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**Halo 5: The Breaking — five intel consoles, Famine, and the Warden achievements**

· Games / Halo 5: Guardians

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**Halo 5: The Breaking — five intel consoles, Famine, and the Warden achievements** *Halo 5: Guardians on Xbox. Mission and boss spoilers.* This mission has **five intel pickups and one skull**. The first two are behind you when you spawn, so turn around before following Cortana. The collectibles are straightforward once you know which rooms to check. The achievements take more planning: **Harbinger** is a Legendary survival run, while **Prison Break** asks you to coordinate two Warden kills. I'd collect the items first, then come back with the loadout and teammates you want for those challenges. **The five-console route** **1 and 2 — the starting room.** Turn around and scan both Forerunner consoles, one on each side. These are two separate pickups. Don't assume the second is decorative just because you already got an intel notification. **3 — the first long combat platform.** Before the first moving-platform ride, check the lower central route near the small connecting bridge. The console is below the raised fighting positions. Clear the Knights and their support before searching so you can properly check the pickup registered. **4 — beneath the Warden's platform.** Later, you enter a room where the Warden appears and Cortana dismisses him. After handling the enemies, go under the platform where he stood. A console sits in the recessed space between the routes upward. **5 — the final gauntlet before the triple-Warden fight.** Search the low middle of the last long battle area, between the accelerator-pad routes. Do this before entering the boss chamber. It is a different console from the one beneath the Warden's earlier appearance. Use the mission's collected count to check your progress. Published guides don't all label the numbered Threat recordings consistently, but the physical sweep is two at the start, one before the first ride, one beneath the Warden's platform, and one before the final boss. **Famine** Stay in the room containing console four. Walk around the console's recess into the passage behind it, underneath the Warden's platform. **Famine** is on the ground/low ledge there. There is no elaborate jump sequence for this one. The important part is checking behind the console rather than scanning it and immediately climbing toward the exit. The skull counts toward **Gravedigger** if it is your first and **Gravelord** when all 13 have been collected. Picking it up is separate from choosing to enable it for a later mission. You do not need to make your current run harder just to collect it. **A New Dawn** Complete The Breaking for **A New Dawn**. It is the mission-completion achievement, separate from the two challenges below. **Harbinger — Legendary, without a team wipe** The requirement is completing The Breaking on **Legendary without the entire fireteam dying**. A Spartan being downed and revived is not automatically the same thing as a failed run. For a clean attempt, start the mission fresh, keep someone safe enough to revive the others, and avoid deliberately reverting checkpoints. If the game gives you a team-wipe failure and reloads, restart the attempt rather than assuming the earlier progress is still eligible. With human teammates, agree on who stays back during a difficult push. Four people rushing the same exposed position doesn't leave anyone available to rescue the group. In solo play, use squad commands and prioritize staying alive when the AI gets into trouble; a desperate run through an active sniper lane can finish off the whole attempt. There are community save/reload workarounds and a Warden skip, but neither is needed for the conventional route here. The clean-run plan is easier to keep track of: Legendary from the beginning, no team wipe, finish the mission. **Prison Break — two Wardens together** Play on **Heroic or Legendary** and kill two Wardens close enough together for their death animations to overlap. The final chamber has three, so you can eliminate one first and coordinate the other two. Co-op makes this much easier to organize. Bring powerful weapons into the room, assign one remaining Warden to each player, and communicate before delivering the finishing attacks. There are additional Incineration Cannons in the arena. Damage is not a reliable universal countdown. Teammate fire, where shots land, and the Warden's reaction can change what happens. Watch the staggers and stop blindly firing when your target is nearly finished. You want a coordinated pair of kills, not one dead Warden and another still absorbing a whole magazine. In solo, you can direct the squad toward one target while preparing to finish the other, but you have less control over their timing. If this is the last achievement you need here, a cooperative attempt is worth arranging rather than repeating a timing problem with three AI partners. Check the achievement notification afterward. Killing all three eventually is enough for the mission, but not for Prison Break.

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