← Post History

**Halo Infinite Lockdown: FOBs, rescues, targets and Ransom Keep**

· Games / Halo Infinite

Read the original post on X

**Halo Infinite Lockdown: FOBs, rescues, targets and Ransom Keep** Lockdown is your first chance to make Zeta Halo easier before pushing the story forward. This circuit covers **FOB Golf and Foxtrot, Boxer, Cayman, Carrera and Starlight squads, Briglard and Okro 'Vagaduun, and Ransom Keep**. The Tower's story route and its own collectibles are in the earlier mission guide. The separate Lockdown collectible sweep handles the scattered pads, towers, cores, lockers, artifacts and Blind skull. Start with a precision weapon and something for shields. You don't need to own a vehicle or a late-game weapon variant to finish these activities. The point of capturing FOBs is to build a useful support network, not to wait until you already have every unlock. **Golf, Boxer and Cayman** Capture **FOB Golf** during Recovery: kill its defenders, then use the central terminal. Don't leave as soon as the last obvious enemy falls; the terminal interaction is what claims the base. Collect the blue UNSC pad on the platform near the sandbags beside the capture area. FOB recordings belong to Infinity's Approach and unlock in sequence, so don't expect a particular recording title to identify this particular platform. From Golf, head **north to Boxer Squad**. The Marines are prisoners, with Brutes and lighter troops guarding them. Open from outside the camp so you can reduce the defenders without landing beside all of them. Finish the guard force and release the captives. Avoid throwing explosives into the prisoners simply because the guards are clustered nearby. Then go **northeast of Golf to Cayman Squad**. These Marines are already fighting. Approach from a different angle to the enemy firing line and remove the opponents concentrating on the squad. A flank is helpful; a blind melee rush through several shields is not. Finish the encounter before departing, rather than assuming your first group of kills completed it. **Ransom Keep: silos before repair bays** Travel southeast of Golf to the scrapyard. Fight into the perimeter and use Scan to locate the four silo controls. Activate each control to raise its silo, then damage the exposed weak section until the silo is destroyed. Explosive coils offer an alternative to spending your whole rifle reserve. Once **all four silos** are gone, the objective changes to **two repair bays**. Reinforcements arrive. The rear building contains a Scorpion you can use against them, but don't drive it into a position with no room to turn. Clear a firing lane and let the cannon do its work. Sabotage the terminal in the bay containing the tank. In the eastern repair building, a shield blocks the way: destroy its power source above the barrier, enter and use the second sabotage terminal. Confirm the outpost completion before beginning a leisurely collectible search. On **Normal**, the tank gives you a forgiving way to handle the response. On **Heroic**, clear dangerous infantry angles before trying to operate terminals. On **Legendary**, separate each objective interaction from the firefight around it. A glowing terminal is not cover, and a half-finished interaction is not worth a death. **Ransom Keep's five pickups** Collect these after the fighting, using the silo yard as your reference: 1. **The Dream of Atriox:** red pad near the southeastern wall of the silo yard, beside the stored equipment. 2. **Unnatural Defenses:** inside the northern repair building that opens after the silo objective; check beside the entrance on the left. 3. **Spartan Core:** south of the silo yard, down the steel ramp, among the stored UNSC equipment near the narrow rocky path. 4. **To Andrew Valleros:** follow that narrow path south to its dead end. The pad is at the end, not on the elevated overlook. 5. **Making Ends Meet:** return to the start of the path and grapple up the cliff above it. Search the scouting position overlooking the keep. The two UNSC logs are outside the main working yard. If the red pads and core are done but the area still feels incomplete, check the ravine and the cliff above it instead of searching the repair terminals again. **Carrera and the southern rescue** **Carrera Squad** is south of Golf. Before moving into the prisoners' position, locate the Stalker Rifle shooters. Their red aiming beams warn you about the angle you need to break. Deal with those ranged threats, then clear the closer guards and free the squad. Continue toward **Starlight Squad**, at the southern end of the island. The hexagonal formations give you cover against the initial guards. After that group dies, stay ready for another drop of enemies, including a tough Brute. Clear the lighter reinforcements while maintaining space from him, then finish the remaining threat. Don't leave after the first wave. A Spartan pad lies under the ramp in Starlight's camp. Collect it before climbing away; the dedicated collectible circuit includes it as a physical location, regardless of which Evacuation recording it awards you. **Okro 'Vagaduun: don't accept the sword duel** Okro occupies the southwestern side of Golf's wider area, near the fragment's outer edge. His Duelist Energy Sword makes a close approach dangerous, and he can cloak. Begin by shooting the escort from the nearby high ground. Keep the sword wielder in view while thinning the group. Once you can focus on him, use elevation and distance. If you already completed The Tower, the Threat Sensor makes tracking his cloak easier. If you came here first, leave yourself plenty of space and do not step into the center of the camp while searching for him. Killing him unlocks the **Duelist Energy Sword** variant for FOB requisition. On Heroic and Legendary, a safe ranged finish is preferable to testing whether your own sword swing will land first. There is no requirement to defeat a weapon-variant target with his own weapon. **Foxtrot and Briglard** Head toward **FOB Foxtrot**, south of The Tower. Clear the defenders and claim its platform terminal. Take the UNSC pad on the platform before using the FOB to restock. Facing the terminal, look toward the container on the right. **Briglard** is on the northern ridge of this island, northeast of The Tower and east of the bridge toward the next region. His escort is more reason for caution than his size suggests. Remove the surrounding fighters, then finish the Grunt target without standing in his plasma fire. The reward is the **Unbound Plasma Pistol** variant. Before moving on, check the map for completed icons: two FOBs, four named rescue calls, two target encounters and Ransom Keep. This is the objective circuit, not a claim that Lockdown's entire collectible inventory is now finished. Keep the separate collectible sweep open for the remaining exploration stops.

Browse more posts · Find me on other socials