Halo Wars 2

Hi there!

In this walkthrough, I will guide you through the most efficient and least stressful way to unlock every achievement in Halo Wars 2. This game consists of 57 base game achievements, 3 Title Update achievements, which for all intents and purposes can be considered part of the base game, and finally 66 DLC achievements. This brings our total up to a lofty 126 achievements for 1750 gamerscore.

A note on playthrough count:

This game can technically be completed in one playthrough. This requires you to immediately play on Legendary difficulty, while at the same time completing every bonus objective, completing every skull's optional objective, collecting every campaign log and getting a gold medal. This is possible, but it is considerably easier to play through once on Easy for the purpose of the gold medals and collectibles, then playing through again on Legendary. The skulls you unlock on your easy playthrough can be enabled on your Legendary playthrough to give you some considerable bonuses that make the game much easier.

If you are some kind of Halo Wars 2 or RTS savant, by all means, go for it, but this walkthrough will assume that you instead do two playthroughs.

Our achievement list can broadly be split into three categories: campaign, blitz firefight, and skirmish/multiplayer. We will start with the campaign achievements and then go for the rest afterwards. A few achievements will require you to play in co-op with a partner and several become considerably easier with a partner for boosting purposes, but are possible solo. In every such case, I will tell you how best to do it if you have a partner and how best to do it solo.

Now let's get into some basic hints and tips.

Controls

As a Play Anywhere title, Halo Wars 2 is available on both Xbox One and Windows 10. As such, there are two different control schemes that you may be using. Furthermore, the Windows 10 controls can be entirely remapped in any way you choose. Thankfully, our first achievements will involve playing through two of the game's three tutorials and in these tutorials, you will have your respective control scheme explained to you.

I have included a set of reference pictures for the Xbox One controls. Unfortunately, the Windows 10 controls consist of about 20 pages, as there are several bindings available that do not exist on the Xbox One version. I have opted not to include the entire thing, but will instead assure you that it will be explained to you in the two tutorials that we will start with.

Xbox One control scheme

Xbox One control scheme

Xbox One control scheme

Gameplay basics

This section is for you if you haven't played an RTS game before, or if you would like a refresher just in case. Everything described here is also taught very well in the game's first two tutorials, so if it's still not clear after reading everything, don't worry.

You control the game from a top-down view. You will train and control little soldiers (units) and give them commands to follow; usually to kill someone else's units or buildings. All units are trained from your base and cost resources. Your base consists of a Headquarters and up to 7 building slots. In these building slots, you can choose from a number of special purpose buildings, including but not limited to: infantry training building, air unit training building, vehicle training building, unit upgrade building and two types of resource gathering buildings which will either gather supplies (blue) or energy (yellow). In campaign missions, you can often also find supplies or energy by exploring the game environment to find supply drops.

Each unit you train costs population. You have a population cap that you are not allowed train units past. In a few special cases it can be exceeded; usually when you are given units in a campaign mission while already at the cap. Your population cap can be increased through upgrades.

You have access to a special group of abilities called Leader Powers. These are bought and upgraded using Leader Points and cost resources to use. Once used, they have a cooldown before they can be used again. You earn Leader Points by, for lack of a better description, doing stuff. Building and upgrading bases, collecting resources, destroying enemy units and capturing Power Nodes all contribute to your Leader Point gain.

In Skirmish/Multiplayer your victory condition is generally to destroy the opponents' bases and potentially also all their units. In the campaign, you will have unique goals explained to you during or before the mission.

Gameplay tips

Just as with most RTS games, Halo Wars 2 combat consists of a combat triangle. Generally speaking, Unit A counters Unit B. Unit B counters Unit C and Unit C counters Unit A. In Halo Wars 2 specifically, air units counter vehicles, vehicles counter infantry and infantry counter air units. There are a few exceptions to this, like anti-infantry infantry, anti-air vehicles and anti-vehicle infantry.

With all that said, most of your army composition, whenever possible, should be mostly air units. They have unmatched maneuverability and the AI isn't smart enough to try and counter you, so you can mostly just outnumber any anti-air you might face while decimating everything else. This tactic isn't always possible, but whenever it is, I will probably tell you to use it.

Finally, there are hero units. These are powerful units and if available should be part of your army as they tend to do better than anything else would for their population use.

Throughout the tutorials, you will be given on-screen instructions telling you what buttons to press. These are platform dependent and, if playing on Windows 10, will also accurately reflect whether you've made any changes to the controls in your settings. Because the instructions will differ between platforms, I will always just tell you to "do X" rather than "press this button to do X". The game will always tell you which button to press to "do X" on your respective platform. If you do somehow get stuck without knowing which button to press, please refer to the 'controls image' on the General hints and tips for Xbox One, or check in your controls settings in game for Windows 10.

This entire section covers in game tutorials, which are obviously designed for beginners and require little outside instruction. For the sake of completeness, a full guide is included, but you're also more than welcome to just do the two tutorials (Basic and Advanced) yourself and then jump to the bottom of this page. There are only so many ways I can paraphrase "do what the game tells you" after all.

You're now ready to start earning achievements. We'll be starting off with two tutorial achievements. In the game's main menu, select Tutorial and then choose the Basic Tutorial.

This tutorial will teach you how to do simple things like moving the camera around and giving units orders. First, you'll be told to move the camera around in a few ways. After that, you'll need to select your Marines unit, deselect them, then finally select them again and give them a move order.

Continue moving your troops to the marked location until you meet a second unit of Marines. The game will now show you how to select groups of units. Once you've done that, you'll continue moving your troops to the marked locations until you meet your first set of enemies. Attack them as instructed.

After defeating the enemy units, you will be told about leader powers. Once the game tells you to, you will need to open the leader power menu, purchase the Restoration Drones ability, and then use it to heal your Marines.

Next, you'll learn about garrisons. Move your units to the garrison as instructed and then watch as they kill the incoming enemies. After they're dead, select the garrison and eject your units. Now continue moving to the next area to learn about bases.

Before you are able to build your base, you need to gather supplies. After the game tells you about the different kinds of supplies, move your Marines over to the now marked blue supply crates to gather them. After this, do the same with the yellow energy crates. Finally, select the base plot and call in a Firebase. While it builds, you should walk around and collect more resources.

Once the Firebase is complete, you will be told how to build buildings in building slots, starting with a Supply Pad. Build it as instructed. After it has been built, you will be told to build some Marine units at the Firebase. Next, you will be told to build a Generator and finally a Barracks. Once the Barracks is complete, you will be told to build a squad of Hellbringers from the Barracks.

A small group of enemies will now attack you. Your units should automatically start to kill them. If you like, you can select them and instruct them to focus fire on one enemy unit at a time. It does not matter here, but this is generally a better strategy than having them spread their fire across the entire enemy army. After the enemies are defeated, the tutorial will be complete.

Learn the ropes in Halo Wars 2
Complete the Basic standalone tutorial
  • Unlocked by 39,016 tracked gamers (64% - TA Ratio = 1.24) 60,499

You'll be back on the Tutorial menu, so now you can select the Advanced tutorial to jump right back in. This tutorial will pick up where the previous one left off and teach you about more types of units as well as what counters what.

First off, upgrade your Firebase to a Combat Station as instructed. Once that's complete, you'll notice that you now have more build slots available. It will also have made the Grenade Throw upgrade available to purchase, which is what the game will tell you to buy next.

With the Grenade Throw ability unlocked, a single enemy unit will come up to the base. Select your newly upgraded Marines and use the Grenade Throw ability on these enemies.

Next, you'll be told about more ways to select units. Do so and move them around as the game tells you to. You'll now be told about: Cycling through types of units, selecting types of units, selecting and cycling through bases, selecting and cycling through groups of units, setting global rally points and finally jumping to battlefield alerts. I could give exact instructions for each one, but it really is a matter of doing exactly what the text on the screen tells you.

After this, you learn about control groups. Select all your units and add them to a control group when told. You then need to clear your selection and then reselect the units using the control group bind.

Finally, it's time to move off. Move to the marked location and you'll be warned of enemy units on the high ground. Send your own units up there too to kill them. Once that's done, some enemy units will show up for you to kill while you're on the high ground. Do so. Note that your Hellbringers might be stupid and require some babysitting so that they don't try to wander down off the high ground. If they try to do this, just tell them to stop attacking and let your Marines do the work.

Continue to move to the marked locations. You're now told about control panels. It's worth noting that these can only be operated by ground units. That's all you have at the moment, so it's fine, but keep it in mind for the main campaign missions if you're ever wondering why you can't get a control panel to work when all you have is air units.

On the other side of the bridge, you'll be taught about unit counters, starting with infantry countering air. You'll be attacked by three Hornets and should use your Marines to kill them. You might lose a unit here, but you'll still win easily enough.

Immediately after this, you'll be given control of three Hornet units and use them to counter two Scorpion units. Finally, you guessed it, you'll get some Scorpions of your own to counter incoming enemy Marines.

Your last task is to use what you now know to destroy some enemy units and then an enemy base. Use the unit cycling you learned earlier (or select them and give them commands one by one) to correctly tell your Marines to attack the Hornets, your Scorpions to attack the Marines, and your Hornets to attack the Scorpions. After they're dealt with, send everything to attack the enemy base. There's no need to bother with the enemy building slot buildings (Generators, Supply Pads, etc.), because they'll die instantly as soon as the Firebase does.

Once it's destroyed, the tutorial will be complete and your second achievement will be unlocked.

Know the ropes in Halo Wars 2
Complete the Advanced standalone tutorial
  • Unlocked by 30,164 tracked gamers (50% - TA Ratio = 1.41) 60,499

You'll notice now that there is a third tutorial, the Blitz tutorial. You can do it now if you like, but I'd recommend you leave it for later. You'll be doing the entire campaign between now and the rest of the Blitz achievements so it's best to do it after the campaign so that you don't forget everything it teaches you while working through the campaign.

Quick nav
The SignalA New EnemyAscensionOne Three ZeroThe CartographerLights Out
From the DeepHold the LineUnder the DarkThe FoundryThe HaloLast Stand

Preface

This playthrough can be completed solo or coop. It is largely written with only one player in mind, but if you have a friend you want to play with, you can go ahead and do it all together.

First, let's outline the goals for this playthrough. Your aim is to:

  • Complete all twelve campaign missions with a gold medal
  • Complete every bonus objective
  • Collect every skull
  • Collect every campaign log

Gold medals are earned for completing the mission with a score threshold met. The score required is different for every level. Points are earned or lost for a number of reasons, but the important ones are completing bonus objectives and completing optional objectives. Completing the mission under par time helps, but nowhere near as much. I was often minutes over par time and still easily made gold. For each mission, I will tell you the score threshold required for gold, as well as outline all bonus and optional objectives.

There is no penalty for playing on easy and you can save freely, so don't be intimidated. This is a very manageable task. If at any point you are seriously struggling with an optional (not bonus) objective that is also not a skull objective, you can skip it if you like. It is possible to hit the gold threshold without every optional objective. If you do fail to meet the requirements for gold on any level, then that's fine. Ignore it and come back to it later. Once you have all the skulls, you'll be able to make use of them to try again with better chances of success.

Skulls are not like the mainline Halo games and are not objects within the game world as such. Instead, Skulls are unlocked for completing certain optional objectives on each level. As you will be going for all Bonus/Optional objectives for the gold medal anyway, you will unlock all of these naturally along the way.

Campaign logs physical collectibles within the game world. There is at least one in each level and some levels contain multiple. I'll include the number of logs in each mission, as well as screenshots of their position in the game. If you do miss one, then don't worry. You can replay the level and collect it then immediately quit out. You do not need to complete the mission after collecting the log. Alternatively, you can wait and grab it during your Legendary playthrough.

This game likes to start you off with your minimap rotated so that north is not up and will also occasionally rotate it for you mid-mission. It can be annoying to always rotate your map at the start of every mission and often the suggested rotation is often more useful for getting a good overview of the terrain. As such, I have written all directional instructions (North/South/East/West) so that they are respective to whatever rotation the game sets the map to, not the minimap's north arrow.

Throughout the guide, I will mention whenever I think it is a good place to make a backup save. Make liberal use of all the save slots the game gives you, so you can roll back to multiple different points if you need to for any reason.

So now it's time to get into it. Select Campaign in the main Menu, then select New Game and pick Easy.

The Signal

Par time: 4:00
Gold medal threshold: 80,000+
Campaign logs: 6
Skulls: 0
Optional objectives:

  • Find all 6 phoenix logs
  • Complete the mission under 50% damage

Bonus objectives:

  • Kill 5 grunt squads with warthog ram

Drive your warthog up through the forest. You'll come to a set of barricades. After a short wait, you'll be told to shoot the charges on it to destroy it. Immediately after it is your first log. Drive over it to pick it up and get your first campaign log related achievement.

The Signal Phoenix log 1

Some light reading in Halo Wars 2
Find a Campaign log (original campaign)
  • Unlocked by 52,129 tracked gamers (100% - TA Ratio = 1.07) 52,157

Destroy the second barricade and continue driving up the only path available. Immediately after the jump off the ledge will be your second campaign log. Very shortly after that will be the third.

The Signal Phoenix logs 2 / 3

The Signal Phoenix logs 2 / 3

Continue driving along and the fourth log will be right before the light bridge.

The Signal log 4

Activate and cross the bridge. Keep driving for a short while until there's a roughly 90° bend in the path. The fifth log is here.

The signal log 5

Continue up the path and take the portal. The sixth and final log is just after it.

The signal log 6

With that collected, you'll have completed the first of two optional objectives. Keep driving down the path to the marked location at the research outpost. You'll watch a cutscene then be on an escape sequence.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

You now need to escape from the attacking enemy forces, while completing the bonus objective of killing 5 Grunt Squads with a Warthog ram and also staying under 50% damage. You can ram Grunt Squads by hovering over them and pressing the unit ability key. On Easy difficulty, you should have no issue getting 5 kills while staying above 50% health. However, if you do fail, you can reload the save you just made and try again as many times as you like.

Only ram the grunts that are already in your path. Ignore the ones coming out of teleporters to the side. You'll get slowed down and take damage if you go for those ones. There should be enough in your path to meet the objective.

The mission will end shortly after you jump off of a ledge between two Wraiths (there is 1 Grunt Squad after that ledge so you're fine jumping off of it at 4/5 Grunt Squads rammed).

Wake up in Halo Wars 2
Wake up11 (10)
Complete The Signal
  • Unlocked by 50,908 tracked gamers (84% - TA Ratio = 1.08) 60,499

A New Enemy

Par time: 20:00
Gold medal threshold: 100,000+
Campaign logs: 2
Skulls: 1
Optional objectives:

  • Destroy 11 Banished supply silos
  • Capture 4 of Decimus' power nodes (Skull objective)
  • Establish a second base

Bonus objectives:

  • Kill 15 Infantry with Hellbringers
  • Use 5 Restoration Drones
  • Destroy 20 enemy base structures with Hellbringers
  • Use the Grenade special ability 10 times

The first thing I'd like to point out here is that the Grenade Throw special ability does not actually have to be on targets for the purposes of completing the bonus objective. You can just chuck them at empty ground whenever they're off cooldown if you want to get the objective done as soon as possible. You won't have the upgrade unlocked when the mission starts though, so don't panic when you can't do it right from the start.

Start by following the path to a small banished camp. Clear out the enemy units and some Hellbringers will be dropped in. You'll want to try and give these guys as many kills as possible. To get the kill, they must deal the final blow of damage to an enemy unit or building. There are plenty of opportunities to get this during the mission, but if you want to get it done as soon as you can, always be sure to pull non-Hellbringer units away from the battle just as enemies are about to die.

Before heading on down the road, go east down the river toward a waterfall. You'll find your first campaign log of the mission here.

A New Enemy log 1

Continue down the road, clearing out the two garrisons of Grunt Squads as you go. Further down the path is your first Power Node. These are special buildings that can be captured by sending infantry units to them. Once captured, they provide Energy to the owner, similar to a Generator building at your base. Send your Marines or your Spartan to grab this. While they are doing that, send your Hellbringers further south to take out the Banished buildings that are there. These buildings serve no purpose other than a decorative one, but they can be destroyed nonetheless and count towards the bonus objective. Destroy them with Hellbringers whenever you see them.

Once the buildings are destroyed and the power node captured you can activate and head over the bridge. Just over the bridge, head south to find another group of banished units. Focus your fire on the infantry. The friendly artillery that set up on the other side of the bridge will bombard the base while you kill the infantry. On the west side of this encampment is a Banished Supply silo. This is the first of 11 that you need to destroy for one of the optional objectives. It may get taken out collaterally by the artillery fire, but it will still count.

After clearing out this group, you'll get some Warthog reinforcements. You'll also get given a Leader Point with which you can buy the Restoration Drones ability to heal up your damaged troops. Do that, but don't head south just yet. About turn and go north. There's another small group of banished, including two more decorative buildings for your Hellbringers to take out and a supply silo. Do the standard thing of letting everyone weaken the enemies, but make sure the Hellbringers get the final blow. Once only buildings remain you can send your non-Hellbringer units down south to continue the mission while the Hellbringers finish off the buildings.

From this point on, you should remember to just use your Restoration Drones ability on cooldown. Using it sensibly is not necessary to beat the mission and it's not fun to get to the end and realize you only remembered to use it three times and now need to wait out the cooldown twice.

Cutter will warn you not to cross the bridge and instead to seek out a flanking path. This means heading east then curving south towards a river crossing. Just before the crossing are two more decorative Banished buildings and a supply silo for your Hellbringers. After they're dealt with, cross the river to find another silo, again on the south side.

