**Halo Wars 2: The Archive — beams, Jump Pack Brutes and the final locks**
**Awakening the Nightmare, mission four. Story spoilers.**
The Archive takes away the base-building routine. You have a small force moving through a dangerous facility, and a careless movement order can cost more than a difficult fight.
Keep the Jump Pack Brutes alive. Their jumps are how you reach several controls and open the route for everyone else.
**Decide which challenge you are doing**
Two achievements change the approach:
- **We Got This:** reach the final room without purchasing reinforcements from the teleporters.
- **Nimble, for a Big Fella:** navigate the laser defenses without losing units on Heroic or above.
A normal completion can use the available reinforcements. The no-reinforcement attempt cannot, even when the mission introduces the teleporter and invites you to use it.
For a less punishing cleanup, tackle We Got This separately on Easy. For Nimble, use Heroic or Legendary and finish the mission after completing the beam sections.
**Advance with deliberate selections**
At the first beams, stop the army and handle the control rather than issuing a movement order beyond the hazard.
At the inactive bridges, select the Jump Pack Brutes, jump to the isolated control platform and activate the bridge. Only then move the rest of the force across.
Keep the Rangers behind Voridus during fights. Spread incendiary gel into the path of clustered Flood and let enemies move through it. Heal and regroup between encounters instead of carrying a nearly dead squad into the next ambush.
Inspect the webbed-off side areas for supplies. Your resources are limited before the final room, so spend powers where they prevent real losses rather than using every ability on cooldown.
**Cross the beam sections one unit at a time**
Leave the ordinary troops safely behind the hazard. Use Voridus alone to navigate to the shutdown control, watching the beam pattern before each move. His durability gives you more room for an error than a fragile infantry squad, but that is not a reason to run blindly through several beams.
Use short movement orders to safe ground between sweeps. Once the terminal disables the section, bring the others forward.
Repeat this approach at the later, less predictable beam layout. Check that no unit is still following an old order through the active area before moving the camera away.
**Quarantine and the Abomination**
When the quarantine starts, clear the trapped area quickly. Prioritize Flood Spawners so the encounter does not keep filling with fresh enemies while the timer runs down.
After clearing the Flood within the allotted time, use a Jump Pack Brute to reach the central platform for the second log.
Farther on, a raised defense terminal gives you help against the Abomination. Position a Jump Pack unit at the control, bring the enemy into the useful area and activate the defenses. Keep the rest of the army out of unnecessary side fights while that dangerous target is alive.
**Clear and defend the locks**
In the final chamber, remove the Flood biomass from the locks to begin charging the system.
This is the milestone for We Got This. Once you have reached it and the achievement registers, you can use the room's reinforcement teleporters for the defense.
Keep a concentrated force that can clear a threatened lock instead of splitting into three groups too weak to survive. More active locks charge the system faster; if the Flood covers one again, destroy the new biomass and restore it.
Target the enemies threatening the locks directly. Use gel against the smaller waves and concentrated fire against larger forms. Keep purchasing useful replacements while you defend.
At full charge, solve the interface. From its untouched starting positions: outer ring left three times, middle right once, inner right twice. Already moved a ring? Align that section from its current position rather than repeating a starting sequence.
**Logs and remaining objectives**
- **Idle Hands I:** in the first supply-cache side area behind Flood biomass, near the first teleporter.
- **Idle Hands II:** on the central quarantine platform, reached by Jump Pack Brutes after clearing the Flood before the quarantine timer expires.
The other objective counters concern one hundred incendiary-gel kills, disabling the beams at their terminal, no losses to those beams and the timed quarantine clear.
For the gel counter, damage alone is not enough: let the gel finish suitable enemies rather than having the whole army immediately kill everything standing in it.
Completing the mission earns **Have You Tried Rebooting?**. Keep the beam run intact through the ending for Nimble instead of quitting as soon as the final laser is switched off.
**Halo Wars 2: The Archive — beams, Jump Pack Brutes and the final locks**
· Games / Halo Wars 2