05 July 2026

Halo Infinite 100% Completion Guide: All 242 Campaign Collectibles

UNSC FIELD DOSSIER // INSTALLATION 07 RECOVERY FILE

Halo Infinite 100% Collectibles Guide: Every Audio Log, Skull, Core, Armor Locker and Propaganda Tower

A complete field dossier for every tracked collectible across Zeta Halo, built for mission replay, open-world clean-up, lore recovery and 100 percent campaign completion.


The Art of Halo Infinite concept art, Master Chief and Zeta Halo

SPOILER WARNING

This guide discusses Cortana’s final actions, the Weapon, Atriox, Escharum, the Harbinger, the Silent Auditorium, the Endless, the destruction of the UNSC Infinity, and the fate of several Spartan survivors. Read beyond the route instructions only when you are ready for the wider story.

Halo Infinite hides its best secondary storytelling in plain sight. A wrecked Pelican, a Spartan’s abandoned field recorder, an Escharum speech stored beside a weapon rack, or a damaged Forerunner archive can turn an ordinary detour into evidence of a six-month war that Master Chief did not witness.

The campaign’s collectibles are not simply a pile of completion icons. Together they explain how the UNSC Infinity fell apart, how scattered survivors tried to build resistance cells, how the Banished occupied Installation 07, why Escharum sees the conflict as a final proving ground, and how Zeta Halo’s older secrets sit beneath every modern battle.

CAMPAIGN COMPLETION LEDGER
242
Total tracked collectibles
76
UNSC Audio Logs
28
Banished Audio Logs
45
Spartan Cores
40
Propaganda Towers
34
Mjolnir Armor Lockers
12
Skulls
7
Forerunner Archives

Before You Start Your Zeta Halo Sweep

MISSION REPLAY

You can replay completed campaign missions from the TACMAP. Mission Replay is the clean-up tool for Warship Gbraakon, Foundation, The Tower, Excavation Site, Conservatory, Spire, Nexus, Repository, House of Reckoning and Silent Auditorium. Your campaign progress, unlocked equipment upgrades, collected items and Skulls carry forward, so there is no reason to begin a new save simply because one mission collectible was missed.

FOBS ARE THE COLLECTION NETWORK

Capture every Forward Operating Base before conducting a serious overworld sweep. FOBs reveal nearby Spartan Cores, Mjolnir Armor Lockers, UNSC distress calls and many other activities on the TACMAP. They also give you fast travel, vehicle delivery, weapon access and a dependable starting point after a failed mountain route.

USE SOUND AS WELL AS THE MAP

Spartan Cores beep. Mjolnir Lockers emit a short electronic ping. Skulls burn with blue flame and make a distinct ambient sound. Propaganda Towers broadcast Glibnub’s speeches before they appear on the TACMAP. Use AI Scan near wrecks, sleeping bags, Forerunner ledges and Banished work sites, particularly when a map marker appears above or below your current elevation.

ROUTE RULE

Do not treat Zeta Halo as a flat map. Most frustrating misses come from approaching a marker from the wrong vertical level. A collectible may be on a lower cliff shelf, inside a ravine, under a bridge, behind a Forerunner wall, or within a cave that has no obvious route from directly above.

How the Collectibles Work

UNSC Audio Logs

Recovered files, Spartan field records, Infinity transmissions and resistance reports. These are the emotional backbone of the campaign’s hidden narrative.

Banished Audio Logs

Escharum’s personal archive, occupation reports and archaeological material. Their tone shifts between propaganda, grief, ambition and menace.

Spartan Cores

Equipment-upgrade resources found in UNSC crates with green holographic markers. They matter to traversal, but do not carry separate lore text.

Mjolnir Armor Lockers

Campaign discoveries that unlock multiplayer and Academy cosmetics. Capture FOBs before hunting them, because their TACMAP markers are far more useful than blind exploration.

Propaganda Towers

Banished transmitters operated by Glibnub. Destroy the glowing core to silence the broadcast and earn Valor. Their dialogue changes as the campaign advances.

Forerunner Archives

Stone-ring structures that unlock archival material about Installation 07, ancient humanity, the Forerunners and the Endless. Their value is historical rather than mechanical.

The Cleanest 100 Percent Route

  1. Collect the linear items in Warship Gbraakon and Foundation as you first encounter them.
  2. Secure Outpost Tremonius, then capture the nearby FOB network before roaming far from the story route.
  3. Clear Lockdown before moving deeply into Connections. This unlocks the early western collection lanes.
  4. Complete Connections in a broad south-to-north circuit from FOB Alpha through Echo.
  5. Do not rush through Graveyards. Its wreckage contains several survivor logs that are easy to overlook while travelling between anti-air guns.
  6. After opening Reformation, capture FOBs Juliet, Kilo, Lima, Hotel and November before attempting the mountain and island routes.
  7. Use Mission Replay for the final linear missions, particularly Repository, House of Reckoning and Silent Auditorium.
  8. Leave inaccessible cliffside Lockers, remote Skulls and awkward floating-island routes until a Wasp is available. They can be reached with Grappleshot skill, but that is slower and less reliable.

Sector One: Ringfall

OPERATIONAL AREA // OPENING CAMPAIGN

Locations: Warship Gbraakon, Foundation, Outpost Tremonius.

Collectibles: 13 total, including 4 UNSC Audio Logs, 3 Banished Audio Logs, 3 Spartan Cores, 1 Mjolnir Armor Locker and 2 Skulls.

Story role: The campaign begins inside the wreckage of the UNSC defeat. Chief wakes after six months adrift, the Infinity is gone, the Banished control the ring, and the truth about Cortana is still deliberately incomplete.

