateway**
*Halo 5: Guardians campaign on Xbox. Full mission and ending spoilers.*
The Breaking puts you back with Chief, Fred, Kelly, and Linda. Cortana is close enough to talk to, but getting to her means fighting through several floating sections of the Gateway and, eventually, three Wardens together.
Ammo is the thing to stay on top of here. The opening assault rifle will only carry you so far. Pick up Forerunner weapons as you advance, check the racks between fights, and keep something accurate alongside your heavier weapon. A LightRifle is useful throughout the mission; an empty favorite is not.
If you're trying for **Harbinger**, start the mission on Legendary and keep the entire fireteam from being wiped out. Treat that as a separate clean run rather than casually restarting checkpoints to improve a fight. The companion guide covers that achievement and the collectibles.
**The first platform**
Before leaving the starting room, turn around for the two intel consoles. Then follow the corridor through the doors onto the long open platform.
Crawlers are your first opposition. Work forward behind the raised panels, taking the ramps a section at a time. Watchers and Soldiers join the fight farther along. Clear the hovering support units while you have a clean shot, then deal with the Soldiers without abandoning cover to chase a teleport.
Once a LightRifle is available, keep it supplied. Use your other weapon for the smaller enemies so you still have accurate fire for threats at the far end of a platform.
The first section finishes with two Knights carrying Incineration Cannons. Don't stand in front of them while trying to force one more shot. Damage their exposed shoulder weak points, take the opening on the face when it appears, and use the panels to break their aim. Direct Blue Team toward the same target instead of spreading everyone's damage across the room.
When the fighting stops, collect ammunition and one of the dropped cannons if you want it. Check the lower central area for the third intel console before going through the exit and riding the moving platform onward.
**Climbing the next section**
The next landing opens into a taller, layered fight. Crawlers move toward you while Soldier Captains fire Splinter Turrets from the ramps. Let the nearest enemies come into a manageable firing lane, then work on the Captains before pushing upward.
This is a good place to collect a dropped turret. It gives you a lot of firepower, but carrying it limits your movement. Put it down if you need to retreat quickly; don't turn a useful pickup into the reason you get trapped.
There are Incineration Cannons near the ramps. Above them, more Crawlers lead into close-range Soldiers and fixed beam weapons near the upper exit. Give yourself room to back down the ramp if a Scattershot Soldier gets too close. Trying to trade shots at that distance is an unnecessary gamble on Legendary.
If you want the **Didact's Signet** Scattershot, the detour is around the machinery above the lower part of this section, after the first lift. It is optional. You can finish the mission with the ordinary weapons supplied along the route.
Clear the upper defenses and take the doorway into the narrow passage.
**The Warden's platform**
The Warden appears ahead, and Cortana removes him from the encounter. The enemies he leaves behind still need your attention.
The dangerous combination here is snipers below and turret-bearing Captains above. Use the entrance as a place to break line of sight while locating the sniper beams. Remove those long-range threats before committing to the open floor, then work on the elevated Captains and their support.
You don't need to win the whole room from one position. Once the first firing lanes are clear, move into the lower area, regroup, and use the side ramps to finish the upper level. Keep an escape route behind you when you advance.
Before leaving, inspect the space beneath the platform where the Warden appeared. The fourth intel console is there, with **Famine** behind it in the passage. Pick up the skull itself; scanning the console doesn't collect both.
Restock and ride the next moving platform.
**The last long approach**
The final approach has raised side routes and a lower middle section, with more enemies appearing as you push forward. Soldiers and turrets guard the earlier part. Farther in, Knights and sniper support make the exposed center much less inviting.
Work one side before crossing into the other side's line of fire. If you get a clear angle on a sniper, take it before turning back to a Knight. An Incineration Cannon is useful against the heavier enemies, but wait until you've actually got a target rather than emptying it into scenery while under pressure.
The accelerator pads offer a quick way across the room. Use them when you know where you're landing. Launching yourself toward an uncleared side can turn a recoverable situation into a very short one.
Watch for the close-range reinforcements after the bigger enemies fall. Don't assume the doorway opening sequence has started just because the last Knight is down. Clear the remaining opposition, check the fifth intel console in the low central area, and stock up before entering the final chamber.
**Fighting the three Wardens**
For a conventional clear, concentrate on one Warden first. Bring a heavy weapon into the room and use the side platforms for supplies and cover. Avoid running close enough to all three that you lose every safe angle at once.
A charged Incineration Cannon blast can stagger a Warden. A Scattershot is another useful tool for creating an opening, then attacking the vulnerable back. The exact damage needed varies with your circumstances, so watch the Warden's reaction instead of relying on a fixed shot count.
After the first falls, keep the remaining two separated by the room's geometry as much as possible. Mark your target for the squad and avoid switching targets every time one moves. Finishing one enemy reduces the number of attacks you have to track.
When only one remains, beam turrets appear around the arena. Shift behind substantial cover and keep working on the Warden. Don't stay exposed trying to clear every turret first; they disappear when the final Warden is defeated.
If you're attempting **Prison Break**, your last two kills need to be coordinated instead. That changes the plan, so decide before the fight rather than discovering the achievement after killing the second Warden.
Once all three are defeated, take the newly available route at the back and continue to Cortana. That finishes the playable mission. The confrontation that follows is a cutscene, not another fight you can win by finding a different weapon.
**Halo 5: The Breaking — getting Blue Team through the Gateway**
· Games / Halo 5: Guardians