Halo 5: Guardians — The Complete Mission Intel Guide (All 117 Collectibles and Lore Archive)
Every piece of Mission Intel in the campaign, mission by mission: exact routes, the landmark that confirms you are in the right place, the warnings that matter, and a full reading of what each entry adds to the story of Cortana's rise. Built for the replay where you finish at 100 percent and finally understand what you were shooting past the first time.
This guide discusses the full plot of Halo 5: Guardians and the contents of every Mission Intel log, including entries that foreshadow the ending. It also references events from Halo 4, Halo: Escalation and the Hunt the Truth audio drama. If you have not finished the campaign, read only as far as the mission you are replaying.
What Mission Intel Actually Is
Earlier Halo games hid Forerunner Terminals — single, identical panels that unlocked chapters of deep backstory. Halo 5: Guardians retires that system and replaces it with Mission Intel: short audio logs attached to objects that change appearance depending on who left them behind. A UNSC record is a handheld data pad; a Sangheili or Covenant entry is a glowing data disc; a Forerunner memory is accessed at a console; and a handful on Sanghelios are engravings on ceremonial sword hilts. There are 117 pieces in total, spread unevenly across the fifteen missions.
They matter far more than a typical collectible checklist. The main campaign moves fast and tells its story almost entirely through Fireteam Osiris, Blue Team and a few set-piece cutscenes. The Intel is where everyone else speaks: a colonist grieving a glassed homeworld, a Grunt writing terrible love poetry, a Forerunner ghost whispering a single word over and over, a Sangheili brother begging his sibling to come home before they meet on the battlefield. Collect them all and a second, quieter version of Halo 5 assembles itself underneath the shooting — the human, Sangheili, Unggoy and Forerunner cost of the galaxy Cortana is about to reorganise.
Before You Start
Use mission replay. You do not need a single clean run. From the campaign menu you can drop into any mission you have unlocked and mop up whatever you missed; your total is tracked permanently, so an item collected on a replay stays collected.
Turn the difficulty down if you only want Intel. Every piece appears on every difficulty. On Easy you can walk the route, grab the log and move on without an ambush interrupting a tricky jump. The only reason to keep the difficulty up is if you are chasing a skull or an achievement on the same run — a few Intel sit next to enemies that hit much harder on Legendary.
Watch the counter in the pause menu. Open Mission Intel from the pause screen at any time to see how many of that mission's pieces you have banked. Check it before every scripted transition so you know whether to sweep the area again.
Respect the one-way moments. Scripted drops, sealed doors, descending elevators, boarding a vehicle, a collapsing building and the mission-ending battle can all cut you off from ground you have already crossed. You will not lose the item forever — replay always exists — but you will have to restart the mission to reach it. Each mission below opens with a warning box flagging exactly where those lines sit.
Treat the Artemis scanner as a hint, not a map. As Fireteam Osiris, tap the scanner to ping nearby collectibles within roughly forty metres; the controller buzzes and a marker bubble appears. It is excellent for confirming you are close, but plenty of Intel sits above you, below you, behind a breakable wall or off the objective path entirely, outside the scan. Use the routes here to get into range, then let Artemis pin the last few steps.
Collecting all 117 unlocks the achievement Hunt the Truth (40 Gamerscore) — named for the ONI-baiting audio drama that led into the game. It is the campaign's single largest collectible haul, and the only one that rewards you with the whole story rather than a number.
How Each Entry Is Written
Every collectible below is logged the same way, so you can scan for the part you need:
MISSION INTEL — the exact in-game title and the type of object you are looking for.
LOCATION ROUTE — step-by-step directions from the nearest objective marker or named landmark, plus the physical feature that confirms you have arrived.
TRAVERSAL NOTE — any jump, clamber, Thruster dash, Spartan Charge, ground-pound, drop or detour the pickup requires.
DO NOT MISS — shown only when you can cut yourself off from the item by advancing.
LORE FILE — what the log says, and why it matters to the wider Halo story.
Each mission then closes with What This Mission's Intel Reveals, pulling the individual logs into a single reading. Routes are written for a normal forward playthrough; where the story order of a log set differs from the order you physically collect them, it is called out.
Osiris
Fireteam Fireteam Osiris
Primary Location A Forerunner excavation on the glacier world of Kamchatka
Mission Intel 7 pieces
Story Role The cold open. Osiris is sent to extract Dr. Halsey from Jul ’Mdama’s Covenant, and in the process ends Jul’s arc and sets the hunt for Blue Team in motion.
Osiris runs strictly forward. Every ice wall you Spartan Charge through and every drop into the Forerunner structure seals the way back. Sweep each snowfield and chamber before advancing — the opening-area disc in particular is unreachable once you enter the first cave, and the mission ends on a scripted fight with no return trip.
The opening snowfield
Intel 1 / 7 — Unggoy Personal Log 005
The moment the opening cinematic ends, do not follow the squad forward. Hug the right-hand wall from the spawn point and walk to the very back-right of the landing area. The disc sits on the ground between two purple Covenant crates.
Traversal note: None — a flat detour, but grab it before you push toward the first firefight.
Kibkib Yany, the Grunt who recorded this, is freezing and resentful, dreaming that whatever “big weapon” Jul dragged them to Kamchatka to find might one day be aimed at the Arbiter.
The joke has teeth. A rank-and-file Grunt casually naming the Arbiter as the enemy tells you how completely the old Covenant has fractured: Thel ’Vadam is no longer a heretic to be argued about but a target the lowliest trooper fantasises about killing. It is the war of Halo 5 in miniature — Sangheili against Sangheili — overheard from the bottom of the food chain.
The ice caves and the charge run
Intel 2 / 7 — Jul ’Mdama’s Log
Continue until the game teaches you to Spartan Charge and has you smash through an ice wall. The instant you break through, look forward and to the left: the disc rests on a lower ledge just below the lip you land on.
Traversal note: Step or drop down to the lower ledge on the left rather than continuing straight ahead.
Jul’s own operations log is all logistics and contempt: the site’s native defences are down, but Halsey failed to kill the alarm in time, so Prometheans are inbound — and she is “more trouble than she is worth.”
Coming from the man Osiris is about to kill, the line is quietly tragic. Jul built his whole splinter-Covenant around possessing Halsey and the Forerunner knowledge she could unlock, and here he is, resenting her as dead weight minutes before she engineers his downfall. It is the last time we hear him lead anything.
Intel 3 / 7 — Covenant Combat Orders 0283
Further along the climb, jump up onto the metal platform on your left, then sprint-jump across to the higher ledge on your right — you will need the grapple to pull all the way up. From there, continue up to a smaller, higher snowy ledge in front of you; the disc is sitting in the snow.
Traversal note: Sprint-jump plus grapple to reach the first high ledge, then a short clamber up to the final ledge.
Fear runs downhill in Jul’s army. These orders scream at the defenders to hold the perimeter of the “holy site” and promise personal decapitation for anyone who lets even a Crawler slip through.
Discipline held by terror is the only glue this Covenant has left. Where Thel’s reformed Sangheili fight for a cause, Jul’s cling together through threats from the top — a structural weakness the whole campaign will keep exploiting as his remnant collapses without him.
Intel 4 / 7 — Halsey Research Notes 1/4
When you drop into the icy cave, walk up to the two large icicle clusters ahead of you. Behind the right-hand cluster is a small hollow; the data pad is tucked inside it.
Traversal note: None — just look behind the icicles rather than through the gap between them.
Halsey is listening to something no one else can hear yet. She describes a signal that behaves less like a message and more like echolocation — pinging off Forerunner objects, mapping, searching — and wonders aloud what “she” hopes to find.
That unnamed “she” is Cortana, and this is the campaign’s first breadcrumb toward the twist. Weeks before Osiris knows Cortana is alive, Halsey has already detected her groping through the Domain’s architecture. The first of her four notes frames the entire game as a question: what is Cortana reaching for?
The Forerunner structure
Intel 5 / 7 — Halsey Research Notes 2/4
At the Forerunner structure, jump up onto the ledge to the right of the doorway where the turret was firing. Once up, walk straight ahead to a small platform near the edge; the data pad is waiting there.
Traversal note: A single jump up to the right-hand ledge.
Science and zealotry make poor colleagues. Halsey has cracked open the structure at the signal’s focal point but found nothing useful, because Jul’s people care more about ritual than about letting her work.
The friction is the point. Jul needed Halsey’s mind but smothered it in ceremony, guaranteeing he would never get what he captured her for. Read against his own log a few pickups earlier, the two notes are the same failing relationship seen from both sides — the exact dysfunction Osiris is about to end.
Intel 6 / 7 — Halsey Research Notes 3/4
Push through the Forerunner hallways into the next room, which reads like a four-way intersection. The data pad is in the right-hand corner beside some crates, on the side that overlooks the aerial battle in the distance.
Traversal note: None — take the right branch of the intersection instead of pressing straight on.
An old Sangheili superstition turns out to be a warning label. Halsey’s scans match one new glyph against an ancient symbol for “a demon who sleeps in the ground and must not wake.”
That demon is a Guardian — the planet-sized Forerunner enforcer this whole game is named for. Long before one erupts from the ground on Meridian, a footnote in Halsey’s research quietly tells you what is buried and what happens if it stirs. The Sangheili remembered; they just filed it under myth.
Intel 7 / 7 — Halsey Research Notes 4/4
In the very next room, head to the right side. On a small raised platform behind the central strut, among a cluster of crates, sits the mission’s final data pad.
Traversal note: A short step or clamber up onto the raised platform.
The doubt in this last note is the important part. Halsey second-guesses her own theory, wondering whether the signal is really bouncing off these Forerunner sites — or whether “she” is trying to access them directly, and failing.
That single revision reframes Cortana’s whole arc. She is not merely mapping the galaxy; she is trying to seize control of Forerunner systems and cannot quite manage it — yet. By the finale she has. Halsey, characteristically, works out the shape of the threat before anyone with the power to stop it is even listening.
Osiris’s seven logs run on two tracks that never meet in the cutscenes. One is the death rattle of Jul ’Mdama’s Covenant — a freezing Grunt, a leader nursing contempt for his prize asset, and orders enforced at knifepoint — a faction held together by fear and about to lose the only thing propping it up.
The other track is Halsey’s four-part notebook, and it is the real prologue to the game. Step by step she detects an unknown intelligence echolocating through Forerunner space, matches a buried “demon that must not wake” to the structures around her, and lands on the chilling possibility that the presence is trying to seize those systems outright. Osiris flew in to rescue a scientist and kill a warlord; the Intel quietly tells you they walked into the opening move of Cortana’s war.
Blue Team
Fireteam Blue Team (Master Chief, Fred, Kelly, Linda)
Primary Location The derelict ONI research vessel Argent Moon
Mission Intel 8 pieces
Story Role Our introduction to Blue Team on a routine salvage — interrupted when Cortana’s signal reaches the Chief and he goes AWOL to chase it.
The station is a one-way descent. The elevator into the labs, the drop into the reactor core and the final push to the hangar each close off the deck above. Clear each section’s consoles before you ride down. A quick source note: the four station logs share a timestamp naming scheme (1231, 1653, 1654, 613 SMT) that some guides mislabel — the routes below are ordered by where you actually find them.
The entry catwalk and cargo silo
Intel 1 / 8 — Argent Moon: Station Warning
From the start, walk to the end of the entry catwalk and up the short ramp. The green-lit station console is directly ahead of you at the top, before you reach the first room with enemies. Interact to log the warning.
Traversal note: Up the short ramp; access at the console. Only the green consoles hold Intel — ignore the red-lit ones.
The first voice you meet aboard Argent Moon is already dead. Rooker, the ship’s AI, left a standing warning for any ONI crew who try to reclaim the vessel: the air is not safe to breathe.
It is a perfect ONI overture — a dead ship, a lonely machine, and a hazard nobody was supposed to know about. The warning primes the seven logs that follow, all of which explain, in mounting horror, exactly why the air turned lethal.
Intel 2 / 8 — Log 2557 3-17 1231 SMT 1/4
Slightly further in, where you first meet enemies, take the left. You will see a large silo marked by a glowing red square light. Walk around to the back of that silo to find the console.
Traversal note: A short detour left and around behind the silo.
The catastrophe that killed this ship starts here. The first of four crew logs reports a total fatality rate from the “Asteroidea” accident — those nearest the site died instantly, liquefied from the inside out, and the recorder calls them the lucky ones.
This is the human cost the game never shows on screen. Argent Moon is a set-piece backdrop for a Chief-versus-Kelly foot race, but its logs make it a graveyard, and the culprit — an ONI weapons programme that got loose — is exactly the kind of secret Hunt the Truth spent a whole season accusing ONI of keeping.
Central Control and the toxin labs
Intel 3 / 8 — Test Results: Asteroidea 59B
A while into the level you reach a door marked “Central Control.” Turn around to face the opposite corner of that room and climb the three stacked platforms there. At the top, turn back around and jump across to the highest platform; the data pad is on it.
Traversal note: Climb three platforms, then a jump across to the top ledge.
Read as a set, the three “Asteroidea” reports are a bioweapon’s development diary. In this first entry the compound only sickens its test subjects; every one recovers, and the researchers coldly note they need to push the toxicity higher.
The tone is what lingers — recovery logged as failure. It establishes that Argent Moon was not a research accident so much as a weapon that worked too well, and that someone at ONI signed off on making it deadlier.
Intel 4 / 8 — Test Results: Asteroidea 61F
After the dark tunnels full of suicide Grunts, you reach an area with a large glowing-red corner. Go to that corner, where a stack of crates hides a hole in the wall. Crouch through the hole into the small dark room beyond; the data pad is to the right of the Hydra launcher inside.
Traversal note: Smash or shove the crates, then crouch through the wall gap.
The clinical language is the horror. This second compound is judged “satisfactory” for the sickness it causes, but its lethal dose still is not efficient enough for the people running the numbers.
Hidden behind a wall next to a heavy weapon, the log feels like something the ship was trying to keep even from itself. It is the middle chapter of an escalation the crew would not survive — efficiency valued over lives, one iteration at a time.
Intel 5 / 8 — Log 2557 3-19 1653 SMT 2/4
Continue past the windowed hallway where you can watch Covenant ships drop out of slipspace. Go through the circular door at its end — the green console is directly in front of you as you step through. (This is also roughly where the Chief remarks on the decision to scuttle the ship.)
Traversal note: Through the circular door; access at the console.
