Chapter One: Back Up
Your mission to take out the Covenant portals in your sector on Requiem starts off with a hot drop on the first target, but things quickly go sour right away with the worst possible news: Infinity has been boarded. All Fireteams are ordered to drop whatever it is they are doing and report back to the ship to repel the invading force.
While you have been ordered to return to the Infinity , the way to the landing zone(LZ) is not going to be easy. The Covenant, along with their Promethean allies, decisively own this mountainside, and your only route to safety is through large clusters of hostiles who are expecting you. Even the designated LZ at the bottom of the mountain path is filled with enemies. Your allies will try to send support as needed, but with everything going as badly as it is, you can’t count on them for everything.
Map Location: Apex
A DMR is a good starting weapon, but there’s no convenient resupply outside of ordnance drops (for it or any other UNSC weapon) for much of the mission. Take advantage of any vehicles you can find. Ghosts are more common, but you can acquire heavy armor relatively early if you’re willing to try sniping Wraith drivers out of their vehicles.
Objectives One and Two: Shut Down First Portal, Rendezvous at the LZ
[1] The moment you are deployed from the Phantom, Captain Lasky issues an alert: the Infinity is under siege. As you deal with the resistance surrounding the target portal, Commander Palmer orders all Spartan teams on Requiem to return to the ship. This will naturally be much easier said than done.
[2] With the portal shut down, you’re given a waypoint to a potential LZ for pick up. You need to escape the starting cave first. A pair of shield generators are marked on your HUD for destruction. Be wary of the large number of hostiles waiting just beyond one of the shield barriers [3].
[4] This path leads to the first two major defensive lines that the Covenant hold on this mountain. Just outside of the shielded cave you escape from is a large contingent of Covenant ground troops, including a pair of Ghosts. Do what you can to take the Ghosts for yourself, then eliminate any other hostiles in this area. You have a decision to make.
[5] You can elect to force your way through the second defense line by following the main path down the mountain. To say that this decision is fraught with peril is to put it mildly. A Wraith, more Ghosts, and a mass of Covenant command this defensive position. Whittle away at the enemy troops, while staying mobile to avoid getting killed by the Wraith’s plasma mortars. When the Wraith is killed, you’ll receive an ordnance delivery to help you prepare for the next major firefight.
[6] You don’t have to go straight through the mountain path into the next line of defense. There is a side path that bypasses the second contingent of defenders and places you behind a guard platform [7] that overlooks a barrier standing between you and the next section of the mountain.
However you choose to proceed to point [7], be ready to contend with another large ground force, including Promethean Crawlers among their numbers. Once you clear the area around the guard platform, we recommend that you stick to that elevated area so that you can have good position and cover from the forces near the barrier itself [8]. Furthermore, the guard platform has another pair of Ghosts waiting for riders to steal them. Take out the generator that is powering the barrier field, but make certain that you’ve cleaned out hostiles on your side of the barrier, lest you have to deal with them and the enemies positioned further beyond.
[9] With the barrier down, you now have to face a mixed Covenant and Promethean force in this next section. Knights and Watchers join the familiar faces you’ve fought so far on this mountain. The ordnance drop from earlier came with a Sniper Rifle, and we recommend that you leverage that against all of the Watchers before you start working on anything else. Note that another Wraith and a set of Ghosts are among these enemies as well, which complicates any advance. Another shield generator powering a barrier separates you from the final section where the LZ has been designated [10].
Objectives Three and Four: Clear the LZ, Rendezvous with the Phantom
[11] Beyond the final barrier is the last defensive position that needs to be cleared, and it is substantial. To counter this, Lt. Murphy delivers a pair of Mantis combat mechs for the Spartans to use. Unfortunately they land in the middle of the enemy forces [12]. A hostile Phantom further complicates things by trying to bombard you. Lt. Murphy starts acting as a distraction to the enemy, which adds a time limit to this final battle. In addition to the hostiles deployed on the main field, more stream in from a side area [13]. Don’t be trapped in a lethal crossfire.
Don’t rush to the Mantis mechs right away! The time it takes for you to board one is time that you will spend getting shot at by all of the enemies present. On Heroic and Legendary difficulty, even the shielding and armor of a Mantis can be swiftly overwhelmed by the sheer number of enemy troops in close proximity, well before you finish boarding it. Clear as many enemies as possible on foot, being especially mindful of enemies using Plasma Cannons. Watchers use slipspace portals throughout this final encounter, which can complicate things as more Prometheans join the party. In general, you do not want to actually fight in the field the Mantis mechs are deployed in. Fall back toward the mountain path and let the ground troops present themselves to you. This is useful even when you are in the Mantis.