Your next goal is to take out the Banished base. Use all your units but try to get as many final blows as you can on buildings and infantry with your Hellbringers. You can even take out the side buildings before destroying the main base, so you can rack up the count. You'll be given a bunch more Hellbringer reinforcements as this takes places, so don't worry about running out.

After the Banished base is destroyed, you'll be able to build your own here, so do so. While it's being built, head just left of the building slot to find the second campaign log of this mission.

A New Enemy log 2

You won't be able to do much for a minute or so now as you'll be stuck sitting there watching your base build itself. After it's built, Cutter will tell you to build a Supply Pad and Generator, explaining what they do. Clearly, Creative Assembly has (correctly) assumed most of their players won't even play the tutorial! After building a Supply Pad, a Generator and a Barracks, you'll be hit by an enemy Leader Power. You can use your Restoration Drones to heal back the damage done to the base. You should also queue up two more Supply Pads to build.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

You can now train more units yourself. Queue up enough Hellbringers and Marines so that you have at least 10 of each. Marines are more useful in combat than Hellbringers, but you need Hellbringers for the mission bonus objectives. You can now start spamming the Grenade Throw ability with your Marines whenever it's off cooldown. If you cycle through individual Marines units instead of telling them to use it as a group, then each one will count instead of the entire group just counting as one use. You'll have the objective done in no time this way.

Spend any spare Supplies you have after building your units on building turrets on the four turret slots around your base. These will take care of base defense while your army is off doing things. If you don't have enough for all four right now, queue them up as the resources come in. Once all four are built, continuously spend the rest of your resources on Hellbringers until your population cap is reached or until both their objectives are complete.

Once you have all your units, head off to the south where you'll find a power node controlled by the Banished. Take it from them and while that's happening, send your Hellbringers west up the hill toward some Grunt Squads that will meet you and then over to another power node. After it has been taken, head north along the ridge to a supply depot which your Hellbringers should destroy and then further north toward the other two power nodes. Remember to keep taking out any decorative buildings you see with your Hellbringers.

Head to the closer power node, taking out any enemies around it. Capture it with your Marines while the Hellbringers travel further north to the final node and take it. Once this has been done you will have completed the optional objective to capture all four of Decimus' power nodes and unlocked your first skull.

Alas, poor Yorick! in Halo Wars 2
Collect a Skull (original campaign)
  • Unlocked by 42,546 tracked gamers (70% - TA Ratio = 1.19) 60,499

You can now head up the hill to the west where you'll find another base slot to build on, a bunch more decorative buildings and a supply silo. Build on the base slot to complete another optional objective and destroy all the buildings and the silo with your Hellbringers.

Southwest of this is a red shield. Your vehicles can't pass through this, as Cutter is only too helpfully willing to tell you. Thankfully almost your entire army by now should be infantry, so it doesn't really matter. Pass through it with infantry and destroy the generator to destroy the shield wall. Destroy the other generator too if you like.

With that taken care off, you can head north to find another supply silo and more decorative buildings. Let your Hellbringers destroy buildings while your Marines deal with the enemy units. By this point, you should be done or very close to done with both of the Hellbringer objectives. If you aren't, then start making extra sure that your Hellbringers are getting final blows on as much stuff as possible.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

Head south and you'll find the main Banished base. The final few banished silos are dotted around the base, but you don't have to bother finish that objective off if you don't want to. You should easily get gold without it. Take out the base headquarters and Decimus will spawn. He is a simple matter of attacking with everything you have, then falling back when he calls in an aerial strike. The aerial strike is indicated by a huge red circle around him that you need to move out of, as well as a warning siren.

Once Decimus is defeated, the mission ends. You should have completed every objective except possibly the supply silo one, unlocked 1/1 skull, and 2/2 campaign logs. The gold medal threshold is quite generous here. For reference, I completed this mission without the supply silo objective, while being almost 4 minutes over par time at 23:58 and I still scored 170,170 points.

A history of decimation in Halo Wars 2
Complete A New Enemy
  • Unlocked by 45,151 tracked gamers (75% - TA Ratio = 1.15) 60,499

And since you hopefully got a gold medal, you will also get:

Gold rush in Halo Wars 2
Gold rush28 (20)
Earn a gold medal on any mission (except Prologue) on any difficulty (original campaign)
  • Unlocked by 31,560 tracked gamers (52% - TA Ratio = 1.38) 60,499

Ascension

Par time: 20:00
Gold medal threshold: 75,000+
Campaign logs: 2
Skulls: 2
Optional objectives:

  • Destroy all 3 Banished vehicle foundries
  • Destroy the hidden facility (Skull objective)
  • Destroy the Banished base (Skull objective)

Bonus objectives:

  • Kill 20 squads with hijacked vehicles
  • Destroy 20 vehicles with a Cyclops
  • Destroy 20 vehicles using Hornets
  • Use the Archer Missile leader power 3 times

You'll have some new unit types to play with now, the Cyclops. You'll want to let these guys get killing blows on vehicles whenever possible, at least until you get Hornets at which point they'll have to share. Head up the path from the beach and you'll come to some ruins. There are resources dotted around here that you can grab on your way past.

When you reach a light bridge, a short cutscene will play and you'll get your first vehicles to destroy with the Cyclops. After destroying them, head south up a small hill to grab your first log of this mission, as well as some resources.

Ascension log 1

The light bridge will have been turned off and you'll need to use your Spartan's Spartan Slam ability to jump up onto a ledge north of you (an enemy unit will be standing there for you to slam onto). From up there you can walk to the other side of the light bridge and jump down onto an enemy Wraith. This showcases the Spartan hero's ability to hijack enemy units. Once taken, you'll keep control of the unit until it is destroyed. Make sure to get as many kills as you can with this wraith on enemy infantry. Some will come running up just now to start you off.

After taking out the enemies that spawned, head down the path, following the markers. You'll get a nice look at some Banished under attack from Sentinels and will also finally get to build a base.

After calling in a base, you'll get the mission's primary objectives explained to you by Professor Anders. After she's finished, the base will be complete and Cutter will tell you to build a Supply Pad, Generator, and Airpad. For now, you can't build anything else, so just let them finish. Eventually, you'll be warned of incoming enemies and will be given some Hornets. Use these Hornets and your Cyclops to destroy the incoming enemy vehicles and queue up two more Supply Pads, a Generator, and a Barracks. Prioritize the buildings in that order if you don't have enough supplies for everything at once.

The enemies will come in three waves. First from the west, then the east and finally the north and west together. All waves will consist entirely of vehicles, so you should wreck them with your Hornet/Cyclops group.

This is also your first opportunity to upgrade resource generating buildings. For now, only the Supply Pad can be upgraded, but in later missions the Generator will be too. Upgrade all three your Supply Pads once you have the energy required. You also have the ability to upgrade unit types. Infantry upgrades can be bought from the Barracks, air unit upgrades from the Airpad, and vehicle upgrades from the Garage.

Next, we'll get one of the most hidden bonus objectives out of the way. Take your four units and fly them east towards the island that you can see on your minimap. On this island is the hidden facility that you need to destroy. Take out the enemy units, then the buildings with your Hornets. Each building counts as 1 of the 4 required for the objective.

While that is happening, queue up Cyclops from your Barracks back at the base whenever you have the resources, until you have 6-8 of them. Do the same with Hornets, since you'll almost certainly be limited by energy and not supplies when you build the Cyclops. There are some supply silos right next to your base that you can destroy for extra resources.

You can now just hang around until you have 6-8 Cyclops and 6-8 Hornets. Once you have them, it's time to head out. From now on, spend any spare supplies on reinforcing if you lose units or building turrets at your base otherwise. Spend all spare energy on upgrading infantry and air units at the Barracks and Airpad respectively.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

Grab everything except your Warthogs to head out with. The Warthogs can sit around and defend the base. Unlike every other unit in your army, they are not required for an objective and therefore just get in the way while potentially stealing kills.

Head west and take out the heavily damaged Banished minibase. Build your own minibase in its place and stick a Generator on it once it's built. You'll be most likely be more limited by energy than supplies from now on.

Now send your hijacked Wraith further west with your Hornets. Leave the Cyclops behind. There are a bunch of Grunt Squads units up here that you want to take out with the Wraith, but there are also some Hunters that will eat it alive if you send it up alone. Use the Hornets on the Hunters while letting the Wraith mop up the Grunt Squads. There is a garrison just a little further on with a Grunt Squad in it that your Wraith can kill while staying outside of their range. Kill them, then send the Wraith further on down the hill where you'll find a couple more enemy infantry units and a base slot.

This base plot is not strictly necessary, but you can build a similar setup to your main one here if you like. It makes reinforcing quicker if you lose units in the next bit. Don't bother with any Supply Pads. Do bother with some turrets. Leave the Wraith here for now to farm a few enemies that may attack it. They also may not, but don't worry if they don't. Heal it with Restoration Drones if needed.

You have no good way to heal the Wraith outside of Restoration Drones. Don't worry if it dies. There are plenty more for you to hijack throughout the mission.

With the enemies dealt with, send in a Cyclops to grab the nearby Control Tower (Point A). Split off another Cyclops and your Hornets and send them up to grab the Power Node north of you. At some point after you take the Contol Tower, you'll be given a Leader Point to buy the Archer Missiles ability. You need to use this three times in the mission. This should be easily manageable, so long as you use it whenever it's off cooldown and you're in a fight.

I hope you remembered to upgrade your units back at the base!

Gather up all your Hornets and Cyclops and head north of the Power Nodes you captured to the second Banished vehicle foundry. Take it out and optionally stick your own base there. This is not necessary, but if you don't it's possible the Banished will rebuild.

Our next goal is to take out the Banished base. We do not yet want to destroy the last vehicle foundry, nor do we want to win too fast, so we will only take one of the two remaining Control Towers for now. Gather your Hornets/Cyclops and send them back the way you came, up past your parked Wraith, picking it up as you go, and towards Control Tower B.

As you capture point B, you can cautiously send your Wraith up to the north a little. There are some Grunt Squads here to farm, but don't stray too far. Hopefully, you should close to 20 squads destroyed with a hijacked vehicle. If not, you'll probably get it while attacking the Banished base. After capturing the Control Tower, it's time to head up further North.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

The upcoming Banished base will be very heavily defended by a large number of units and turrets. The base itself will be protected by a force field. You destroy the force field by attacking buildings or units within it. Eventually, it will go down and you need to kill the Shield Generator building before it recharges. This is a fantastic time to use Archer Missiles.

Focus on infantry with your Wraith while your Cyclops / Hornets take out the huge amount of vehicles that will be present. Take out any enemies outside the shield first, before focusing on the turrets and the generator within. Finally, destroy the base. While this is happening, the enemy may sneakily take Control Tower B back again. Don't worry too much, you'll retake it on your way out, but do send Hornets to take out the wandering soldiers.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

This last part is the boring part. You now need to farm vehicles using the remaining vehicle foundry until your two bonus objectives for destroying vehicles are complete. This might take a while but as long as you don't destroy the final foundry or win, you'll have a steady supply of vehicles. Use Archer Missiles on cooldown as well.

For reference, at this point, I had: 14/20 with Cyclops and 13/20 with Hornet. If you have more than that, you'll be fine, but even with less you can probably still manage gold. The foundry puts out Wraiths quite quickly (roughly 1 every 20 seconds).

Grab all your units and take them near the remaining vehicle foundry, but do not destroy it. Destroy the turret if you like, but do not destroy the main building. You'll want to park whatever units still need kills close enough that they see any vehicles coming out, but don't attack the building itself. Pay careful attention here so that you don't accidentally destroy the building.

While all this is happening, send your Spartan to the north end of the Forerunner structure, where you'll find this mission's second campaign log.

Ascension log 2

After that you can take Control Tower C if you like, but it doesn't make a difference. You probably won't be done with vehicle kills before the bar at the top of your screen fills up even with only two points taken. When the bar fills up, you'll get a brief cutscene indicating where you need to move your troops to, to end the mission. This will be the big circle right next to Control Tower B. Do not have your troops inside that circle before the bar fills up unless you have completed every objective, or the mission will instantly end, potentially forcing you to reload a save.

Park your spartan next to the ending circle and move inside only once you're finished with every objective.

Once again, this mission's gold threshold is generous. My score was 125,970 while being over 5 minutes over par time (I ended at 25:12). So don't sit there worrying about par time while you wait for vehicles to come out of the foundry.

Dominated in Halo Wars 2
Dominated13 (10)
Complete Ascension
  • Unlocked by 38,240 tracked gamers (63% - TA Ratio = 1.25) 60,499

One Three Zero

Par time: 10:00
Gold medal threshold: 130,000+
Campaign logs: 1
Skulls: 1
Optional objectives:

  • Keep Alice alive for the entire mission
  • Don't let prison squads die (Skull objective)
  • Gather all resources

Bonus objectives:

  • Kill 3 units using Spartan Slam
  • Kill the scared Grunt before he flees
  • Kill 3 units with Lotus Mines
  • Kill 3 units with Archer Missiles

Don't use Restoration Drones in this mission. Alice has regenerating shields and should be fine without heals. If other units are looking like they might die, just keep them out of combat entirely. You do not have an endless supply of resources in this mission and don't want to waste them on Restoration Drones.

Right at the start of the mission, you'll have an opportunity to get two of the three kills for the Spartan Slam objective. Head to the edge of the cliff, but don't jump down until the patrolling unit is next to the stationary one. Target the area between them and Alice should slam down and kill both. If Alice starts running down there instead of using her ability, target the ground a little closer to the cliff edge she's on.

Free the group of Hellbringers by destroying the generator. You need to keep these guys (and the rest that you rescue) alive for the entire mission, so let Alice do most of the heavy lifting. On Easy, she can pretty much solo any enemies you meet.

Head north, killing a Grunt Squad, then destroy the two supply silos just up the hill to the right. Make sure to collect all the resources that come out of them. Head west to the other side of the river and just to your north will be the only campaign log of this mission.

One Three Zero log 1

Don't head north immediately after this. Go south, where there are two more sets of supply silos to destroy. Three west of the path, two east of the path. Destroy them and gather up all the resources.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

Next up, you have a potentially missable objective to do. Just north of you is the second squad of units that you need to free. Set your Hellbringers to destroy the Generator and send Alice a little further north. There is a singular Grunt Squad unit up here. Once the generator is destroyed, you will get an objective to kill the scared grunt before he flees. Use Alice's Spartan Slam to kill this unit. Do not kill them before the objective appears, or it will not count! This should get you the objective for killing the scared grunt, as well as complete your 3 kills with Spartan Slam objective.

Head east to the next objective with your growing army. You can use everyone to kill the enemies in the garrison, but send Alice up to the next generator alone. You will be attacked by Jump Pack Brutes and if they land on your Hellbringers, they can kill them before you know what's happening. Alice can take care of this part by herself. When they're dead, free the soldiers and you'll get some Warthogs to add to your army. These also must not die.

Continue northwest over the river again to the final group of prisoners to free. Just south of them on the hill are a few more supply silos. Grab those, then free the prisoners. This time, you'll get Cyclops units. Head east and destroy the enemies that come in to attack you. Just north of you is the penultimate set of supply silos. After destroying these, you should be at 12/16.

Move east to the final marker. This is where you will make a last stand. The four remaining supply silos are all here. Destroy them, then park all of your Hellbringers and Warthogs in the water behind the base. They aren't going to do any fighting in this next bit. Put two Cyclops in one of the garrisons and put Alice and the remaining Cyclops in the other.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

The first wave of enemies will be Grunt Squads from the south. Use Archer Missiles on them as they run up and you should take them all out. This will get you the objective for killing 3 units with Archer Missiles. If you mess it up, reload the save you just made. Once you kill them, you can make another save if you like for the next part, which is very similar but uses Lotus Mines.

As soon as that wave is dead, drop Lotus Mines in the same area. Don't wait too long, because the enemy will almost always kill the mines before they have time to arm if you try and drop them on top of enemy units.

You might not get all 3 kills on this wave, but there are plenty more waves for you to get kills on. In the absolute worst case, you can reload the save from the start of this section to try again.

After getting all the objectives, it's a simple matter of holding out. You can build turrets if you like, but personally, I'd suggest saving the resources for more leader power use. The turrets aren't very effective a lot of the time. This section should be no trouble at all with the garrisoned units you have. Occasionally, you might want to take Alice out and have her go up to units to kill them, because they'll be too far away to kill with the garrisoned units. Remember to use her Spartan Slam on large groups of units and also remember that she can hijack vehicles with it, just like you could in the last mission!

After defeating enough waves of enemies, the mission will complete.

Guerilla tactics in Halo Wars 2
Complete One Three Zero
  • Unlocked by 35,045 tracked gamers (58% - TA Ratio = 1.31) 60,499

The Cartographer

Par time: 30:00
Gold medal threshold: 65,000+
Campaign logs: 2
Skulls: 1
Optional objectives:

  • Destroy both minibases in the central chamber (Skull and campaign log objective)

Bonus objectives:

  • Kill 30 air units using Wolverines

This mission is a welcome break from having to think about 6-7 various objectives constantly. The bonus objective will require almost no thought at all, because Wolverines will be a significant part of your army and enemy air units will be a constant presence. Additionally, the second campaign log of this mission is special, as it is not an in-game object. You will automatically be awarded it for completing the optional objective.

As soon as the mission starts, queue up two more Supply Pads, one more Generator, and an Armory. Queue up 2-3 additional wolverines, send them and the ones you start with to the start of the path to the west. Finally, send your Spartan and Marines to take the Power Node.