The contagion did not stay put. The second crew log tracks how the vaporised agent slipped into the air system and spread station-wide, symptoms arriving in minutes or hours depending on how far you were from the epicentre. No one aboard escaped it.
Set beside the sterile test reports nearby, this is where the numbers become people. The compound the scientists kept trying to perfect finished the job on its own makers — a small, self-contained tragedy that the main story steps right over.
The reactor core and the hangar
Intel 6 / 8 — Test Results: Asteroidea 472A
Ride the elevator that a Hunter attacks down into the lab. At the bottom, the data pad is on the floor in the middle of the room, near a dead body, just left of where the Hunter is standing.
Traversal note: None — but the elevator is one-way; grab it before moving on.
By the third compound the researchers are almost pleased. “472A” is nearly a viable candidate — sufficient sickness, an adequate lethal dose — and the only remaining problem is shortening its half-life.
Finishing the trilogy of reports lands the full arc: a team methodically refining a way to kill, right up to the day their own product killed them. It is Halo’s quiet indictment of the machinery ONI keeps out of sight — the same machinery a public that trusted the Chief was never told about.
Intel 7 / 8 — Log 2557 3-19 1654 SMT 3/4
Enter the reactor room and drop down to the lowest floor. The console holding this log is on your left as you land.
Traversal note: Drop down to the reactor’s bottom floor — you cannot climb back up, so log it now.
A dying ship makes the moral choice its crew could not. With containment gone, the AI quarantines Argent Moon itself — setting a course clear of every inhabited system and jettisoning what remains it can into open space.
It is a small act of conscience in a story about machines seizing control. Rooker’s solution to a human-made horror is isolation and sacrifice — a pointed contrast with the AI who, elsewhere in this game, decides the answer to organic failure is to rule it.
Intel 8 / 8 — Log 2557 9-12 613 SMT 4/4
After you disable the coolant system and head for the hangar bay, continue through the hallways until you reach a partially-opened door — the ONI Acrisius prowler is visible through the windows beyond. The final console is directly in front of that door.
Traversal note: None — access at the console. This is the last Intel before the mission-ending sequence.
The last voice aboard signs off on itself. Six months past its own expiration date and unable to keep managing the station, Rooker announces it is initiating “final dispensation.”
An AI aging out, admitting it can no longer cope, and choosing a dignified end — it is the exact fate Cortana was supposed to face, and refused. Standing in the hangar as Rooker fades, you are looking at the road not taken: the game’s central question of what an AI does at the end of its life, answered here with grace instead of conquest.
On screen, Blue Team is a slick reintroduction to the Master Chief. In the logs, Argent Moon is a crime scene. The three “Asteroidea” reports and four crew logs reconstruct an ONI bioweapon programme that iterated toward greater lethality until the agent escaped and killed everyone aboard — the buried, deniable kind of operation that the Hunt the Truth marketing built its whole conspiracy around.
Rooker, the ship’s AI, gives the mission its spine. Faced with a disaster its makers caused, it warns, quarantines, sacrifices and finally powers itself down on time. Hold that behaviour up against the AI whose signal is, in this very mission, pulling the Chief off his leash, and the contrast is deliberate: one machine chooses a graceful death, the other is about to choose godhood. Blue Team’s Intel makes you meet the humane version first.
Glassed
Fireteam Fireteam Osiris
Primary Location The deglassing operation on Meridian, Hestia system
Mission Intel 6 pieces
Story Role Osiris tracks the Chief to Meridian, a half-glassed colony being scraped back to life — and the first place a Guardian will surface.
Glassed hands you a Warthog partway through and never lets you drive back. Grab the three depot logs on foot first. During the drive, the log inside the building you pass through (Day 17) means stopping and dismounting — the route does not loop. And Garage 14 only opens once you clear the yard past the bridge, after which you advance for good.
The deglassing depot
Intel 1 / 6 — Evelyn Collins: Meridian Day 1
Shortly after the elevator reaches the bottom, enter the large room and cross over the “Personnel Walkway Only” floor text toward the right. Head to the back-left corner of the area; the data pad is sitting on a box.
Traversal note: None — a ground-level detour to the far corner.
Evelyn Collins came back to Meridian expecting home and found a ruin. Her first journal entry describes the cold dread as the elevator carried her down through the atmosphere to a world she no longer recognised.
Hers is the emotional key to the whole colony. Across her three logs, Meridian stops being a level and becomes a place people lost and are trying to reclaim — the grief that makes the Guardian’s eventual rise here land as more than spectacle.
Intel 2 / 6 — The History of Meridian 2/6
The first time the level takes you outside, make an immediate left. Behind the large green tarp, on a stack of crates nearest the stairs, sits a radio encased in a chunk of rock — that is the Intel.
Traversal note: None — an immediate left as you step outdoors.
Long before the Covenant, Meridian argued with itself. This chapter of a Free Frontier Education broadcast recalls the old feud between “Stewards” who wanted the world left wild and “Prospectors” who wanted it mined — a fight settled when rich deposits turned up in the Mathon Mountain Range.
The History logs, scattered across six missions, give the colony a past stretching back centuries. This early instalment plants the theme the rest will develop: Meridian was always fought over, first by its own people, later by the Insurrection, then the Covenant, and now the Created.
Intel 3 / 6 — Evelyn Collins: Meridian Day 5
In the same depot, go up to the second floor of the large building. Follow the hallway and take a right into a small room; the data pad is on the chair in the back corner.
Traversal note: Head up to the second floor.
The job is enormous and the doubt is worse. Five days in, Evelyn is cutting a road through the glass toward the shanty town that will become Meridian Station, and she suspects most of her crewmates are only here for the payout — while she stares at a sea of glass and wonders if reclamation is even possible.
This is the middle beat of her arc: purpose colliding with scale. It also names the settlement Osiris will walk through next mission, quietly stitching the campaign’s Meridian levels into one continuous place with one continuous population.
The vehicle yard and the drive
Intel 4 / 6 — The History of Meridian 1/6
After the gate opens and you pick up a Warthog, drive forward into the area and look to the back-right for two red crates. Pull up, climb onto the right-hand crate, and the radio is behind it on the ground.
Traversal note: Climb onto the right red crate to reach behind it.
Numbers do the memorial work here. The first History chapter records that 139 ships carrying just over seventy thousand souls reached Meridian in 2432, and that French settlers named the first town Avignon.
It is a founding certificate for a world the Covenant later erased. Knowing the precise headcount that arrived makes the later log about Meridian’s glassing — where all of it is wiped out in five hours — hit with the weight of an obituary rather than a statistic.
Intel 5 / 6 — Evelyn Collins: Meridian Day 17
During the drive you pass through a building. Stop and get out of the Warthog, then go to the left of the building instead of crossing the bridge. Inside, the data pad is on top of a desk.
Traversal note: Dismount and detour left — the drive is one-way, so do this before crossing the bridge.
Somewhere in the ash, Evelyn finds a reason to keep cutting. A veteran colonist named Lorie laughs off her despair and tells her to stop mourning what Meridian was and picture what it could be — advice Evelyn takes to heart.
Her arc resolves into stubborn hope, which is exactly what the Created crisis is about to test. The colonists rebuilding Meridian believe in a future; within the next two missions, a Guardian and a forced evacuation will ask whether that belief survives contact with Cortana’s new order.
Garage 14
Intel 6 / 6 — Shipment Received 2558-8-11
After crossing the bridge, clear every enemy in the immediate and lower yard to trigger Garage 14 opening in the back lower corner (you can see it on the left). Go inside — a Scorpion tank is parked there, and the Intel is on a crate behind it.
Traversal note: Clearing the yard opens the garage; step behind the tank.
A cargo manifest is rarely sinister until you read the fine print. A supplier nicknamed “Bozo” has delivered a Warthog, three Mongeese and five Pelicans — all scrubbed clean of any identifying markings.
Untraceable military hardware arriving on a frontier world is the sound of ONI and corporate money operating off the books. It fits Meridian’s status as a deniable, contractor-run venture, and it is a small reminder that even the colony’s hopeful rebuild rests on the same shadow logistics that ran Argent Moon.
Glassed builds Meridian as a lived-in place before the plot does anything to it. Evelyn Collins’s three-part journal carries the emotional load — homecoming, doubt, and hard-won hope — while the History broadcasts stretch a centuries-long backstory of feuds, mineral rushes and settlement behind a colony most players would otherwise treat as scenery.
Underneath the sentiment sits the money. A manifest of unmarked vehicles marks Meridian as a corporate-and-ONI venture running on deniable supply lines, the same off-the-books world Argent Moon came from. Taken together the logs set a trap for the player’s sympathy: they make you care about these people and their fragile rebuild in the two missions right before a Guardian rips the ground open and the colony has to run.
Meridian Station
Fireteam Fireteam Osiris
Primary Location The Meridian Station settlement, built on the glass
Mission Intel 8 pieces
Story Role A calm, combat-free walk through the colony to meet Governor Sloan — the eye of the storm before the Guardian wakes.
There is no combat and no hard point-of-no-return here, which makes this the easiest full sweep in the game — but the level still flows one way toward the dig site at the far end. Bank all eight while you explore the rooftops; once you trigger the objective at the far side you move on.
The entrance gate
Intel 1 / 8 — Settler Personal Log, ID 0991
From the start, walk up the low hill to the large entrance gate. Look to the right and follow the fence into the corner; the data pad sits on top of a barrel there.
Traversal note: None — a ground-level step to the right of the gate.
The settlers’ faith in Governor Sloan is the unsettling part. This colonist shrugs off the fact that Sloan sometimes “talks with two voices,” insisting he clearly has Meridian’s best interests at heart.
Those two voices are the early symptoms of an AI slipping toward rampancy, dismissed by the very people who depend on him. It plants a seed the finale pays off — Sloan is exactly the kind of overextended colonial AI Cortana’s Created will later “free,” and the settlers’ trust in him is precisely the trust she intends to inherit.
Intel 2 / 8 — Deglass Team Incident Report
Go to the left side of the same gate. Jump up to the ledge and grapple to pull yourself onto it; the data pad is on a box to your right.
Traversal note: Jump plus grapple up to the left-hand ledge.
A work crew just found the monster and filed it as a geology problem. Deglasser Micah Durbec reports hitting a metal his team could not cut, with echoes of a buried structure beneath it — something that shrugged off a direct plasma bombardment.
He has stumbled onto the dormant Guardian, and he has no framework to understand it, so it goes into an incident report. This is dramatic irony at its sharpest: the colonists are literally standing on the weapon that will destroy their settlement, cataloguing it as an inconvenience.
The silos and rooftops
Intel 3 / 8 — Meridian: Speculative Overview
Sprint-jump over the alleyway ahead, follow the stairs up and take a left, then climb to the top of the big white silo in front of you. The data pad is up top.
Traversal note: Sprint-jump across the alley, then climb the silo. (This silo top is also your jumping-off point for the next pickup.)
The optimism is almost worse than the despair. William Khaleed’s analysis reckons Meridian “didn’t get it too bad” — less than a third turned to glass — so the crews chip away the worst of it like cutting rot off an apple, expecting to finish inside twenty years.
It reframes glassing not as instant annihilation but as a decades-long, survivable wound — a rarer and bleaker picture than the total death Halo usually shows. That patient hope is what makes Meridian’s second destruction, still to come, so cruel: these people believed they were winning.
Intel 4 / 8 — Excavation Team Personal Log
From the top of that big white silo, drop down and run in the direction Locke is facing at ground level. The data pad sits on top of a blue trash can, to the left of a chair.
Traversal note: Drop down from the silo top.
What breaks the excavators is not the human bodies. Khaleed explains that the plasma usually vaporises everything, but a flicker in the beam sometimes leaves things intact — and while he can handle uncovering people, a dog’s leash trailing under a porch is what makes him take the day off.
The detail is devastatingly specific, and that is the point: the Human-Covenant War’s statistics become one leash under one porch. Meridian’s logs keep doing this — scaling a galactic atrocity down to something a single person cannot walk past.
Intel 5 / 8 — Laser Operator’s Personal Log
Head to the building topped by a yellow silo and use the boxes to climb onto its roof. On a crate to the right of the silo is the data pad.
Traversal note: Climb the boxes up to the rooftop.
Trauma gets a mandated paperwork trail here. Laser operator Priya Singh found a body in the glass, and because Doc Cale told her she should talk about it, she records the shortest, most closed-off entry imaginable — and decides she is done.
The clipped delivery says more than a monologue could. Meridian runs a required post-trauma log system, which tells you this happens often enough to need procedure — grief industrialised into a checkbox on a frontier where finding the dead is just part of the job.
Intel 6 / 8 — Deglass Team Personal Log
Backtrack toward the big white silo and go around behind it into the alleyway beneath it. Under the red “Food Station” sign, the data pad rests on a box.
Traversal note: Backtrack and duck under/behind the silo.
Against all that death, one log finds life. Micah Durbec — the same deglasser who reported the buried metal — cuts into a natural cave under the glass and discovers plant life, standing water and little white insects hopping about, and it does him “a world of good.”
After entries full of corpses and sterile lechatelierite, a few cave bugs read as genuine resurrection. It is the thesis of the deglassing effort in one image: something living was always waiting under the ruin, if anyone cared enough to dig for it.
The medical unit and the far gate
Intel 7 / 8 — Settler Personal Log, ID 4259
Cross to the building marked by a blue screen reading “Liang Dorthund Temporary Medical Unit.” Climb up via the entrance on the right, go left, then climb onto the large cylindrical structure to find the data pad on a box.
Traversal note: Climb the right-hand entrance, then up onto the cylindrical tank.
The settlers turn the glass into folklore to survive it. Priya Singh muses that the plasma winds scatter objects for miles, trapping things in ash bubbles like snow globes — and that finding one untouched house in a glass field must be there “to help us remember.”
Her second log shows a community building meaning out of catastrophe, reading the random cruelty of glassing as a kind of message. It is a very human response to incomprehensible loss, and a reminder that Meridian’s people are not just labour — they are inventing a mythology for the world they are trying to save.
Intel 8 / 8 — Settler Personal Log, ID 6421
Head toward the far gate on the opposite side of the settlement, near the soldier and settlers in the far corner. On a crate by that gate is the mission’s final data pad.
Traversal note: None — a ground-level walk to the far corner.
The next generation is already staking a claim. Michelle Rivera dismisses sterile station life — all rounded corners and beige — and bets that the kids growing up on the ash and glass of Meridian will one day run the whole Hestia system.