If you take long enough, the Infinity also delivers some ordnance [14] that can help you destroy heavier Infantry targets and the hostile Phantom while on foot. When you do acquire a Mantis, watch where you are aiming: You can bring down Lt. Murphy’s Phantom as quickly as you can the hostile one in just a moment of carelessness!
After you destroy the Phantom and clear the LZ of all hostiles, Lt. Murphy will park himself over the field and offer to take you back to the Infinity .
Chapter Two: Home Field
The absolute worst-case scenario is unfolding in orbit around Requiem. With the Infinity compromised, the only fight that matters now is the one inside its hull. All available assets have been called back to assist in the defense of the ship, and Fireteam Crimson is among them. However, in spite of Lt. Murphy’s piloting skills, the automated defenses damage the Phantom carrying the Spartans back aboard the ship.
The Infinity has been boarded and is currently under siege from multiple fronts. Fireteam Crimson has arrived at one of the hangars where a large portion of the invading force is attempting to secure a firm LZ for further hostile reinforcements. Your first job is to secure the hangar by sealing the bay doors, and then exterminate all hostiles in your path. Unfortunately, the controls to do this from the hangar itself have been disabled, so you must go to the server control room and reboot the ship’s systems manually, then fight your way back to the hangar to ensure that it gets sealed.
Map Location: Infinity
Being on board a UNSC vessel means you’ll have frequent opportunities to keep UNSC weapons fully loaded. The DMR and Battle Rifle absolutely rule the hangar, the server room, and the corridors that connect the two. Early on, you also gain access to a SAW, which is a great weapon when working in conjunction with other players. Many Elites are involved in this invasion, and Promethean Knights also get involved during the latter half of the mission, so be ready to switch to any anti-shielding weapons at a moment’s notice. Fuel Rod Cannons can be fairly plentiful among the Covenant, so it can be a steady and consistent weapon throughout the mission as well.
Objectives One, Two, Three, and Four: Lock Down Hangar, Seal Hangar Doors, Defend Area, Activate Lift
[1] After surviving the rough landing in the hangar, you begin in the thick of the action. The hangar is already filled with dozens of Covenant that are about to overwhelm the remaining Marines stationed there. You start on the lower deck of the area, but there is an upper catwalk with a pair of control rooms [2] that contain additional UNSC weapons and ammo, and they make great locations to fight from, assuming the enemy does not get a lucky fuel rod shot or grenade toss into them.
[3] As you take out this first wave of Covenant, a Phantom flies into the hangar to deploy more troops. This is why it’s a good idea to stake out the upper walkway, as you can lob grenades or shoot fuel rods at the troops as they land in one big cluster. After you mop up this second wave, the controls to seal the hangar will be marked on the HUD [4]. Unfortunately, once you try it’s revealed that the system to handle this is currently offline.
On cue, another Phantom hovers into the hangar to deploy another fresh squad of Covenant. Do yourself a favor and snipe the gunners on the side of the Phantom as it flies in, as this dropship tends to loiter in the area to support the infantry. Without the side gunners, the Phantom becomes considerably less threatening. After this set of enemies is taken down, another Phantom will fly in to make its own deployment. As you deal with this new wave of troops, Covenant reinforcements arrive via a side corridor close to one of the hangar entrances [5].
[6] After all this, the hangar is cleared of hostiles for the moment. In order to be able to seal the hangar, Roland wants you to power cycle a nearby server room. You’ll need to use one of the lifts in the hangar to do this.
Objective Five: Proceed to the Server Room
The lift rises up to allow easy access to the entrance that some of the Covenant used to attack the hangar [5]. This also leads to a significant ammo and weapons cache [7] that contains SAWs and more Frag Grenades.
[8] This is a good thing, as the corridor beyond the cache is filled wall-to-wall with Covenant, who are about to overwhelm a pair of Marines. Do not press forward too fast! Concentrate on clearing out enemies close to the cache before committing to the left- or right-hand hallways. Eventually you’ll kill off the more aggressive hostiles and can choose either path forward in relative safety. Both lead to the same location ultimately, so there is no right choice. Be mindful of any Fuel Rod Cannon users, or Jackal Snipers armed with Beam Rifles. At these ranges you’ll have very little time to react if they sight in on you first.
