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**Halo Infinite Connections: five FOBs, five targets and every Marine rescue**

· Games / Halo Infinite

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**Halo Infinite Connections: five FOBs, five targets and every Marine rescue** Connections is the large northern landmass opened after The Tower. This circuit covers its **five FOBs, five high-value targets and 15 named distress calls**. The four Banished outposts have their own route in the Connections outpost guide; scattered collectibles are separate sweeps. Outpost Tremonius is covered with its campaign mission, not counted as another FOB here. Start at Echo after crossing from Lockdown. Work west and north through Charlie and Alpha, then return down the eastern side through Bravo and Delta. This is a convenient sweep, not an enforced mission order. Leave the far-northern Inka excursion until you have a comfortable way across the broken terrain. **Establish the five FOBs** Clear each base's defenders, then use the platform terminal. A base is not captured just because you have reached its landing pad. Before leaving, scan the platform and collect its UNSC audio pad. These FOB recordings belong to the sequential **Infinity's Approach** set: the recording title alone does not identify which physical base you missed. - **Echo:** your southern foothold beyond the bridge from Lockdown. Clear the mixed patrol around the platform before approaching the terminal. Use it as the resupply point for Bluebell and Ik 'Novus. - **Charlie:** the central-western base, south of the Excavation area. Thin the mixed infantry from outside the pad before closing in; this becomes the useful hub for the western rescues and Forge of Teash. - **Alpha:** farther north, near the lake and Armory of Reckoning region. Use the rocks near the approach to reduce the infantry before standing on the platform. - **Bravo:** the eastern base, east of Excavation. Remove the Skewer-wielding snipers from a safe angle before dropping onto the platform. Capture it before tackling Thav 'Sebarim and Horn of Abolition. - **Delta:** the southeastern foothold near the Spire route. An apparently quiet approach is misleading: **two cloaked sword Elites** guard it. Put down a Threat Sensor and keep a retreat lane clear rather than charging the terminal. FOBs make these trips less tedious, but unlocking one does not finish the nearby rescue or target. Check each activity's own completion notification. **Southern and western rescues** **Bluebell — northwest of Echo, beside the dirt road.** The Marines are already fighting. Shoot past them rather than throwing grenades into their position, and stay for the reinforcements. A road-capable vehicle helps, but park where its gunner has a clear line rather than driving into the crowd. **Pyramid — southwestern edge, near Ik 'Novus.** The Marines and enemy positions occupy separate pieces of broken ground. Clear the opposing side before crossing the gaps; taking a jump while under fire leaves little room to correct a bad landing. **Courier — south of Charlie, well northeast of Echo.** Help the active fight, then watch for incoming reinforcements instead of immediately searching the bodies. The nearby raised structure gives you a better firing angle than the low ground. **Harpoon — mountain southeast of Charlie.** These Marines are prisoners. Shoot the overlooking threats before approaching the restraints. Keep your rifle loaded for the follow-up attackers; freeing the squad is not the cue to fast-travel away. **Titan — west of Charlie, west of Forge of Teash.** Approach the hilltop from a neighboring height so the defenders cannot all fire down on you. Cut down the ranged enemies, release the Marines and deal with the arriving force before descending. **Indiana — farther west of Forge, beyond Titan.** Elites and snipers guard the squad, with another Elite-led group following. Open from cover, not from beside the prisoners. Save a shield-stripping weapon for that second fight. **Lancer — northwest of Charlie, toward the western edge below Excavation.** Captive Marines are surrounded by a mixed guard. Pick off the distant shooters first, then close to release the squad. Avoid spending your last precision ammunition on nearby Grunts when an Elite still has a firing angle. These are separate named activities: Titan and Indiana are close enough that it is easy to finish one and mentally tick off both. Use the completed icon, not your memory of a similar hilltop. **Northern and eastern rescues** **Paladin — mountains south of Outpost Tremonius.