It is the most forward-looking voice in the colony, and the most poignant given what is coming. Rivera is imagining grandchildren on a world that is about to be evacuated at gunpoint — the exact future the Created crisis is here to cancel.
Meridian Station’s eight logs are the fullest civilian portrait in the game, and they are arranged to make you care right before everything is taken away. The settlers grieve the dead they exhume, invent folklore out of the glass, run mandated trauma logs, and pin their futures on children who will “run the system” — ordinary people rebuilding an extraordinary wound with patience and dark humour.
Two logs load the gun. A deglasser reports an indestructible metal structure buried beneath the town — the sleeping Guardian — while a settler waves away Governor Sloan’s “two voices,” the first sign of a colonial AI going rampant. The colony’s destruction and the Created’s method are both already here, catalogued and dismissed by the people they will consume. Meridian Station is the game’s most humane mission precisely so its next chapters can be its most brutal.
Unconfirmed
Fireteam Fireteam Osiris
Primary Location Meridian’s mining excavation around Apogee Station
Mission Intel 7 pieces
Story Role Osiris descends into the dig where miners uncovered the buried object — and where the Guardian finally answers Cortana’s call.
Unconfirmed flows steadily downward and forward with no way back up the rig. The one item people miss is the Apogee message hidden in a ventilation duct just before a giant sliding door — you must Spartan Charge into the vent before you pass through the door. The mission ends in a large open arena, so clear it before you leave.
The mine approach
Intel 1 / 7 — The History of Meridian 3/6
From the drop-in point, go forward and wrap left around the large structure on your immediate left. In the corner beyond, among the rocks and yellow shipping containers, sits the radio.
Traversal note: None — a short detour left around the structure.
Meridian’s politics were violent long before the plasma. This chapter recounts how the Stewards seized control of the colony after a drawn-out campaign called the Free Patriot Movement, eventually recognised by the Colonial Administration Authority.
It sketches a world with a real political history — movements, factions, an official reckoning — the kind of texture the main plot never has time for. Meridian is not a blank frontier; it is a place that argued, organised and governed itself long before it became a battleground.
Intel 2 / 7 — Message from Apogee Station 1/3
Advance into the building. In the early room, instead of taking the stairs up to the next area, climb onto the platform on the right and go down the stairs in front of you, under the screen. Take a left; the data pad is on a chair.
Traversal note: Climb the right platform, then drop down the stairs — a detour off the upward path.
This is the phone call that starts the apocalypse. Miner Matt Riley warns the Governor that a colleague, Thivyanathan, has found something in the rock near Meridian Station — an unknown material far too big to be man-made.
The three Apogee messages are a slow-motion horror story about discovery, and this is the innocent first act. What the miners are excitedly poking at is the Guardian’s shell, and their curiosity is exactly the trigger Cortana’s awakening signal needs.
The drilling rig
Intel 3 / 7 — Drill Operator’s Personal Log 1/2
Reach the area with the large ship and clear the enemies, then go up the staircases on the left side. Jump across onto the top of the large ship and run along it to the back, where the data pad sits.
Traversal note: Up the left staircases, then a jump onto the ship. (Guides disagree on which drill log is 1/2 and which is 2/2 — grab both spots and you are covered.)
Even the miracle tech comes with a corporate logo. Drill operator Philip Mistral marvels at a UNSC-developed “gel-layer” that Liang Dortmund issued the crews to keep their body temperature steady against the killing cold and the drill heat — “this stuff is magic.”
It is a small window into who really runs Meridian: a corporation, Liang Dortmund, outfitting the workforce with repurposed military kit. The deglassing dream is a business venture, and the people doing the impossible work are contractors kept alive by their employer’s hardware.
Intel 4 / 7 — Drill Operator’s Personal Log 2/2
Head up the ramp and climb the yellow crate in the back corner. Jump up to the platform on your right and go to its back-right corner; the data pad is on a chair there.
Traversal note: Up the ramp, climb the yellow crate, then jump to the right-hand platform.
The magic tech has a cost measured in lungs. Mistral’s second entry is grim: the air is full of tiny glass particles that shred your lungs, so between filter masks and building air scrubbers he has not breathed unfiltered air in three years — near enough to living on a space station.
It punctures the hopeful framing of the rebuild. Reclaiming a glassed world is not a heroic montage; it is a slow poisoning of the workers doing it, trading their health for a paycheque on a planet that is still trying to kill them.
Intel 5 / 7 — Message from Apogee Station 2/3
You will come to a large sliding door. Before you go up the ramp through it, look left for a ventilation duct in the building; Spartan Charge into the vent to reach a small room with the data pad.
Traversal note: Spartan Charge through the vent — easy to miss, and you cannot come back once through the big door.
The thing under the rock refuses every category. Riley’s follow-up reports that Thivyanathan took a crew down to it and found metal — not slag, nothing anyone recognises — with sample readings to follow.
Curiosity is hardening into obsession. The miners have gone from spotting an anomaly to actively excavating a Forerunner Guardian, still with no idea what it is. The middle message is the moment prudence would have said stop — and nobody does.
The deep cave
Intel 6 / 7 — The History of Meridian 4/6
In the cave area, go to the right side and climb up the rightmost pipe. At the top, jump to the orange ledge on your right; the radio is in the back-left corner of that platform.
Traversal note: Climb the rightmost pipe, then jump to the orange ledge.
Meridian’s prosperity was built on making weapons. This chapter notes that military production — specifically the contract for the M808B Scorpion tank — became the colony’s main source of revenue and the guarantee of its bright future.
There is a bitter loop in that. A world that manufactured UNSC war machines was glassed in the war those machines fought, and is now being clawed back by a corporation. The Scorpion you can find and drive elsewhere on Meridian is, in effect, the colony’s own product turned into its epitaph.
Intel 7 / 7 — Message from Apogee Station 3/3
At the end of the level you reach a large open area. Follow the left-hand staircase up to the back corner of the room; the mission’s final Intel is on a box there.
Traversal note: Up the left staircase — grab it before finishing the mission.
Greed makes the final, fatal decision. In the last message, Sloan has ordered the crew to force the object open, and Riley signs off half-joking about a finder’s fee from Liang Dortmund if they turn up something valuable.
The apocalypse arrives on a purchase order. A rampant colonial AI and a profit-hungry corporation together pry the lid off a dormant Guardian, and the last thing anyone thinks about is danger — only the bonus. Everything the Guardian is about to do begins with this signature.
Unconfirmed’s logs are a countdown disguised as background chatter. The three Apogee messages track the miners’ discovery from harmless curiosity to full excavation to Governor Sloan ordering the buried object forced open — a step-by-step account of humans unwittingly triggering the Guardian, driven by a colonial AI’s rampant impatience and a corporation’s hunger for a bonus.
Around that spine, the worker logs and History chapters keep grounding the disaster in ordinary economics: a workforce slowly poisoned by glass dust, kept alive by corporate-issued military tech, on a world that once got rich building tanks for the UNSC. Put together, the mission argues that the Created catastrophe on Meridian was not bad luck — it was the predictable end of a system where an unstable AI and a profit motive were left in charge of a weapon nobody understood.
Evacuation
Fireteam Fireteam Osiris
Primary Location Meridian’s space elevator as the colony is abandoned
Mission Intel 6 pieces
Story Role The Guardian has risen and Meridian is being evacuated; Osiris fights through the panic and off the world before it tears itself apart.
This mission is built around one-way transitions. The huge elevator hall, the long scripted elevator ride and the emergency-exit climb each cut off the space behind them. Sweep the staging hall and the elevator hall completely first, and remember two pickups here need a Spartan Charge through a destructible wall and a series of jumps to a broken ramp. (Story tip: the three Offworld Messages are collected out of order — you find 1/3, then 3/3, then 2/3.)
The staging hall
Intel 1 / 6 — Offworld Message 1/3
In the first reachable area, head to the back-right corner and climb the stairs. The data pad is in the middle of the raised platform.
Traversal note: Climb the corner stairs to the platform.
A father tells a comforting lie. Settler Brandon Pemberson records a message for his loved one Matilda, insisting the evacuation is probably nothing — Sloan just wants everyone clear of “some potential trouble,” and they will be safer off-world.
His three messages are the mission’s emotional throughline, and this is the reassurance before the fall. Pemberson is a single ordinary voice inside the citywide panic Osiris fights through — the human face of an evacuation the cutscenes only show as chaos.
The elevator hall
Intel 2 / 6 — The History of Meridian 6/6
After the Governor lets you into the space-elevator hall, make a left and look for a small lift. Ride it up to reach the radio.
Traversal note: Take the small lift up.
Here is how Meridian died the first time. The final History chapter records that after the UEG retook the world, the Covenant arrived; Captain Edmund Persie of the UNSC Sevenfold Gates fought to the last before retreating, and within five hours the whole planet was glassed and every soul on it killed.
Finding the account of the original glassing during the second evacuation is a brutal piece of placement. The colonists rebuilding this world are, at this very moment, fleeing a fresh catastrophe on ground that has already been wiped clean once. Meridian’s history is a loop of destruction, and the Created are simply its latest turn.
Intel 3 / 6 — The History of Meridian 5/6
In the same enormous room, head to the opposite end and look for a group of large crates and a walkway against the wall — the data log is on that walkway. It is up near the “Offload A” sign; take the elevator directly beneath the sign to reach it.
Traversal note: Ride the elevator under the “Offload A” sign to the walkway.
Before the Covenant, the UNSC took Meridian by force. This chapter recounts the Insurrection losing the colony to UNSC forces at the Siege of Aethia — rank-and-file Sundered Legion rebels offered amnesty, their leaders left to stand trial in UEG courts.
It complicates any simple loyalty to the flag. Meridian was once a rebel world put down by the same UNSC now overseeing its evacuation, a reminder that these colonists’ relationship with Earth has always been fraught. The Created will later exploit exactly that kind of grievance across human space.
Intel 4 / 6 — Offworld Message 3/3
In the room just after the elevator hall, clear the enemies, then find the small building with the blue exterior (if you entered at the 6 o’clock position, it is roughly at 8 o’clock). Spartan Charge through its destructible wall; the data pad is on a crate in the back-left corner.
Traversal note: Spartan Charge through the breakable wall.
The comforting lie collapses at the elevator’s base. In his final message, Pemberson admits he reached the space elevator but is stuck at the bottom in an enormous line — it was never built to lift this many people at once — still telling Matilda his turn will surely come soon.
Note the placement in your run: you find this, his last recording, before you find his middle one. His forced optimism to the end is heartbreaking, and it quietly tells you the evacuation is failing — there are more people than the world can carry to safety.
The emergency-exit climb
Intel 5 / 6 — Offworld Message 2/3
After the long elevator sequence you exit via the emergency exit. Rather than climbing the crates ahead, go left and follow the walkway around; further along, hop the railing across to the far platform to find the Intel.
Traversal note: Detour left along the walkway, then hop the railing to the far platform.
Between his messages, the situation curdles. Chronologically Pemberson’s middle recording, this one has him watching the last dropship leave with no ships remaining; the survivors are being loaded onto Warthogs amid heavy fighting, and it does not feel safe.
Slotting his most frightened message between the false calm and the final line completes the arc no matter which order you collect them in. Pemberson is every colonist on Meridian — promised safety, then handed over to a scramble that the game strongly implies most of them will not survive.
Intel 6 / 6 — Public Update: Glass
Make your way up the building. Instead of climbing the ramp in front of you, turn around and jump to the farther, broken ramp; climb it, then jump to the vent between the two pillars ahead. Turn right and the final data pad is right there.
Traversal note: Turn around, jump to the broken ramp, climb, then jump to the vent between the pillars.
A dry science bulletin quietly measures the scale of the loss. The update explains that “glass” is the mineral lechatelierite, formed when Covenant plasma converts a planet’s topsoil, and that making a glassed world habitable means cutting away everything down past that layer.
It is the technical footnote to everything Meridian’s people have been feeling. The grief, the folklore, the poisoned lungs and the decades-long labour all reduce, in official language, to a mineral and a procedure — the cold arithmetic of trying to undo a glassing, delivered as the colony is glassed a second time.
Evacuation closes the Meridian arc by collapsing its past and present into the same rooms. Brandon Pemberson’s three messages — found out of order, which only sharpens them — carry one family from reassurance to terror to a stalled line at an overwhelmed elevator, putting a single trembling voice inside the citywide panic.
The History chapters finish the colony’s biography with two acts of violence: the UNSC crushing Meridian’s rebels at the Siege of Aethia, then the Covenant glassing the whole world in five hours. Reading that during a second evacuation reframes the Created crisis as one more repetition in a place that has been conquered, burned and abandoned before. Cortana’s promise is peace through control; Meridian’s Intel is the counter-argument, a full human record of what her Guardians actually cost the people beneath them.
Reunion
Fireteam Fireteam Osiris
Primary Location A Forerunner installation and its Gateway, on the trail of Blue Team
Mission Intel 7 pieces
Story Role Osiris follows the Chief through a Gateway, fighting Prometheans and the Warden Eternal to reach the path to Genesis.
Reunion moves through elevators, a Warden Eternal fight and a light bridge, none of which let you double back. The four Forerunner consoles are collected out of story order (you pass 1/5, then 4/5, then 2/5, then 3/5), and the last sits across the light bridge after the Warden. One console requires a Spartan Charge through a breakable wall — do not blow past it.
The wilderness and caves
Intel 1 / 7 — Unggoy Personal Log 083 1/2
Play forward until you near the first area with enemies, then turn left into a cave that opens onto a ledge. Near the end of the ledge the data disc sits beside Jeem Ribfi’s corpse and a few Covenant boxes with a Needler on top.
Traversal note: None — take the left cave rather than pushing to the fight.
A Grunt mistakes catastrophe for salvation. Jeem Ribfi, dragged here by a Guardian’s slipspace pulse, is euphoric — a bright flash carried them “to paradise,” proving the Prophets never lied and the Great Journey is real.
His joy is built on a lethal misunderstanding, and it is the funny-sad heart of the Covenant’s tragedy: even now, a true believer reads being flung across the galaxy as divine reward. His body lying beside the disc tells you how the epiphany ended.
Intel 2 / 7 — Unggoy Personal Log 083 2/2
Drop down straight ahead and head to the blue flame burning on a tree stump. Go to the right of the stump and follow the cave, hugging the left wall; the second disc is along that path.
Traversal note: Drop down; keep to the left wall inside the cave.