There’s scant cover in these corridors, and the enemy is insistent on using grenades to force you out of hiding. Stay patient and let the enemy expose themselves. Once you eliminate the enemies in the branched corridors, follow the main path and make a left to reach the server room entrance [9]. Don’t get blindsided by any stragglers that have retreated to this point!
Objectives Six, Seven, and Eight: Secure the Server Room, Activate Server Power, Establish Data Link
[10] The first order of business, once you get inside the server room, is to eliminate all hostiles found within. This is a good time to snag a Fuel Rod Cannon if you haven’t done so already. You’ll be directed to a control panel on a balcony that sits above the server room entrance. Use that panel to begin the power cycle, and also trigger a rush of Promethean Knights and Crawlers.
Initially, a lone Knight appears at the center of the room, followed by packs of Crawlers. Once these are dealt with, things get a bit more intense. Multiple Knight Battlewagons begin streaming into the room, armed with Scattershots. You have to hold off the enemy until the servers are fully raised from storage and placed back online.
[11] With the servers back up, you must use the control panel indicated on your HUD to get the data link established for the entire ship.
Objectives Eight and Nine: Get Back to the Hangar, Seal Hangar Doors
[12] A side door that leads to another corridor opens up and takes you back to the O-shaped hallway and eventually the hangar. A small squad of Covenant and Promethean Crawlers will try to stop you.
The hangar itself has been reoccupied by the Covenant, with a fully loaded Phantom making a deployment just as you arrive. The two side gunners are Elites this time, which makes shooting them off the guns more difficult. It will drop two squads of infantry, so be careful about rushing into the area. Take advantage of the weapon cache [7] and gun down any hostiles you can find from that location before you enter the hangar to finish off any survivors. The lift [6] that you used to make your way to the server room is actually a very good spot to snipe at the enemy from above.
Once the hangar is declared clear of enemies, make your way back to the hangar door controls and seal them. While you get this done, you get a disturbing report from Roland: The enemy has breached the Infinity’s engine room. The mission ends as Fireteam Crimson prepares to dive deeper into the ship’s bowels to continue the fight.
Chapter Three: Engine of Destruction
After taking down the initial groups of Covenant trying to board the ship, things take a turn for the worse. Covenant forces have managed to assault the engine room of the Infinity , a situation that could only lead to very bad things. Rush to the engine room and remove the Covenant from it with all the violence you can muster!
The mission becomes more than just a simple rout of enemy forces. After clearing the compromised server room again, you are ordered to rush to the engine room. You discover that they are planting nuclear warheads throughout the Infinity in the hopes of destroying the whole ship via chain reaction. This is not an acceptable outcome. Expect the Covenant to oppose you at every turn, coming out in force to deny you access to every nuke that is marked on your HUD.
Map Location: Infinity
UNSC weapons and Covenant weapons are ideal, as you’ll always find more ammo for them lying around the ship during this mission. The DMR and Covenant Carbine are excellent weapons to start with. Early on, you will confront Grunts armed with Fuel Rod Cannons, and it can’t hurt to horde those weapons because they make excellent universal problem solvers throughout the mission.
Objective One: Secure the Engine Room
[1] You begin inside a secured hangar with the bad news coming down from Roland and Miller: Hostiles have breached the engine room, and Fireteam Crimson is the closest to handle it. The controls to open a locked door are then marked on your HUD. Just beyond them is the first cluster of resistance, a squad of Grunts, one of whom is manning a Plasma Cannon. Pay attention to them as you gun them down so that you don’t get blindsided by any Fuel Rod Cannon wielders.
[2] To the right of this first group is a corridor that offers you a choice between a left and right path, both of which contain more Covenant troops. Promethean Crawlers and Knights begin making an appearance on both routes as you try to push forward. As you deal with these hostiles, Spartan Miller chimes in with more bad news: The server room that was previously secured has been reoccupied by Covenant. You’re given a priority mission redirect.
Objective Two: Secure the Data Center
[3] At the end of the O-shaped corridor is your access to the data center. The next corridor is filled with Promethean Crawlers and Knights. Once this subcorridor is cleared, you can reach the sealed door that leads directly to the server room. Make sure you load up any UNSC weapons you have on you at the nearby ammo crate before opening the door.
[4] A large squad of Covenant now own the server room, and this is where you encounter the first of the stolen nuclear warheads. Elites make up the bulk of your initial hostile contacts here in this room, but Grunts and Jackals in the rear of the room start coming forward very quickly. Clear out the hostiles in the entire room, and then the nuke will be marked on your HUD for disarmament.