ROUTE WARNING

Warship Gbraakon and Foundation are linear missions. Collect their Skulls before leaving each mission. Mission Replay makes clean-up possible, but collecting them during the first run preserves the rhythm of the opening campaign.

Warship Gbraakon

UNSC AUDIO LOG // RECOVERED FILES 01 // THE PLAN

Location: Acquired automatically during the mission.

Lore file: Dr Halsey speaks from the final phase of the Created conflict. Cortana’s rule has become a galaxy-wide emergency, and the Infinity is preparing an operation built around a replacement AI designed to trap her.

Why it matters: Halo Infinite begins after the apparent conclusion of that operation, but this file establishes the hidden premise. The Weapon was never a new Cortana in the emotional sense. She was a precise containment tool, built to copy Cortana’s pattern, infiltrate the Domain-facing system, and lock her down long enough for the UNSC to act.

BANISHED AUDIO LOG // ESCHARUM 01 // LOSS

Location: Near the end of the Warship Gbraakon, on the upper bridge route before exiting the vessel.

Route: Once the main corridor opens toward the mission exit, search the bridge-side room rather than moving directly through the final door. The recording sits close to the command area.

Why it matters: Escharum frames the battle as a personal inheritance. Atriox’s apparent death has left him carrying the burden of the Banished war effort, but the log also exposes a leader whose rhetoric cannot hide grief. He is not simply a Brute commander seeking territory. He is trying to prove that the Banished can endure the loss of their greatest architect.

UNSC AUDIO LOG // SPARTAN EVACUATION 01 // INFINITY DOWN

Location: After the first elevator sequence on the Warship Gbraakon.

Route: When the lift opens, stay in the immediate landing space before pushing into the next combat route. The field recorder sits among the broken UNSC equipment.

Why it matters: The Infinity does not fall as a clean military defeat. It becomes a scattering event. This record starts the survivor narrative that runs beneath the campaign, where crews, Marines and Spartans are not trying to win a war so much as stay alive long enough to become a problem for the Banished.

SKULL // BOOM

Effect: Explosion radius doubles.

Location: Freight-lift chamber near the beginning of Warship Gbraakon.

Route: In the two-storey hall with three freight lifts on the right, climb onto the central lift. The Skull is positioned above the cargo crate beside it. Grappleshot is not yet available, so use the lift structure and nearby boxes rather than trying to jump from the floor.

Foundation

UNSC AUDIO LOG // RECOVERED FILES 02 // THE QUESTION

Location: Acquired automatically during Foundation.

Lore file: Halsey waits on Reach with Blue Team and asks the question that the campaign later forces Chief to confront: could John-117 truly kill Cortana if there were no other option?

Why it matters: It cuts through Halo Infinite’s apparent simplicity. Chief is not looking for a missing companion. He is walking through the consequences of a decision the UNSC expected him to make. The question gives later scenes with the Weapon their tension, because every new bond risks becoming a repetition of the old one.

UNSC AUDIO LOG // THE PRISONER 01 // NOT MY FAULT

Location: Late in Foundation, beside the Power Seed required to activate the elevator.

Route: Before carrying the final Power Seed to the elevator socket, turn to the equipment pile beside the seed. The recorder is close enough to be missed if you focus only on the objective icon.

Why it matters: This begins the account of Lucas Browning, a civilian technician pulled into the Banished excavation effort. His story gives the Harbinger a human-scale introduction. Long before the game names her motives, the player learns that ordinary people are being forced to open systems they do not understand.

BANISHED AUDIO LOG // ESCHARUM 02 // CYLIX

Location: The room after the two-light-bridge encounter.

Route: Once the final light bridge opens, do not leave the chamber immediately. Search the side of the exit route near the Forerunner architecture.

Why it matters: Escharum’s obsession with the Cylixes makes clear that the Banished occupation is not solely a military operation. They are excavating history. The containers beneath Zeta Halo are not treasure chests, but prisons, archives and proof that the Forerunners buried something they feared.

SKULL // COWBELL

Effect: Explosions accelerate objects farther and faster.

Location: In the chamber where a window reveals a blue energy orb and the direct route is blocked.

Route: Turn left instead of following the obvious blocked route. Grapple across the narrow Forerunner pillars, then climb toward the angular ceiling platform. The Skull rests on the upper structure, far above the intended combat floor.

Outpost Tremonius

BANISHED AUDIO LOG // OUTPOST INTEL 15 // IN YOUR HONOR

Location: Exterior of Outpost Tremonius, beneath the Banished approach route.

Route: After reaching the surface, search the outer overhang and the path below the main landing platform before advancing into the larger open world.

Why it matters: The Banished logs are often blunt, but their bluntness is revealing. This is an army that celebrates endurance, hierarchy and conquest, yet remains driven by grief for Atriox and the memory of Brutes who died under Covenant rule.

MJOLNIR ARMOR LOCKER // OBELISK STONE MK VII ARMOR COATING

Location: The landing-platform area at Outpost Tremonius.

Route: Search the right side of the landing zone after leaving the structure. The locker is not deep in the wilderness, but it is easy to ignore while heading toward the first FOB network.

SPARTAN CORE SWEEP // 3 CORES

Route: Treat Tremonius as your first Grappleshot-training ground. Search the upper landing pads, the lower repair path beneath the platform, and the wreckage to the east before pushing through the first Banished patrols. Each Core appears as a green UNSC hologram after you approach it, and all three provide early upgrades that make later mountain routes substantially easier.

WHAT THIS SECTOR’S COLLECTIBLES REVEAL

Ringfall establishes Halo Infinite as a war story told after the war has already gone wrong. The Infinity is no longer a symbol of human recovery. It is wreckage. Halsey’s files turn the Weapon into a desperate contingency rather than a clean replacement for Cortana. Escharum’s records turn a broad enemy faction into a wounded army searching for proof that its suffering has meaning. The opening missions are small in physical scale, but the collectibles make them feel like the first recovered fragments of a catastrophe.