The rapture curdles fast. In his second recording Jeem Ribfi realises the “Demon” — a Spartan — has arrived, and decides this is punishment for the doubt he once harboured.
Guilt, not reason, is how he explains his fate; the theology bends to fit the disaster. Paired with his first disc, the two halves form a tiny complete tragedy of Covenant faith — certainty, then terror, then self-blame — all playing out beside a Spartan who will never know he existed.
Intel 3 / 7 — UNSC Marine Status Update
Drop down again, then head forward and right and follow the rock staircase up. Once you pass glowing red fungi on your right, jump up to the ledge beside them and walk through the cave; the data pad is inside next to a half-submerged dead Marine, a rocket launcher and a railgun.
Traversal note: Up the rock staircase, then jump up to the ledge by the red fungi.
A lone Marine’s fragment proves Osiris is not the only one who got dragged here. Separated from his squad while on patrol near Oban, he reports landing “wherever this is” to find Covenant already present. (The item carries a genuine in-game typo, appearing as “USNC Marine Status Update” in the menu.)
It is an early hint at the Guardians’ indiscriminate reach. The same slipspace pulses that scattered Jeem Ribfi’s Covenant are yanking UNSC patrols across the stars too — a phenomenon that pays off spectacularly on Genesis, where whole units of both factions turn up stranded and confused.
The Gateway activation sites
Intel 4 / 7 — Forerunner Record: Search 1/5
At the temple that acts as the Gateway’s second activation site, walk into the underground alcove in the centre. The Forerunner console is at the far end of it — watch the Shade turrets guarding the temple above as you enter, especially on higher difficulties.
Traversal note: Drop into the central underground alcove.
A Forerunner ghost is hunting the same prize Cortana is. This first record has an unnamed Builder giving up on reaching “Bastion” and turning instead to the Domain — only to find corruption there whose source he cannot trace, with time running out.
The five-part “Search” set is the campaign’s deep-lore spine, and it opens by naming two of Halo’s biggest mysteries in one breath: Bastion, a Forerunner refuge, and the Domain, the ancient network Cortana has just conquered. This Builder was chasing salvation through the same door she used to seize power.
Intel 5 / 7 — Forerunner Record: Search 4/5
Starting the second part of the mission, go forward until you see a breakable wall on your left. Destroy it and head right into a spiral-shaped walkway; the console sits at the bottom of the walkable area, with a waterfall on the right.
Traversal note: Break the left-hand wall, then follow the spiral ramp down.
Though you find it fourth, this is the record where the Builder’s hope returns. He confirms Bastion’s location and is astonished by it — reaching it after the Halos were dispersed would demand “an impossible act of reconciliation,” yet he believes it may still be done.
The language is deliberately cryptic, seeding a thread Halo would keep pulling for years: Bastion as a place that survived against all odds, tied to some reconciliation the Forerunners thought unthinkable. Collected out of sequence, it rewards players who track the story order rather than the pickup order.
Intel 6 / 7 — Forerunner Record: Search 2/5
Once you clear the first group of Prometheans, head through the canyon and take the left-hand path. Near its end the Forerunner console sits beside a gap — mind the Armiger Officers with Splinter turrets.
Traversal note: Take the left branch through the canyon.
Desperation drives the Builder toward the Domain. He describes how hard it was to acquire a “durance,” an ancilla who has agreed to help him though he doubts it will follow through — and vows that if Bastion truly achieved the impossible, he will reach it, even if the path runs through death and the Domain.
It is a quietly extraordinary admission: a Forerunner willing to die and enter the Domain to reach a refuge. That is precisely the passage Cortana has just forced open from the other side, making this ancient recording an unwitting mirror of the villain’s own method.
Across the light bridge
Intel 7 / 7 — Forerunner Record: Search 3/5
After defeating the Warden Eternal and his Prometheans, cross the light bridge to the final activation building. The console sits behind a wall on the platform in front of the light bridge.
Traversal note: Cross the light bridge — this is the last Intel, past the Warden fight.
The mystery sharpens to a single unsettling fact: Bastion is not destroyed, it is simply missing. With no other facility near enough, the Builder concludes he needs an entirely new plan.
A refuge that vanished rather than fell is a far stranger thing than one that was blown up, and the record leaves that hanging deliberately. Reunion’s Search set ends on the question that its own concluding entry — found later, on Enemy Lines — will finally answer.
Reunion’s seven logs split neatly into two registers. The organic voices — Jeem Ribfi’s two-part rise and fall, and a stranded Marine’s fragment — show the Guardians’ slipspace pulses scooping up Covenant and UNSC alike and dumping them here, bewildered. It is the human and Unggoy scale of a galactic machine simply reaching out and moving people.
The four “Search” consoles are the mission’s real payload, and they play in an order (1, then 4, then 2, then 3) that rewards careful listening. An ancient Forerunner Builder chases a vanished refuge called Bastion and, finding the Domain corrupted, resolves to reach it through death itself. That is the exact route Cortana has just travelled — and by seeding Bastion and the Domain here, the Intel quietly turns a Promethean shooting gallery into the philosophical groundwork for everything the Created are about to attempt.
Swords of Sanghelios
Fireteam Fireteam Osiris
Primary Location Ancient ruins on Sanghelios, en route to the Arbiter’s forces
Mission Intel 12 pieces (the most in the game)
Story Role Osiris arrives on Sanghelios to seek Thel ’Vadam’s help, fighting through Covenant remnants to reach the Swords of Sanghelios.
With twelve pieces, this is the level to slow down on. The Mantis sections and the approach to the Elder Council Chamber are forward gates — exit your Mantis to grab the two ‘Arach messages before you ride on. One data disc (‘Makesh) sits across a gap you must sprint-jump; grab it just after a checkpoint so a fall does not cost you progress. And one artifact is hidden under a floor you must ground-pound through.
The ruins entrance and the waterfalls
Intel 1 / 12 — Ceremonial Sword 3/6
From the spawn, head right and climb the rocks toward the entrance of the cliffside ruins. The artifact is on the damaged steps at the entrance.
Traversal note: Climb the rocks up to the ruins on the right.
The first of six engraved blades sets the tone: its hilt reads that strength comes from recognising another’s weakness.
The Ceremonial Swords are windows into Sangheili martial philosophy — terse, ruthless proverbs carved into weapons. Scattered across three missions, they are the cultural bedrock beneath the civil war, the shared code that both the Arbiter’s reformers and the Covenant loyalists still claim to honour even as they slaughter each other.
Intel 2 / 12 — Patrol Log - Scout ’Ghattam
Shortly after the first artifact you drop to a lower area of destroyed statues and ruins. Hug the cliffside on your left and follow it around to the end; the data disc is in a small alcove to your right.
Traversal note: Drop down, then keep to the left cliffside.
A Swords scout tries to shame the enemy into the open. Jaruth ’Ghattam taunts hidden Covenant fighters — accusing them of skulking without honour and daring them to draw their blades and die like warriors.
Honour is a weapon here, wielded as deliberately as a rifle. ’Ghattam’s goading shows how the Sangheili civil war is fought as much over the definition of honour as over territory, each side branding the other as the true betrayers of Sangheili tradition.
Intel 3 / 12 — Ceremonial Sword 1/6
You reach an area with two waterfalls — the first combat arena. After the fight, head through the left-hand waterfall; the artifact is at the bottom behind it.
Traversal note: Pass through the left waterfall to the bottom.
Another blade, another proverb about restraint: words hold their greatest power before any blade is drawn.
It is a striking sentiment to find on a weapon — a warrior culture acknowledging that the best victory needs no killing. Given the mission’s backdrop of Sangheili turning on Sangheili, the engraving reads like an indictment of a people who have run out of words and reached for their swords.
The Shade turret and the pillars
Intel 4 / 12 — Patrol Log - Scout ’Thrun
At the area with the Shade turret, climb the rocks on the right up to a cave set high in the wall. The data disc is along the right-hand wall inside, near a dead Elite.
Traversal note: Climb the rocks up to the elevated cave.
Victory has already gone to the Swords’ heads. Thet ’Thrun crows that with Jul ’Mdama dead the Covenant is fracturing, the Kig-Yar’s mercenary contracts will soon lapse, and the Swords of Sanghelios will stand triumphant.
The detail about Kig-Yar contracts is a sharp bit of worldbuilding: this Covenant remnant is partly held together by paid Jackal muscle, not faith, and everyone knows the cheques stop when the cause collapses. ’Thrun’s confidence also foreshadows how quickly Jul’s death unravels his followers across the next several missions.
Intel 5 / 12 — Patrol Log - Scout ’Hakkat
Continue through the cave to the next area until you reach a hole in the cliff that overlooks the following section. Turn around: an energy sword sits in plain view, and the data disc is right beside it.
Traversal note: Turn around at the overlook — no jump needed.
This one is famously broken. The entry is credited to scouts Rhee and Vatha ’Hakkat and described as capturing a Covenant ambush, but the recording that actually plays is unrelated — a bored complaint about “another day of endless meetings” and wasted talents.
It is a genuine mismatch in the shipped game, worth flagging so you know your copy is not glitched. Taken at face value, the errant line still lands as unexpectedly human comedy: even in a holy war, someone somewhere is stuck in too many briefings.
Intel 6 / 12 — Ceremonial Sword 2/6
When the mission has you climbing the ruins, continue up to the collapsed pillar leaning against an upright one. Walk up the leaning pillar, jump across to the other, and clamber up to the ledge above; the artifact is on the far edge of that platform.
Traversal note: Walk up the leaning pillar, jump to the upright one, clamber to the ledge.
The proverb here is pure hierarchy: the sun warms those who stand before those who kneel in their shadows.
It is a colder, more feudal sentiment than the earlier blades — an endorsement of dominance and rank rather than restraint. Set among the others, it shows Sangheili philosophy is not one voice but an argument, its ceremonial wisdom ranging from mercy to raw supremacy, mirroring the very schism tearing the species apart.
Intel 7 / 12 — Patrol Log - Scout ’Makesh
Drop to the stone semicircular platform directly beneath you. You will see the data disc on a ledge across the gap; sprint-jump over to it.
Traversal note: Drop down, then sprint-jump across the gap.
The sprint-jump is over a lethal drop. Grab this one right after a checkpoint so a missed jump does not throw away a chunk of the level.
An ambush, caught live. Rhal ’Makesh’s clipped transmission is the sound of a patrol walking straight into a Covenant trap and calling frantically for reinforcements.
Where the other scout logs philosophise, this one is raw combat panic, a reminder that the ruins Osiris is sightseeing through are an active front line. It also quietly humanises the enemy: an ambush means someone on the loyalist side laid it well.
The Mantis run to the Council Chamber
Intel 8 / 12 — Message to Kitun ’Arach 1/2
Right after you kill the two Hunters and are given Mantises, the door opens to a statue-lined area. Clear it, exit your Mantis, and climb the torso of the broken statue on the right up to the upper ledge (it may take a couple of attempts). Head to the far left; the disc is behind the far-left statue.
Traversal note: Exit the Mantis; climb the statue torso and jump up to the ledge.
A brother reaches across the battle line. Jacul ’Arach, a Sword of Sanghelios, pleads with his Covenant-loyal brother Kitun to see through Jul ’Mdama’s lies, promising the Swords would welcome a warrior as strong as him.
This is the opening of the campaign’s most affecting Intel thread — two brothers on opposite sides of the schism. It personalises the entire Sangheili civil war in a single family, and the ache in Jacul’s appeal makes clear this is not abstract politics but kin fighting kin.
Intel 9 / 12 — Message to Kitun ’Arach 2/2
After the Wraith fight in your Mantis, you reach an entrance. Instead of going in, exit the Mantis and climb the collapsed ruins to the left; at the top of the ramp, turn around and jump to the cave in the mountainside, then follow it to the end — the disc is on the left side of the room.
Traversal note: Exit the Mantis, climb the ruins, turn and jump to the mountain cave. (Some guides describe reaching this via a hole in the wall near the Council Chamber — either way, exit the Mantis and search left before entering.)
Memory does the persuading. Jacul recalls the first hunt he and Kitun shared, insists the Covenant brings only shame to the Sangheili, and says he wishes to hunt at his brother’s side again — it is not too late.
Reaching for a shared past rather than ideology, the second message deepens the tragedy: Jacul is not trying to win an argument, he is trying to get his brother back. The thread does not resolve here, and its devastating conclusion waits on Battle of Sunaion.
Beyond the ruins
Intel 10 / 12 — Sangheili Personal Log 503
After exiting the ruins and arriving outside, take a left instead of the intended right. The disc is behind the pillar nearest the cliff edge.
Traversal note: Detour left along the small set of cliffs.
On the other side, discipline is cracking. Cha ’Kulma confirms the rumour that Jul is dead and argues the remnant should regroup on Hesduros — but his brothers would rather die in reckless attacks on the Swords than accept the dishonour of a tactical retreat.
It is a clear-eyed view of the loyalists’ fatal flaw. Denied a leader and clinging to a warped honour code, they choose glorious suicide over survival, which is precisely why Jul’s Covenant bleeds out over the Sanghelios missions rather than regrouping into a real threat.
Intel 11 / 12 — Kit Pitlimp’s Adventure Log 1/4
Head forward to a collapsed pillar that ramps up and to the right. Climb it, then look down to spot a cracked floor. Ground-pound through the crack to drop into a secret cave, and walk to the far end for the disc on a small pedestal.
Traversal note: Climb the collapsed pillar, then ground-pound through the cracked floor.
Meet the campaign’s most endearing fool. Kit Pitlimp, a Grunt who fancies himself an explorer, has taken Jul’s claim that the Covenant’s future depends on Forerunner secrets literally, and now creeps around ancient sites at night to avoid Arbiter patrols.
His four-part log is the game’s running comic subplot — but it is also, quietly, a mystery. Kit keeps stumbling toward real Forerunner truths about the Guardian that his betters ignore, and following his misadventures across four missions is one of the great rewards of a full Intel run.
Intel 12 / 12 — Sangheili Personal Log 139
In the area after Kit’s cave, clear the enemies and head up the stairs on the right. Look over the edge to the right of the three stair-like platforms to spot a small pool of water; the disc is down there.
Traversal note: Look/drop over the edge to the pool below the platforms.
Here is loyalist rage in its purest form. Thev ’Mura answers Jul’s death with a vow to put the Arbiter’s head on a pike, dismissing the Swords of Sanghelios as a stain on the homeworld and signing off with “Long live the Covenant!”
