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**Halo Infinite Connections: all four Banished outposts and their collectibles**

· Games / Halo Infinite

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**Halo Infinite Connections: all four Banished outposts and their collectibles** This route covers **Redoubt of Sundering, Forge of Teash, Armory of Reckoning and Horn of Abolition**. Each has five local pickups: one Spartan Core, two UNSC logs and two Banished logs. That means **four cores and 16 recordings** across the circuit, separate from the region's scattered wilderness items. Start with Redoubt near Echo, then work northwest to Forge and north to Armory. Finish with Horn on the eastern side. You can reverse that order without breaking anything. The important part is finishing each compound's objective and its outside observation posts before moving on. **Redoubt of Sundering: rescue the prisoners** From Echo, head southeast to the prison compound. Clear the elevated shooters and gun emplacements before entering the middle of the yard. There are **three prisoner groups**: northwest, southwest and the eastern side. Destroy each restraint generator's exposed power component to release them. Avoid throwing explosives directly through the captives. The freed Marines add firepower, but do not use them as a reason to charge every remaining group at once. On Heroic or Legendary, clear one section before opening another angle. The Chieftains guarding the prisoners are much easier to manage when you are not also taking sniper fire. After the third group, finish the reinforcements and enter the squad leader's holding building. A hammer Chieftain is the threat to deal with before touching the release terminal. Keep the doorway behind you available for retreat, use your sensor against any concealed defenders, and activate the terminal once the room is safe. **Five pickups** 1. **That Which Remains — Banished:** in the supply container/structure near the southwestern prisoner group, by the ammunition supplies. 2. **Remain Vigilant — Banished:** inside the building holding the squad leader. Collect it before walking back out after his rescue. 3. **Spartan Core:** eastern side of the compound, beside the containers near the prisoner area. This is outside, not hidden in the squad leader's cell. 4. **Escape Plan — UNSC:** use the cave beside the northern entrance, east of that gate. Follow the passage to the recording near its far end. The tunnel also connects back into the compound. 5. **Last-Ditch Effort — UNSC:** the small hill just north of the compound. Facing south toward the northern gate, it is the rise to your right; climb rather than searching the road below. The two outside logs are easy to miss if you fast-travel immediately after the final rescue. Treat the northern cave and northern hill as separate stops. **Forge of Teash: five silos, four repair bays** Forge sits southwest of Excavation, in western Connections. Use the southeast approach to begin a circuit of the yard. **There are five fuel silos, not six.** Use each silo's console to raise it, then destroy the exposed cooling components. You may sabotage the repair bays before finishing the silos; the objectives do not demand a rigid order. A workable circuit starts at the southeastern silo. Enter the large repair building north of it, sabotage the **two bays inside**, then return outside for the silo to its west. Free the nearby captive Marines if you want support. Expect reinforcements as the fight develops; do not inspect a console with your back to newly arriving troops. The **northern bay** requires the underground route. Enter the eastern tunnel, fight through to its branching passage and take the branch leading to the gravity lift. Disable the barrier's power source as necessary, ride up and sabotage the bay. Watch for the cloaked Elite around this room. Open the exit and continue the silo circuit. For the **southern bay**, destroy the external generator powering its entrance barrier, then enter and sabotage the machinery. Finish the remaining yard silos until the tracker reads five destroyed and four bays disabled. A Ghost is useful in the open areas, but it is not a substitute for checking the interior machinery. **Five pickups** 1. **Secrets Below — Banished:** ground floor of the large repair building with two bays, leaning against a pillar near the entrance. 2. **Spartan Core:** same building, up the interior ramp to the upper level. The red pad and the core are two different pickups on different floors. 3. **RE: Damnable Eyes — Banished:** the first underground area reached by the eastern ramp/tunnel, beside the weapon supplies. Search before taking the deeper passage toward the lift. 4. **The Ally — UNSC:** outside the northeastern boundary. Grapple up the rocks toward the trees, follow the narrow rocky path and enter the little campsite cave; the pad is inside, by the bedding. 5. **Digging Deeper — UNSC:** climb the hill southeast of Forge to the lookout camp. Check beside the grenade supply box, not inside the nearest Banished building. **Armory of Reckoning: disable all three printers** Reach Armory east of Alpha. Clear enough of the yard to move between structures without a Ghost firing into your back. Hijacking one can help outside; park it before going underground. Each ammo printer works the same way: use its terminal to expose the vulnerable components, then shoot them. Deal with the **northwestern printer**, then the **open central printer**. For the third, move to the southeast side and destroy the exposed generator powering the barrier. Enter the tunnel and reach the **underground printer**. Clearing only the surface equipment leaves the outpost unfinished. On Legendary, the tunnel is a useful chokepoint but also an easy place to trap yourself. Clear it from one end, reload before the next chamber and avoid backing blindly into an uncleared branch. **Five pickups** 1. **Of Unrest and Unggoy — Banished:** the eastern shielded building. Shoot the power component to the left of its entrance, enter and check the back of the room. 2. **Spartan Core:** the underground printer room, reached through the southeastern barrier/tunnel route. 3. **A Warning — Banished:** continue from that underground room to the gravity lift. Ride up and collect the pad beside the upper landing. 4. **Miscommunications — UNSC:** follow the rocky passage east/northeast of the compound to its end, near the wrecked UNSC pod. The route is outside the fortified buildings. 5. **No Entry — UNSC:** behind the northwestern building, at the wrecked Warthog. Search the wreck itself rather than assuming the recording is another interior terminal. **Horn of Abolition: open the array, then destroy it** Horn is southeast of Bravo. Silence the courtyard gun first so you can inspect the buildings safely. The initial task is **ending the security lockdown**, not shooting the big array at random. Climb onto the roof of the lockdown-control building and follow its ramp inside. Use the control terminal, then move into the main structure beneath the horn. Two ceiling-mounted guns protect the next terminal. Destroy their generator in the rear corridor, or destroy the guns directly if you have a safe angle. Use the terminal to expose the array's power cells. Return outside, climb onto the array and destroy **all four exposed cells**. Watch the reinforcements while moving around the roof: the machinery you are shooting is not the only thing that can see you. Finish from cover where possible rather than standing on the highest point for the whole exchange. **Five pickups** 1. **Banished log in the lockdown building:** collect it during the first interior stop. 2. **Banished log in the array-control building:** at the rear of the structure containing the terminal that exposes the cells. Together these are **A Boon** and **Our New Home**. 3. **Spartan Core:** the partly collapsed/buried building near the southern entrance. Grapple onto it and drop through the opening in the roof; the blocked ground-level doorway is not the route in. 4. **Nowhere to Hide — UNSC:** climb the hill southeast of the compound to its high lookout, where the pad rests beside the bedding. 5. **They Are Listening — UNSC:** outside the eastern/northeastern side, on a rock beside the path, beneath a tree. Look for the pistol beside the pad. **Leave with both kinds of progress** The destroyed-outpost icon only tells you that its combat objective is done. Before leaving each site, check **one core, two blue pads and two red pads** against its local collectible counter. If a pad is missing from your inventory, revisit the named physical stop rather than reclearing the entire base. This circuit accounts for 20 pickups. Carry those four cores forward as already collected when following the Connections wilderness sweep; do not count them twice or assume the region's remaining cores are all outside enemy compounds.

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