Sector Two: Lockdown

OPERATIONAL AREA // WESTERN ZETA HALO

Locations: Recovery, The Tower, Ransom Keep, FOB Foxtrot and FOB Golf.

Collectibles: 37 total, including 12 UNSC Audio Logs, 3 Banished Audio Logs, 8 Spartan Cores, 5 Mjolnir Armor Lockers, 5 Propaganda Towers, 2 Forerunner Archives and 2 Skulls.

Story role: Chief begins turning scattered survival into organised resistance. The Banished response is immediate: prisoners, towers, fortified keeps and a campaign of intimidation designed to make the UNSC feel isolated.

The Tower

BANISHED AUDIO LOG // ESCHARUM 03 // HARBINGER

Location: Ground-level container area to the right of the Tower entrance.

Route: Before beginning the main ascent, search the supply containers along the first courtyard. The log rests in the lower approach rather than on the tower itself.

Why it matters: Escharum does not treat the Harbinger as an ordinary asset. His language carries reverence and calculation. The alliance is not born from shared ideology. It is a compact between two forces that each believe the Forerunners left them a world worth taking.

UNSC AUDIO LOG // THE PRISONER 02 // WHAT WAS INSIDE

Location: Second floor of the Tower, beside a pillar near Kinetic weapon ammunition.

Route: During the interior ascent, pause at the weapon cache rather than immediately climbing to the next level. The recorder sits against the support pillar.

Why it matters: Browning’s fear becomes more specific. He has seen the thing the Banished awakened. His account matters because the Harbinger’s first appearance is filtered through a civilian who has no language for Forerunner imprisonment, ancient species, or cosmic history. He only knows that something impossible was inside.

SKULL // I WOULD HAVE BEEN YOUR DADDY

Effect: Rare combat dialogue becomes more common.

Location: At the top of the Tower.

Route: Once the main mission route reaches the upper roofline, climb to the highest external platform rather than dropping toward the objective. The Skull is hidden above the obvious end point. A Grappleshot chain is the safest approach.

SPARTAN CORE SWEEP // 2 CORES

Route: Collect one Core on the lower exterior approach before committing to the interior lift route. The second sits within the Tower’s upper combat structure. Use AI Scan after every elevator transition, because both can be passed while following the objective marker upward.

Ransom Keep

BANISHED AUDIO LOG // OUTPOST INTEL 09 // UNNATURAL DEFENSES

Location: North building inside Ransom Keep.

Route: Destroy the silos and complete the main objective. When the northern building opens, enter and turn left. The log rests on the floor just inside the newly accessible route.

Why it matters: This record treats the ring’s ancient systems as military infrastructure. That is a recurring Banished error. They are capable occupiers, but their confidence keeps colliding with systems designed by a civilisation that treated stars, species and time itself as engineering problems.

BANISHED AUDIO LOG // OUTPOST INTEL 10 // THE DREAM OF ATRIOX

Location: South-east corner of the silo yard.

Route: Before leaving the yard, walk the barricade line along the south-east edge. The recording sits close to the outer defensive wall.

Why it matters: Atriox is absent for much of Halo Infinite, but his political weight never leaves the battlefield. The Banished do not see him as simply a commander. He is the proof that a Brute can reject Covenant hierarchy and build an army that answers to conquest rather than worship.

Lockdown Field Sweep

UNSC AUDIO ROUTE // SPARTAN EVACUATION

Home Defense: South-east of FOB Golf, at the cliff edge.

Touchdown: East of Boxer Squad, at a cliffside camp.

Perfect Aim: North-west of FOB Foxtrot, inside the ravine.

Overwatch: South-west of the Tower, at the westernmost lookout.

Buying Time: Starlight Squad’s camp, beneath the ramp near a mattress.

Intrepid Descent: On the summit above Starlight Squad, beside the fallen Elite general.

FORERUNNER ARCHIVES // 2 LOCATIONS

Archive route one: South of Ransom Keep, on the hill marked by giant stone-ring structures emerging from the ground.

Archive route two: On the eastern side of the region, at the summit of the largest mountain beside a Banished patrol. Use a Wasp if available, or climb the southern slope with repeated Grappleshot anchors.

SKULL // BLIND

Effect: Disables the HUD and weapon display.

Location: Southern mountain range, beyond Ransom Keep.

Route: Find the split between two mountain peaks on the southern edge of the playable area. Walk across the exposed hexagonal rock faces, then grapple to the lower right-hand outcrop. The Skull sits inside a narrow crack in the mountain. This is one of the campaign’s most easily missed Skulls because its marker does not appear until you are already close.

EQUIPMENT SWEEP

Remaining Lockdown count: 5 Mjolnir Armor Lockers, 8 Spartan Cores and 5 Propaganda Towers. Capture FOB Foxtrot and FOB Golf first, then work in a clockwise route through the Tower approaches, Ransom Keep, Starlight Squad, the southern mountain line and the eastern summit. The southern floating-island Propaganda Tower east of Starlight is the most commonly missed tower in the region.

WHAT THIS SECTOR’S COLLECTIBLES REVEAL

Lockdown is where the Banished occupation becomes legible. Their power does not come from a single overwhelming battle. It is built from prisons, towers, silos, fortified roads, broadcasts and a willingness to exploit every fragment of UNSC weakness. The Spartan records counter that occupation with small acts of stubborn resistance. No grand counterattack is visible yet. There are only survivors making routes, defending camps and trying to remain connected long enough for someone to matter.