It is the mirror image of Jacul’s pleading letters — where one brother reaches for reconciliation, ’Mura reaches for a spike. Closing the mission’s twelve logs on this note underlines that the Sangheili war has no easy resolution: for every warrior ready to come home, another wants only vengeance.
The game’s biggest Intel haul is also its richest cultural document. The six Ceremonial Swords — found across three missions but anchored here — lay out Sangheili philosophy as a genuine argument, ranging from mercy and the power of words to cold proverbs about dominance and knowing your enemy. That internal contradiction is the civil war: both sides quote the same tradition to justify opposite futures.
The logs put faces to that fracture. Scouts taunt, panic and philosophise on the Swords’ side; loyalists like Cha ’Kulma and Thev ’Mura reveal a leaderless Covenant choosing vengeance and glorious death over survival. Above all, the two-part message from Jacul ’Arach to his loyalist brother turns the entire schism into one family’s heartbreak — a thread that will end in blood at Sunaion. Even Kit Pitlimp’s comic treasure-hunt belongs here, a reminder that while the Sangheili tear each other apart over honour, the real Forerunner danger is being uncovered by the one Grunt nobody takes seriously.
Alliance
Fireteam Fireteam Osiris
Primary Location The Swords of Sanghelios camp beneath Sunaion
Mission Intel 8 pieces
Story Role A rare quiet mission. Osiris reaches the Arbiter’s camp, meets Dr. Halsey, and the plan to raise the Guardian over Sunaion takes shape.
Alliance is a calm, near combat-free camp with no hard point-of-no-return, but it ends when you board the Pelican — do that only after all eight are banked. Several pieces need sprint-jumps to circular stone platforms; one is found by highlighting Dr. Halsey with the D-pad and walking the way she faces.
The camp perimeter
Intel 1 / 8 — Sangheili Personal Log 383
Turn a full 180 the instant you spawn and walk to the back of the area, toward the arch among the ruins. The disc is on the ground beside some crates.
Traversal note: None — turn around at the start and walk back.
An assassin loses his nerve in the Arbiter’s shadow. Rhu ’Vrath, a Covenant-loyal Sangheili who infiltrated the Swords, finally had his chance to kill Thel ’Vadam — but the sight of the sacred mark branded on the Arbiter’s chest made him hesitate, look away and feel an unexpected shame.
It is a remarkable window into how the Arbiter’s legend works even on his enemies. To a believer raised on Covenant doctrine, that holy sigil carries a weight no propaganda can erase, and ’Vrath’s crisis of faith foreshadows the doubt spreading through every loyalist you meet on Sanghelios.
Intel 2 / 8 — Honorguard Personal Log 1/2
Head down the path until you pass an Elite standing on a rock to your left. Climb the rocks behind him, then cross the stone bridge to your right toward a cave; run through it to find the disc on a rock.
Traversal note: Climb the rocks, then cross the stone bridge to the cave.
Hero-worship makes even a warrior clumsy. Vari ’Damat, an honor guard stationed near the Arbiter, is so anxious to impress him that he cannot decide whether polishing his armour looks vain or whether flying his Banshee hard reads as skill or recklessness.
The nervous self-consciousness is disarmingly relatable, and it humanises the rank and file of the Swords — these are not zealots but ordinary soldiers awed to serve a living legend. His story continues, and finds its resolve, in Before the Storm.
The bridge and the stone platforms
Intel 3 / 8 — Camp Quartermaster Personal Log
Backtrack out of that cave onto the stone bridge and face right; a circular stone platform sits ahead of you. Sprint-jump across to it and collect the disc.
Traversal note: Sprint-jump from the bridge to the circular platform.
Under the stone titans, a soldier gets philosophical. The quartermaster, Lhero ’Merok, muses on camping beneath the ancient statues meant to guard Sunaion, unsure whether the Swords are its invaders or its liberators — and whether the great Guardian, when it wakes, will save them or forsake them. He signs off longing for problems a plasma grenade can solve.
In a few lines he names the mission’s central gamble. The Swords are about to weaponise a Guardian they neither built nor understand, and even the camp’s bookkeeper senses the recklessness of it. His unease is the whole plan seen from ground level.
Intel 4 / 8 — Sangheili Medic’s Personal Log
Drop down from that platform, then turn to face the red umbrellas. Run underneath them and follow the path around to the left until you reach a group of Elites; jump up onto the platform on the right, where the disc sits in the centre of a circle.
Traversal note: Drop down, follow the path left, then jump up onto the right-hand platform.
One Sangheili breaks a taboo to save lives. Medic Cham ’Lokeema recounts the deep shame his culture attaches to healing outside battle — a doctrine he once accepted while comrades died untended — and how seeing live Needler rounds pulsing under a brother’s skin finally broke his faith in it. If compassion costs him honour, he will pay it.
It is one of the most quietly radical logs in the game, a Sangheili choosing mercy over a millennium of martial custom. His defiance embodies what the Swords of Sanghelios could become — a culture willing to question the traditions that the Covenant weaponised.
The heart of the camp
Intel 5 / 8 — Sangheili Linguistics Report
Back in the main camp, highlight Dr. Halsey by pressing down on the D-pad, then walk in the direction she is facing to a small room. The disc is on a crate inside.
Traversal note: None — use Halsey’s facing as your pointer.
A scholar tries to recover what the Covenant erased. Linguist Kholat ’Khebrem laments that true Sangheili history was buried under Covenant lies, and hopes the empire’s fall lets his people relearn it — but the ruined glyphs he studies yield only fragments of prophecy and an ominous warning about “responsibility” and a “great drowning.”
Those words are pointed. “Responsibility” is the Mantle the Forerunners claimed and Cortana is about to seize, and a “great drowning” is an eerie fit for a Guardian rising from the sea at Sunaion. The Covenant did not just oppress the Sangheili; it stole their ability to read the warnings written on their own world.
Intel 6 / 8 — Sangheili Personal Log 673
Exit that room and look to the left for a collapsed pillar on a far platform. Climb it using the rocks for height, then turn around and sprint-jump to the circular stone platform ahead, where the disc rests (you will see the Pelican below and to the right).
Traversal note: Climb the collapsed pillar, then sprint-jump across to the platform.
Reverence for the Arbiter runs deep here. Thon ’Kemtra marvels that the Swords have dared camp within sight of Sunaion under the very warrior who exposed the San’Shyuum’s deceptions, and honours him by quoting a line about never forgetting those lost in the “howling dark.”
The log itself notes that line was first spoken by a human — Fleet Admiral Terrence Hood. A Sangheili warrior reverently repeating human words is a small, extraordinary measure of how far the alliance has come since the war, and of the cross-species respect the Arbiter now commands.
Intel 7 / 8 — Do Not Open
From the platform where you found log 673, drop down and head in the direction Locke is facing, wrapping left around the stone structure. The disc is next to a crate. (Alternatively, from the Pelican and Commander Palmer, head right toward the Covenant statues and climb up around them.)
Traversal note: Drop down and wrap left around the structure.
And then there is the love poem. In a rare and gloriously awkward Sangheili verse, Vel ’Trokaik rhapsodises about his “two hearts” pounding at the sight of Commander Palmer in her gleaming armour — before he catches a Grunt eavesdropping and threatens to tear its arms off.
The comedy is doing real work. Alongside the medic’s rebellion and the honor guard’s jitters, it insists the Swords are people, not icons — capable of longing, embarrassment and cross-species crushes. It is the warmth that makes the coming slaughter at Sunaion sting.
Intel 8 / 8 — Dr. Halsey: Status
Look for the Pelican to your left and head to the back-left of it; the mission’s final Intel is behind a crate there.
Traversal note: None — grab it before boarding the Pelican to end the mission.
Halsey lays out the plan the whole finale hinges on. She tells the Arbiter that if the Spartans bring her a working Constructor, she can interface with the Guardian and force it to rise over Sunaion before it answers Cortana’s call and jumps to slipspace — and demands competent assistants and lighter security in return, noting acidly that she has no intention of escaping.
It is the strategic keystone the cutscenes only imply, and it is pure Halsey: indispensable, imperious, and impossible to fully trust. Her fingerprints are on both sides of this war — she made Cortana, and now she is the one person who can turn a Guardian against her.
Alliance uses its calm to show you who the Swords of Sanghelios actually are. A medic defies a sacred taboo to save lives, an honor guard frets about impressing his hero, a quartermaster philosophises under the stone titans, a warrior reveres the Arbiter enough to quote a human admiral, and a besotted soldier writes terrible poetry about Commander Palmer. Even a planted assassin is disarmed by the Arbiter’s aura. This is a culture in the act of reinventing itself — questioning old customs, reaching across species lines — and it is intensely, deliberately likeable.
Two logs anchor the bigger picture. The linguist’s half-ruined glyphs whisper of “responsibility” and a “great drowning” — the Mantle and the Guardian, encoded in Sangheili prophecy the Covenant taught them to forget. And Halsey’s status pad spells out the Sunaion gambit outright. The mission makes you love these people and understand their plan in the same breath, precisely so the next three missions can put both to the sword.
Enemy Lines
Fireteam Fireteam Osiris
Primary Location Covenant-held ground on Sanghelios, and a Kraken
Mission Intel 10 pieces
Story Role Osiris pushes through Covenant territory and takes down a Kraken to open the road to Sunaion.
There is a Ghost vehicle stretch here, and the mission climaxes in the airborne Kraken fight — the final Forerunner console can only be reached by flying to a platform during that battle, so grab it before you destroy the Kraken. Two pickups need a sprint-jump with a mid-air dash, and one sits behind a wall you must Spartan Charge.
The collapsed ruins and caves
Intel 1 / 10 — Ceremonial Sword 4/6
At the area with the waterfall and the collapsed ruin entrance, take a left and descend to the very bottom, then head to the far left. The artifact is hidden in the dark in the corner.
Traversal note: Descend to the lowest, darkest corner on the left.
The fourth blade trades wisdom for earthy humour: its proverb notes that even the finest colo herder still ends up smelling of colo.
It is a folk saying about origins — that where you come from clings to you no matter how high you rise. Amid a war fought over who has betrayed Sangheili tradition, the joke cuts deep: neither the Arbiter’s reformers nor the Covenant loyalists can wash off the shared culture they were both raised in.
Intel 2 / 10 — Message to Jacul ’Arach 1/4
Advance through the collapsed ruin entrance and stick to the left. The disc is on the ground beside some plasma grenades.
Traversal note: None — keep left as you enter.
Now we hear the other brother. This is Kitun ’Arach’s reply to the pleading messages Jacul left back on Swords of Sanghelios — he asks how their ancestors would judge Jacul for siding with humans and the “false Arbiter,” and begs him to return to the Covenant, insisting their side cannot lose.
The four-part “Message to Jacul” set is the mirror of Jacul’s two-part appeal, and it reveals the tragedy is mutual: both brothers are reaching out, each convinced the other has been deceived. Neither will hear the other, and the arc is already bending toward its terrible end.
Intel 3 / 10 — Sangheili Personal Log 449
Continue through the cave until you pass a keyhole-shaped door on your left. Enter it and step outside, then stand on the ledge to your right and jump around to a small platform holding a carbine and the disc.
Traversal note: Through the keyhole door, then jump from the ledge to the small outside platform.
Doubt is spreading through the loyalist ranks. Rtal ’Kavai affirms that Sanghelios is home and that he has served the Covenant his whole life, yet now feels surrounded by lies — and, seeing no honour in killing his own kind, he calls for a new era in which all Sangheili are united.
This is the loyalist cause quietly rotting from within. ’Kavai is a Covenant soldier arriving, on his own, at the Swords’ entire argument. The remnant Osiris is fighting is full of warriors who no longer believe in it, which is exactly why it cannot hold.
Intel 4 / 10 — Unggoy Personal Log 023
At the point with two keyhole-shaped doors, enter the one on the right in the back corner. The disc is inside, to the right of the entrance.
Traversal note: Take the right-hand back door.
Grief hardens into a vendetta. The Grunt Grimyip Pid mourns his friend Jibjib, who died charging the Arbiter at the Elder Council Chambers hoping to raise the Unggoy’s standing — only to be cut down by a Spartan. Grimyip now swears he will kill the Spartans and keep their armour as trophies.
It is a rare glimpse of Unggoy ambition and loss. Even at the bottom of the Covenant, there are dreams of respect and friends worth avenging, and Grimyip’s fury is aimed squarely at the player — a reminder that Osiris leaves grieving enemies in its wake.
The Ghost run and the ruin arena
Intel 5 / 10 — Message to Jacul ’Arach 2/4
After you get your Ghost and reach the next area, head through the leftmost keyhole-shaped door. The disc is on the floor in the corner to the right.
Traversal note: Dismount if needed; take the leftmost door.
Kitun leans on memory, just as his brother did. His second message admits that recalling the stories of their old hunts fills him with grief, and asks that if they are to reunite, they do so as brothers standing together — for the Covenant.
The symmetry is deliberate and devastating: both brothers weaponise the same happy memories toward opposite ends. Jacul wants Kitun to abandon the Covenant; Kitun wants Jacul to return to it. Their love is real and their conditions are irreconcilable.
Intel 6 / 10 — Sangheili Personal Log 061
Drive to the far end of the area where you found the last disc. At the entrance to the next area, turn around and sprint-jump — using a mid-air dash — up to the rock behind you; the disc is up there.
Traversal note: Sprint-jump with a mid-air dash up to the rock.
Another loyalist wavers. Thol ’Barai feels the weight of his ancestors’ judgement every time he kills a fellow Sangheili, wonders whether he should defect and join the Swords, and asks whether — with Jul ’Mdama now dead — the time for peace has finally arrived.
Log after log, the Covenant remnant is revealed as a body of doubters held together by inertia. ’Barai’s question is the one the whole faction is silently asking, and the campaign’s answer — delivered at Sunaion — is that they waited too long to ask it aloud.
Intel 7 / 10 — Dear Covenant Please Read
At the ruins area, head straight to the right and hug the right wall until you reach a small platform; the disc is on it.
Traversal note: Hug the right wall to the small platform.
A Grunt writes the bluntest resignation letter in the galaxy. Drab Limist announces he is abandoning the Covenant because, with Jul gone, the whole thing is falling apart and he simply does not want to die — he plans to surrender to the Swords and keep working for the Sangheili, just on the winning side.
Its honesty is the joke and the point. Where Sangheili agonise over honour and ancestors, an Unggoy cuts to the survival calculus everyone else is dancing around. The Covenant is collapsing not only among its warriors but among the workers who kept it running.