You can upgrade all your resource buildings and units, but prioritize the Generators, then the Supply Pads, then finally the vehicles. You can also research Advanced Logistics at the armory to make reinforcing your army quicker.

Once the Power Node has been taken, send all your units up the path to the west. There are a bunch of enemy infantry and air units to kill here. Wolverines kill the air units. Everyone else kills the infantry. At the end of the path is a Forerunner Conduit, with a bunch of resources dotted around it, as well as the first campaign log of the mission to its north.

The Cartographer log 1

If you have not missed any, this will have been your 12th campaign log out of 24, giving you:

Just the facts in Halo Wars 2
Collect half of the Campaign logs (original campaign)
  • Unlocked by 28,256 tracked gamers (54% - TA Ratio = 1.46) 52,157

After grabbing all that, Anders and Cutter should have finished talking, letting you attack the conduit. After a brief attack, a swarm will be called in and you'll have to pull back outside of the circle. When this happens, send your Wolverines back to the base to defend against some Banshees that will show up. Eventually, Anders will send in an EMP to disable the swarm, letting you attack it again. You won't be able to destroy it until a swarm gets called in again. You will now be given the ability to call in an EMP yourself as a Leader Power. Use it on the conduit and destroy it at last.

A cutscene will play and you'll be shown three more conduits that you need to destroy. First, you need to build up your army. Queue up Wolverines until you have 10 and spend the rest of your population cap on Marines. Upgrade your vehicles at the Garage. From now on, your base will be periodically attacked by flying units, so leave 4 Wolverines here at all times. The other 6 will accompany your army. Don't forget to build some turrets at the base.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

Head out to the north, then east towards the first conduit. There are some vehicles here, but numbers are on your side even without direct counters. Don't forget that you can use Leader Powers too to make it easier and/or hijack a Wraith with your Spartan. Take out the conduit in the same way as you did the first, then head over to the opposite side and do exactly the same there.

There is a Banished base between you and the final conduit. This is a great spot to use Archer Missiles and Lotus Mines. Take it out, reinforce your army if necessary, then continue on to the final conduit. There are some engineers next to it that your Wolverines will make short work of. After they're dead, take out the conduit. It will take longer than the other two, because more Banished engineers will show up to heal it and you'll be harassed by enemy troops.

Around here is when I completed the objective to kill 30 air units with Wolverines. If you haven't yet, you still don't need to worry, because there are still enormous amounts to come.

After the conduit dies, a cutscene will play and some Protector Sentinels will attack your base. The Wolverines parked there should take care of them with no trouble. If you've completed the objective at this point, upgrade the turrets at the base to anti-air so that you don't need to worry about it as much.

Before heading back to the base to finish the mission, you need to complete the optional objective. Head southeast from the final conduit to find and destroy a Banished minibase, then double back and head to the opposite side to find another. Destroy both of them, then finally gather up all your units at your base.

The final objective is to head down the path southeast from your base. There are a bunch of Protector Sentinels down here that your Wolverines will make short work of. You need to work your way past a series of swarms that will each vanish after you kill the Protector Sentinels near them.

At the end of the path is a building with a swarm around it. Hit it with an EMP and the mission will end.

Stirring the pot in Halo Wars 2
Complete The Cartographer
  • Unlocked by 32,610 tracked gamers (54% - TA Ratio = 1.36) 60,499

Lights Out

Par time: 30:00
Gold medal threshold: 100,000+
Campaign logs: 2
Skulls: 1
Optional objectives:

  • Destroy 4 Banished devices before reinforcements arrive
  • Rescue 10 UNSC prisoners (Skull objective)
  • Claim all 4 base expansions
  • Take out the Reavers without suffering Hornet casualties (This objective is very difficult/annoying, skip it if you like)

Bonus objectives:

  • Complete the mission with all the prisoner units freed and alive
  • Don't let any units get destroyed in the Capital Ship bombardment zone

The start of the mission is straightforward. There is only one path you can follow. You'll get a brief cutscene where Douglas will show up and hijack a Wraith. With Douglas and his Wraith in tow, grab all the resources nearby from the ground and the silos, then turn south and head on the longer path to your objective, freeing some soldiers from a prison that you pass.

This is where things get complicated. Any prisoners you free must stay alive for the entire mission. It will rapidly get confusing keeping track of which units are which, since you will be able to train your own later. For this reason, I would suggest that you leave any rescued prisoners where they are and make do without them. If you are absolutely confident you'll be able to keep them alive, bring them along. They will make the mission easier, but it's possible to do without.

Continue past the second garrison, grab the resources to your east, then head up to the first teleporter. The optional objective is to destroy all four of these before any reinforcements arrive. You need to destroy them anyway for the mission's primary objective and I never had issue killing them before these supposed reinforcements showed up. With that said, it might be possible to fail this, so if you want to be safe, save before approaching any portals.

Go through the portal and some Reavers will attack you. After killing them, you'll be given some Hornet reinforcements. These Hornets must not die until you have killed all the Reavers. Bring them with you, but hang them back whenever you see Banished Reavers.

Continue on to the next portal. Some Reavers will come out of it, so send everything but the Hornets up to deal with them. After they're dead, the Hornets can rejoin the fight and you can take the portal out. After taking it out, a base slot will become available for you and you can also clear the area of supply silos.

Just north of you, you'll see a heavily devastated area with enemy Leader Powers hitting it. This is the bombardment zone referenced in the second bonus objective. Technically, you can send units into this area, you just have to be good at dodging the lasers.

Be careful when sending Hornets across large areas of the map. They like to take shortcuts through these areas and may get hit by the lasers on the way.

Build a base and send your troops through the portal as instructed. You'll be told to send scouts through first, but you can just send them all in one go. On the other side is a Power Node for you to capture. You'll be attacked by some enemies as you do, but it shouldn't be a problem. After the node has been captured, grab the resources from the silos to your north and south. Finally, activate the light bridge.

By now your base plot back on the other side of the teleporter will be complete. You can now queue up, in order, three Supply Pads, two Generators, one Airpad, one Armory. Upgrade the resource generators once you can.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

Send all your units except the Hornets across the light bridge. There are Reavers on the other side that you need to take out before you can send the Hornets over to join in. Prioritize in this order:

  • Kill the Reavers (Bring over the Hornets once they're dead)
  • Kill the teleporter
  • Kill the rest

After the area is clear, you can clear out the two Banished minibases and build your own in place. At this point, your other base might be attacked by Banshees. You won't have any turrets in place yet, so send the Hornets back through the teleporter to deal with them. Send the other troops through the new teleporter, which leads to the far north of the map. You'll find some supply silos here.

Gather the supplies and head north a little more. Here is another base slot. It's time to slow down and regroup a little. It's been full throttle until now. Build on this new base slot and build a similar setup to the previous one, although you don't need to have it all fully upgraded. Keep your Hornets at the first base until you have at least two anti-air turrets built, then bring them over to rejoin the rest of your troops. Remember to tell them to use the teleporters instead of flying across the entire map.

Take Jerome (the Spartan who isn't in a Wraith) and head south from the second base with him by himself. Send him down to the other three prisons that are marked on your map, but don't free anyone yet. Keep him just off to the side. Take care not to leave him in the bombardment zone close by.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

At the Armory, you can queue up the Reinforcements upgrade. This increases your population cap by 20. Spend any spare supplies on Hornets. Gather them all up at the northern base. If you're building them at the southern base, make sure to carefully use the portals instead of traversing the map with them. Continue to build Hornets until you have reached your population cap. Only now should you send Jerome further south to free the rest of the prisoners. This will take you over your population cap.

He'll need to take out a fair amount of vehicles by himself. It looks daunting, but is easily manageable if you hijack a Wraith and use Archer Missiles on the rest. After you clear out the first set, free the prisoners and use them to help clear the rest. Just take care to make sure that the prisoners don't die. This area is also where you'll find your first campaign log of the mission.

Lights Out log 1

From now on, spend any spare resources on building/upgrading turrets or upgrading any units that you haven't yet at the Airpad/Armory.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

With all the prisoners freed, leave them where they are and bring Jerome back up to meet the rest of your army. You now want to head northwest of the second base to trigger a cutscene showing a Banished base. Don't focus on the base just yet. Send your army around the north side of it, where you'll find the final portal hacking device. Destroy this and then destroy the base. Don't use Archer Missiles to speed up the base kill. You'll need them in the next bit.

Send your non Hornet units west instead, where you'll find two Reavers. Kill them before they can damage your Hornets.

After destroying the base, the second and final campaign log of this mission will be visible where the base was.

Lights Out log 2

It's time for the final showdown of this mission. Take all your units and go through the portal.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

Send your units southwest from the portal exit and the area will be revealed. Clear out all the turrets and take care to either use ground units to take out Reavers or swarm them with Hornets before they have a chance to react. Use Restoration Drones on your army if the Hornets get low. Make extra sure to clear out the Reavers on the cliff south of the portal controller. Archer Missiles are a good way to do so without risking Hornet deaths. It is easy to lose a Hornet to a Reaver here, but that's what saves are for.

As soon as the turret build slots become available, put your own there in place and upgrade them to anti-vehicle.

It's now time to fight Decimus again. Kill the portal controller and he will show up. The fight is an upgraded version of the time you fought him in A New Enemy. The fight will start in much the same way, but eventually, he will leap away and call in lasers from above. Here are the important things to remember for this part.

  • Dodge the lasers above all else. They will seriously mess you up, even on Easy.
  • Reinforcements will be called in, including Reavers. You can still fail that optional objective. This is why you built anti-vehicle turrets.
  • Decimus is immortal while jumped up on the cliff. Don't bother trying to attack him
  • You can make a mid-fight save when this section starts if you like

After this phase ends, Decimus will jump down again. The rest is easy and is identical to the previous fight, with the single exception that he will call in some Engineers briefly. From now on you can't fail the Reaver objective any more, so you can relax.

After you defeat Decimus, there will be a brief conversation and then the mission will end.

All travel is suspended in Halo Wars 2
Complete Lights Out
  • Unlocked by 29,564 tracked gamers (49% - TA Ratio = 1.43) 60,499

From the Deep

Par time: 20:00
Gold medal threshold: 105,000+
Campaign logs: 1
Skulls: 1
Optional objectives:

  • Built two turrets on the beach
  • Upgrade both turrets to anti-vehicle
  • Complete the mission without Alice being downed (Skull objective, but does not appear in the list of objectives in game)

Bonus objectives:

  • Get 20 kills with the Scorpion
  • Hijack a Locust

Throughout this mission you will be attacked by enemies coming from three different directions. The big beach you started on will be referred to "the beach". The smaller beach north of your main base will be called "the north" and finally, the east will just be called "the east".

This entire mission takes place in one area. You will defend against waves of enemies that come at you from three directions, but mostly from the west. The bonus and optional objectives are very easy and almost take care of themselves. You'll have constant vision over almost the entire map thanks to pre-placed sensor towers.

There are no clear good places to save in this mission. I'd suggest just saving every 5 minutes or so.

You'll start out looking at a beach being attacked. Send in your troops to kill the Wraiths. You will see the turret slots available for use already, but don't do that yet. While your troops are killing the enemies, go check out your main base (not the minibase on the beach). Here, you'll want to add two more Supply Pads and one more Generator. You might not have the available resources right at the start, but that's fine.

After the enemies are dealt with, you'll get some reinforcements including a new type of unit, the Nightingale. This is an air unit that heals others, but can't fight by itself. These are great and from now on you'll want some in every mission where possible.

Send Alice down to grab the Power Node south of the beach minibase and a Warthog to grab the energy near it. Send a Cyclops over to grab the Power Node on the east side of the map. You'll now be told to build and upgrade the turrets on the beach, so you can go ahead and do that.

You can grab this campaign log at any point, but now is as good a time as any. Take the Marines that start inside your eastern garrison out of it and send them a little north to grab the campaign log, then send them back into the garrison.

From the Deep log 1

Add an Armory and Garage to the main base, while adding an Airpad to the beach minibase. Don't bother with turrets on the main base, as no enemies will get that close. Finally, add a Supply Pad to the minibase just north of the main base. Upgrade all of these buildings, prioritizing the Generators. Also upgrade your main base to level 3 and upgrade units at their respective building.

For now, all enemies will attack the beach. You can keep everyone in one place. Try to get some kills with the Scorpion wherever possible. Don't build any units yet. Your starting units are sufficient and you want to be constantly upgrading everything.

Once your base is level 3, you can start building Scorpions. Built another three Nightingales first, then build Scorpions until you have at least 6. The rest of your population can be Hornets or more Scorpions. Scorpions are tempting, but they're remember that they're very vulnerable to enemy air units. You'll need to upgrade your population cap at the Armory multiple times to be able to build all this. If you still don't have enough space, you were probably better than me at keeping your starting units alive, so just build as the space frees up.

By now, you'll be being attacked by Locusts. Hijack one with Alice to get that objective out of the way. Upgrade your beach turrets to anti-vehicle if you hadn't yet. You will also soon be attacked from the north by Banshees. Send your Marines, Warthogs and Wolverine over there to defend. Build a turret here and upgrade it to anti air.

From now on, you'll want your units split into three groups:

  • Your main force should be on the beach. This will be your Spartan, as well as two Nightingales, and most of the Scorpions
  • The north attacks will primarily be air units with a few infantry groups, so send the Marines, Warthogs and Wolverine you started with up here.
  • Send two Scorpions to the east. They can mostly defend this by themselves, but will need occasional support when larger groups show up.
  • The remaining two Nightingales should alternate between north and east, going wherever is needed. The Hornet group should do the same, but alternate between all three points.

From now on there is not much direct instruction I can give you. Just sit and defeat the incoming waves. None of them will be particularly challenging and you'll have more than enough supplies to reinforce if you need to.

Eventually, you'll complete the primary objective "Defend your base". When that happens, select all your units and send them to the main beach. A Scarab will show up for you to kill. This should be straightforward, as it is alone and all of your troops should be fully upgraded by now.

Behind enemy lines in Halo Wars 2
Complete From the Deep
  • Unlocked by 26,771 tracked gamers (44% - TA Ratio = 1.50) 60,499

You should now have completed half of the bonus objectives, giving you:

A little bit extra in Halo Wars 2
Complete half of the Campaign bonus objectives (original campaign)
  • Unlocked by 11,111 tracked gamers (18% - TA Ratio = 2.33) 60,499

Hold the Line

Par time: 31:34
Gold medal threshold: 54,000+
Campaign logs: 2
Skulls: 2
Optional objectives:

  • Keep the barricades intact (Skull objective)
  • Build on all 3 base plots
  • Keep the Particle Cannon above 50% health (Skull objective, but does not appear in the list of objectives in game)

Bonus objectives:

  • Kill 5 units with Turret Drop
  • Kill 10 enemies with the lightbridge

This one can be a toughie to get gold on, at least without skulls that give extra score (more on those later). I hit the gold threshold exactly, while completing every bonus and optional objective. If you fall short, don't worry. After the campaign walkthrough, I will cover an easy way to go back to get gold medals.

This mission is, at heart, a tower defense game. You'll have waves of enemies coming in along windy paths and you have to kill them before they reach their goal, or you lose. You can even build turrets along the path like in a tower defense game. This mission will mostly come down to putting the correct army composition in the correct place.

There are no clear good places to save in this mission. I'd suggest just saving every 5 minutes or so.

At the start of the mission, add two Supply Pads and a Generator to your main base. While they are building, send a single unit down to take the Power Node southeast of your main base. Send the rest of your units to the hill north of your base that has a minibase slot and a Power Node on it. Grab this node too and build on the minibase slot.

Upgrade your Generators as soon as you can, but don't upgrade anything else until you have enough energy to upgrade the base itself to level 3.

You can grab these two logs at any point, but it's best to do so now, while nothing else is happening. Send a spare unit (not the Warthog) east from the hill towards another hill that also has a sensor tower on it. Here is your first campaign log.

Hold the Line log 1

Send the Warthog to the far southwest of the map, directly west of the particle cannon you are defending. The second log is here, behind a base plot. Build on the base plot while you are here.

Hold the Line log 2

With both logs collected and the Power Nodes now yours, grab all units and send them to the hill north of where you got the first campaign log. Here you'll find your third and final minibase slot. Build on it and destroy the nearby silos for resources.

By now you should have enough energy to have upgraded the main base to level 3. After that, build a Garage and an Airpad on it. You can also start building turrets all over the place. There are an awful lot of turret slots on this map and you want different upgrades in different places. Make use of your minibases too. Put an Armory on the one on the hill and a Supply Pad on the one to the far southwest. The one to the northeast will probably be attacked and die so you can ignore it after you have the objective for building it.

  • The two turrets on each side of the canyon southeast of your main base should both be anti-vehicle
  • The four turrets on each side of the canyon west of your main base should all be anti-air.
  • The four turrets around your main base should be anti-air
  • All the rest of the turrets should be anti-infantry
  • Leave the two turret slots directly north of the Power Node on the hill empty until you have completed the lightbridge objective

There is no way you will have enough supplies for all of that, let alone upgrading them. Do it over time, it's not a priority. The important ones are the ones near the minibase and the ones along the canyon that the first enemies come down. Once all the basic turrets are built, start building Hornets until you have 8-10 and Nightingales until you have 4.

Finally, you want to position your units. For now, group them up and place them here:

Hold the Line units

At some point, you will be attacked on the hill by Jump Pack Brutes. Do not kill them. They have to wipe out the nearby garrison and activate the lightbridge or a bonus objective will become impossible. Once they have turned the bridge on, you can wipe them out. You can now deactivate the bridge again once units are on it to gain progress for the bonus objective. You have multiple opportunities to do this throughout the mission. It does not have to be in one go.

