**Halo Wars 2 — One Three Zero: rescue the prisoners and bring them home**
**Main campaign, mission 4. Mission spoilers.**
This is Alice's mission, and the troops you rescue are the force you have to work with. There is no comfortable production line feeding replacements into every mistake. That makes keeping a damaged squad alive considerably more useful than winning the next fight five seconds sooner.
Let Alice lead, use the rescued units where they are useful and heal before the next fight. Do not wait until an entire squad disappears to start paying attention to its health.
**Work through the prison camps**
Use Alice's Spartan Slam on the enemies below the starting position. Clear the guards, destroy the prison's shield generator and bring the freed Hellbringers with you.
Continue toward the other prison sites, checking the side paths for resource silos. You need those resources for support powers later. Destroying a silo is only half the job: collect what it drops before moving on.
At the next Hellbringer rescue, watch for the frightened Grunt who runs away. If you want that bonus, react immediately and attack him before he escapes. Do not send your entire wounded force deep into another camp just to chase one target.
As you reach the later prisons, Engineers can repair the shield generator you are trying to destroy. Target the flying repair units with Alice, then finish the generator. Use the Cyclops you free against enemy vehicles, and protect the Hellbringers from being run over or caught in a vehicle fight. The final rescue adds Warthogs to your force. [Rescue sequence](https://t.co/RdU0IZH80z)
**Collect the log and resources before the defense**
There is **one Phoenix Log**. Search the branch north of the early rescued troops, on the raised side route rather than the direct line through the next objective. Take it during the rescue section. [Collectible location](https://t.co/0Ym2jgGCG2)
The resource objective covers **sixteen silos**. Check the side branches around the prison route as you go. The last group of four is at the research outpost. This is a sweep through the mission's resource pockets, not a requirement to spend every pickup immediately.
I would keep enough in reserve for healing and the final defense. A leader power that saves several squads is worth more than finishing an optional counter with an empty bank and half the army dead.
**Keep the rescued troops alive**
For a conservative **Bountiful Harvest** attempt, preserve every rescued squad. Keep Alice alive too.
Put fragile or damaged squads in a separate selection. That lets you pull them out while Alice continues to draw attention. If you use select-all for every order, the unit you just saved is likely to walk straight back into danger with the next attack command.
Do not confuse one squad taking damage with that squad being destroyed. Watch the unit health and the mission objective state. [Skull requirement reference](https://t.co/ek4uRDyHP5)
**Prepare before entering the research outpost**
Heal the army and finish the nearby sweep before triggering the outpost defense. Once that phase starts, you have more important things to manage than searching the previous trail.
At the outpost, build the available turrets, put Hellbringers in the defensive garrisons and position the mobile units where they can respond to either side. Collect the resources behind the position. Use mines on approaches and keep the support powers ready for the waves. [Outpost defense](https://t.co/5ISD51g9HG)
There is no benefit in having every unit stand on the same small patch of ground. Leave room to move damaged troops back and to bring the anti-vehicle units forward when armor arrives.
**Match the response to each attack**
Infantry attacks are where the Hellbringers and Warthogs are useful. When heavier vehicles approach, use the Cyclops and consider hijacking a Wraith with Alice. Do not leave the Warthogs at the front simply because they handled the previous wave well.
Hunters are a reason to protect your vehicles, not send them charging closer. Jump Pack Brutes can land inside your position, so spread the mobile units enough that one landing does not punish everything at once.
Use Archer Missiles and Lotus Mines against groups coming through the approaches. If you are collecting their bonus kills, check the counters after successful attacks. A power being activated is not necessarily the same thing as securing the required kills.
On Heroic or Legendary, avoid chasing a retreating enemy far outside the defended area. That often leaves the rescued squads away from cover just as the next wave arrives. Pull them back, restore the formation and keep Alice from being overwhelmed. Hold through the final assault for extraction.
**Halo Wars 2 — One Three Zero: rescue the prisoners and bring them home**
· Games / Halo Wars 2