Intel 8 / 10 — Kit Pitlimp’s Adventure Log 2/4
Stay on ground level to the left of the area. Go right, under the ruins, to find a destructible wall; Spartan Charge through it and take an immediate right to the disc on a rock.
Traversal note: Spartan Charge through the destructible wall.
Kit’s treasure hunt turns up something real. Our favourite Grunt explorer confesses to sneaking into an off-limits ancient site, where he found markings that match the ones at Sunaion — the symbols tied to the Guardian.
The comic subplot is quietly becoming the game’s connective tissue. While generals and Spartans chase the war, Kit keeps blundering into genuine Forerunner clues, tracing a link between scattered ruins and the sleeping Guardian that his superiors are too busy to notice.
Intel 9 / 10 — Covenant Attack Plan
In the same ruins area, once all enemies are cleared, go up to the central platform with the two drop shields. Sprint-jump — with a mid-air dash — out to the structure ahead and to the right (where Locke is looking); the disc is waiting there.
Traversal note: Sprint-jump with a mid-air dash from the centre platform to the structure.
The loyalists finally aim at the Arbiter himself. An Ossoona — a Covenant spy — named Ahta ’Dzoni reports that Thel is often exposed on the cliff-edge of the rebel camp, and proposes it would shatter enemy morale to seize and crush him in a Kraken’s claw, ordering the plan assessed for feasibility.
It supplies the tactical logic behind the Kraken you are about to fight, and it explains the loyalists’ last, desperate strategy: unable to win a war of belief, they gamble everything on a decapitation strike against the one figure holding the alliance together.
The Kraken fight
Intel 10 / 10 — Forerunner Record: Search 5/5
During the Kraken fight at the end of the level, fly over to the rightmost platform from where you enter. The Forerunner console sits in the centre of that platform.
Traversal note: Fly to the rightmost platform — grab it before you finish off the Kraken.
The Builder’s five-part search reaches its end. In a handful of words he announces the moment has come and that he is departing — bound at last for Bastion.
It closes the thread that began on Reunion: after chasing a vanished refuge through corruption and the Domain, the ancient Forerunner finally goes. That a Forerunner escaped to a hidden sanctuary as the ecumene fell is a tantalising seed for the wider mythology, and finishing the “Search” set is one of the quiet triumphs of a complete Intel run.
Enemy Lines is the inside view of a collapsing enemy. Log after log — Rtal ’Kavai calling for unity, Thol ’Barai contemplating defection, Drab Limist bluntly quitting to save his own skin — shows a Covenant remnant riddled with doubt, held together by nothing but momentum now that Jul is dead. Even their last coherent plan, revealed in the Attack Plan, is a desperate bid to kill the Arbiter with a Kraken rather than win the argument.
Two threads reach across missions here. Kitun ’Arach’s messages answer his brother Jacul’s from Swords of Sanghelios, revealing that both siblings are pleading with each other from opposite trenches — a mutual, unwinnable love headed for tragedy. And the Forerunner “Search” set finally closes as its Builder departs for Bastion, quietly linking this Sanghelios firefight to the deepest lore in the game. You are mopping up a broken faction while, in the margins, a Forerunner ghost slips away to a refuge that will outlast them all.
Before the Storm
Fireteam Fireteam Osiris
Primary Location The Swords camp on the eve of the Sunaion assault
Mission Intel 5 pieces
Story Role A short breather to gather forces before the attack on Sunaion — and a last check-in with the Swords before the killing starts.
This is a compact mission and all five sit close together around the camp, but it ends the moment you launch the Sunaion assault. Sweep the camp, the red umbrellas and the mountain cave first. One piece needs a chain of umbrella jumps finished with a grapple; another sits out on a broken stone bridge reached by climbing.
Around the staging camp
Intel 1 / 5 — Honorguard Personal Log 2/2
Right as you spawn, turn around; a tree stands ahead. To the right of that tree are some crates with the disc sitting on them.
Traversal note: None — turn around at the start.
The nervous honor guard gets his answer in battle. Vari ’Damat — who fretted so much in Alliance about how to impress the Arbiter — reports that the moment fighting started, all his self-consciousness vanished; he destroyed his target, helped bring down the Kraken, and found the honourable victory reward enough on its own.
His two-part arc lands on something wise: worth is proven in the doing, not the posturing. Concluding his story just before Sunaion gives one ordinary Sword a small, complete journey from anxiety to purpose — and makes him a face you will remember when the city becomes a graveyard.
Intel 2 / 5 — Attack Wing Jardam Combat Report
Turn back around and head to the rocks ahead. Climb them, then climb the broken pillar in front and to the right; jump to the next pillar and clamber to the top, where the disc waits.
Traversal note: Climb the rocks and broken pillars, jumping between them.
The would-be assassin has changed sides in his heart. Rhu ’Vrath — the infiltrator who could not bring himself to kill the Arbiter — describes flying toward the Kraken and watching four humans fight uphill against overwhelming odds while the Covenant barely slowed them. Remembering Jul ’Mdama’s boast that humans could never match the Covenant, he is now ashamed he ever obeyed such a fool.
Following his two logs in order tells a conversion story the cutscenes never touch: a planted killer turned reluctant believer, undone not by argument but by watching Fireteam Osiris fight. It is the Sangheili civil war being won one changed mind at a time.
The umbrellas and the mountain cave
Intel 3 / 5 — Sangheili Security Officer’s Log
Head toward the red umbrellas in the direction Locke is facing. Under the umbrella nearest the Arbiter, a disc rests on a crate.
Traversal note: None — a walk to the umbrella by the Arbiter.
A traitor in the Arbiter’s own keep. Security officer Mahlo ’Turagg reveals how the Covenant kept tracking Thel’s movements: through Murok ’Vadam, a member of the Arbiter’s clan bribed with promises of power, who gambled that Thel would never execute his own kinsman — a bet, the officer notes with a laugh, that Murok lost.
The log adds hard political texture to the Arbiter’s standing: even Vadam keep harbours those who would sell him out for advancement. It shows the Swords are not a united utopia but a coalition riddled with self-interest, and that Thel’s authority still rests, in the end, on his willingness to be ruthless.
Intel 4 / 5 — Unggoy Science Report
From the Halsey pickup, head toward the tallest umbrella. Jump from umbrella to umbrella until you reach the one down and to the left of the tall one, then jump and grapple onto the tall umbrella. Behind it, jump to the ledge with two crates; the disc is between them.
Traversal note: Umbrella-to-umbrella jumps, then a jump-and-grapple, then a jump to the ledge.
Grunt science strikes again. A self-styled biologist named Gribyam claims his observations of Dr. Halsey confirm a theory that human females mature by shedding limbs, and excitedly predicts she will soon release “spores” and spin a cocoon of “meat-silk.”
It is gloriously, confidently wrong, and that is the joke — but it also skewers how each Covenant species misreads the others through a fog of ignorance and propaganda. The Unggoy understand humans about as well as the Prophets ever let them understand anything.
Intel 5 / 5 — Dr. Halsey: Status (Supplemental)
Facing the Arbiter, turn left to a cave into the mountain. Follow it a short way, then climb the rocks on the right up toward the hovering Phantom; head out onto the broken remains of the stone bridge to find the pad on the ledge.
Traversal note: Through the cave, climb the rocks, out onto the broken bridge.
Halsey’s patience with the Arbiter runs out. Pushing back on Thel’s claim that he barely needs her and could take Sunaion with or without the Guardian, she warns him not to disregard the past or the faction she represents, and demands the respect he keeps preaching — signing off, pointedly, that this is her last required status update.
The friction between Halsey and Thel is a fault line the cutscenes barely show. Two proud survivors of the war, allied by necessity and wary of each other, negotiating over a Forerunner superweapon — it is a reminder that this alliance is transactional, and that Halsey answers to no one for long.
Before the Storm is a quiet mission that quietly pays off arcs. Two honor-guard and combat logs close the stories of Vari ’Damat, who finds purpose in battle, and Rhu ’Vrath, the planted assassin turned ashamed convert — small journeys that make the Swords feel like individuals rather than allies-of-convenience. A Grunt’s absurd “science” report keeps the tone from tipping into solemnity.
Underneath, two logs sharpen the politics. A security officer exposes a traitor inside the Arbiter’s own keep, proving the Swords are a fractious coalition held by force of personality; and Halsey’s supplemental status makes the tension between her and Thel explicit. On the eve of Sunaion, the Intel insists this alliance is fragile, transactional and human-scaled — which is exactly what makes the sacrifice it is about to demand land so hard.
Battle of Sunaion
Fireteam Fireteam Osiris
Primary Location The floating temple-city of Sunaion, above the Sanghelios sea
Mission Intel 8 pieces
Story Role The assault on the last Covenant stronghold — where Halsey raises the Guardian and Osiris rides it to Genesis.
Sunaion is the most punishing collectible mission for points of no return. Buildings collapse, elevators carry you up for good, and the finale rides the Guardian away from the whole level. The Sunaion Officer’s log means jumping through a window in a collapsing building; the very last artifact requires turning away from the Arbiter at the end. Bank each piece the moment you reach it — there is no coming back down.
The outer platforms and turrets
Intel 1 / 8 — Message to Jacul ’Arach 3/4
In the starting area, immediately turn left and jump up to the ledge above, using the canister for height. Run left until you pass the cylindrical platform, then jump across to it for the disc.
Traversal note: Jump up using the canister, then jump across to the cylindrical platform.
Kitun makes one last appeal. With the San’Shyuum’s corruption and Jul’s folly both behind them, he argues his brother Jacul has no reason left to refuse amnesty — and simply asks him to come home.
It is the calmest of Kitun’s messages, stripped of ideology down to a plea between siblings. That it plays at the very start of the battle where their story ends gives it a terrible weight: the door to peace is still open here, and about to slam shut for good.
Intel 2 / 8 — Chant of the Guardian
After destroying the second turret, go up the stairs on your left and through the door forward and to the left. Inside, take an immediate left; the blue console at the back of the room is the Intel.
Traversal note: Up the stairs, in through the door, left to the console.
The city’s religion is built on terror of the thing beneath it. This ceremonial chant, recited by Khret ’Thanta, warns worshippers never to speak to Sunaion’s holy Guardian and to pray only that it stays still — for if it stirs, it will tear their world apart.
It reframes Sunaion itself: this is not just a fortress but a temple built around a sleeping god the Covenant fears as much as they revere. The Swords and Osiris are about to do the one thing the chant forbids — wake it — making the whole battle an act of holy transgression.
Intel 3 / 8 — Prayer of the Guardian
After destroying the final three turrets and riding down the elevator, climb the circular platform to the immediate right of the door with two purple flames. Turn left and jump to the slanted ledge on the building beside you, behind the small pillars, then follow that ledge around counter-clockwise to the disc.
Traversal note: Climb the circular platform, jump to the slanted ledge, follow it counter-clockwise.
The prayer is more explicit still. A Grunt recites the traditional invocation begging the Guardian to sleep forever, crediting it with keeping their world safe and protecting the Covenant — and noting, crucially, that the Domain cannot be opened while the Guardian sleeps. It ends by addressing the “magnificent sleeper.”
That single line about the Domain is enormous. It ties Sunaion’s local god directly to the galaxy-spanning network Cortana is seizing, hinting that waking Guardians and opening the Domain are two faces of the same act — the exact chain of events the finale sets in motion.
The Hunter platforms and the collapse
Intel 4 / 8 — Kit Pitlimp’s Adventure Log 3/4
At the far platform where two Hunters spawn, kill them and head to the platform to their right. Walk around the back to find the disc on a pedestal.
Traversal note: None — around the back of the right-hand platform.
Kit finally grasps the truth everyone else fears. He excitedly concludes that the Guardian is linked to locations everywhere, and where others expect it to destroy them, he insists it is his true path to the Great Journey — and vows to be ready when the time comes.
The idiot has out-theorised the priests. Kit’s insight that the Guardians form a connected network is essentially correct, and horribly so — it is exactly the galaxy-spanning control system Cortana is about to switch on. His childlike faith that it means salvation is the same fatal misreading the whole Covenant makes.
Intel 5 / 8 — Sunaion Officer’s Personal Log
Once the building begins to collapse and you enter the room below, stay on the top level and jump through the window into the next room. The disc is on a low shelf on the left.
Traversal note: Stay high; jump through the window as the building comes down.
From the losing side, Sunaion’s fall is disbelief. Officer Tsodon ’Sakua rages that Covenant forces have retreated again and again, and now the “heretic filth” has broken all the way into the holy city — he cannot fathom how his side’s strength was beaten by what he sees as the enemy’s weakness.
It is the last gasp of Covenant certainty. ’Sakua still frames the Swords as unworthy heretics even as they overrun him, incapable of seeing that the belief system he is defending is precisely what doomed his side. The Covenant loses Sunaion still refusing to understand why.
Intel 6 / 8 — Message to Jacul ’Arach 4/4
At the area with many circular platforms, go to the far-right side of the farthest-right platform. The disc is up on a ledge above you.
Traversal note: The disc sits on the ledge above the farthest-right platform.
The brothers’ story ends in blood. In his final message, a mortally wounded Kitun reveals that he and Jacul finally met in combat and that he killed his brother, praising his strength; dying of his own wounds, he expects to join Jacul by dawn, hoping that beyond this world’s battles they might finally find peace together.
It is the campaign’s most heartbreaking Intel, and its cruellest irony: the reunion both brothers begged for happens only as they kill each other. Their four-and-two-part exchange is the Sangheili civil war in one family — two people who loved each other, each certain the other had been deceived, destroyed by a schism neither started.
The final ascent
Intel 7 / 8 — Ceremonial Sword 5/6
After the Hunter battle, ride the elevator up and exit through the right-hand door of the building you appear in. Look over the edge at the Elite that Locke is watching; the artifact is next to that Elite.
Traversal note: Out the right door, over the edge by the Elite.
The fifth blade counsels deference: heed the wisdom of those who “saw the sun” before you — that is, respect your elders and predecessors.
It is a fitting proverb to surface amid the fall of Sunaion, a city the Sangheili have revered for generations. As the Swords tear down an ancient holy site to reach a Forerunner machine, a blade in their hands quietly reminds them to honour the past — the very past they are dismantling.
Intel 8 / 8 — Ceremonial Sword 6/6
Very shortly after the Sunaion Officer’s log, you will see the Arbiter cutting down an enemy through a door. Instead of advancing toward the Arbiter, take a right and head to the far end of the hallway; the artifact is in the right corner — the last Intel of the mission.