** Free the prisoners after clearing the first group; subsequent Elites include a cloaked sword threat. Keep the Threat Sensor ready instead of packing it away after the first fight. **Barracuda — southwest of Outpost Tremonius.** Two Choppers are the immediate problem. Disable or hijack one without standing in the other's path, then clean up the reinforcement wave. Fight from rocks that physically stop a vehicle rather than a low rise it can drive over. **Cobra — east of Outpost Tremonius.** Prisoners, Ghosts and Elites make this a poor place for an unplanned downhill sprint. Deal with the mobile guns first; stay for the additional Elites after the initial group falls. **Bengal — north of Excavation, near the region's edge.** Work through the shielded defenders and remain for the Phantom delivery. Do not stand beneath its guns waiting for troops to disembark. **Jester — northeast of Bravo, toward the eastern edge.** Ghosts support the Elites here. Break the vehicle crossfire before closing on the infantry; a stolen Ghost is useful only while you still have room to maneuver. **Thunder — southeast of Bravo/Excavation, around the cave.** Follow the fight toward the cave rather than stopping at the first bodies outside. Work around the rocks in stages so you are not exposed to both the entrance and the surrounding slopes. **Foxhound — high mountain north of the Spire, in southeastern Connections.** This is a climb, not the western Titan/Indiana cluster. Remove the ranged defenders before stepping onto the exposed summit. Keep track of the supply-box audio pad for the collectible sweep rather than assuming the rescue notification collected it. **Pronto — southeast of Delta.** The Marines are fighting when you arrive. The uphill turret can help with the initial enemies and the Phantom's reinforcements, but abandon it if incoming fire pins you in place. Finish the arriving troops before leaving. **Five targets, five weapon unlocks** For every target, clear the supporting enemies too. Killing the named foe is not always the end of the activity. **Ik 'Novus — hills west of Echo, northwest of The Tower. Reward: Volatile Skewer.** Approach from above and remove the surrounding snipers and Brutes before committing to the main target. Work down his protection from cover, then keep damage on him rather than repeatedly allowing recovery. Do not walk into the camp just to grab the reward weapon early. **Balkarus — north of Forge of Teash, northwest of Charlie. Reward: Riven Mangler.** His escorts are the first job. Use the available rocks to narrow their firing angles, then strip Balkarus's shield and follow with kinetic damage. Watch for him changing position rather than staring down one sightline until he flanks it. **Bipbap — southeast of Armory of Reckoning, between Alpha and Bravo. Reward: Calcine Disruptor.** Start with the cliffside snipers. The height advantage is also useful when charging Brute reinforcements arrive. Bipbap is less dangerous once his surrounding firing squad is gone; do not let his small silhouette distract you from those bigger threats. **Thav 'Sebarim — southwest of Bravo, northwest of Horn of Abolition. Reward: Arcane Sentinel Beam.** He begins in a Ghost. Grapple-hijacking it removes that problem without needing to blow up your potential transport. On foot, use the Threat Sensor if he cloaks. His beam makes lingering in an exposed firing lane a bad trade, even when his shield is nearly broken. **Inka 'Saham — far-northern fragment beyond Outpost Tremonius. Reward: Rapidfire Pulse Carbine.** A flying vehicle is the straightforward return-trip option. Land outside the camp's crossfire, then deal with snipers, Ghosts and the two plasma-cannon positions. Use the large rocks to isolate angles; keep a sensor available for the target's camouflage. A safe landing is worth more than a dramatic entrance directly over the guns. **Before you leave Connections** Normal gives more room to improvise with captured vehicles. On Heroic and Legendary, the biggest improvement is choosing the opening angle: Delta's sword ambush, Barracuda's vehicle lanes and the exposed mountain rescues punish a blind approach in different ways. Your activity ledger should show **Echo, Charlie, Alpha, Bravo and Delta; all five named targets above; and all 15 named squads**. That finishes this article's combat circuit, not the whole region. Continue with the four outposts, then the physical pickup sweeps so the less obvious logs and towers are not lost among completed combat icons.

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