The fact that one nuke was smuggled aboard has Roland concerned, but there’s no time to sit around trying to figure out how it was done. You’re ordered to pick up the pace and get to the engine room.
[5] Another swarm of Covenant flood in from one of the passages at the far end of the server room shortly after the nuke is disabled. If you need more ammo for UNSC weapons, there is a set of ammo crates on an upper level ledge near the room entrance [6]. Marines who are trying to hold down engine room make one last panic-ridden transmission indicating that they are about to lose their battle. Time is running out.
Objectives Three and Four: Continue to Engine Room, Disarm the Havok Nuke
[7] By the time you arrive at the engine room, all but two Marines are out of the fight, and the entire room is spread out before you, filled with all manner of Covenant. There are a number of ammo crates near the Marines’ position, so Spartans bringing a DMR or Magnum to the fight can stay very well stocked. Keep plugging away at the enemy as best you can while Roland tries to figure out how he missed a nuke being smuggled aboard. [8] Another nuke is eventually detected and marked your HUD once you’ve eliminated the majority of this first wave of hostiles. Disarm it quickly, as this nuke has been primed for detonation.
Objective Five: Search and Disarm Nukes
[9] The mystery of the stealthy nukes is solved in short order: They have been fitted with Active Camouflage. The third nuke is marked on the HUD, and it requires that you fight your way up one of the stairwells to reach the upper level of the engine room to reach it. The Covenant force protecting this area is very heavy on Jackal Rangers armed with Covenant Carbines, and they are all crack shots if given half a chance. Sterilize the area of Covenant presence and deactivate the nuke.
[10] Nuke number four is located very close to the third. After disarming the third device, Covenant forces ambush you from the upper levels, dropping down in large numbers. This next wave throws many Jackals and Elites at you, and the area near the third nuke is not exactly brimming with cover. Fight off the hostiles, then disarm the warhead mounted to a console facing the engine core.
[11] Nuke number five is also very close. Shortly after disarming the fourth nuke, more Covenant drop in to try to stop you. As you deal with them, Roland will mark the fifth warhead for disarmament.
[12] A sixth nuke is located in a small control room close to the fifth warhead. Covenant resistance near this device is surprisingly light, especially if you’ve taken the time to clear out the hostiles from earlier waves first.
After nuke number six is dealt with, the Covenant show up in force, dropping multiple clusters of troops on the upper and lower levels of the engine room. The control room where nuke six is located is a good space to hold down temporarily while you try to whittle away at the enemy.
As you bring down the hostiles, a seventh nuke is discovered very close to the engine room entrance [13], on a walkway directly above it. A swarm of Jackals are deployed next to it. With this nuke out of the picture, all the nukes have been disarmed! However, it seems that the enemy is aware of this, and they are sending reinforcements to fix that little snag in their plans. The chapter ends on this cliff-hanger.
Chapter Four: The Guns of Infinity
The Covenant are coming for the engine room in force, intending to reverse the situation that got their stealth nukes disarmed. Fireteam Crimson has set up a small supply depot on the upper level of the engine room and filled it with ammo and weapons that will hopefully give them a chance to hold off the impending assault. Things are about to get a little busy.
You face multiple waves of hostile reinforcements throughout the first stages of this mission. You need to not only kill off the Covenant attacking the engine room, but you also must seal off a series of bulkheads that they are traveling through to access it. After this is done, you must restart the Infinity’s defenses by breaking through another portion of the Covenant siege and retaking the aft weapons control station.
Map Location: Infinity
There’s almost to excuse to not make the DMR and Sniper Rifle your main weapons of choice for this mission. There are convenient stockpiles to keep these weapons topped off with ammo. Take the Ammo upgrade, since it will allow you to stay in the fight longer with UNSC weapons before you have to go back to any ammo crates. Of course, heavier targets like Hunters may require you to get creative with your positioning or locate heavier firepower.
Objective One: Defend the Engine Room
[1] The first wave of Covenant floods through the engine room entrance: Grunts, Jackals, and Elites. Engage them with a mix of DMR and Sniper Rifle fire. They will try to push forward and advance up the two stairwells from the ground level [2] [3], but you can deny them this with consummate sharpshooting. If you’re playing with friends, call out any hostiles that manage to get close to or actually arrive on the upper level to avoid unfortunate instances where you get flanked. Be on the lookout for any Fuel Rod Cannon-equipped hostiles throughout this first wave.