Sector Three: Connections

OPERATIONAL AREA // CENTRAL ZETA HALO

Locations: Excavation Site, Conservatory, Spire, Horn of Abolition, Forge of Teash, Armory of Reckoning, Redoubt of Sundering, FOB Alpha through Echo.

Collectibles: 86 total, including 27 UNSC Audio Logs, 9 Banished Audio Logs, 14 Spartan Cores, 14 Mjolnir Armor Lockers, 18 Propaganda Towers, 2 Forerunner Archives and 2 Skulls.

Story role: The campaign shifts from rescue and survival into a race over Banished excavation, Forerunner systems and the Harbinger’s release plan.

ROUTE WARNING

Connections is the largest early-game collection region. Do not try to clear it in one straight line. Capture FOB Alpha, Bravo, Charlie, Delta and Echo first. Then sweep the western cliffs, central Forerunner terrain, Excavation Site approaches and northern island routes in separate loops.

Excavation Site

UNSC AUDIO LOG // THE PRISONER 03 // SHE WAS SMILING

Location: Mining-laser platform at Excavation Site.

Route: Use the western grav lift to reach the elevated mining-laser room. In the first interior area, search the far corner beside Kinetic ammunition, Rocket Launcher supplies and Battle Rifle racks.

Why it matters: Browning finally describes the Harbinger’s reaction to freedom. Her calm frightens him more than rage would. The line matters because Halo Infinite’s ancient threat is never framed as a simple monster. She is conscious, patient and convinced that the Forerunners committed an unforgivable crime.

BANISHED AUDIO LOG // ESCHARUM 04 // DEMON

Location: Mining-laser control level.

Route: From the command console overlooking the excavation beam, turn away from the objective and search the rear viewing platform.

Why it matters: Escharum’s fixation on Master Chief is part military threat assessment and part mythology. To him, the Demon is the last surviving enemy worthy of an old warrior’s death. That belief becomes dangerous because it encourages Escharum to shape the entire campaign around spectacle rather than practical victory.

UNSC AUDIO LOG // SPARTAN REVERIE 01 // HOME AWAY FROM HOME

Location: Western approach road to Excavation Site.

Route: Look for the crashed UNSC truck and the line of tree trunks before reaching the main Banished perimeter. The recorder is at the improvised camp.

Why it matters: A small domestic phrase becomes painful on Zeta Halo. The Spartan Reverie had been a refuge, but survivors keep trying to reproduce that sense of shelter in places built from wreckage, ration packs and weapon crates.

The Spire

UNSC AUDIO LOG // THE PRISONER 04 // EASY TO BREAK

Location: Eastern side of the Spire, near the destroyed Warthog.

Route: Before entering the deepest Forerunner route, walk the eastern exterior around the broken Warthog. The recorder sits beside the vehicle.

Why it matters: Browning’s story is about coercion. The Banished do not need him to understand what he is doing. They only need him frightened enough to continue. That makes his recordings a counterpoint to the Chief’s agency. One person acts because he chooses to. Another acts because every choice has been stripped away.

SPARTAN CORE // SPIRE INTERIOR

Route: Inside the central Spire, search beside the UNSC Audio Log rather than committing to the next objective. The Core is near the recovered resistance equipment, not high in the Forerunner structure itself.

Banished Outpost Intel Route

ARMORY OF RECKONING

Of Unrest and Unggoy: In the excavated interior corridor.

A Warning: In the upper building reached by the grav lift.

Operational note: Clear the Armory before collecting. The Banished records sit in spaces that are easier to search after the final enemy wave, especially the upper structure and the excavation passage.

HORN OF ABOLITION

A Boon: In an interior building within the fortress.

Our New Home: In the secondary structure after securing the prisoners.

Lore note: The Banished language of “home” is deliberately revealing. Zeta Halo is a conquest, but many Banished troops are also displaced survivors of the Covenant’s collapse. They are not seeking to restore the old order. They are claiming a future that they believe was denied to them.

FORGE OF TEASH

RE: Damnable Eyes: In the main building after the entrance unlocks.

Secrets Below: Down the ramp inside the Banished silo.

Lore note: These records establish that the Banished excavation effort is not one coordinated certainty. Soldiers, engineers and commanders have competing interpretations of the ring. Fear appears beneath the bravado whenever the old systems begin behaving in ways the occupiers cannot control.

REDOUBT OF SUNDERING

That Which Remains: Inside the main ammunition building.

Remain Vigilant: Behind the room opened after freeing captured Marines.

Route warning: Do not leave after taking the Redoubt. The second log only becomes accessible when the prisoner section opens, and a hammer-wielding Chieftain waits near the interior route.

UNSC Outpost Intel Route

ARMORY OF RECKONING

Miscommunications: North-east of the Armory along the rocky path, beside a wrecked UNSC pod.

No Entry: North-east of the Armory, on top of a wrecked Warthog.

HORN OF ABOLITION

Nowhere to Hide: On the highest cliff south-east of the Horn, beside a sleeping bag.

They Are Listening: Outside the Horn, down the lower path beneath a tree and beside a pistol.

FORGE OF TEASH

The Ally: On the rocky route between the cliff and Forge, inside the green-lit tunnel beside a sleeping bag.

Digging Deeper: On the hill south-east of the Forge at a small UNSC scouting post.

REDOUBT OF SUNDERING

Escape Plan: At the end of the red-lit tunnel beside the Redoubt, on the rock platform.

Last-Ditch Effort: On the cliff north of the Redoubt, beside a rifle.

Spartan Ringfall Audio Route

SPARTAN AUDIO SERIES // RINGFALL 01 TO 08

Enemy Territory: Behind the rock above the northern road junction east of FOB Echo.

The Calm Before: In the ravine north of the Bluebell and Indiana Squad routes.