As soon as large groups of enemies start to roll in, use Turret Drop near them. You need kills for the bonus objective and they're also just good at killing things.

Pretty soon, Anders will mention a small break in enemy troops. By the end of this break, you'll want your 8 Hornets to be ready. Group them up with two of your Nightingales and split them off from the rest of your units. Their role is now to patrol the east side of the map for enemy vehicles. Most of these will come in just south of where you found the first campaign log.

At this point, start building Wolverines. You want 8 to hang out on your side of the lightbridge. Eventually, the enemy will start sending in air units this way and they need to sit there and hold them off. Send any non Hornet unit just to their east, where they'll finish off whatever weakened enemies get through your turret canyon. Add two Nightingales to this group too. This group will serve the dual purpose of protecting the Wolverines from any remnants while being close to the lightbridge switch so that they can react if needed for that objective.

From now on, it should be smooth sailing. If you have the population cap to spare, keep padding your armies in each area. The patrolling Hornets will annihilate almost anything and the Wolverines will make sure no Banshees get past. The barricades might take some damage, but that's fine so long as they don't get destroyed. Worst case you can use your Archer Missiles if something somehow gets past all this. Continue upgrading everything throughout and reinforce as necessary.

Eventually the timer will run out and the mission will end.

The setup … in Halo Wars 2
Complete Hold the Line
  • Unlocked by 24,640 tracked gamers (41% - TA Ratio = 1.56) 60,499

The two skulls you unlock as the mission ends will have taken you over the halfway mark, giving you:

Morbid curiosities in Halo Wars 2
Collect half of the Skulls (original campaign)
  • Unlocked by 16,747 tracked gamers (28% - TA Ratio = 1.90) 60,499

Under the Dark

Par time: 25:00
Gold medal threshold: 100,000+
Campaign logs: 2
Skulls: 1
Optional objectives:

  • Complete the mission without losing a Kodiak
  • Eliminate all 3 Brute Warlords (Skull and campaign log objective)

Bonus objectives:

  • Use Snipers to sweep for 50 Plasma Mines
  • Kill 50 Banished units with a UNSC Sniper
  • Kill Banished units with an Orbital Strike
  • Kill 30 Banished units with Kodiaks

This mission takes a step back from our last two. You will no longer have access to almost all of your unit types or upgrades and the theme of the mission is being sneaky, as the name might suggest. Personally, I wasn't a great fan of this, but you can make your own judgement.

You start out with four Sniper units. These are powerful anti-infantry units with very long range. You'll be attacked by a few waves of enemies. Garrison as many of your units as possible and defeat the incoming enemies. Once they are defeated, enemy mines will drop down just up the road. Spot and destroy these with your Snipers.

There are enough mines throughout the mission to complete the bonus objective with only a few to spare, so don't get into the habit of destroying them with non-Sniper units and consider reloading if you accidentally wander into and detonate a group of them.

Move a little further along the path until you see a Power Node to your left. There are more mines at the base of it. Take out all the enemies, then capture the node. Gather the nearby resources from the silos at the same time. After taking the node, head east again and up the hill where you will find more enemies to take out and some more resource silos.

Continue along the road to the marker, carefully taking out mines as you go. You'll meet up with Jerome. Remember not to let him clear mines; you want the Snipers to do that. Head up the hill to your east and you'll find resources to the south and another power node to the north. Grab the resources, then let Jerome capture this while your snipers stand on the cliff edge and kill the units below.

Finally, head towards the marker and you'll be given three friendly, uncontrollable Kodiaks to defend, alongside a minibase of your own. You can only build Marines or Snipers currently (you can technically recruit ODST units via the Leader Power, but I wouldn't bother. Build Snipers until you have around 8 and upgrade them. Until they're all built, park your units just north of the base to kill incoming enemies. The Kodiaks have an enormous range, but can only fire where you can see.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

Take your Sniper units and start to head north with them, taking out mines and enemies as usual. Leave the Spartan by the Kodiaks to defend them. You'll want to head northeast up the hill to handle an optional objective. Up here is the first of three Brute Warlords that you need to kill. Be careful as you go up the hill as there are mines on it and your reduced line of sight looking uphill makes them difficult to spot.

Take out the Brute Warlord and go further east to find the first campaign log of this mission.

Under the Dark log 1

Just south of here are some more mines to destroy. Destroy those, then head north and take the longer loop round towards the Banished base. Destroy resource silos and mines on the way. Send the Spartan up to meet them along the shorter path. Finally, as one group, head towards the Banished base.

Here you need to let the Kodiaks do the heavy lifting. Snipers cannot attack buildings and as strong as he is, Jerome can't deal with an entire base by himself. Get close enough that your Snipers can see it, then let the Kodiaks destroy the base while you kill anything that comes out. There are garrisons nearby for you to use while this happens. You can use Archer Missiles here too to kill some enemy units. The objective to kill units with an Orbital Strike (which is what the game calls Archer Missiles here for some reason) doesn't have a counter, but seems to need a few kills to count. You'll have plenty of time to use it later in the mission if needed though, so don't worry.

After you destroy the base, move your units to the marker and the second half of the mission will begin.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

You now have access to a bunch more unit types. By now, you should have completed the objective to get kills with the Snipers, so they won't make up the bulk of your force. You still want a few, as you'll need more mine kills with them. The bulk of your army here will be Kodiaks. Kodiaks can't fire without setting up and also have a minimum range (they can't attack stuff right next to them), but they're devastatingly effective in large numbers if you can spot with other units. Build Kodiaks until you have 6-8 of them and upgrade them. Build a couple of Sniper units too, just for mine clearing and spotting.

Grab the power node just past the barrier while the Kodiaks are building and deploy the ones you start with to destroy the shield generator, as well as the decorative buildings by the Power Node. The next Brute Warlord is east of those buildings and you can't get the Kodiaks past without making a path. Once you have at least 6, deploy them on the ruins of the buildings you destroyed and send a few Snipers east to get the Brute Warlord in sight. The Kodiaks will make short work of him. Just east of here is another Power Node you can take. Just be sure to take out the nearby turret first with the Kodiaks or it will harass you.

From now on you will want to continuously reinforce your units so that you have 4 Snipers and as many Kodiaks as you have space for. I would suggest constantly setting your global rally point further forward as you make progress.

From now on, try to let your Kodiaks get all the kills and only use the Snipers for spotting and killing mines. There are easoöy enough enemy units to get the 30 kills, but it's always best to be safe.

While taking the Power Node, move your Kodiaks just past it and set them up. Move a Sniper further along the path to spot a Banished base for your Kodiaks to destroy. You can build your own minibase in its place afterwards.

Next, you want to continue west, going in a sort of circle instead of continuing north. Deploy the Kodiaks just north of the ring-shaped building coming out of the ground and use your Snipers to spot out the two garrisons nearby. You can leave the Kodiaks there for now. Send the Snipers west to grab another Power Node. Just north of here is the first point you need to put a Kodiak on. Grab one and send it to deploy there. You will lose control of it when you do this, but that's fine so long as you keep building more.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

Take your Kodiaks and deploy them just north of your minibase. Send Snipers in to spot the group of enemies and use the Kodiaks to wreck them, along with the shield generator on the other side of the shield. After that's taken care of, move them further up and do the same, this time deploying them just past where the shield was.

Use your snipers to spot out the nearby enemies and turrets, but do not send them too close to the next base! Mines will drop in when you do and you want to un-deploy the Kodiaks and move all of them away before this happens, or they will automatically take them out. These are for your Snipers to kill. Save here if you are worried about this.

Once the mines are taken care of, move your Kodiaks north into the base and deploy them on the cliff edge next to the Power Node. From here they can take out the nearby minibase and the Wraiths down below. Once the Wraiths are dead, send a single Kodiak down to the marker and deploy it for the primary objective.

Just north of here is another group of mines in front of the turrets and it should be enough for you to finish the objective. You can clear them out with the Snipers and be safe from the turrets at the same time. Once that's done, move all the Kodiaks closer and use them to destroy the turrets and shield generator. The final Brute Warlord is in this base and may come out to meet you. If not, go find him and kill him. Deploy the Kodiaks just past where the shield was and they'll have range across the entire area.

There are some pesky Banshees here that you have no good way to deal with. Use Alice, alongside the Turret Drop and ODST Leader Powers if you must, but you can also just ignore them.

Once you've killed the third Brute Warlord and destroyed the base, send your Kodiaks through to the final deployment zone. Deploy one there and the mission will end.

And the knockout punch in Halo Wars 2
Complete Under the Dark
  • Unlocked by 23,339 tracked gamers (39% - TA Ratio = 1.60) 60,499

The Foundry

Par time: 22:00
Gold medal threshold: 135,000+
Campaign logs: 2
Skulls: 2
Optional objectives:

  • Cripple 3 Banished production facilities
  • Destroy the Banished fortress in under 20 Minutes
  • Prevent damage to the Scarab (Skull objective. Is defined as keeping the Scarab above 25% health)
  • Complete the mission without the Scarab dying (Skull objective, but does not appear in the list of objectives in game)

Bonus objectives:

  • Destroy 25 base structures with the Scarab
  • Destroy 15 Blisterbacks
  • Destroy 15 Banshees with Infantry or Wolverines
  • Kill 40 squads with the Scarab

You start off this mission with some troops, but no base. Grab what you're given and head north. When you see a Blisterback on a hill, head east up the hill to take it out. Continue north and you'll find a Banished minibase. Destroy it, but if a Blisterback flies past, swap your focus to that.

After destroying the minibase, take your troops north along the only path available to you, destroying anything you meet on the way. When you reach the Scarab wreck, you'll be tasked with killing the Scarab Commander, who is standing behind the Scarab atop a hill. Head up there around the east side of the Scarab wreck, killing everything. This should all be no issue.

After you kill the Scarab Commander a cutscene will play, then you will have control of the Scarab. Head down the opposite side of the hill with your troops to find the first campaign log of the mission.

The Foundry log 1

It goes without saying that you don't want the Scarab to die. Not only because it's enormously powerful, but also because of the objectives. Soon enough you'll have the opportunity to build units of your own, at which point you can assign some Nightingales to look after it.

Let your Scarab focus on enemy infantry, while using your own infantry to kill Banshees wherever possible. After killing a few enemies you'll come to a destructible pile of rubble. Use the Scarab to destroy it. The other units can help if they like, but the Scarab will do the heavy lifting here.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

On the other side of the rubble is a Banished base. Tell your troops to hang back and let your Scarab kill this. Make sure to carefully kill the buildings around the base before killing the base itself. You want to rack up kills for the bonus objective.

After the base is taken care of, you'll be able to build your own in its place. Do so and send your troops around the immediate area picking up the resources nearby. You'll be attacked by some Banshees from the west, so leave your Marines over there and make sure they get the kills on them. Send the other units south to grab the Power Node.

When the base is complete, build the standard resource generating setup: three Supply Pads and two Generators, then complement them with an Airpad and an Armory. Send the Scarab over to clear the next pile of rubble. Immediately on the other side of it is a large group of Banished. Send everyone over to start taking them out, then turn north to where you'll see another Banished base. Handle it the same way as the last one. Let the Scarab clear out the buildings one by one before killing the base itself.

While all this is happening, queue up at least 6-8 Marines, as well as 2 Nightingales back at the base and upgrade your population cap at the armory. These Marines will be tasked with killing any Banshees you see. Spare population can be used on whatever you like. I would suggest Marines to make sure you get the Banshee objective done. You basically can't lose with the Scarab anyway.

After destroying the base, don't head north just yet. Turn the Scarab around and go south with your Nightingales past a group of explosive canisters that you may have already accidentally blown up. Leave 3-4 Marines at the base to take out Banshees that trickle in and leave the rest of your army up by the newly available base plot.

Clear out the minibase you'll find to the south in the same manner as always, make sure to kill any Blisterbacks that might be lurking nearby. After destroying the minibase, you'll be able to grab the second campaign log of the mission. Grabbing it with the Scarab is possible.

The Foundry log 2

Now head back to rejoin your army with the Scarab.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

Head north, but don't go over the bridge just yet. Continue north to where you'll find some more Blisterbacks and the final production facility. After taking it out, head over the bridge.

Your goal is now to finish off all your various kill objectives. You should be close to finishing most of them. Infantry needs to kill Banshees, the Scarab needs to kill anything, and 15 Blisterbacks needs to be destroyed. If you somehow still need base structure kills with the Scarab, then there is one last base on the opposite side of the bridge.

After destroying the base, you just need to hold out for a little while. After you've killed enough enemies, the mission will end.

Fifth floor: Tools, Guns, Super Weapons in Halo Wars 2
Complete The Foundry
  • Unlocked by 22,134 tracked gamers (37% - TA Ratio = 1.65) 60,499

The Halo

Par time: 20:00
Gold medal threshold: 115,000+
Campaign logs: 1
Skulls: 1
Optional objectives:

  • Rescue Bravo Base (Skull objective)
  • Reunite with 3 Scattered UNSC Forces
  • Destroy the Banished base
  • Win domination controlling all 3 points

Bonus objectives:

  • Keep the enemy from having more than 700 tickets
  • Lose no more than 5 units to the Retriever Sentinel
  • Kill 10 enemies using the Vulture ability

This mission is another control point game, similar to Ascension. You start off defending a base from incoming attacks and will have to hold them off before most of the map becomes accessible. Send your units just north of your base to defend it. While that is happening, queue up two Supply Pads and a Generator, then upgrade them. Destroy the Barracks you start with and build an Airpad in its place. You will not have the resources for all this immediately. After you've built those, build turrets in all the available slots.

Eventually a cutscene will play and you will be attacked by this mission's major obstacle, a Retriever Sentinel. This is hopefully the only time you'll fight this thing. Let your friends take the brunt of its attacks while your units stay a little further away. You don't want it to kill your units or you may end up failing a bonus objective. It will retreat before you can kill it and now the mission proper will begin. Before doing anything else, head south of your base to grab the resources that are there.

You'll also find the only campaign log of this mission here.

The Halo log 1

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

From now on, keep an eye on the minimap at all times. The Retriever Sentinel will be displayed on it when it is active and if you're not careful it is very easy to accidentally lose some troops to it, voiding your bonus objective.

Gather up all your troops and head west of your base to the first control point, point A. There will be a warlord defending it, alongside a turret and some minor enemies, but it should be no issue for you.

After taking point A, I would personally suggest deploying your Kodiaks near your base and leaving them there. They're a pain to constantly micromanage and having them on base defense isn't the worst. It means you can upgrade your base turrets to be anti-air and have the base be mostly self-sufficient.

Next, you want to head to the far northeast of the map. Here, you will find the Bravo Base that you need to rescue. By now, you should also have enough energy to upgrade your base to level 3. Do so, so that you can build Vultures from the airpad. You will come across a Power Node on the way to Bravo Base, but rescue the base first.

Once your base is upgraded, queue up 3 Vultures. This should be more than sufficient to complete the bonus objective. All spare population from now on can be spent on some Nightingales, then Hornets.

After you successfully defend Bravo base, it will become yours. Build a similar setup to your main base here, so that you can upgrade in two Armories at once. Next, send a single unit south to capture that Power Node you passed earlier, but send the bulk of your army northeast of Bravo base. There is a minibase here you can destroy and replace. After doing that, head a little bit south to find some UNSC forces to rescue. Even further south (southeast of the Power Node) is the second group.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

With all that taken care of, gather up everyone and head over to point B, the next one you want to take. At least two Vultures should be built by now, but don't send them to join your main army. Instead, take them west of point A. There is a Banished base here that you can use to complete the bonus objective. The Vulture special ability is very powerful and annihilates groups of enemy infantry. You'll want to use hit and run tactics here. Get close, use each Vulture's ability on something, then fly away again. Your goal is to complete the objective, not destroy the base (yet).

The enemy may attack point A a few times too. The Vultures are ideal for defending it.

The rest of your army should have taken point B by now. If not, take it. After that, head further west to point C. West of point C on the hill is another Banished minibase to destroy and also the final group of UNSC soldiers to rescue.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

By now I had 5 of my Vulture kills, so hopefully, you're either similar or better than I was. Send your Vultures up to sit between points B and C. These will be periodically attacked by Banished dropships and can be farmed for your remaining kills. Remember not to let the Banished take the points for too long if at all, because if they pass 700 points, you'll fail a bonus objective.

The rest of your army can now head south from point C to destroy the Banished base. This should cause no issue, but remember to use all helpful Leader Powers just in case.

After destroying the Banished base, you can send your land army to camp between points B and C. Send the Vultures and Hornets to defend point A. Just remember to always dodge the Retriever Sentinel if it does show up, or destroy it before it has the time to kill anything.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

From here, it's a matter of waiting to reach 3000 points for the mission to end.

Sentinel size matters in Halo Wars 2
Complete The Halo
  • Unlocked by 21,129 tracked gamers (35% - TA Ratio = 1.69) 60,499

Last Stand

Par time: 23:00
Gold medal threshold: 100,000+
Campaign logs: 1
Skulls: 2
Optional objectives:

  • Kill both Brute Warlords (Skull objective)
  • Keep the Control Room shields over 50% (Skull objective)

Bonus objectives:

  • Take down a Scarab with Archer Missiles
  • Kill the Commanders in 10 minutes
  • Upgrade turret deployment

This entire mission revolves around defending Professor Anders from incoming waves of enemies. You will never have a base to build units from, but will instead be periodically given units. A special part of this mission is that you have infinite resources and all Leader Powers unlocked from the start. Use them on cooldown, especially the ODST drop.