Objective Two: Seal the Bulkhead Doors
[4] This is where things get interesting: Spartan Miller marks a door control that will seal the bulkhead and prevent Covenant from using that point of entry. This is likely still behind a great number of hostiles when it is first marked. There is no penalty to making certain you’ve cleared out the enemy before pushing forward to the controls.
[5] Securing the first bulkhead triggers a massive invasion of Covenant that drop in from the unreachable upper floors of the engine room onto the upper catwalks and lower floor sections. If you were sniping from the upper level near the starting location, you stand a good chance of being overwhelmed by hostile fire almost immediately after the first bulkhead is sealed.
Your second objective is marked on the HUD, and it is also where the concentration of Covenant is greatest. Stick to longer-ranged combat, and watch out for Covenant that try to take up the Machine Guns mounted on the guard rails overlooking the two stairwells [6].
[7] The next bulkhead to be sealed is actually very close to the second. Almost as soon as it’s marked, another wave of Covenant drop in throughout the engine room, with another force charging down the corridor next to the controls that you now need to reach. If you are in the right position, you can eliminate the hostiles closest to the controls before they become a real problem, but we recommend that you do not seal the bulkhead until the whole engine room is cleared once again, otherwise you’ll have to deal with the stragglers from this wave in addition to the new reinforcements.
[8] [9] The other bulkheads that need to be sealed are located on the other side of the upper engine room level, and more Covenant are predictably pushing their way through the open doors. Advance with caution, as there are more mounted Machine Guns that the enemy can use against you, and they will cut you down in seconds.
After you seal the first door [8], the last door [9] is marked on your HUD in time for more hostiles to drop in throughout the engine room. Once you seal these last two doors, finish off all remaining Covenant, then give yourself a pat on the back. The first objective of the mission is complete!
[10] The Infinity’s weapon systems suddenly go offline, leaving the ship defenseless against external threats, and you’re ordered to go to the aft weapon control station and get the guns back online. [11] After proceeding through the door indicated on your HUD, you arrive at a corridor on the verge of being overrun by Covenant, with a stalwart few Marines holding their ground. On the opposite end of the corridor, a pair of Covenant manning Plasma Cannons try to lock down the area and prevent any advances [12]. This piece of the ship is an extremely hard area to try to break through. Stay calm, and do not push forward until the stream of Covenant dwindles. Many high ranking Elites and Grunts are here, and you can expect a lot of Fuel Rod Cannons to be pointed your way.
Objective Three: Destroy Hardware Locks
[13] [14] [15] Inside the aft weapon control, three devices have been placed by the Covenant to lock up the weapon systems of the Infinity . They must be destroyed before the ship can defend itself once again. Each device has a compliment of hostile troops defending it. If you’ve got a Fuel Rod Cannon of your own, you can snipe the devices from a relatively safe distance. However, we really recommend taking down all of the Covenant first before you destroy the hardware locks, as their destruction will trigger another wave of enemies to charge into the area.
[16] When the hardware locks are destroyed, another group of enemies will enter the area. Fortunately, you can blunt this assault quickly using Fuel Rod Cannons found near one of the hardware locks [17].
Objectives Four and Five: Eliminate the Hunters, Activate Aft Weapons
[18] It’s a good thing that those Fuel Rod Cannons are available. When you defeat the first wave of the Covenant counterattack, a swarm of Hunters, Crawlers, and Watchers bursts into the aft weapon control room and proceeds to make life exceedingly miserable. Expect Crawler Snipes to be among these enemies. While you are specifically ordered to deal with the Hunters, we recommend putting down the Crawlers and Watchers first. Conserve any heavy weapons you have to deal with the Hunters once you’ve killed off the Prometheans. Having co-op partners for this section is very useful, especially if one player snags a Binary Rifle, while the others get the Hunters to expose their weak backsides to Binary justice.
[19] After the last hostiles are eliminated, the controls to reactivate the Infinity’s weapon systems are marked on your HUD. Use that control console to make the vessel a proper warship once more. If you look outside the windows, you can see the Infinity’s guns tear apart a Covenant Cruiser, bringing the mission to an explosive conclusion.
Chapter Five: Victory Lap
The siege of the Infinity has finally been broken, but the surviving Covenant and Prometheans on board the ship intend to make life as difficult as possible before they finally succumb to the UNSC. Fireteam Crimson is ordered to sweep the ship and finish off all hostile stragglers.