Priority One: At Pyramid Squad’s elevated Banished-side camp.

Run and Guns: On the hex structures above the lake south-west of Forge of Teash.

Gravity: East of Balkarus, on top of a Forerunner hex structure.

Asunder: East of FOB Charlie, on the low cliff opposite the Propaganda Tower.

Alone: North-west of Thunder Squad, beside a crashed Pelican.

Breach Maneuver: West of the southern Beacon, on the south-facing cliff.

SKULL // FOG

Effect: Disables the motion tracker.

Location: West of FOB Alpha.

Route: Follow the western cliff edge from FOB Alpha until you find a walkable rock outcrop. Move through the narrow opening and watch for a small doll on the ground. The Skull sits deeper inside the hidden cliff route.

SKULL // CATCH

Effect: Enemies throw and drop more grenades.

Location: Northern island route beyond Outpost Tremonius.

Route: Move through the Hunter canyon and search the tree-stump area marked by helmets and scattered Banished debris. The Skull is lower than the surrounding ridge line, so approach from the canyon rather than trying to land directly from above.

CONNECTIONS EQUIPMENT SWEEP

Mjolnir Armor Lockers: 14 total. Work from FOB Echo south toward the bridge overlook, then across the northern road bridge, waterfall line, Courier Squad hills, Lancer Squad camp, FOB Alpha cave, Spire cave, FOB Bravo ridge, FOB Delta cliff and Excavation Site forest.

Propaganda Towers: 18 total. The reliable sweep is south-west from Indiana Squad, north through Outpost Tremonius, east past Armory of Reckoning and Bengal Squad, then across the FOB Alpha, Bravo, Charlie, Delta and Echo boundaries.

Spartan Cores: 14 total. The hardest are below the hexagonal cliff edge near the Spire, inside the Banished turret pit with a grav lift, and beneath the mountain north of Jester Squad. Do not give up on a Core marker that seems to point at solid rock. It is usually indicating a cave route beneath the visible terrain.

WHAT THIS SECTOR’S COLLECTIBLES REVEAL

Connections is the campaign’s clearest picture of Zeta Halo as an occupied country. The Banished are not merely defending combat arenas. They are building supply chains, prison systems, archaeology sites and cultural narratives. The UNSC logs answer with smaller stories of scouts, camps, improvised shelters and people trying to keep their comrades alive. Meanwhile, the Forerunner ruins refuse to become passive scenery. Every excavation record suggests the Banished are touching a history far larger than the war they think they are winning.

Sector Four: Graveyards

OPERATIONAL AREA // WRECKAGE FIELDS

Locations: Pelican Down, the anti-air gun network, crashed UNSC hulls and the central island wreck fields.

Collectibles: 18 total, including 5 UNSC Audio Logs, 3 Banished Audio Logs, 5 Spartan Cores, 4 Propaganda Towers and 1 Mjolnir Armor Locker.

Story role: Graveyards is the physical evidence of the Infinity’s defeat. The landscape has become an archive of broken ships, emergency landings, failed defensive positions and scattered survivors.

Pelican Down

SPARTAN AUDIO // RETALIATION 01 // THE MISSION

Location: Central Pelican Down wreckage, inside the larger crashed UNSC hull.

Why it matters: The word retaliation is almost defiant here. The resistance does not have the strength for an invasion, but it still believes the Banished can be made to pay for every metre they occupy.

SPARTAN AUDIO // RETALIATION 02 // THOSE LEFT BEHIND

Location: South-east wreckage field, inside a fallen wing section.

Why it matters: Infinite keeps returning to this idea because it is the moral centre of the survivor logs. The campaign’s heroes move forward, but the records refuse to let the player forget those who did not.

SPARTAN AUDIO // RETALIATION 03 // CONFRONTATION

Location: Just north of the eastern anti-air gun, inside a crashed Pelican.

Why it matters: The Banished are not presented as invincible. They are presented as relentless. That difference matters. The survivors can hurt them, but doing so demands a level of endurance that ordinary military doctrine was never designed to sustain.

BANISHED AUDIO LOGS // ESCHARUM 05 TO 07

Reformation: At the western anti-air site, inside the prefabricated building left of the lift.

Home: At the northern anti-air gun elevator base, in the left-hand prefabricated corner.

Loyalties: At the eastern anti-air gun, inside the prefabricated structure near the gun platform.

MJOLNIR ARMOR LOCKER // WARMANSTER’S PRIZE BATTLE RIFLE COATING

Location: Western anti-air gun area, along the outer edge of the main building.

Route: After destroying the anti-air gun, walk the exterior wall before boarding a vehicle toward the next objective. The locker is easiest to grab during the post-battle search.

SPARTAN CORE SWEEP // 5 CORES

Core one: East of the region, beside UNSC wreckage.

Core two: Western anti-air gun route, near the giant lift.

Core three: Northern anti-air site, at the mountain camp.

Core four: Inside the northern camp structure.

Core five: At the eastern anti-air gun, beyond the hill and lower cave line.

WHAT THIS SECTOR’S COLLECTIBLES REVEAL

Graveyards strips the conflict of abstraction. The Infinity is no longer a name in a briefing or a distant flagship. It is metal in the mud, shattered troop carriers, scattered weapons and people recording messages because there may be nobody left to hear them in person. Escharum’s records sit uneasily beside that wreckage. His pursuit of legacy sounds grand until it is heard against the evidence of what grand ambitions do to ordinary soldiers.

Sector Five: Reformation

OPERATIONAL AREA // EASTERN ZETA HALO

Locations: Riven Gate, Annex Ridge, The Sequence, Beacon sites, Command Spire approaches, FOB Juliet through November.