There are turret slots around the central area that you can build on. Upgrading all six of the slots completes one of your bonus objectives. In the two attack paths that only have one overlooking turret each, upgrade them to anti-vehicle. In the other two attack paths that have two turrets each, upgrade one to anti-vehicle and one to anti-infantry.

Roughly split your units into four groups. The four attack paths are northwest, northeast, southeast and southwest. All paths have a myriad of units coming from them, so all areas should have a mix of units. If one gets overwhelmed, you can spare units from its neighboring paths to help out, until it's under control again.

If you use a separate control group for each direction, then you have a handy way of roughly gauging the power of each group, by its unit count.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

After the first few waves, you'll get a message about Banished Warlords. This is the best time to take out the first group, which will be the southeast one. Head out towards the Banished group with your southeast group. Use the Holographic Decoy Leader Power to get close enough to see them, then absolutely shower them in Leader Powers. Remember that they're free and you can hit them with all of them at once. After destroying this group, the only campaign log of this mission is on the ground here.

Last Stand log 1

If you collected every other campaign log up to this point, this will be your last, giving you:

The full story in Halo Wars 2
Collect all the Campaign logs (original campaign)
  • Unlocked by 4,491 tracked gamers (9% - TA Ratio = 3.66) 52,157

Retreat back to position with your group and then wait for your Leader Powers to come back. Once you have all of them ready again, do the same on the southwest side.

From here on, it's a simple matter of holding out. It never gets particularly difficult. You'll be periodically reinforced with more unit types, so share them out among the four groups and remember to keep using ODST drop. You'll eventually hit an invisible population cap that stops you using the ODST drop ability, but you still get sent reinforcements by the mission. There are no longer notably good points to save until near the end where you'll be told about incoming Scarab attacks. Save every few minutes and then before the Scarab attacks.

Once the Scarab shows up, you'll get a fancy new super unit of your own to play with, the Condor. With your northwest group supporting it, it will have no trouble dealing with the first Scarab. Try to finish it off with the Archer Missiles ability and consider reloading if you mess that up. You'll be attacked by some more Scarabs later, but there isn't an infinite supply.

From now on, the Condor can visit whichever section is struggling. Eventually, you'll be attacked by a trio of Scarabs. Focus on one at a time and they won't be a problem. The Close Air Support Leader Power is great for dealing with one of them. Shortly after that, the mission will end.

Last stop, this town in Halo Wars 2
Complete Last Stand
  • Unlocked by 20,729 tracked gamers (34% - TA Ratio = 1.70) 60,499

That's your first campaign playthrough complete. Congratulations. As well as the mission achievement above, you will unlock:

This war is over in Halo Wars 2
Complete the Campaign (original campaign)
  • Unlocked by 20,417 tracked gamers (34% - TA Ratio = 1.72) 60,499

Assuming you managed to complete every mission with a gold medal, completed all bonus objectives and all skull objectives, you will unlock:

If you did not complete every mission with a gold medal, now is the time to go back and do that. You have unlocked the ability to enable Skulls (more on them in the next section). The important one for now is the Nightmare skull. In return for disabling the ability to save your game, you will receive a 1.4x score multiplier. By enabling this for any mission you missed gold on, you should easily be able to beat that mission's gold threshold.

Palmer's Pure Gold in Halo Wars 2
Earn a gold medal on every mission (except Prologue) on any difficulty (original campaign)
  • Unlocked by 2,709 tracked gamers (4% - TA Ratio = 4.72) 60,499

A lot extra in Halo Wars 2
Complete all the Campaign bonus objectives (original campaign)
  • Unlocked by 2,690 tracked gamers (4% - TA Ratio = 4.74) 60,499

Collecting a dream in Halo Wars 2
Collect all the Skulls (original campaign)
  • Unlocked by 4,976 tracked gamers (8% - TA Ratio = 3.48) 60,499

When you are ready to complete the campaign on Legendary, continue to the next section of this walkthrough.

Quick nav
The SignalA New EnemyAscensionOne Three ZeroThe CartographerLights Out
From the DeepHold the LineUnder the DarkThe FoundryThe HaloLast Stand

Preface

The majority of this section can be completed solo or coop. Once again it is written with a single player in mind. The exceptions to this majority are on A New Enemy and The Cartographer. More details below.

This page is going to cover your Legendary difficulty playthrough of the game. It will assume that you have completed the game once on Easy and have collected all the skulls, as directed in the previous section. If you have skipped to this section with the intention of skipping the Easy playthrough, please read my note on playthrough count in the Walkthrough Overview section. Yes, you can technically do this, but this walkthrough assumes you do not and if you try to follow this section without having followed the previous section, you will struggle.

A note on skulls:

You collected all of these in the previous section, but what are they? Any Halo franchise fan may already know this. They are, in essence, effects that may be enabled or disabled before each mission. Each skull has a different effect and can be beneficial or detrimental. Some will affect your score, with the beneficial ones generally lowering it and the detrimental ones generally increasing it. This is of no concern for your legendary playthrough, because score only affects your medal at the end of each mission and what medal you get at this point is entirely irrelevant. Skulls can be enabled while on the mission select screen

These are the skulls that you will want to enable for most of your Legendary playthrough:

  • Pain Train: All player units train 50% faster.
  • Bountiful Harvest: Supplies from supply buildings arrive 25% faster.
  • Emperor: All player powers recharge in half the time.
  • Total Annihilation: Spartan special ability slams create an even more powerful explosion upon landing.
  • Sugar Cookies: All player units have 50% more hitpoints.
  • Shadow: Player core infantry units start cloaked.
  • Things that go Boom: Hero units unleash a nuclear explosion on death. Be aware that enemy Brute Warlords will trigger this too!
  • After Party: Any time a Firebase is destroyed, the player who owned it gets a tank and infantry unit. This is helpful if you ever control a base that can be turned into a Scorpion production line by spam build/recycling it. Remember that it works for enemy bases too!

For the vast majority of the levels, your playthrough will be similar to the previous one, the significant change being that you can ignore all optional and bonus objectives. However, there are two significant exceptions to this that I will point out both now and under the relevant levels' headers. A New Enemy and The Cartographer. These two levels are suitable for completing two other achievements, so while you may skip most of this page if you are confident in your ability to repeat your previous performance, but with skulls, do not skip those two.

Finally, I'd like to place a warning here just for one thing, because it will catch you by surprise otherwise. The Legendary AI is very good at tracking you with Leader Powers. Expect to have groups of soldiers routinely taken out by lasers that are impossible to dodge, because they will follow you perfectly. For the most part, this is fine. You have such an advantage with unit health, training speed and resource arrival speed, that it should be fine to just power through this.

With that all out of the way, let's get into it.

The Signal

This level is pretty much identical to your Easy playthrough. The first half is combat free. The second half changes in that you no longer need to care about ramming Grunt Squads and can instead just beeline to the end of the mission.

A New Enemy

This mission will change significantly, because we are going to go for the Lone Wolf achievement. This must be done solo.

  • Complete any mission (except The Signal) solo on Legendary with all skulls activated

This isn't all bad, because about half the skulls are beneficial, but there are some important ones to be aware of. Pestilence causes all your units to start to drain health as soon as they are built. Some important notes however. First, this will not kill the units, they stop losing health at 16.6% (1/6th) remaining. Second, and perhaps more importantly, this affects enemy units as well! Finally, Spartan shields do not drain.

Start the mission as usual. Always let your Spartan enter the fight first, as he has more health than anyone else with his shields. The first group of enemies should be no issue. The second group in the garrisons can be solo killed by the Spartan as he will attack them from too far away for them to shoot back. After killing one group, put your Spartan in that garrison.

After this continue as on Easy, letting your Spartan tank hits whenever possible. Ignore all the hidden areas full of decorative buildings that you went for on Easy. The enemies just over the bridge can be killed by putting your Spartan in the garrison and letting the Kodiaks blow them up.

At the enemy base, put your Spartan and some Marines inside the garrisons and let them take care of the base. Eventually, friendly Hornets will show up and make this easy. Remember that a Wraith will come out of it when it dies. Let your Spartan take care of it and hopefully the Hornets will help out.

From this point onwards, the mission will get easier. Build the base and build four turrets ASAP. These turrets will wreck whatever low health enemies try to attack. You'll be given two Warthogs and these Warthogs are special. Every time they die, you'll get two more for free at the base. Queue up a bunch of Marines and head north towards the enemy secondary base. Grab the Power Node first (use the garrison with your Spartan), then head up and destroy the base. Make absolutely sure to have 500 supplies and 200 energy to build your own in its place or the Banished will instantly replace it. Remember that a Wraith will come out of it when it dies.

Actually destroying the base can actually be a bit of a pain. Continuously queue up Marines at base whenever you have the resources to spare and constantly set your global rally point to wherever your army is. Remember to use Grenade Throw on cooldown.

As soon as you have destroyed the base and started building your own, the fun can start. Select the base in progress and recycle it. You'll get resources back, as well as a Scorpion and a Marines unit. You can constantly repeat this. Constantly build and recycle until you have filled your population with these and head out with your new army. Leave a single unit by the base to keep replenishing your Scorpions this way.

With this Scorpion production line in place, you can just overwhelm the rest of the Banished forces. As soon as your army is wiped out, you can build another in no time by spam build/recycling. Ignore every optional and bonus objective and just focus on the primary one.

Eventually the enemy will succumb to your Scorpion waves and you'll complete the mission, earning you:

Lone Wolf in Halo Wars 2
Lone Wolf177 (40)
Complete any solo mission on Legendary (except The Signal) with all skulls on (original campaign)
  • Unlocked by 3,079 tracked gamers (5% - TA Ratio = 4.43) 60,499

Ascension

Don't forget to turn all the detrimental skulls off again after the previous achievement!

Everything up to the point where you get your first base is identical to the Easy playthrough.

After defending your base from the initial enemies, you can push west to take out the Banished minibase. This then becomes your Scorpion production line. Repeatedly queue up the minibase, then cancel the build until you have a full population cap of Scorpions. The rest of the mission should now be a pushover.

You no longer need to care about the Banished main base behind point B, nor do you need to bother keeping a vehicle foundry alive. Instead, just wipe everything on your side of point B out and then spread your units around the forerunner structure, to make sure no more enemies sneak out of there.

One Three Zero

This mission plays out pretty much identically to the Easy playthrough, as it has no base slots to abuse. You still want to gather all the bonus resources you can and you still don't want to lose any more units than you have to until your last stand, so let Alice do as much heavy lifting as she can. Her Spartan Slam is much more powerful now, thanks to skulls. You should now use all the units you have for the final stand.

If Alice is going to die at any point, at least make sure she's near enemy troops so that her explosion on death does work.

The Cartographer

If you would like to be as efficient as possible with your time when finding a partner for achievements that require two people, then pair these two with the coop/multiplayer boosting sections of the Blitz and Skirmish pages.

This mission is where we will be playing cooperatively in order to get the Two heads are better than one and Comrades in arms achievements.

  • Completed a mission in co-op
  • Earned a gold medal on any mission (except Prologue) in Co-op on Legendary

The gold medal requirement means that you must disable all the beneficial skulls that are active. I would also suggest disabling all detrimental skulls. A gold medal is achievable without any of the skulls active.

To refresh your memory, this mission only has one optional and one bonus objective. The bonus objective is to kill 30 air units with Wolverines. The optional objective is to destroy the two Banished minibases.

Playing with two heads will make this a little easier. You can each take control of your own groups of troops and dodge enemy Leader Powers more effectively, while paying attention to more of the map at once. The mission itself is quite short and if you follow the same guide as was on the Easy walkthrough page, you should have no trouble beating this. Remember that you can save after each difficult segment, even in coop.

Once you do, you will unlock:

Two heads are better than one in Halo Wars 2
Complete a mission in co-op
  • Unlocked by 14,721 tracked gamers (24% - TA Ratio = 2.02) 60,499

Comrades in arms in Halo Wars 2
Earn a gold medal on any mission (except The Signal) in Co-op on Legendary (original campaign)
  • Unlocked by 4,050 tracked gamers (7% - TA Ratio = 3.86) 60,499

Lights Out

This mission is the same as Easy until you reach the two minibase plots just past the light bridge. You can start Scorpion production here. Technically, you can start it at the first base plot you come across, but I would strongly recommend building a base here, because you can run into a really annoying bug if you don't.

The Legendary AI is good at faking out your units to a frankly unrealistic degree and can also retreat into zones. Since you can't activate the light bridge until you destroy the enemies that attack you, this can make a single Banshee that keeps dodging out of attack range insanely irritating. This is why you built up a base. You want to build enough Hornets to swarm it before it can retreat out of sight and heal.

Once you have the two minibase slots, you can use both of them to produce Scorpions. The base through the next portal works too, but has a longer wait period between rebuilds. The rest of the mission is a matter of sending waves of units at the enemy until they fall over.

From the Deep

Both the minibases you start with can be turned into Scorpion production lines. Just take care to spread your Marines around a bit, since air attacks can threaten Scorpions. Don't forget to upgrade vehicles and population cap at your base. The rest is the same as Easy.

Hold the Line

Here you can go with two routes. Either the same as on Easy, since the Hornet setup is very powerful, or the standard Scorpion spam you're used to. If you go with Scorpions, you should still take care to park some Wolverines near where the Banshees will show up. You can also mix and match. Use the Scorpions to deal with the early enemies and transition into the Easy strat once you're set up and upgraded everywhere.

Under the Dark

For the first time in a while you won't be able to use Scorpion spam... yet. The mission will be play the same way as on Easy for the first half. Nothing here should be particularly difficult or different from Easy. Just remember to make use of garrisons. Once you have the minibase, you can build as many units as you like and go as slowly as you like.

Shortly into the the second half, you can turn the first minibase that you meet into a Scorpion factory. From then on, it should be a trivial completion.

Remember that you still need Kodiaks to complete the mission and you don't want to get stuck without the population space to build them!

The Foundry

For whatever reason, the Scorpion abuse did not work for me on this mission. Enemies will get Wraiths from bases you destroy, but recycling an in progress base did nothing for me. So we have to play this mission honestly. Somewhat honestly, anyway. We still have the rest of the skulls after all! For this reason, I would suggest disabling the skull for this mission.

Everything from the start up until your first base is standard. There are no opportunities for a Scorpion production line. The Banished minibase that you can destroy on the way up is irrelvant, as it is not part of the main objective. Ignore it.

The battle up towards the Scarab commander can be a bit difficult. Remember to keep your Spartans near him so that their death causes high damage. The Scarab commander will also explode on death. Don't drop everything once he dies either: you need to also kill the enemies that were near him to trigger the cutscene. It's worth saving once you have the Scarab, because things can still go wrong before it becomes smooth sailing.

The only remaining difficult part is taking your initial base from the Banished. The Scarab should be able to ignore auxiliary buildings like turrets and focus the base down before it dies. You can then clean up any remaining enemies. A thorn in your side here are Banshees. If you have ground troops left, especially Spartans, they can fend them off. Otherwise you'll need to train Marines to deal with them. Turrets will die before they are built, if the Banshees attack them. Just make sure to queue at least one Supply Pad before exhausting resources on Marines.

Now it's time to rebuild and reinforce. Do not under any circumstances destroy the rubble leading to the next section until you are ready. You want 3-4 Nightingales and at least 6-8 upgraded Hornets. With the skull bonuses, this will take significantly less time to train than on Easy.

Once that's all ready, destroy the rubble and the next Banished base. Take this one and you can turn it into a closer reinforcement spot. By now you should have all population limit upgrades and two bases to build Hornets from. Continue replenishing them as space frees up and advance slowly through to the final objective. With a Scarab and fully upgraded Hornets, this should be no issue.

The Halo

Our friend Scorpion skull abuse is back in this mission, so don't forget to re-enable that skull.

The mission starts in much the same way as Easy. The Retriever Sentinel packs far more of a punch though, so expect to lose more soldiers to it than you might have on Easy. Don't worry if you struggle a bit until you have the Scorpion production underway.

Play the same way as before. Take point A, then rescue Bravo base. Don't, however, bother building any Vultures. They are not worth the space they take up and you want Hornets instead. Once you've taken Bravo base, take the minibase northeast of it and use this to start spamming Scorpions. After maxing your population, go free the UNSC troops to go over it.

From here, play the mission in more or less the same way as on Easy, excepting the fact that you can entirely ignore the Banished base. If you do struggle, then remember that so long as you are roughly equal with the Banished, you can entirely ignore one of the three control points and still go on to win. B and C are a much easier pair to defend if you opt to use this route.

Last Stand

The home stretch at last. In this mission, as you know, there are no bases. This means there are no Scorpions to abuse and that there is nothing to be gained by having fast unit training speed. The advantage in this mission comes from the 2x Leader Power recharge speed.

Fundamentally, it will be identical to your Easy playthrough, with the obvious exception that you don't need to bother dealing with the Brute Warlord camps. The advantage you have from using Leader Powers twice as often is very significant. It means that you can almost always use one or two if you're struggling with a wave.

There isn't really a great deal more to be written for this mission. If you were in a habit of forgetting to use the Leader Powers on Easy, then try to lose it for this. Keep an ear out for when Cutter says "Leader Power ready!" and abuse them as much as you can.