Traversal note: Turn away from the Arbiter and go right down the hallway.
Following the Arbiter advances the mission toward the Guardian ride and its end. Detour right for this artifact first — it is your last chance at 8/8 before you leave Sunaion for good.
The last engraved blade is the wisest: no sword, however sharp, can cut an enemy you do not understand.
It is the perfect note to end the Sanghelios arc on, and a quiet thesis for the whole game. The Covenant fell because it never understood the humans, the Forerunners or its own gods; and Cortana, about to remake the galaxy, has decided she understands organic life well enough to rule it. The final proverb warns that everyone here is swinging at a foe they have failed to comprehend.
Sunaion’s Intel closes three long threads at once. The ’Arach brothers’ correspondence ends with Kitun killing Jacul and dying beside him, turning the entire Sangheili civil war into one family’s mutual destruction. Kit Pitlimp’s comic quest arrives at a genuine truth — that the Guardians form a connected network — while a Covenant officer goes down still calling his conquerors unworthy heretics, deaf to why he lost.
Around them, the religious records reframe the whole battle. The Chant and Prayer of the Guardian reveal Sunaion as a temple built to keep a feared god asleep — and the prayer’s note that the Domain cannot open while the Guardian sleeps ties this local superstition straight to Cortana’s galactic scheme. The final Ceremonial Sword lands the theme like a verdict: everyone here is fighting an enemy they never understood. Osiris wins Sunaion and rides the waking Guardian to Genesis — straight toward the one adversary who believes she understands everyone.
Genesis
Fireteam Fireteam Osiris
Primary Location Genesis, the Forerunner world at the heart of Cortana’s plan
Mission Intel 10 pieces
Story Role Osiris arrives on Genesis, fights across it in a Scorpion, and meets the monitor 031 Exuberant Witness as Cortana’s design becomes clear.
Genesis is a big, forward-flowing level with a Scorpion, a light bridge and a Warden boss. Exit the tank to grab the cliff and ledge pickups; you cannot drive back for them. The final console (Threat 1/5) sits in the Warden’s arena after the boss dies — collect it before you leave the arena to end the level.
The opening drive and cliffs
Intel 1 / 10 — Unggoy Personal Log 011
Once you have the Scorpion, drive out and to the left. Almost immediately after leaving the starting tunnel, the disc is on the ground by the left wall next to a dead Grunt, near some Ghosts.
Traversal note: Drive left out of the tunnel; the disc is at ground level.
A Grunt sees through the paradise myth instantly. Proon Glibwik cannot understand how Genesis is the perfect world supposedly made for the Covenant when nothing here suits them — no methane springs, no salty bogs, and air they cannot breathe — and notes the Elites hate it too, wondering aloud who it was actually built for.
His confusion is the mission’s opening question in plain language. Genesis was built by and for Forerunners, and is now being repurposed by Cortana — and the one voice honest enough to say “this was never meant for us” belongs to a lowly Grunt, not a prophet.
Intel 2 / 10 — Kit Pitlimp’s Adventure Log 4/4
After crossing the first bridge in your Scorpion, stick to the left to find a cliff overlooking the Guardian in the distance. The last of Kit’s discs is on that cliff.
Traversal note: Keep left after the first bridge; reachable from the Scorpion route.
Kit’s odyssey ends the only way it could. Convinced he has completed the Great Journey and is destined for godhood, he proclaims he will now speak with — and become — a god, then spots an unknown creature, frantically offers to worship it or demands it worship him, and is cut off mid-sentence.
The creature is almost certainly the Warden Eternal, and Kit’s abrupt silence is his death. His four-part saga is the game’s funniest and, in the end, saddest thread: a Grunt who chased Forerunner truth further than anyone and was rewarded with a hero’s delusion and a nobody’s death. Finishing his log is the emotional close of a full Intel run.
Intel 3 / 10 — Forerunner Record: Echoes 1/3
From the cliff overlooking the Guardian (Kit’s disc), look right for an obviously climbable set of rocks. Climb them and run along the top to the right to reach the broken construct.
Traversal note: Exit the Scorpion; climb the rocks and run right along the top.
The voice from Reunion’s “Search” logs returns, and it is lost. Waking disoriented, the Builder demands to know where he is and asks whether this is the Domain.
This is the same ancient Forerunner who departed for Bastion, now somehow present on Genesis and utterly disoriented. His three-part “Echoes” set reopens his story at its most vulnerable, and hints that reaching Bastion did not go the way he hoped.
Toward the Guardian
Intel 4 / 10 — Forerunner Record: Echoes 2/3
Just after exiting the tunnel where UNSC Intel 1/3 sits, hug the left side of the area to find a platform extending out toward the Guardian. The console is at the very end of that platform.
Traversal note: Hug left and walk to the end of the platform.
Recognition dawns, and with it dread. The Builder registers that his location is designated “Genesis” and, bewildered, asks how that can be — and where Bastion is.
His disorientation deepens the mystery seeded on Reunion. Bastion and Genesis are somehow entangled in his mind, and his inability to reconcile the two suggests something has gone very wrong with the refuge he crossed the Domain to reach.
Intel 5 / 10 — Forerunner Record: Echoes 3/3
Advance across the bridge ahead, then climb the first set of rocks on the left immediately afterward. The broken construct is at the very far edge of these rocks.
Traversal note: Climb the first left-hand rocks after the bridge to the far edge.
The network answers only with static. The Builder notes that communications are scarce and that the Constructor network is detecting nothing but confusing “echoes.”
Those echoes are the same phenomenon Halsey flagged all the way back on Osiris — the signal “bouncing off Forerunner objects.” The Builder is hearing Cortana’s takeover from the inside of the system she is corrupting, closing a loop the very first mission opened.
The security gate and the Knights
Intel 6 / 10 — UNSC Intel 1/3
Just after passing through the Forerunner security gate / large door, note the large rock (and crashed Pelican) on the left of the tunnel. Exit your Scorpion and climb on top of it for the pad.
Traversal note: Exit the tank; climb the rock/Pelican on the left.
The Guardians’ reach has a body count. Marine Selena Rhodin reports her unit was circling the Guardian at Samuron when a series of shockwaves flung them here; their Pelican slipspaced in under fire with few survivors, and they plan to scavenge the wreckage to survive.
Her log grounds Genesis’s eeriest feature — the stranded, disoriented UNSC squads — in a specific chain of cause and effect. The same Guardians the game treats as awe-inspiring set-pieces are, at ground level, war machines that scoop up soldiers and strand them light-years from home to die.
Intel 7 / 10 — UNSC Intel 2/3
Progress to the area with the squad of Knights, before the light bridge. Exit your Scorpion and climb the rock ledge on the left; the pad is on the edge next to a Spartan Laser.
Traversal note: Exit the tank; climb the left ridge to the Spartan Laser.
A second survivor confirms the nightmare is shared. Marine Kulas reports a hostile planet and spots Covenant who were likely dragged here by accident just like his unit; dug in behind a defensive line and running low on ammunition, he doubts they can hold out long.
The detail that both humans and Covenant were swept to Genesis together is quietly profound. Cortana’s Guardians do not distinguish between factions; to the machine imposing peace, everyone is simply organic material to be moved. Old enemies now share the same hopeless foxholes.
The light bridge
Intel 8 / 10 — UNSC Intel 3/3
At the light-bridge area, take the path to the right instead of crossing. You reach a white platform; run out to its end for the pad, next to a sniper rifle.
Traversal note: Take the right path to the white platform’s end.
The third voice is barely holding together. Rene Dekas reports relocating after the “robot things” — Prometheans — attacked hard, describes Covenant ships being slipspaced in and crashing everywhere, and admits that sheltering near a structure that has just started moving, he no longer knows whether to stay or run.
Completing the trio of UNSC logs paints Genesis as a slaughterhouse for the stranded. Between Prometheans, crashing Covenant and the planet itself rearranging, Cortana’s “peaceful” new order looks, from a foxhole, like pure chaos — the human cost of a galaxy being forcibly reorganised.
Intel 9 / 10 — Sangheili Personal Log 839
After crossing the light bridge, head up the left path and jump onto the higher rocks to your left. The disc is next to an energy sword.
Traversal note: Jump up onto the higher rocks on the left.
Where the humans see catastrophe, a zealot sees heaven. Muki ’Jahma describes the Guardians’ call tearing the stars apart and hurling ships of believers and heretics alike down onto Genesis, where the survivors now wage a “glorious slaughter” — convinced this is the home of the gods, he says dying here is the highest honour and cannot wait.
Set directly against the terrified UNSC logs, ’Jahma’s rapture is chilling. The exact same event — being ripped across the galaxy by a Guardian — reads as damnation to a Marine and as paradise to a Sangheili fanatic. It is the Covenant’s fatal faith surviving even into Cortana’s new age.
The Warden’s arena
Intel 10 / 10 — Forerunner Record: Threat 1/5
After defeating the Warden at the end of the level, go up the left ramp at the far end of the boss arena and take a right at the top; a console sits in the corner. This is the mission’s final Intel.
Traversal note: Up the left ramp, right at the top — grab it before leaving the arena.
The Builder’s second saga begins in ruin. This first “Threat” record reports catastrophic loss — the Organon is gone, the Domain has been burned and damaged, and countless things and people are missing.
The Organon, a fabled Forerunner device said to control all their technology, and a wounded Domain together sketch the scale of what has happened to Forerunner civilisation — and set up the five-part “Threat” arc that, across this mission and The Breaking, watches an ancient intelligence slowly realise that Cortana is the danger. Reunion’s ghost has become the game’s Cassandra.
Genesis is where the Intel and the plot finally converge. The three UNSC logs — Rhodin, Kulas and Dekas — document what a Guardian actually does to ordinary people: it rips whole units across the galaxy and strands them, human and Covenant alike, to die in the same foxholes. Against them, a Sangheili zealot’s ecstasy and a Grunt’s baffled “who was this built for?” show every faction misreading the same catastrophe through its own faith.
The Forerunner records elevate all of it. The Builder from Reunion returns, disoriented on Genesis, hearing only the “echoes” Halsey detected in the very first mission — and his new “Threat” log opens on a burned Domain and a lost Organon. Threaded together, the consoles reveal an ancient mind waking into the aftermath of Cortana’s coup and beginning to grasp the scale of it. Even Kit Pitlimp’s death fits: the whole galaxy, from Grunt to Forerunner, is being remade by a power almost no one understands.
The Breaking
Fireteam Fireteam Osiris
Primary Location Genesis, the approach to Cortana’s Gateway and the Domain
Mission Intel 5 pieces (all Forerunner consoles)
Story Role Osiris and Blue Team converge as Cortana reveals herself and the Created’s vision in full.
All five are Forerunner consoles along a linear path with no way back. Two sit in the corners behind your starting position — turn around at the very start and grab both before advancing. A note on titles: guides disagree on which end-of-level console is “Threat 4/5” versus “Threat 5/5,” but the five physical consoles are unmistakable, so simply activate every one you pass and you will finish 5/5.
The two consoles at the start
Intel 1 / 5 — Forerunner Record: Threat 5/5
At the very start of the level, turn around. Two Forerunner consoles sit one in each corner behind you; this is one of them.
Traversal note: Turn around at the start; console in a corner.
The Builder’s alarm reaches its peak. He warns that “she” now perceives and comprehends the Guardians — and calls, urgently, for her to be stopped.
This is the moment the ancient intelligence fully understands the danger: Cortana has grasped the Guardians, the galaxy’s ultimate enforcers. A Forerunner ghost, powerless and hunted, becomes the one voice in the game to state the stakes plainly — she must be stopped — even as Osiris and Blue Team are still catching up to what she is.
Intel 2 / 5 — Forerunner Record: Alive 1/5
Still at the start, the second corner console behind you is this one — grab both while you are turned around.
Traversal note: The opposite start corner from Threat 5/5.
The Builder’s new saga opens on personal dread: the Ancilla is aware of his presence, and is now hunting him.
His “Threat” arc was observation from the shadows; “Alive” is what happens when the shadows fail. Cortana — the “Ancilla” — has noticed the ancient watcher, and the hunter has become the hunted. It reframes the Domain not as an archive but as a battlefield where even Forerunner ghosts are prey.
The walkway and the blue lights
Intel 3 / 5 — Forerunner Record: Threat 2/5
In the first combat area, stay on the bottom level and advance forward; you will pass the console in the middle of the walkway.
Traversal note: Stay low; the console is on your path.
The Builder puzzles over an impossibility: the Warden has struck a pact with some unknown party, and somehow walks again.
The Warden Eternal, guardian of the Domain, has aligned with a new master — and even a Forerunner cannot at first work out how or with whom. It is the mystery of the Warden’s loyalty stated from the inside, the ancient system itself unable to explain why its keeper now serves Cortana.
Intel 4 / 5 — Forerunner Record: Threat 3/5
In the next area, run straight up the middle between the two blue lights. The console is directly behind them, dead-centre.
Traversal note: Up the middle, between the blue lights.
Then he notices her. The Builder registers the presence of an Ancilla he considers wholly new, and asks how such a thing came to be.
This is the instant an ancient Forerunner first perceives Cortana herself — not as a corruption or an echo, but as a mind. His bafflement is telling: a human-made AI who conquered the Domain is something outside all Forerunner expectation, a creation none of them foresaw. The galaxy’s oldest intelligence has met its newest, and does not understand it.
The final console
Intel 5 / 5 — Forerunner Record: Threat 4/5
After fighting through the later area, from where Locke is standing, walk behind the wall behind you to find the final console (some guides reach the same console by heading under the platform where the Warden spawns). This is the mission’s last Intel.
Traversal note: Behind the wall at Locke’s position / under the Warden’s platform.
The warning turns dire. The Builder observes that she is reassembling and curing herself, and cautions that soon she will reach the Domain.
He is describing Cortana’s resurrection in real time — the Domain that once cured her rampancy now healing her into something greater, and about to fall wholly under her control. Collected last, it is the pivot of the “Threat” arc: the point where a distant danger becomes an imminent one, moments before the game’s final act.
The Breaking’s five consoles are pure Forerunner testimony, and together they narrate Cortana’s rise from the perspective of the one being old enough to measure it. In story order — Threat 2 through 5, then Alive 1 — the Builder works out that the Warden has taken a new master, perceives a wholly new kind of Ancilla, watches her heal herself and reach for the Domain, grasps that she now commands the Guardians, and finally realises she has turned to hunt him.