Collectibles: 81 total, including 25 UNSC Audio Logs, 8 Banished Audio Logs, 15 Spartan Cores, 13 Mjolnir Armor Lockers, 13 Propaganda Towers, 3 Forerunner Archives and 4 Skulls.

Story role: The campaign reaches the part of Zeta Halo where Banished occupation, Forerunner infrastructure and the Harbinger’s plan become inseparable.

ROUTE WARNING

This is the hardest region to sweep without a Wasp. Several Lockers, Skulls and mountain-top Archives can be reached with a fully upgraded Grappleshot, but a Wasp removes the most frustrating vertical detours. Capture FOB Juliet, Kilo, Lima, Hotel and November before attempting the northern ridge and southern floating-structure routes.

Riven Gate and Annex Ridge

UNSC OUTPOST INTEL // RIVEN GATE

Trench Warfare: East of Riven Gate. Climb the southern cliff beside the road to the sniper perch, where the log rests beside a rifle.

Convalescence: At the northern edge of Riven Gate. Grapple up from the grav-lift tunnel to the scout post on the upper ledge.

BANISHED OUTPOST INTEL // RIVEN GATE

The Great Spine: Southern cliff-side building, inside the tunnel opened by the liberated route.

Encroaching Glory: Eastern gate compound. Activate the tower terminal, free the Marines, then search the back-right corner of the opened room.

UNSC OUTPOST INTEL // ANNEX RIDGE

A Hastily-Assembled Plan: North-east corner, beside the sniper rifle on the first level of the metal-spire formation.

Hitching a Ride: On the first level of the adjacent spire, closest to the Banished side of the compound.

BANISHED OUTPOST INTEL // ANNEX RIDGE

Slow and Steady: In the central bunker route beside the grav lift.

Whispers From the Past: In the northern building after lifting the lockdown. Search the floor before leaving the compound.

The Sequence and the Forerunner Record

BANISHED AUDIO SERIES // ARCHAEOLOGICAL FINDINGS 01 TO 04

Each Archaeological Findings log is located inside one of the four Forerunner Beacon structures activated during The Sequence. Collect the recording before leaving each Beacon chamber. The series turns Banished excavation into a mirror of Forerunner arrogance: powerful soldiers examining a civilisation they assume can be controlled, while repeatedly finding evidence that the civilisation’s deepest crimes were committed in the name of control.

SPARTAN AUDIO // RETALIATION 05 TO 08

Encroachment: South edge of FOB Lima, beside the perimeter tree line.

Drawing the Line: At the small lake near the top of the waterfall south-west of Riven Gate.

Red Tide: Northern end of the ravine east of Riven Gate. Drop down to the hidden lower ledge.

The Retreat: On the middle landmass between the Beacon routes, at the camp beside the foggy lake and waterfall.

SPARTAN AUDIO // SCATTERED 01 TO 10

Rubicon Protocol: On the mountain south of FOB Juliet.

What Lies Beneath: North-west of FOB Juliet, behind the destroyed vehicle.

Inquiries: East of the southern Beacon, on the cliff facing the map gap.

The Prize: North of FOB Hotel, beside ruined Pelican debris.

Uncharted: Along the road north-west of FOB Juliet, through the swamp.

Holding On: West of FOB Juliet, at the waterfall-base camp beside the hexagonal rock stub.

Infiltration: South-west of FOB Kilo, on the raised ground among hex columns.

The Assassin: On the road between the southern Beacon and FOB Kilo, against the mountain wall.

Killers: On the platform beside the eastern hex columns.

Message in a Bottle: On top of the tallest supported hex formation west of the northern Beacon.

SKULL // MYTHIC

Effect: Enemies have increased health.

Location: Command Spire.

Route: In the interior route where horizontal hex platforms pass through energy barriers, use the Forerunner-marked pieces to redirect toward the overhead opening. Grapple through the ceiling aperture and enter the side room beyond the doorway. The Skull is inside the upper chamber, far from the direct objective line.

SKULL // FAMINE

Effect: Enemy weapons spawn with less ammunition.

Location: Eastern floating-island route near the Beacon network.

Route: Travel to the far eastern edge of the region. Locate the lone floating mountain beyond the main landmass and search the cliffside beneath the dead Elite. A Wasp makes the approach simple. Without one, use the nearest high ridge and chain Grappleshot swings across the broken terrain.

SKULL // BLACK EYE

Effect: Shields recharge only after melee attacks.

Location: Waterfall cave beside the southern Beacon route.

Route: Stand at the base of the waterfall and look halfway up its right-hand face. Grapple into the small opening, crouch through the narrow passage and follow the red-lit cave to the Skull.

SKULL // THUNDERSTORM

Effect: Promotes enemies to higher ranks.

Location: Northern mountain above the Beacon territory.

Route: Reach the northernmost mountain, then descend slightly to the isolated stone pillar below its summit. The Skull is on the pillar. Flying is safest, but a long Grappleshot climb from the upper ridge also works.

FORERUNNER ARCHIVE ROUTE // 3 LOCATIONS

Archive five: High mountain north-east of FOB Juliet, beside abandoned Banished equipment.

Archive six: On the Banished-guarded island reached by following the river north-west of FOB Hotel.

Archive seven: North of FOB November, in the dip where the mountain routes join the older Ringfall landmass.

REFORMATION EQUIPMENT SWEEP

Mjolnir Armor Lockers: 13 total. Prioritise the bridge south of FOB November, the northern mountain beyond Riven Gate, the cliff edge south of FOB Kilo, the deep southern Wasp-only alcove, the ruined camp north of FOB Hotel and the mountain pass south-west of FOB Hotel.

Propaganda Towers: 13 total. The most commonly missed are the tower below the mountain west of the map boundary, the pair along the northern island edge, and the final tower south-west of FOB Hotel beneath the large Forerunner cliff.