Upon completing this, you will have finished the entire campaign portion of this walkthrough and will unlock:

The hard fight in Halo Wars 2
Complete the Campaign on Heroic (original campaign)
  • Unlocked by 5,372 tracked gamers (9% - TA Ratio = 3.35) 60,499

Surviving the long war in Halo Wars 2
Complete the Campaign on Legendary (original campaign)
  • Unlocked by 4,516 tracked gamers (7% - TA Ratio = 3.66) 60,499

Welcome to Blitz!

Before going any further, please read the section at the top of the Skirmish page titled Special achievements! You may be able to save yourself a day or two of overall time spent on this game.

Blitz can be separated into two game modes. There is Blitz Firefight, which is a solo or coop mode that pits you against waves of incoming enemies. The other way to play is regular Blitz, which pits you head to head against another player in a war over control points.

Both of these modes share many similarities that make them distinct from the gameplay that you are used to. I'll summarize it here, but your first task in this section will be to complete a tutorial that explains it very well.

  • Instead of training units at a base, you create units by spending energy on playing cards.
  • You build your own deck of cards (or select one of the premade options) to use in game.
  • Energy is slowly gained passively, but can also be obtained from energy drops that appear periodically.

It will become more clear with the tutorial under your belt, so return to the tutorials section of the game and select Blitz.

Cutter will start off by explaining the basics of Blitz mode. You will be told to play a card to create a unit, then have energy explained to you, and finally, have to go and harvest an energy drop before the enemy does.

Next, you will cover deployment fatigue and finally be tasked with taking control point B from the enemy. None of this should be particularly challenging.

Finally, you'll be told to take the enemy controlled points and win the game. You don't have to do the second part though. As soon as you take one of the other two points from the enemy, Cutter will cut the game short and the tutorial will finish.

Ante-up in Halo Wars 2
Ante-up15 (10)
Complete the Blitz tutorial
  • Unlocked by 25,775 tracked gamers (43% - TA Ratio = 1.53) 60,499

Blitz Firefight

This section recommends the use of the Sergeant Forge leader's default Blitz deck. Sergeant Forge is a DLC leader and can be downloaded for free. Alternatives are suggested, in case you do not wish to do this, but they may be less effective.

You will have received a bunch of Blitz card packs to open as a reward for playing the campaign. If you bought any DLC, this will also give you some. You may need to open some of these before you have enough cards to craft your own decks.

Congratulations on beating the tutorial! Next up, you're going to tackle a few achievements that must be obtained in Blitz Firefight mode. Back out of the tutorials section and go into the Blitz section. Under Decks, make sure that the default Sergeant Forge deck is available. It is called Full Metal. If you do not want to download the free Forge DLC to access this deck, you can craft your own instead, using Cutter as the leader. If you choose this path, you must include the Kodiak, Wolverine, and Nightingale cards in the deck. These three units form the backbone of this strategy. The remaining slots can be whatever you like. I would suggest Marines, Scorpions, Hornets, Archer Missiles and whatever else you want to fill space with.

Select Blitz Firefight and pick your deck.

The strategy here is to ignore point A entirely and focus on points B and C. There is a ridge between points B and C where you want to deploy as many Kodiaks as you can, interspersed with Wolverines. These Kodiaks, once massed, will deal devastating damage to all incoming enemies. The rest of your army can sit on point B and defend it, while intercepting any units that may potentially threaten your artillery. Any Nightingales you train can fly between your artillery and the rest of your army as needed.

The more Kodiaks you set up, the easier this will become, but don't neglect your ground army entirely. Some general hints for this:

  • Remember that you can recycle cards that you don't want to play, rather than wasting energy on them.
  • During the early waves you can grab point A as well, but eventually, it will be easier to just camp on B.
  • Use a Warthog to quickly head out to grab incoming energy drops.
  • Use a Hornet to quickly retake C if you lose it, or to get a line of sight on enemies there for your Kodiaks.
  • You do have a population cap, but it doesn't work as you're used to. Every unit costs 1 and your cap is 30.

Somewhere in this game, you will almost certainly get 10 enemy kills within 4 seconds of each other. If you don't, there is an opportunity to do it later in the other Blitz mode.

Paint it red in Halo Wars 2
Achieve the highest possible kill-streak in any Blitz mode
  • Unlocked by 11,627 tracked gamers (19% - TA Ratio = 2.27) 60,499

As you pass waves 10 and 25, you will unlock:

Firefighter in Halo Wars 2
Beat wave 10 in Blitz Firefight
  • Unlocked by 13,501 tracked gamers (22% - TA Ratio = 2.11) 60,499

It just keeps going in Halo Wars 2
Beat wave 25 in Blitz Firefight
  • Unlocked by 7,134 tracked gamers (12% - TA Ratio = 2.91) 60,499

You will probably pass 500,000 points before wave 25, but the achievement won't unlock until the game ends. So let the game end once you beat wave 25.

On fire in Halo Wars 2
On fire49 (20)
Score 500,000 points in a single Blitz Firefight
  • Unlocked by 9,931 tracked gamers (16% - TA Ratio = 2.46) 60,499

If you played every card in your deck at least once, you will get:

All or nothing in Halo Wars 2
Play all cards in your deck at least once in a single Blitz match
  • Unlocked by 15,772 tracked gamers (26% - TA Ratio = 1.95) 60,499

If you did not, then that's fine. You can get it in the next section.

Blitz

This mode is only available against other players, not versus AI. It is the mode you played in the tutorial where you win by reaching a certain score. All of this section is possible to do by yourself in theory if you A) find enough other people to queue into and B) manage to beat them. However, I am going to strongly suggest that you find yourself a partner and boost it.

Before trying to find a game, you should both create custom decks with whatever leader you want and fill it with as many cheap cards as you can. What the card does is irrelevant. You only want it to cost as little as possible. Once that's done, we can start playing. You should both select Blitz, then Find Match and finally select Ranked 1v1 Blitz Open.

These games must be matchmade as per the above instructions. You can not unlock the achievements in Private Match.

To start with, you should ignore that shiny custom deck you made, and instead rotate through each of the six launch leaders. You need to complete (doesn't matter who wins) a match as each of the six launch leaders. These are: Cutter, Isabel, Anders, Atriox, Decimus, Shipmaster. After doing that, you can start using your custom deck.

Throughout these games, your goal is to play as many cards as you can and collect as many energy crates as you can. I would suggest taking turns collecting every energy crate that drops and winning the match. So in your first game player A can take all three points and collect every energy drop. Then in the next game, it will be player B's turn and so on.

If you missed the achievement Paint it red, for killing 10 enemy units within 4 seconds of each other or All or nothing for playing every card in your deck once, you can get them in this section with your partner's help.

You can kill your units and receive energy back if you send your units to die in the enemy player's starting zone. This is a good way to spam more low-cost cards.

For your first match win, you will unlock:

First steps in Halo Wars 2
Complete a Multiplayer match (Matchmaking only)
  • Unlocked by 22,945 tracked gamers (38% - TA Ratio = 1.62) 60,499

Duellist in Halo Wars 2
Duellist23 (10)
Win your first Blitz match (Matchmaking only)
  • Unlocked by 11,475 tracked gamers (19% - TA Ratio = 2.29) 60,499

After rotating through each of the six launch leaders, you will unlock:

The Scrappy Six in Halo Wars 2
Complete a Multiplayer match as each of the 6 launch leaders (Matchmaking only)
  • Unlocked by 7,668 tracked gamers (13% - TA Ratio = 2.80) 60,499

Full house in Halo Wars 2
Full house33 (10)
Complete Blitz matches as each of the 6 launch leaders (Matchmaking only)
  • Unlocked by 5,409 tracked gamers (9% - TA Ratio = 3.34) 60,499

Finally, after you have completed 25 games, you will get:

Card shark in Halo Wars 2
Card shark68 (20)
Complete 25 Blitz matches (Matchmaking only)
  • Unlocked by 5,255 tracked gamers (9% - TA Ratio = 3.39) 60,499

Now the only potential two remaining are Stacked the chips, for collecting 150 energy crates, and Jackpot, for playing 777 cards in Blitz. Do note that any cards played and energy collected in Blitz Firefight will count too, so at this point, you have two options. Either you can continue in this mode until you are done, or if you would rather do as much solo as possible, you can return to Blitz Firefight mode and complete the achievements there. The principle will be the same, but you should resign after the first few waves or it starts to slow down.

However you choose to do it, you will unlock:

Stacked the chips in Halo Wars 2
Gather 150 Energy Crates over any number of Blitz matches
  • Unlocked by 11,639 tracked gamers (19% - TA Ratio = 2.27) 60,499

Jackpot in Halo Wars 2
Jackpot136 (40)
Play 777 total Blitz cards over any number of matches
  • Unlocked by 5,238 tracked gamers (9% - TA Ratio = 3.39) 60,499

Special achievements

Here I will touch on this game's five special achievements to be aware of. Four of them are meta achievements that you should be working on while completing the non-campaign portions of the game. The final one is a viral achievement that requires you to kill a unit owned by someone who has the achievement (or a dev, but that's far less likely).

The four meta achievements are concerning daily challenges. Daily challenges can be viewed from the game's main menu and typically revolves around playing or winning games in a certain game mode, or as a certain leader. There are daily and weekly challenges and as they change every day/week, I can't predict what they will be when you play, nor can I suggest optimal times to slot them into the rest of the walkthrough as a result.

To count as a game played, the game must either last at least 3 minutes or be won be destroying the enemy base. Resigning immediately does not count!

I would suggest checking your daily challenges before you start to work on the non-campaign portions of this walkthrough and slot them in as you see fit.

Completing all daily challenges on any single day will unlock:

Making the most of the day in Halo Wars 2
Complete 3 Daily Challenges in one day
  • Unlocked by 11,431 tracked gamers (19% - TA Ratio = 2.29) 60,499

Completing all weekly challenges in any single week will unlock:

A strong showing for the week in Halo Wars 2
Complete a set of 3 Weekly Challenges in one week
  • Unlocked by 8,005 tracked gamers (13% - TA Ratio = 2.74) 60,499

Next, you want to complete at least one daily challenge per day for seven days in a row to unlock:

Short-term commitment in Halo Wars 2
Complete at least 1 Daily Challenge each day for a week
  • Unlocked by 3,276 tracked gamers (5% - TA Ratio = 4.29) 60,499

And finally one weekly challenge per week for four weeks in a row to unlock:

Long-term commitment in Halo Wars 2
Complete at least 1 Weekly Challenge each week for a month
  • Unlocked by 4,016 tracked gamers (7% - TA Ratio = 3.88) 60,499

The viral achievement can be unlocked whenever you like. Your boosting partner might already have it, saving you some time. If you need to find someone for it specifically and have had no luck with sessions or on the game's forums, you are welcome to message me (EmagDrolBot) and I will help you out.

The hand that feeds in Halo Wars 2
Kill a unit owned by a developer or someone who has this achievement
  • Unlocked by 19,966 tracked gamers (33% - TA Ratio = 1.73) 60,499

Skirmish

Here is where we will unlock the remaining achievements in the base game. We'll start with the only one that must be done cooperatively. Select Skirmish from the main menu and create a Custom Match.

Open up Game Settings and change them as follows:

  • Player defeat on loss of HQ timer should be set down to 15
  • Starting supply should be set up to 9999
  • Starting energy should be set up to 9999
  • Fog of war should be off
  • The After Party skull should be enabled

The default map (Bedrock) works well for every Skirmish achievement you will do, including this one. Invite your friend and then go to Team Setup to add a second enemy AI. Set both AIs to be on the same team and set you and your partner to be on the same team and start the game. Enemy difficulty does not matter. Select whichever leader you want and start the game.

As soon as the game starts, use the multiple minibase slots that exist to abuse the After Party skull in the same way as you did during the campaign. Queue up a minibase, then immediately recycle it. Repeat until you have an army of Scorpions or Wraiths and then swarm the enemy. Your partner should do the same with the other enemy. Winning will now be a pushover. I would suggest building on every base/minibase after you have your tank army complete, to prevent the AI building there while you destroy them.

Make sure to spend any Leader Points you start with or earn during the game and if you have a Leader Power that heals, use it.

Once you win, you will unlock:

Two heads are better than none in Halo Wars 2
Win a Skirmish match with a friend against only AI opponents (2 or more)
  • Unlocked by 10,393 tracked gamers (17% - TA Ratio = 2.41) 60,499

Next, you will complete two achievements that must be done solo.

Set up the game in exactly the same manner as before, except with only one enemy AI and with the AI difficulty set to Legendary. Once in game, proceed in exactly the same manner, but make absolutely sure to also recycle your own main base as well. Swarm the enemy to win and you will unlock:

Natural intelligence in Halo Wars 2
Play a Skirmish match alone against only AI opponents (1 or more)
  • Unlocked by 22,817 tracked gamers (38% - TA Ratio = 1.62) 60,499

You've got a case of the Birley in Halo Wars 2
In a 1v1 Skirmish against Legendary AI, recycle your base in the first 5 minutes and then win
  • Unlocked by 3,965 tracked gamers (7% - TA Ratio = 3.90) 60,499

Every one of the remaining achievements can be done solo, but some may be faster with a partner. Wherever this is the case, it will be noted.

Next, you want to train one of every UNSC unit and one of every Banished unit. This requires playing as all six leaders, since each one has access to some at least one unique unit. The games don't need to be played out though and you can resign after building your units in each case. In all cases use the same setup as you did for the Skirmish win achievements, starting with 9999 resources and no fog of war.

Start with UNSC units and select Anders as your leader. We will use her to train the bulk of the units necessary. You don't need to bother building any resource generators, but do need to upgrade your base to level 3. For Anders you need to earn at least one Leader Point in order to buy the ability to train Protector Sentinels. Spend your first one on Restoration Drones (and use them), then take your starting Marines out to farm the Sentinels that are around each Power Node and capture the nodes. This should earn you a second Leader Point.

In this game, you should build the following units at the following buildings. Unless you can kill your units off on the enemy base, you'll need to upgrade your population cap for this or alternatively leave out some generic units and build them with one of the next leaders:

  • Base units: Marines, Jackrabbit, Protector Sentinel (requires unlock via Leader Power)
  • Barracks units: Hellbringers, Sniper, Cyclops
  • Garage units: Warthog, Wolverine, Kodiak, Scorpion
  • Airpad units: Hornet, Nightingale, Vulture
  • Armory units: Douglas-042, Condor Gunship

Once you have built all that you can immediately resign and move on to the next two leaders. With Isabel, your only unit to build is Alice-130 from the Armory. With Cutter you should build Jerome-092, also at the Armory.

The rank and file in Halo Wars 2
Recruit or construct 1 of each UNSC unit in Multiplayer or Skirmish (Launch units only)
  • Unlocked by 9,319 tracked gamers (15% - TA Ratio = 2.54) 60,499

Next, we will repeat the process with the Banished. There is no Banished equivalent to the Protector Sentinel thankfully, so you don't need to bother with farming Leader Points. Start with Atriox and build the following units. Once again, you will need to upgrade your population, lose some units to the enemy or leave some generic units to be built with the next leader. Just note that the Chopper is not generic!:

  • Base units: Chopper, Grunt Squad
  • Raid camp units: Jump Pack Brutes, Suicide Grunts, Elite Rangers, Hunters
  • Foundry units: Marauder, Reaver, Locust, Wraith
  • Apex units: Engineer, Banshee, Shroud, Blisterback
  • War Council units: Atriox's Chosen, Scarab

Next, select Decimus and build a Warlord from the War Council. Finally, select Shipmaster and build an Honor Guard from the War Council and a Ghost from the base.

The tribe in Halo Wars 2
The tribe28 (10)
Recruit or construct 1 of each Banished unit in Multiplayer or Skirmish (Launch units only)
  • Unlocked by 7,807 tracked gamers (13% - TA Ratio = 2.78) 60,499

The next three achievements all revolves around destroying 100 enemy units with their counter unit. All three are considerably easier with a boosting partner. If you have a partner, you can set up a Skirmish game in the way you should now be used to and train units for the other to kill. Here are the units you should use and the units you should kill in each case.

  • Use Wolverines or Reavers to kill Engineers. Reavers are suggested since you can both play Banished this way.
  • Use Cyclops or Hunters to kill Jackrabbits or Ghosts. If you want to use the same lobby as the previous achievement, you should both play Shipmaster.
  • Use Snipers or Elite Rangers to kill Marines or Grunt Squads.

If you are unable to find a partner for this achievement, then here are the alternatives.

For destroying air units with anti-air, the Sentinels you find around Power Nodes in Skirmish Deathmatches count. Destroy all of these using Wolverines, then resign and restart the game.

For the other two, you should create a Strongholds game. Set the time limit to 30 minutes and the additional population per Stronghold to 15. Set the rest of the settings (fog of war, etc.) to the standard boosting setup you've been using. In Strongholds, you do not upgrade your base with tech but are instead progressively granted access to better units. You also gain more population cap for owning more bases. At the start of the game immediately build on every base slot. Next, you should build as many of the unit type you are using (either anti-vehicle or anti-infantry) as you can fit alongside a few Nightingales then camp outside the enemy base. There is no guarantee they will build the unit types you want all the time, but they should build them some of the time.

Trash compactor in Halo Wars 2
Destroy 100 vehicles with anti-vehicle units (Multiplayer, Skirmish or Blitz)
  • Unlocked by 10,056 tracked gamers (17% - TA Ratio = 2.45) 60,499

Flyswatter in Halo Wars 2
Flyswatter47 (20)
Destroy 100 air units with anti-air units (Multiplayer, Skirmish or Blitz)
  • Unlocked by 10,789 tracked gamers (18% - TA Ratio = 2.36) 60,499

Meat grinder in Halo Wars 2
Kill 100 infantry with anti-infantry units (Multiplayer, Skirmish or Blitz)
  • Unlocked by 8,856 tracked gamers (15% - TA Ratio = 2.61) 60,499

All three of the final achievements involve actions that you will naturally undertake while completing the DLC, with the exception of Operation: Spearbreaker. If you intend to complete any of the Leader Packs or Awakening the Nightmare, then do those first and you will shorten this next section a little.