Kill everything that isn’t UNSC between the aft weapon control room and the hangar bay. You will have to make a slight detour to the server room once more, but the only reason you’re doing that is to kill even more hostile aliens.
Map Location: Infinity
UNSC weapons continue to be great tools for operating inside a UNSC vessel. Consider replacing your secondary weapon slot with a Fuel Rod Cannon as soon as possible. The enemy carries it in great numbers here, and it can be a great equalizer throughout the entire mission. You also might want to see about recovering an Incineration Cannon from a Promethean Knight Commander, if at all possible. The Covenant have many Hunters to throw into this final battle, and this weapon is even more effective than the Fuel Rod Cannon at putting them down.
Objective One: Clear the Area
[1] You start this mission in the aft weapon control room, and come under immediate attack by Promethean Watchers and Crawlers who are teleporting into the area. Gun down the Watchers as quickly as possible, as they will continue to defend and support existing Crawlers, or revive the dead ones. Eventually, Knights join the battle.
Objective Two: Clear the Halls
[2] Once you defeat the Prometheans, you’re directed to a corridor that Miller states is showing heavy enemy activity. Through the indicated door is a squad of Grunts ripe for the killing. Farther down that same corridor, another door [3] opens up, revealing an Active Camo-using Elite Zealot. Around the corner to the left of that door is another contingent of Covenant troops—Elites at the front, with Grunts and Jackals supporting from the rear. Farther down this corridor are two Plasma Cannons being manned by Grunts [4].
Be careful as you advance down this corridor and make sure you put down any Grunt you see armed with a Fuel Rod Cannon immediately. You’ll want those weapons to use against the new group of Covenant that appears farther down the corridor [5]. This group includes three Zealots, all with Energy Swords!
Objective Three: Secure the Server Room
[6] You can’t fault Covenant and Promethean tenacity. Clearing the corridor leads to a report from Roland that the enemy is trying to get inside the server room once again. As you enter the server room, you encounter a Knight Battlewagon, a pack of Crawlers, and a small convoy of Watchers. The Watchers can make this battle more problematic by deploying beam cannons atop the server racks, if left unchecked.
After killing off the first wave of Prometheans, more Crawlers and Watchers teleport inside, and eventually a team of Knights joins the party by arriving from the other side of the room [7]. You can put them down with your other armaments, but if you’re so inclined, a Machine Gun [8] can be located on the upper-level catwalk just above the server room entrance. More Crawlers teleport into the server room after the Knights are taken down.
[9] The final wave of hostiles is a set of three Knight Battlewagons, all tough customers in their own right. Destroy them to put an end to this last-gasp effort at the servers. Make sure you reload any UNSC weapons you have at the numerous weapon crates throughout the area before moving on.
Objective Four: Get Back to the Hangar
[10] Your next waypoint takes you to the O-shaped corridor that connects directly to the hangar. Before you rush in there, we recommend that you have a Fuel Rod Cannon on hand if that is at all possible. If not, you’re going to have a tough time dealing with the two Hunters [11], on top of the Crawler, Grunts, and Jackals milling about the area. Eliminate all hostiles and then move on.
Objective Five: Push to the Hangar Bay
[12] Just as you exit the O-corridor, you encounter small squad of Grunts. Make a left from them and you face off against a mixed group of Covenant and Prometheans. Watch out for the Plasma Cannon gunner while you deal with the Binary Rifle-armed Knight Lancer that is guarding the door you need to pass through [13].
[14] The hangar is occupied by a number of Grunts, Jackals, and Promethean Knights. As you cut down these enemies, they will be marked on your HUD. This is it; you’re on the home stretch now.
Objective Six: Kill All Remaining Covenant
[15] [16] The bay is far from secure, despite Spartan Miller’s early celebration. From a pair of large elevators comes the real bad news: five Hunters and a squad of Grunts. Watchers also join in the fun, deploying beam cannons near the sealed hangar doors if they are given the chance. Note that there is a rack of Rocket Launchers inside one of the control rooms on the upper-level catwalk [17]. If you can reach that, the Hunters can be defeated with relative ease. Just make sure you don’t get so caught up in taking them down that you ignore the other enemies in the room; they’re still threats!
Survive this final gauntlet, and the Infinity (at least your corner of it) is completely secured and Episode Seven draws to a close. You can now officially add “Survived Attempted Nuclear Annihilation” to your Spartan resume.