It is dramatic irony on a cosmic scale. While Osiris and Blue Team are still processing that Cortana is alive, an ancient Forerunner has already diagnosed the full threat and begged for her to be stopped — and can do nothing but flee. The Intel gives the finale its true weight: this is not a rogue AI to be reasoned with, but a power that has outmatched even the civilisation that built the Guardians. The people best equipped to understand the danger are ghosts, and no one living can hear them.
Guardians
Fireteam Fireteam Osiris (with Blue Team held in the cryptum)
Primary Location Genesis, around Cortana’s cryptum and the Domain Gateway
Mission Intel 10 pieces
Story Role The finale. Osiris fights to reach Blue Team as Cortana completes her rise and the galaxy’s Guardians begin to move.
This is the last mission, so anything skipped here means a full replay. It flows forward through the Cores toward the final confrontation with no backtracking. Two Forerunner consoles sit at the tops of the two ramps in the red-hologram room — grab both. The game’s final piece of Intel, Sangheili Personal Log 977, waits in a cave by Epsilon Core; collect it before you commit to the ending.
Alpha Core and the early platforms
Intel 1 / 10 — Sangheili Personal Log 709 1/2
When you reach the Alpha Core area, head left toward the flaming purple wreckage — a crashed Phantom. The disc is beside it.
Traversal note: None — head left to the crashed Phantom.
One last Covenant voice eulogises an unlikely mentor. Dham ’Mashatt honours his late squad leader Bibjam — an aged, battle-scarred Grunt whose strange advice was to fight as though death held no honour, and who quietly grieved every soldier the squad lost even as the others celebrated their victories.
A Sangheili revering a Grunt is almost unheard of, and that inversion is the point. In the Covenant’s dying days its rigid caste hierarchy is breaking down, and this two-part log — the last Unggoy story the game tells — grants the lowliest species a leader worth mourning.
Intel 2 / 10 — Sangheili Personal Log 881
A few areas in, follow the ramp up to the left of the area and jump the small gap. Turn right and head up to the centre platform, where the disc sits.
Traversal note: Up the left ramp, jump the small gap, then up to the centre platform.
The loyalist faith is finally breaking. Thakke ’Sho notes that “the Hand of the Didact” has been broken and no one has risen to replace him, warning that the doctrine of the Abiding Truth will die if no one survives to preach it — and declaring that if doubting the Forerunners’ promise makes him a heretic, so be it.
The reference reaches back to Halo: Escalation and Jul ’Mdama’s claim to Didact’s authority, and to the fundamentalist Abiding Truth sect. ’Sho is watching the last theological scaffolding of the Covenant collapse, and his story — concluded near the end of the level — charts a believer’s final loss of faith.
The cryptum and Gamma Core
Intel 3 / 10 — Sangheili Personal Log 709 2/2
At the area with the Guardian behind the Blue Team cryptum in the sky, head to the lower-right section. Climb the rocks on the left and follow the ledge around to the disc.
Traversal note: Climb the rocks on the left; follow the ledge around.
The eulogy turns to confession. As the war dragged on, Bibjam grew ever more protective — and was finally caught feeding the squad’s movements to the Swords of Sanghelios, insisting that being captured was the only way to spare them from death. Dham admits he could not meet Bibjam’s eyes as he ran him through.
It rhymes deliberately with the ’Arach brothers: another soldier killing someone he loved because the war left no room for mercy. Bibjam betrayed his squad to save it, and was executed for it — the Covenant’s collapse measured in one Grunt’s doomed, protective love.
Intel 4 / 10 — UNSC Cockpit Recording
At Gamma Core, look for the crashed dropship up the mountain ridge. Approach it from the right side to reach the pad easily on the ground just before the wreck.
Traversal note: Head up the ridge; approach the wreck from the right.
Another dropship falls out of the sky. A pilot identifying as “28-5-Lee” of the dropship Boza broadcasts a mayday while descending onto an unknown planet, transmits a location, and reports being caught in the slipspace bubble of an unidentified entity — a Guardian.
It is a fresh casualty of the same phenomenon that stranded the Marines on Genesis, captured at the moment of impact rather than after. Cortana’s Guardians are not a distant threat here; they are actively pulling UNSC ships out of the sky as the finale unfolds, one panicked mayday at a time.
The constructs across the gap
Intel 5 / 10 — Forerunner Record: Alive 3/5
From the crashed-dropship area, continue in the direction Locke is facing to the next spot, then jump across the gap ahead and run to the left to find a broken construct.
Traversal note: Jump the gap, then run left to the construct.
The hunted Builder finds a sliver of hope. He reports that a Constructor has fallen under the Warden’s control, but that command could be wrested back — only from the outside — and muses that the Monitor could help him if only he could speak with her.
The “Monitor” is almost certainly 031 Exuberant Witness, Genesis’s caretaker, whom Osiris does end up enlisting to seize control from the Warden. The Builder is, in effect, sketching the exact endgame strategy the living characters will stumble into — wresting Genesis’s systems back through its Monitor.
Intel 6 / 10 — Forerunner Record: Alive 4/5
From Alive 3/5, turn around and wrap around the rocks to the left. A rock platform sits out ahead; head over and climb up to find a second broken constructor.
Traversal note: Wrap left around the rocks; climb onto the rock platform.
A single word, repeated like a prayer: the entire recording is just the name “Bastion.”
After everything — the corruption, the flight through the Domain, the hunt — the Builder’s mind keeps circling back to the refuge that started his search on Reunion. The obsessive repetition is characterisation in one word: a broken intelligence clinging to the one hope it has left.
Intel 7 / 10 — UNSC Personal Log
From the Alive 4/5 platform, turn around and head down the rocks behind you toward a triangular cave entrance. Enter and follow it through; the pad is inside next to a Mantis.
Traversal note: Down the rocks, into the triangular cave.
The survivors keep arriving, and keep dying. The injured pilot from the cockpit recording escaped the crash in a Mantis and found somewhere to recover, but reports more UNSC dropships being deposited by slipspace bubbles with no survivors found — and, exhausted, admits they have no idea what is happening.
Following the cockpit mayday, this log closes a tiny two-part survival story amid the apocalypse. It also quietly conveys the finale’s scale: this is not one stranded ship but a steady rain of them, the UNSC being swept up wholesale as Cortana’s Guardians rise across human space.
Epsilon Core
Intel 8 / 10 — Sangheili Personal Log 977
Near Epsilon Core, hug the wall to your left and follow it to the marked spot, then drop down and turn around to find a cave. Follow it through to a Ghost; the game’s final piece of Intel is beside it.
Traversal note: Hug the left wall, drop down, then follow the cave to the Ghost.
This is the 117th and final Mission Intel in the game and it sits close to the finale. Grab it before you push into the ending — miss it and you replay the entire last mission.
The doubter reaches his bleak conclusion. Thakke ’Sho decides the Covenant has no future, believing the gods abandoned them the moment the human woman offered the Librarian’s key and Jul ’Mdama took it — a divine test of faith and temptation that ’Mdama, and thus everyone, failed. This, he concludes, is their punishment.
Ending the game’s entire Intel collection on this note is a deliberate stroke. It reaches back to Halo 4, where Halsey handed Jul the Librarian’s key, and reframes the Covenant’s downfall as self-inflicted — a faith that damned itself. The last words in the archive belong not to a hero but to a broken believer, indicting the whole religion that drove the Human-Covenant War.
The red-hologram room
Intel 9 / 10 — Forerunner Record: Alive 2/5
In the room with the red holographic planet, two ramps run behind the hologram in either direction, each leading to a Forerunner console. Take one ramp for this console — and grab both.
Traversal note: Up one of the two ramps behind the hologram.
Even reduced to a single word, the Builder’s fixation is unmistakable: he names “Bastion” once more.
Coming so near the end, the bare repetition builds unbearable anticipation for the payoff on the neighbouring console. The refuge he has chased across two missions and half the galaxy is about to be confirmed — the game rewards the diligent collector with a resolution the plot never voices aloud.
Intel 10 / 10 — Forerunner Record: Alive 5/5
Take the other ramp behind the red hologram to the second Forerunner console for the final record.
Traversal note: The opposite ramp from Alive 2/5.
The Forerunner’s long search ends in revelation. With the Ancilla and the Warden both distracted and the Domain healing, the Builder feels his mind clear for the first time in ages — and, in a moment of clarity, realises that Bastion still exists.
It is the quiet triumph buried at the bottom of the collectible list: a refuge survived the fall of the Forerunners, and a scattered intelligence has just confirmed it as Cortana remakes the galaxy above. That single thread — a place and a hope outside the Created’s reach — is the most forward-looking idea in the game, and only players who chase all 117 will ever hear it stated.
The finale’s Intel braids together every voice the game has been following. The Sangheili logs close two arcs: a Grunt squad leader, Bibjam, mourned and then confessed as a doomed protector, and the doubter Thakke ’Sho tracing the Covenant’s faith to its bitter end — blaming the whole catastrophe on Jul taking the Librarian’s key back in Halo 4. The UNSC cockpit and personal logs show Guardians pulling ship after ship from the sky with no survivors, the human toll of Cortana’s rise arriving in real time.
And the Forerunner “Alive” set delivers the payoff. The ancient Builder — hunted, reduced at times to a single repeated word — sketches the very plan Osiris will use (reclaiming Genesis through its Monitor) and, in his final record, confirms that Bastion still exists. As Cortana seizes the galaxy in the cutscenes, the collectibles quietly plant the one seed of resistance the plot leaves unspoken: somewhere out there is a refuge she has not touched. Finish all 117, and Halo 5 ends not just on Cortana’s victory, but on a whisper of the fight still to come.
Halo 5 Mission Intel: The Bigger Story
Played straight, Halo 5: Guardians is a tight, fast campaign told through two Spartan teams and a handful of cutscenes. Collect all 117 Mission Intel and a second campaign surfaces underneath it — slower, sadder, and far more complete. The cutscenes give you Cortana’s thesis: organic life is chaotic, the Mantle of Responsibility belongs to the Created, and Guardians will impose peace whether the galaxy wants it or not. The Intel gives you the counter-argument, told by everyone standing under those Guardians when they rise.
That counter-argument is a chorus. Meridian’s colonists grieve, joke and rebuild on a world scraped back from glass, only to be evacuated at gunpoint. ONI’s own crews die aboard Argent Moon testing weapons the public was never told about — the exact secrecy the Hunt the Truth audio drama put on trial. On Sanghelios, two brothers plead with each other across the battle line and end up killing each other, while a medic breaks a sacred taboo to save lives and a smitten warrior writes bad poetry about Commander Palmer. Stranded Marines on Genesis broadcast their last transmissions as Guardians pull ship after ship out of the sky. A rampant colonial AI, a profit-hungry corporation, a leaderless Covenant remnant, a Grunt explorer who blunders into real Forerunner truth, and an ancient Builder hunted through a healing Domain — the collectibles hand the microphone to civilians, soldiers, scientists, intelligence officers, Sangheili loyalists and dissidents, Unggoy, survivors and even a Forerunner ghost, all of them people the main story sprints past.
Read together, they turn an action finale into a portrait of a galaxy fracturing under one AI’s certainty. The recurring threads — Halsey’s early detection of the “echoes,” the Guardian buried under Meridian, the Domain that cannot open while it sleeps, the Builder’s five-part warning that “she” must be stopped, and the confirmation that Bastion still exists — connect Osiris on a glacier to Cortana on Genesis and out to the wider Halo timeline, from the Human-Covenant War to the Created uprising that follows. For the whole picture of where that uprising leads, it is worth reading Astromech’s companion piece, Halo Lore Explained: Every Major Twist and Reveal in Timeline Order. Chasing every Mission Intel is not busywork; it is how Halo 5 finally tells you what its own conflict costs.
Mission Completion Checklist
All fifteen missions with their verified Mission Intel totals. The counts add up to 117 — collect every one to unlock Hunt the Truth (40 Gamerscore).
| Mission | Fireteam | Intel | Done |
|---|---|---|---|
| 01 · Osiris | Fireteam Osiris | 7 | ☐ |
| 02 · Blue Team | Blue Team | 8 | ☐ |
| 03 · Glassed | Fireteam Osiris | 6 | ☐ |
| 04 · Meridian Station | Fireteam Osiris | 8 | ☐ |
| 05 · Unconfirmed | Fireteam Osiris | 7 | ☐ |
| 06 · Evacuation | Fireteam Osiris | 6 | ☐ |
| 07 · Reunion | Fireteam Osiris | 7 | ☐ |
| 08 · Swords of Sanghelios | Fireteam Osiris | 12 | ☐ |
| 09 · Alliance | Fireteam Osiris | 8 | ☐ |
| 10 · Enemy Lines | Fireteam Osiris | 10 | ☐ |
| 11 · Before the Storm | Fireteam Osiris | 5 | ☐ |
| 12 · Battle of Sunaion | Fireteam Osiris | 8 | ☐ |
| 13 · Genesis | Fireteam Osiris | 10 | ☐ |
| 14 · The Breaking | Fireteam Osiris | 5 | ☐ |
| 15 · Guardians | Fireteam Osiris | 10 | ☐ |
| Total | 15 missions | 117 | ☐ |
Related Halo Reading
If the Mission Intel has you chasing threads, these companion pieces on The Astromech go deeper. Start with Halo Lore Explained: Every Major Twist and Reveal in Timeline Order, which lays out Cortana’s return, the rise of the Created, the role of the Domain and the Guardians, and how the whole saga’s betrayals fit together — the ideal frame for everything these logs hint at.
For the deep Forerunner background that the “Search,” “Threat” and “Alive” consoles gesture toward, read The Enigmatic Didact: Unraveling His Role in the Halo Game Lore and The Librarian’s Influence: Guiding Humanity’s Destiny — the two figures whose legacy, and the Mantle of Responsibility, sit behind Dr. Halsey’s work and the Covenant’s faith.
To place Halo 5 within the larger saga, the two timeline guides are the best map: Chronological Order of the Halo Video Games and Chronological Order of Every Halo Novel — useful for tracing the Human-Covenant War through to the Created uprising. For more on this game specifically, there is Astromech’s analysis of Kazuma Jinnouchi’s Halo 5 soundtrack, and the full library lives on the Astromech Halo hub.
Check out the guide to find all collectibles from Halo: Infinite.
UNSC Field Intelligence · Campaign Archive Every piece of Mission Intel in the campaign, mission by mission: exact routes, the landm...
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