Our next goal is to destroy 500 units with Leader Powers. Once again, this is easier with a partner.

If using a partner, create a Strongholds game with the usual settings. Select Atriox for each of you and share the base plots out between you. Let the game naturally progress until you have some damaging Leader Powers. For the rest of the game, continuously build Suicide Grunts and gather them up. Use damaging Leader Powers on each other's groups of Suicide Grunts to kill them. Repeat until the achievement unlocks.

If solo, create a Strongholds game with the usual settings. Select Anders and build on all base plots before the AI does. Set a global rally point in front of the enemy base and build a bunch of Marines to keep them trapped. Wait until you are able to use the Retriever Sentinel Leader Power then do so. From this point on, let it sit in front of the enemy base and kill anything that comes out. Any kills it gets will count towards the achievement. Park a bunch of Nightingales on it so it doesn't die and consider having a small number of other units to kill any enemies that do sneak out and harass your other bases. It may take more than one 30 minute game to complete the achievement this way.

Overkill in Halo Wars 2
Overkill80 (30)
Destroy 500 units with Leader Powers (Multiplayer, Skirmish or Blitz)
  • Unlocked by 8,506 tracked gamers (14% - TA Ratio = 2.66) 60,499

Finally, you have one achievement that you probably have already unlocked at some point on this page, and two very boring achievements. If you haven't yet unlocked Spare change, you will unlock it here.

Start a Skirmish game as Anders, buy Restoration Drones with your starting Leader Point. Use it, then resign. Repeat this process until you unlock:

Spare change in Halo Wars 2
Spend 5 Leader Points in Multiplayer, Skirmish or Terminus Firefight
  • Unlocked by 30,813 tracked gamers (51% - TA Ratio = 1.40) 60,499

Big Spender in Halo Wars 2
Spend 100 Leader Points in Multiplayer, Skirmish or Terminus Firefight
  • Unlocked by 12,360 tracked gamers (20% - TA Ratio = 2.21) 60,499

Space Healer in Halo Wars 2
Cast 100 Healing Leader Powers (Multiplayer, Skirmish or Blitz)
  • Unlocked by 6,736 tracked gamers (11% - TA Ratio = 2.99) 60,499

Congratulations! You have now completed the base game of Halo Wars 2, along with the Title Update for a total of 60 achievements worth 1060 Gamerscore.

For details on unlocking the DLC achievements, continue reading!

Quick nav
KinsanoForgeColonySergeant JohnsonThe Arbiter
Commander JeromeSerinaYapYap THE DESTROYER

Preface

This page will cover the game's eight available leader DLCs. Each one consists of 3 achievements and is worth 30 Gamerscore. Forge is available for free, while the rest must be bought.

One achievement is essentially shared across all eight leaders and is for winning three games as that leader. For that reason, I will not type out the same solution every time, but instead detail the common method here:

Create a Deathmatch game in Skirmish with fog of war disabled, maximum resources available, and the After Party skull enabled. As soon as the game starts, queue up a minibase on one of the map's several minibase slots, then immediately cancel the build. This will give you a Scorpion or Wraith tank and an infantry unit. Repeat until you have maxed your population out with these units, then swarm the enemy base. Do this three times, once for each win.

Every other achievement that is boosted in Strongholds or Deathmatch should use the same game setup of:

  • Fog of war disabled
  • Unit cooldown rate 200%
  • Maximum starting resources
  • 30 minute time limit - If in Strongholds
  • 15 additional population per Stronghold - If in Strongholds
  • Emperor and Pain Train skulls active

Kinsano

Start by winning three games as Kinsano, using the method detailed in the preface.

Twisted Firestarter in Halo Wars 2
Win 3 matches as Morgan Kinsano (Multiplayer, Skirmish or Blitz)
  • Unlocked by 5,997 tracked gamers (99% - TA Ratio = 1.78) 6,081

If you have a partner to boost these with, both other achievements can be done in the same Strongholds game. Build Kinsano at an Armory, then give her some Nightingales to babysit her. Have your partner build a mass of Infantry units, then meet up and use Kinsano's ability to kill the infantry. Remember to upgrade Kinsano's abilities at the Armory.

Repeat the process with the Inferno Leader Power.

If you do not have a partner to boost with, then create the same Strongholds setup and once again get Kinsano some Nightingale babysitters. Next up, bring her near the enemy base. Weaken the auxiliary buildings, then finish them off with her ability. The achievement counts building kills, despite the description. Continue to destroy buildings and let the AI rebuild them until you get the achievement.

For the Inferno kills, use Kinsano's deck in Blitz Firefight. Use the Inferno ability on any large wave of enemies and you'll amass a fair amount of kills. Once you start to struggle, resign and restart.

I don't want to set the world on fire in Halo Wars 2
Burn 50 infantry with Kinsano's Flamewall ability (Multiplayer, Skirmish or Blitz)
  • Unlocked by 3,062 tracked gamers (50% - TA Ratio = 2.50) 6,081

The roof is on fire in Halo Wars 2
Kill 100 units with Inferno (Multiplayer, Skirmish or Blitz)
  • Unlocked by 3,128 tracked gamers (51% - TA Ratio = 2.47) 6,081

Forge

Start by winning three games as Forge, using the method detailed in the preface.

Heroes never die in Halo Wars 2
Win 3 matches as Forge (Multiplayer, Skirmish or Blitz)
  • Unlocked by 10,711 tracked gamers (82% - TA Ratio = 1.61) 13,015

The next achievement is identical whether solo or boosting. Create a Skirmish Deathmatch with infinite resources. Upgrade your base twice, build a Garage and queue up 10 Grizzlies. Once built, the achievement will unlock.

Bear necessities in Halo Wars 2
Build 10 Grizzlies (Multiplayer, Skirmish or Blitz)
  • Unlocked by 10,363 tracked gamers (80% - TA Ratio = 1.64) 13,015

If you are boosting with a partner, this next one can be done in the same game. Build Forge at the Armory, give him some Nightingales to babysit him and then have your partner build infantry for Forge to kill until you get the achievement.

If you are solo, then you can start this achievement off in the same game, but it will take a few restarts to finish. Build Forge at the Armory, then use him to kill all the Sentinels around the Power Nodes. When you run out of Sentinels, resign and restart.

Man-to-freak communication in Halo Wars 2
Kill 50 units with Forge's Warthog (Multiplayer, Skirmish or Blitz)
  • Unlocked by 8,788 tracked gamers (68% - TA Ratio = 1.78) 13,015

Colony

Start by winning three games as Colony, using the method detailed in the preface.

Two minds are better than one in Halo Wars 2
Win 3 matches as Colony (Multiplayer, Skirmish or Blitz)
  • Unlocked by 5,594 tracked gamers (98% - TA Ratio = 1.82) 5,711

Both of the remaining achievements can be done in the same Deathmatch game. First, train a Hunter Captain at the War Council. Start to use its Taunt ability whenever it comes off cooldown. Next, buy the Leader Power that lets you train Skitterers. Finally, queue up a second base to train Grunt Squads from, while your main base trains Skitterers. Until the second base is finished, you can alternate them from your main base. Attach a Skitterer to a Grunt Squad by using its ability over it.

Continue attaching Skitterers until the achievement unlocks. You may need to either suicide your units into the enemy or restart to free up population space.

Turrets everywhere in Halo Wars 2
Attach 50 skitterers to units (Multiplayer, Skirmish or Blitz)
  • Unlocked by 3,987 tracked gamers (70% - TA Ratio = 2.15) 5,711

The Hunter Captain achievement will take longer, but will unlock after 50 ability usages.

Hunter/Hunted in Halo Wars 2
Use the Hunter Captain's Taunt ability 50 times (Multiplayer, Skirmish or Blitz)
  • Unlocked by 2,923 tracked gamers (51% - TA Ratio = 2.52) 5,711

Sergeant Johnson

Start by winning three games as Sergeant Johnson, using the method detailed in the preface.

Our big green style in Halo Wars 2
Win 3 matches as Sgt. Johnson (Multiplayer, Skirmish or Blitz)
  • Unlocked by 5,287 tracked gamers (94% - TA Ratio = 1.86) 5,607

The next achievement is done the same way whether solo or with a partner. Train Johnson at the Armory and start using his ability every time it comes off cooldown. After 15 uses, the achievement will unlock.

…and I don't do bits and pieces in Halo Wars 2
Use Repair Beacon special ability 15 times. (Multiplayer, Skirmish or Blitz)
  • Unlocked by 4,210 tracked gamers (75% - TA Ratio = 2.09) 5,607

The next one is quite simple with a partner. Train a few Colossi, give them some Nightingales to look after them, then have your partner repeatedly send you waves of infantry units to use the stomp ability on.

If you are doing it solo, it will be similar to Kinsano's Flamewall achievement. In Strongholds, build a few colossi, give them Nightingales to keep them alive and get them near the enemy base. Weaken the auxiliary buildings, then finish them with the Stomp ability. Base buildings count for this achievement, despite the text. Continue to kill buildings until the achievement unlocks.

For a brick, he flew pretty good! in Halo Wars 2
Kill 50 infantry units with the Colossus' Stomp ability (Multiplayer, Skirmish or Blitz)
  • Unlocked by 2,025 tracked gamers (36% - TA Ratio = 3.01) 5,607

The Arbiter

Start by winning three games as The Arbiter, using the method detailed in the preface.

Trials of the Arbiter in Halo Wars 2
Win 3 matches as The Arbiter (Multiplayer, Skirmish or Blitz)
  • Unlocked by 4,045 tracked gamers (90% - TA Ratio = 2.01) 4,496

If boosting with a partner, create a Strongholds game, train The Arbiter at the War Council. Have your opponent build at least 20 Engineers for you to kill, but send them in one at a time so they don't heal each other. Activate The Arbiter's ability to enrage him and then tell him to attack the Engineers. He will leap into the air and kill them.

None shall escape in Halo Wars 2
Kill 20 air units with the Arbiter while raging (Multiplayer, Skirmish, or Blitz)
  • Unlocked by 2,440 tracked gamers (54% - TA Ratio = 2.60) 4,496

The next one is identical whether solo or boosted. In Strongholds, train infantry until the Stasis ability becomes available, then use Stasis on your own troops. Repeat every time it comes off cooldown until the achievement unlocks.

Time and place in Halo Wars 2
Trap 100 units with Stasis (Multiplayer, Skirmish, or Blitz)
  • Unlocked by 3,624 tracked gamers (81% - TA Ratio = 2.13) 4,496

Commander Jerome

Start by winning three games as Commander Jerome, using the method detailed in the preface.

You've been busy in Halo Wars 2
Win 3 matches as Commander Jerome (Multiplayer, Skirmish, or Blitz)
  • Unlocked by 5,113 tracked gamers (80% - TA Ratio = 1.96) 6,402

This one can be buggy when boosting with a partner. I tried to get Alpha and Omega to unlock with a partner and it made no progress. You are welcome to try, but worst case you may have to do it solo.

Create a Strongholds game, whether solo or with a partner. Train Commander Jerome from the Armory and research the Command Mantis upgrade. Once it is researched, use Jerome's ability to call the Mantis into the battlefield, then enter it with him. Finally, use the Mantis to kill 25 enemies. If with a partner, have them build infantry for you to kill. If solo, camp outside the enemy base with Nightingales to keep the Mantis alive.

And my shadow in Halo Wars 2
Kill 25 units with Jerome's Command Mantis unit. (Multiplayer, Skirmish, or Blitz)
  • Unlocked by 5,898 tracked gamers (92% - TA Ratio = 1.82) 6,402

The final achievement can be something of a pain. Do it in Strongholds, then wait until the final Leader Power, Omega Team, is available. Use it and you will summon three Spartan hero units. All three of them have the Spartan Slam ability and can hijack enemy vehicles. Most usefully, they can use the ability to jump out of one vehicle and into the next.

If you are trying this with a partner, you can send each other cheap vehicles, like Jackrabbits or Ghosts, one at a time. Unfortunately, this achievement may not work with a boosting partner and may need to be done solo. If you do it solo, it is a matter of waiting outside the enemy base in Strongholds until vehicles come out, then hijacking them. Use Nightingales to keep the Spartans alive and just kill anything that isn't a vehicle.

Alpha and Omega in Halo Wars 2
Hijack 40 vehicles with Omega Team members (Multiplayer, Skirmish, or Blitz)
  • Unlocked by 2,183 tracked gamers (34% - TA Ratio = 3.00) 6,402

Serina

Start by winning three games as Serina, using the method detailed in the preface.

Nothing too difficult, then? in Halo Wars 2
Win 3 matches as Serina (Multiplayer, Skirmish or Blitz)
  • Unlocked by 4,137 tracked gamers (73% - TA Ratio = 2.11) 5,687

If you are boosting with a partner, both of these achievements can be done in one Strongholds game. Several of Serina's Leader Powers will freeze units. Have your partner gather up units and use any of these freezing powers on them. Once they are frozen, use Seismic Blast to shatter them.

The achievement works much the same way solo. You should manage it without much trouble in Strongholds, freezing and shattering whatever comes out of the enemy base. Serina's hero unit, the Bison, can be useful here. Once upgraded, it can be deployed in a similar manner to a Kodiak and will freeze anything that gets near it.

Freeze! in Halo Wars 2
Freeze!18 (10)
Freeze 50 squads with Cryo Abilities (Multiplayer, Skirmish or Blitz)
  • Unlocked by 5,557 tracked gamers (98% - TA Ratio = 1.82) 5,687

Insult upon injury in Halo Wars 2
Shatter 20 squads that have been Frozen. (Multiplayer, Skirmish or Blitz)
  • Unlocked by 3,643 tracked gamers (64% - TA Ratio = 2.25) 5,687

YapYap THE DESTROYER

Start by winning three games as YapYap THE DESTROYER, using the method detailed in the preface.

You met me on Reach! in Halo Wars 2
Win 3 matches as Yapyap (Multiplayer, Skirmish or Blitz)
  • Unlocked by 3,967 tracked gamers (83% - TA Ratio = 2.07) 4,787

YapYap's achievements are by far the easiest of all leader packs. They are identical whether solo or with a partner. Start a Skirmish Deathmatch game. Immediately purchase the Leader Power that lets you train Methane Wagons from the base. Build a War Council and train three of YapYap's hero units, the Grunt Goblin. While that's happening, use up the rest of your population cap by training Methane Wagons from the base.

Once the units start rolling out, use their abilities on cooldown. After 15 uses of the Methane Wagon's ability, you'll unlock:

That sweet smell of home in Halo Wars 2
Fire 15 methane shells from the Methane Wagon. (Multiplayer, Skirmish or Blitz)
  • Unlocked by 3,218 tracked gamers (67% - TA Ratio = 2.30) 4,787

After 10 Grunt Goblin charges, you'll unlock:

Piggyback! in Halo Wars 2
Piggyback!20 (10)
Activate the Grunt Goblin charge 10 times. (Multiplayer, Skirmish or Blitz)
  • Unlocked by 4,200 tracked gamers (88% - TA Ratio = 2.01) 4,787

Quick nav
GatecrashersNot On My Watch

Operation: Spearbreaker is a short, two-mission DLC where you take control of Vaughan and his elite ODST squad to combat the Banished once more. All five achievements can be obtained in a single playthrough. Three are for completing both missions on each difficulty (Any, Heroic, Legendary). The final two are for completing each mission on Legendary, while completing every objective (primary, optional, and bonus) and obtaining a gold medal.

If you read any guides that mention the ability to play through twice, getting the objectives in one run, then the gold medal in the next, be aware that this has been patched and does not work.

These two achievements can be considered the two most difficult in the game, as a result of that patch. Don't be put off though; they are still entirely achievable without too much of a struggle. For each mission I will outline every bonus and optional objective that must be completed, then guide you through the level in detail.

As with the base game campaign, all directional instructions (north, south, east, west) are given respective to the map's starting position, not the north arrow!

Gatecrashers

Par time: 45:00
Gold medal threshold: 160,000+
Optional objectives:

  • Rescue India Company's captured Wolverines
  • Find and defend India Company's Nightingale
  • Kill both Goliaths
  • Activate all 3 Banished holo-projectors

Bonus objectives:

  • Eliminate 8 Controller Sentinels
  • Lure Sentinels near 5 Banished buildings to destroy them
  • Use Holo Decoy 10 times to distract Controller Sentinels

Before jumping into it, I think it would be helpful to outline your primary goals in this mission. It is really quite open, both in terms of its map layout as well as how you can approach it.

Very early in the mission, you will encounter a new type of enemy, the Controller Sentinel. This Sentinel is quite similar to the Protector Sentinel that you met in the base game's campaign, but it has a twist. It can only be attacked from behind, due to a frontal shield. At first, this will be a serious impediment, but by later on in the mission it isn't such a big deal. Your goal is to lure eight of these Sentinels away from a central area, by capturing points, so that you can kill them one by one to get at the thing they're protecting. While you are doing this, Banished will try to get in the way and be a secondary obstacle to you.