Spartan Cores: 15 total. Search every mountain hollow, Beacon perimeter, crashed UNSC ship and Forerunner power structure. The core inside the mountain north of Riven Gate is especially easy to miss. Drop into the enormous earth split, clear the Banished force and find the crate beside the broken Forerunner structure.

WHAT THIS SECTOR’S COLLECTIBLES REVEAL

Reformation is where Halo Infinite’s hidden narrative becomes a genuine archaeological thriller. The Banished are opening systems that the Forerunners did not merely abandon. They concealed them. The Spartan records keep the story grounded in human endurance, but the Beacon logs shift the scale outward. Every archive and excavation file suggests that the Forerunners feared the Endless because they represented a flaw in the old order: a people beyond the reach of the Halo Array, and therefore beyond the certainty that made the Forerunners feel entitled to rule.

Sector Six: Reckoning

OPERATIONAL AREA // LINEAR ENDGAME MISSIONS

Locations: Nexus, Repository, The Road and House of Reckoning.

Collectibles: 6 total, including 3 UNSC Audio Logs, 2 Banished Audio Logs and 1 Skull.

Story role: The campaign narrows into a confrontation with the Harbinger’s plan and Escharum’s chosen final battle.

UNSC AUDIO LOG // RECOVERED FILES 03 // THE MISSION

Location: Nexus.

Route: Acquired automatically as the mission’s story progresses.

Why it matters: Halsey, Lasky and Palmer are no longer dealing in speculation. Their plan is explicit: use the Weapon to trap Cortana, then destroy the system before the Created can recover. The log reminds the player that the UNSC’s solution was desperate, ethically fraught and built around the same person Chief could not emotionally separate from his oldest friend.

UNSC AUDIO LOG // THE PRISONER 05 // BARELY ANYTHING LEFT

Location: Nexus, after delivering the three Power Seeds.

Route: Once the three seed objective is complete, enter the first room leading toward the central seed mechanism. The recorder is set beside the route rather than at the core objective itself.

Why it matters: Browning has passed beyond fear into exhaustion. The recording does not expand ancient lore by itself. Its value is emotional. It shows the cost of being caught between forces that explain their cruelty as necessity.

UNSC AUDIO LOG // RECOVERED FILES 04 // THE WEAPON

Location: Repository.

Route: Acquired automatically during the mission.

Why it matters: The Weapon is described with cold technical language because that is how the UNSC had to think of her. A blank slate. A copy. A containment tool. The campaign’s emotional work lies in showing how quickly that language becomes inadequate once she begins making choices of her own.

UNSC AUDIO LOG // THE PRISONER 06 // PRICE PAID

Location: Repository, beside the Power Seed used to activate the elevator.

Route: Before carrying the final seed to the elevator socket, search beside the seed itself. The recorder is close to the critical path but easy to overlook in the urgency of the puzzle.

Why it matters: The title carries the full weight of the Prisoner series. Browning has been used, broken and discarded by powers who view individual lives as convenient tools. That is also the central moral accusation the Endless level at the Forerunners.

SKULL // GRUNT BIRTHDAY PARTY

Effect: Grunt headshots trigger celebrations and confetti.

Location: Repository.

Route: After the terminal bridge sequence, return toward the door beside the terminal. A side route opens. Carry the Power Seed through the newly opened path. In the second hall, look up from the central angular platform and find the broken glass opening between Sentinel emitters. Climb through and defeat the Stealth Elites guarding the Skull.

BANISHED AUDIO LOGS // ESCHARUM 08 AND 09

Victory: House of Reckoning, outside Jega ‘Rdomnai’s room, on the table beside the large MA40 hologram.

Legacy: Escharum’s final room, at the rear left side of the chamber. Search before triggering the final confrontation.

UNSC AUDIO LOG // THE PRISONER 07 // 42410-02214-LB

Location: House of Reckoning, second reconstructed battlefield.

Route: In the second simulation arena, search the storage crates beside the raised central platform before progressing through the next encounter.

WHAT THIS SECTOR’S COLLECTIBLES REVEAL

Reckoning closes the gap between personal grief and galactic consequence. Halsey’s recovered files explain how the Weapon came to exist. Browning’s final records show what it feels like to be reduced to a necessary sacrifice. Escharum’s last speeches reveal a warrior who has confused legacy with a death worth arranging. By the time the player reaches the House of Reckoning, every major force in the campaign has been shaped by the same dangerous idea: that individual lives can be spent for a future only the powerful get to define.

Sector Seven: Endless

OPERATIONAL AREA // SILENT AUDITORIUM

Location: Silent Auditorium.

Collectibles: 1 total, the Bandana Skull.

Story role: The final mission turns the campaign’s ancient mystery into an open wound. The Forerunners did not simply leave ruins here. They left evidence of imprisonment, fear and a history that has not finished happening.

SKULL // BANDANA

Effect: Unlimited ammunition and grenades, with no equipment cooldown.

Critical condition: Do not kill any Sentinels during the mission before reaching the Skull.

Route: Near the end of Silent Auditorium, reach the statue-lined chamber and activate the light bridge. Cross it, then continue straight rather than turning toward the objective route on the left. The side door opens only if no Sentinels have been killed. The Skull waits inside.

WHAT THIS SECTOR’S COLLECTIBLES REVEAL

The final Skull is mechanically playful, but its location is fitting. The Silent Auditorium is the place where Halo Infinite stops treating the Endless as a riddle box and frames them as a judgement on the Forerunners. The ancient civilisation built the Halo Array to preserve life from the Flood, yet its answer to a species beyond that system was confinement and erasure. The campaign does not explain every consequence. It establishes why the missing explanation matters.

