This is a collection of my posts from X, my main social and the first place I post everything. You’ll find video game guides, comics, fiction, my writing and author updates, and other topics I cover.
4,845 posts are available here. Each entry keeps the original wording and links back to X.
**Halo Wars: Cleansing — clear the hull without losing the airlocks** *Campaign spoilers. Halo Wars: Definitive Edition, mission 11.* Shooting a Flood structure down is only part of the job here. The cleansing field has to finish removing i...
**Halo Wars: Shield World — buy time, then bring the platoons out** *Campaign spoilers. Halo Wars: Definitive Edition, mission 10.* There's a timer, three groups to rescue, and enough Flood between them to punish a careless dash. The pylons...
**Halo Wars: The Flood — keep the colonies asleep long enough to finish it** *Campaign spoilers. Halo Wars: Definitive Edition, mission 9.* The colonies don't stay dead just because you've moved on. That's the central problem in this missio...
**Halo Wars: Anders' Signal — bring all three Elephants home** *Campaign spoilers. Halo Wars: Definitive Edition, mission 8.* The Elephant can train troops, but that doesn't make it the unit you should send ahead to discover what is waiting...
**Halo Wars: Scarab — watch the beam before you move** *Campaign spoilers. Halo Wars: Definitive Edition, mission 7.* This isn't a Scarab you board with Master Chief. You're taking it apart from the ground, and its beam can erase the force...
**Halo Wars: Dome of Light — all five Rhinos need protection** *Campaign spoilers. Halo Wars: Definitive Edition, mission 6.* Getting a Rhino to its marker isn't the end of its job. It stays there, which means somebody has to protect it whi...
**Halo Wars: Arcadia Outskirts — survive the retreat, then take the fight back** *Campaign spoilers. Halo Wars: Definitive Edition, mission 5.* The opening instruction really does mean retreat. Trying to hold your starting position is a goo...
**Halo Wars: Arcadia City — protect the evacuation, not just your base** *Campaign spoilers. Halo Wars: Definitive Edition, mission 4.* Arcadia City can get away from you while you think you're doing fine. Your base is standing, your army i...
**Halo Wars: Relic Interior — getting Forge and Anders out alive** *Campaign spoilers. This guide is for Halo Wars: Definitive Edition, mission 3.* Two Grizzlies ought to make this a straightforward rescue. The problem is that you don't hav...
**Halo Wars: Relic Approach — build an army, then keep enough of it alive to reach the relic** **Definitive Edition. Mission spoilers. Conventional completion with skull, black-box and achievement routing.** Relic Approach is where Halo War...
**Halo Wars: Alpha Base — save the Marines before clearing the base** **Definitive Edition. Mission spoilers. Conventional route, with collectible and achievement stops.** Alpha Base looks straightforward because you're mostly following a r...
**Halo Wars — choose the right edition before setting up the campaign** Halo Wars changes what you're paying attention to. You're not looking for the next rifle on the floor. You're watching the fight, the units you're losing and the suppli...
**Halo Infinite: Reformation's eastern cleanup, three skulls and three artifacts** This finishes the regional sweep with **four Retaliation audio-pad locations, four propaganda towers, Famine, Black Eye, Thunderstorm and three Forerunner ar...
**Halo Infinite: the western Reformation audio-log and tower sweep** There is a difference between finding a recording and finding the location a guide used for that recording. The **Scattered Spartan logs unlock in sequence**, so your firs...
**Halo Infinite: Reformation's 15 Spartan Cores and 13 armor lockers** This is the equipment sweep for the last large open-world region. There are **15 core containers and 13 Mjolnir Armories** to account for here. Some sit beside story bea...
**Halo Infinite: all 18 Connections towers, Fog, Catch and the two artifacts** The annoying part of cleaning up Connections is not necessarily the fighting. It is passing close to something, assuming the FOB would have marked it, and findin...
**Halo Infinite Connections: every audio-pad stop, without the title confusion** Connections has **27 blue UNSC/Spartan pads and nine Banished pads** to account for. The useful breakdown is five FOB pads, eight UNSC outpost pads, two Prison...
**Halo Infinite Connections: northern cores, lockers and the Excavation cross-check** This is the second half of the Connections equipment sweep: **nine Spartan Cores and seven Mjolnir lockers**. Together with the southern route's five core...
**Halo Infinite Connections: southern Spartan Core and armor-locker route** This sweep covers **five Spartan Cores and seven Mjolnir lockers** around Echo, the western river, the Spire and the southeastern mountains. The companion northern...
In the middle of posting a couple of the Halo mission guides and achievement guides that I've beaten. These are from the past. I'm not playing Halo at the moment so these are ones that I'm kind of catching up on that I wanted to post over t...