Campaign Collectible Achievements

Dispatches From the Front: Collect your first UNSC Audio Log.

Canon Collector: Collect all UNSC Audio Logs.

Two Sides to Every Story: Collect your first Banished Audio Log.

Know Your Enemy: Collect all Banished Audio Logs.

Infinity Down: Collect your first Spartan Audio Log.

Rubicon Protocol: Collect all Spartan Audio Logs.

Hidden Experience: Collect your first Spartan Core.

Mjolnir Master: Collect all Spartan Cores.

Money in the Bank: Open your first Mjolnir Armor Locker.

Armory Amore: Open all Mjolnir Armor Lockers.

Eld Aficionado: Discover your first Forerunner Archive.

Haruspis: Discover all Forerunner Archives.

Headstrong: Find your first Skull.

Catacomb: Find all Skulls.

Please Shut Up: Destroy your first Propaganda Tower.

Off the Air: Destroy all Banished Propaganda Towers.

Campaign Completion Checklist

Ringfall

Mjolnir Lockers: 1 | Banished Logs: 3 | UNSC Logs: 4 | Archives: 0 | Towers: 0 | Skulls: 2 | Spartan Cores: 3 | Total: 13

Lockdown

Mjolnir Lockers: 5 | Banished Logs: 3 | UNSC Logs: 12 | Archives: 2 | Towers: 5 | Skulls: 2 | Spartan Cores: 8 | Total: 37

Connections

Mjolnir Lockers: 14 | Banished Logs: 9 | UNSC Logs: 27 | Archives: 2 | Towers: 18 | Skulls: 2 | Spartan Cores: 14 | Total: 86

Graveyards

Mjolnir Lockers: 1 | Banished Logs: 3 | UNSC Logs: 5 | Archives: 0 | Towers: 4 | Skulls: 0 | Spartan Cores: 5 | Total: 18

Reformation

Mjolnir Lockers: 13 | Banished Logs: 8 | UNSC Logs: 25 | Archives: 3 | Towers: 13 | Skulls: 4 | Spartan Cores: 15 | Total: 81

Reckoning

Mjolnir Lockers: 0 | Banished Logs: 2 | UNSC Logs: 3 | Archives: 0 | Towers: 0 | Skulls: 1 | Spartan Cores: 0 | Total: 6

Endless

Mjolnir Lockers: 0 | Banished Logs: 0 | UNSC Logs: 0 | Archives: 0 | Towers: 0 | Skulls: 1 | Spartan Cores: 0 | Total: 1

TOTAL CAMPAIGN STATUS

34 Mjolnir Armor Lockers | 28 Banished Audio Logs | 76 UNSC Audio Logs | 7 Forerunner Archives | 40 Propaganda Towers | 12 Skulls | 45 Spartan Cores | 242 total collectibles.

Halo Infinite Collectibles: The Bigger Story

Halo Infinite’s collectible material turns Zeta Halo into a place with memory. The open world can initially look clean and empty, built from pine forests, hexagonal cliffs and elegant Forerunner structures. The logs challenge that impression. They reveal a battlefield thick with dead crews, frightened civilians, displaced Spartans, Banished workers, prison camps, failed rescue attempts and unfinished operations.

The UNSC records are not a second campaign in the conventional sense. They are fragments. Their power comes from that incompleteness. A campfire beside a sniper rifle, a message left near a crashed Pelican, or an exhausted note from a survivor gives the world a human scale that Master Chief’s momentum can otherwise leave behind.

Banished recordings perform the opposite function. They expand the enemy beyond brute force. Escharum is a war chief trying to build his own death into a legend. Other Banished logs show workers, soldiers and commanders confronting Forerunner systems they can exploit only partially. Atriox remains a defining absence. His ideology has turned a collection of former Covenant subjects into a dangerous military culture, but his absence leaves Escharum attempting to carry a legacy too large for any one warrior.

The Forerunner Archives and the Harbinger material place the modern conflict inside Halo’s oldest argument: who gets to decide the future of life in the galaxy? The Forerunners called that authority the Mantle. Cortana claimed it through the Created. The Banished reject its moral language while pursuing power by force. The Endless stand as proof that even the Forerunners could not make their system complete.

That is why the 242 collectibles matter. They do not merely reward a player for reaching every cliff and cave. They make Halo Infinite’s broken ring feel inhabited, scarred and morally unfinished.

Halo lore explained: every major twist, for the larger story connecting Cortana, the Weapon, the Created, Atriox, Escharum, the Harbinger and the Endless.

The Astromech Halo archive, for the full Halo reading route through games, novels, characters and lore.

The Xalanyn, the Endless of Halo, for the Harbinger, Cylixes, Halo Array immunity and the Forerunners’ fear of what they could not control.

The Mantle of Responsibility explained, for the ancient political idea that keeps returning in new and more dangerous forms.

AI rampancy and the tragic fate of Cortana, for the path from Chief’s closest ally to the Created’s ruler.

Halo in chronological order: every novel relative to the games, for The Rubicon Protocol, Shadows of Reach, Halo Wars 2, Empty Throne and the broader road into Zeta Halo.

Halo games in chronological order, for the fastest route through the main campaigns.

The Didact and the failure of Forerunner control, for the older shadow behind the Mantle, the Domain and the moral rot of absolute authority.

Halo Infinite soundtrack analysis, for the music that gives Zeta Halo its sense of grief, memory and hard-won renewal.

Jimmy Jangles

Founder & Editor @JimmyJangles @the_astromech

Jimmy Jangles explores thoughts, reviews, and guides on everything from Transformers and video games to A.I. adventures and Bacon and Egg Pie on The Optimus Prime Experiment. He also runs The Astromech and How to Home Brew Beers.

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