While most of the objectives are linear and predictable, one is not. The one to look out for is: Find and defend India Company's Nightingale. This will become available at some point during the mission, usually after destroying a Banished base, but it has been reported to show up at other times. When it does show up, you have limited time to reach the marked location on your map and defend the Nightingale. Completing the objective is not actually very difficult, but you do need to pay attention so you see it when it pops up.

I would suggest against using the Nightmare skull. The 1.4x score multiplier may be tempting for making the gold medal threshold, but it's nowhere near as useful as the ability to save and save often. I have mentioned every point where you should definitely save, but I encourage you to make as many extra safety saves as you like.

Load up the mission and head down the path. You will immediately come across one of the new Sentinel types. At first one will fly overhead and shortly after that, you will have to fight one yourself. It will be attacking some garrisoned units, exposing its undefended rear to you. Taking it down should be no issue.

Spend your first Leader Points on Restoration Drones and Scatter Bomb. Ignore every other Leader Power until you can buy Grizzly Battalion and just upgrade these two.

At the end of the path, you will encounter a teleporter. Activate the control panel for a brief cutscene, followed by another Sentinel. This one will be distracted by a hologram, once again allowing easy defeat from behind. After destroying it, destroy the nearby resource silos, then save your game! The next part can refuse to play nice sometimes.

You now have access to the Holographic Decoy Leader Power. This is what you must used to complete the third bonus objective. When used, you will select an area. Any units within that area will have holographic copies of themselves made. Move these near a Sentinel to gain progress towards the objective. More holographs means more progress per use, so try to hit all your units at once with it.

Head through the teleporter and immediately use Holo Decoy on your troops. Send the clones up to where the Sentinel is fighting the Banished. Do not destroy the Banished base here. You want the Sentinel to do that. Take your actual troops and send them southeast, towards a minibase. The Sentinel occasionally will die to Banished troops. If that happens, reload the earlier save.

Let Vaughan do as much heavy lifting as possible at the Banished minibase. Legendary AI is good at outmaneuvering you (or at least, it's good at outmaneuvering me) and you can easily lose units here. Put Vaughan inside the garrison as soon as possible. After destroying the minibase, check your objective progress to make sure it's at 4/5. If it is not, then the Sentinel messed up and you should reload. Do not take the point next to the minibase. Build on the minibase slot, then head up to the base slot. Do not build on it until the Sentinel is dead or it might just wipe it out immediately. Use Vaughan's EMP to stun the Sentinel in place, or Holo Decoy to distract it while killing it.

Once you have killed the sentinel and have your base in progress, save!

While the base is building, send a Marines unit to capture point A, just next to the base. Do not destroy the Banished sensor tower next to it! Once the base is complete, you should build and upgrade four Supply Pads, two Generators, and an Airpad. Use the minibase slot to the south for the armory. Build and upgrade turrets only after upgrading all your resource generators. The turrets should be anti-vehicle.

As soon as you take the point, a cutscene will play and a Sentinel will head over. You want this Sentinel to destroy that Banished sensor tower and any other nearby Banished. Let it do that, then kill it with the Decoy or the EMP to provide distraction. Be very careful not to lose any buildings to the Sentinel. If you are attacked by the minibase in the south while all this is happening, ignore it for now.

Once you have defeated the second Sentinel and have completed the objective to lure it to Banished buildings, save! You now have some breathing room to build up your forces. Upgrade your base to level 2 to make room for all the buildings listed above and then start building Hornets. Your goal is to have 8-10 upgraded Hornets and 2 Nightingales before doing anything else major.

Once you have at least two turrets to look after your base, you can send Vaughan towards point C. On the way is a Power Node that you should take. Take point C, ignoring the chaos around it, then run back to base. The Banished can deal with the Sentinel.

Once you have your army ready to go with the next paragraph, save!

The next Sentinel may or may not be distracted by a large amount of Banished soldiers near where it spawns. If it is, still send some Decoy units over to it for objective progress, but let them fight it out other than that.

Once you have 8-10 Hornets with at least one Air Level upgrade behind them (more if you want to feel safe), gather all your troops, head to point B and take it. Use Holo Decoy on your entire army as the Sentinel arrives to distract it and make objective progress. Continue training and upgrading Hornets back at your base while this is happening. Don't forget Armory upgrades too.

Once the Sentinel is taken care of, gather up your army and head further southeast. Down here, you will find the first Banished base and with it the first Goliath to kill. At this point, you should have the option to unlock Grizzly Battalion. Do so, then use it to give yourself some powerful tanks. With them accompanying your Hornets, the Banished base will be a pushover. If you can't yet unlock the Grizzly Battalion Leader Power, kill straggler Banished units until you can.

At this point, you may receive the objective to rescue the Nightingale. If you do, do that.

The second holo-projector is just southwest of the base you destroyed. Activate it, then build your own base here. I would suggest filling it with one Airpad and a bunch of upgraded Supply Pads. You will be replacing a lot of Hornets. While that is being built, you can push east and take point E. Continue to use Holo Decoy if you need to, but by now you can kill Sentinels by just swarming them from every side at once. Continue replenishing your army with more Hornets whenever you can!

After taking point E, it's time to head north and deal with the next Banished base and the final control point. Head past the center of the map on the way and rescue the Wolverines. This is a simple matter of destroying the nearby shield generator. At this point, I was at the 30-minute mark. Do not worry if you are further along than that. I was way ahead of schedule and ended up finishing this mission 6 minutes ahead of par time

The second base is more challenging than the first. It has a shield generator and what felt like more units around it. Use your Scatter Bomb and Restoration Drones to help out if needed. After taking the base, clear out the Banished while taking point D. After taking point D, do not head to the next marker just yet, you still need to find one holo projector. It is directly southeast of point D, but a fair distance away. Grab that, replenish your army in full, get ready for the final push, and save!

The final boss is a Retriever Sentinel. Attack it with everything you have, spreading your units around it as much as possible to mitigate the impact of its splash damage. Eventually, it will call in a Sentinel Swarm. Stay out of this swarm at all costs. It will shred you. To remove the swarm, kill the Aggressor Sentinels that show up. After the swarm is gone, you can continue to fight the Retriever. This process repeats twice more, but be warned that the swarm will start to chase you on its second and third appearance. After you have dealt with the third swarm, you are home free. Just focus down the Retriever.

When you defeat the Retriever Sentinel, the mission will end. Assuming you didn't miss an objective, you'll unlock:

Vidmaster Challenge: 100 drops in Halo Wars 2
Gain a gold medal and complete all objectives in ‘Gatecrashers’ on legendary
  • Unlocked by 1,006 tracked gamers (16% - TA Ratio = 4.42) 6,425

Not On My Watch

Phew! One down, one to go. I thought about mentioning this at the start, but thought you could use the pick-me-up now instead. This next mission is easier than the first. It's still no cakewalk, of course, but I struggled significantly less with it on my first go and read reports of others having similar experiences.

Par time: 45:00
Gold medal threshold: 160,000+
Optional objectives:

  • Finish the mission without losing any colossus units
  • Destroy Banished Forerunner ship supplies
  • Disable 4 Controller Sentinel shields

Bonus objectives:

  • Destroy 15 enemy units and buildings with the Colossus Stomp
  • Kill Hunter Captain in three minutes
  • Kill 10 Goliaths.

This mission is less open than the previous one. Instead, it's sort of circular. You will slowly make your way around a central area, completing objectives as you go, then finally enter the central area to finish off the mission. Follow the same guidelines as the previous mission with regard to Leader Powers. Upgrade Restoration Drones and Scatter Bomb until you can afford Grizzly Battalion.

The mission starts out straightforwardly. Send your units to the marked location, triggering a brief cutscene on the way. Do not destroy any decorative buildings or supply silos. After shooting the charging column, then killing the Sentinels that show up, you will be given two locations to choose between for a base. Head west and build on that one. Queue up the base and a pad will appear nearby that you can train a Colossus from. This Colossus is what you should use to destroy any decorative buildings or silos that you find, but complete the primary objective first by sending it over to the charging column and using its Stomp ability. Send Vaughan to capture the Power Node you passed in the meantime. The Colossus will encounter some enemies near the charging column that you can use its Stomp on.

When your base is built, you should build: two Supply Pads, two Generators, and an Airpad. Once you upgrade it to gain the final two build slots, add a third Supply Pad and an Armory. The army composition in this mission is going to be very similar to the last. Lots of Hornets, with some Nightingales to support them. Any turrets you build at the base should be upgraded to anti-vehicle and/or anti-infantry. Train at least 8 Hornets and 4 Nightingales before heading out.

Slowly destroy all the silos near the charging column with your Colossus Stomp. Once you've got them all, bring it back to base. From now on you want to keep Nightingales with it at all times. It must not die. Be very careful whenever you are in a fight against Hunters. They can't target your Hornets and will, therefore, focus your Colossus down.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

You may be attacked by some enemies while building up your army. Get your Colossus some stomp kills here if possible. You can make a brief excursion west with your Colossus and Vaughan to take the minibase there. Build a Supply Pad and a Generator on it.

Somewhere between the 10 and the 12 minutes remaining mark, you should be ready to head out. Your next target is the first of four Controller Sentinels. They are marked on the map with stars. Look at the one northwest of you and you will see that it is connected by an energy beam to a tower. This tower must be captured to disable the shields on the Sentinel. Until you do that, it is invulnerable. Grab the tower with Vaughan, then use the same tactics to kill the Sentinel as in the previous mission.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

Once it is dead, continue north towards the next charging column. Stomp any buildings you pass on the way with the Colossus. There will be either two or four Goliaths at the next charging column. Two are stationary, the other two are a patrol that may be nearby. Kill all of them, then stomp the column. You may be attacked back at base while this is happening. Your turrets should be able to handle it, but if not, send the Hornets back to deal with it, before returning to your army.

From now on, you should be continuously training Hornets to bolster your army size, while simultaneously researching any useful upgrades.

Continue north, then east towards the next Controller Sentinel. You will pass a Banished base on the way that you can destroy and replace with a secondary base setup of your own. I was attacked by a fairly large wave of Banished shortly after building here, so be ready for that. After dealing with it, or if it doesn't show up, continue on to the next Controller Sentinel and deal with it as before.

By now your army should be close to unstoppable. Just past this tower is a light bridge that you can cross to reach the next charging column. South of that is a bigger light bridge that you can disable to cut off Banished reinforcements for a time.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

The next Sentinel tower is just past the charging column. Frankly, this one can be a massive pain as it likes to never leave its tower, due to endless Banished to keep it in place. I opted to just ignore it and grab the tower anyway. Any Hornets that it kills while invulnerable are easily replaced. After that, continue east towards the final charging column. At this point, my secondary base was being harassed, but I ignored it. Not worth the time to go protect it. Use Leader Powers to defend your main base if you need to.

There is a Banished base to destroy just next to the final charging column. It will be protected by a Shield Generator. After dealing with these, the final Controller Sentinel tower is just southwest of here. This is another somewhat irritating one, but again you can just ignore it if you have to while taking the tower with Vaughan.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

It's time for the final push. By now you should have completed two bonus objectives and one optional objective. At some point, before this, you will have received the optional objective to destroy the Forerunner ship supplies. These are in the final area that you need to clear out and are impossible to miss. If you are still missing Goliaths, then note that you will fight and kill 6 during the final boss fight.

I would suggest leaving the Colossus behind, somewhere out of sight for the last section. It is easy to lose it to random damage in the last fight.

Reinforce if necessary, then head north from the last tower and over the lightbridge. You need to clear the entire central area of Banished to trigger the final boss fight. Destroy the supplies (the red explosive things) while you do this. I was at 33-minute mark here, but once again don't worry if you are a little further along in time. I was ahead of schedule.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

After clearing the area of enemies, you will be able to activate the terminal and trigger the final boss battle. Here you fight the Hunter Captain, a stronger Hunter. It is a simple matter of attacking him until he teleports away, then killing the Goliath reinforcements he summons to destroy his shields, then continuing to attack him. You must kill him in under three minutes for an objective.

You can continue to reinforce with Hornets from base as you lose them during this battle. The important thins is to focus down the Goliaths as soon as possible once they spawn. Ignore all other reinforcements, even Reavers. Use Leader Powers on them wherever possible and if you lose enough Hornets to have the population for them, Grizzly Battalions and ODST Leader Powers are good here too.

After defeating the Hunter Captain, the mission will end.

Vidmaster Challenge: No fly zone in Halo Wars 2
Gain a gold medal and complete all objectives in ‘Not On My Watch’ on legendary
  • Unlocked by 1,025 tracked gamers (16% - TA Ratio = 4.38) 6,425

Spear: Broken in Halo Wars 2
Complete Operation: Spearbreaker on any difficulty
  • Unlocked by 6,409 tracked gamers (100% - TA Ratio = 1.75) 6,425

Send in the experts in Halo Wars 2
Complete Operation: Spearbreaker on Heroic difficulty
  • Unlocked by 2,592 tracked gamers (40% - TA Ratio = 2.75) 6,425

We go feet first! in Halo Wars 2
Complete Operation: Spearbreaker on Legendary difficulty
  • Unlocked by 2,143 tracked gamers (33% - TA Ratio = 3.03) 6,425

Quick nav
Legendary: What Could Go Wrong?Fighting RetreatLight the FuseThe ArchiveManifestation
Easy: What Could Go Wrong?Fighting RetreatLight the FuseThe Archive

Preface

Welcome to Awakening the Nightmare. This is Halo War 2's biggest DLC, which can be thought of as a miniature version of the base game. It consists of five new campaign missions, in which you now play as the Banished. It also adds a new game mode called Terminus Firefight. Finally, it has a few more Skirmish based achievements. This page will cover the campaign related achievements.

This guide assumes that you have unlocked all skulls in the base game. If you have not, then you may struggle with the Legendary playthrough.

As with the base game campaign, all directional instructions (north, south, east, west) are given respective to the map's starting position, not the north arrow!

Just like the base game, this can technically be completed in one playthrough. However, it is once again considerably easier to complete the gold medal achievements separately from the Legendary completion achievements. This walkthrough is structured so that you play a mission on Legendary, then immediately replay it on Easy before proceeding to the next. The rationale behind this choice is that the mission will be very fresh in your mind this way. If you prefer, you can instead play through the full campaign on Legendary, and then replay the necessary missions on Easy afterwards.

There are two campaign logs to collect in every mission, which will be collected on Easy difficulty where possible. Generally speaking, I found the Awakening the Nightmare missions to be slightly more difficult than the base game ones on Legendary, even with the help of all skulls.

Beneficial skulls:

  • Pain Train: All player units train 50% faster.
  • Bountiful Harvest: Supplies from supply buildings arrive 25% faster.
  • Emperor: All player powers recharge in half the time.
  • Total Annihilation: Spartan special ability slams create an even more powerful explosion upon landing.
  • Sugar Cookies: All player units have 50% more hitpoints.
  • Shadow: Player core infantry units start cloaked.
  • Things that go Boom: Hero units unleash a nuclear explosion on death.
  • After Party: Any time a Firebase is destroyed, the player who owned it gets a tank and infantry unit. This is helpful if you ever control a base that can be turned into a Wraith production line by spam build/recycling it. Remember that it works for enemy bases too!

What Could Go Wrong? (Legendary)

This mission is the most suitable opportunity to get the Banished Prowess achievement:

  • Beat any level on legendary in par time with a scoring skull active (AtN only)

Activate the Nightmare skull in addition to all the beneficial skulls. This means you can't save, but that shouldn't matter. This mission is difficult to fail or go over par time in. You can completely ignore optional and bonus objectives. Only go for them if they are otherwise beneficial, such as capturing Power Nodes.

From the start of the mission, follow the only path available. Eventually, you will reach a deactivated light bridge and must activate it by jumping to the other side with your Reavers. Destroy the barricade on the other side and continue down the path. You will encounter a number of supply silos that you should destroy for resources. You will also encounter Sentinels that you need to destroy. Focus them down one at a time and don't worry if you lose some units.

At the end of the path, you will reach a Banished base suffering from a Sentinel attack. You'll get access to a new Leader Power and be told to use it on the nearby sentinel launch bay. Do so immediately to stop the sentinels coming out, then clear out any other Sentinels. Build turrets in the slots next to the launch bay.

Throughout the rest of this mission, you will encounter a number of similar launch bays that you must disable with this Leader Power. The Leader Power is temporary, however, and you will need to replace them as they run out. Build anti-air turrets in every available slot, both to provide vision for the Leader Power, as well as to kill any Sentinels that spawn if you forget to replace the Disruption Emitter.

Build two Harvesters and one Power Extractor at the base, while also upgrading the base to level 2. Built turrets in every available slot and upgrade them to anti-air. Prioritize the Power Extractors though. After the enemies are defeated, capture the Power Node south of the base.

For the next few minutes, sentinels will continue to attack from the south. Soon, you will head over there to disable the launch bay that is at the end of the path, but for now you should just upgrade your base.

Once the base is level 2, build an Apex and a War Council. Start training Banshees and Engineers. You want 3-4 Engineers and as many Banshees as fit in the remaining population. Once you have a couple of Banshees, gather up your army and head south down the path, killing Sentinels as you pass them. You'll come to another launch bay, as well as two turrets, all of which can be disabled with a Disruption Emitter. Clear the area out, build turrets of your own, then head back to base and continue to train Banshees.

Once the preparation timer runs out, a friendly Scarab will arrive. You have no control over this unit and it will slowly make its way through the level. You must help it in combat, while keeping it alive. With a fully army of Banshees and a few Engineers, this should be no trouble at all. For now, it will start working on the first pile of rubble. It will be attacked by occasional Sentinels, but no major threats will show up.

Directly on the other side of the rubble will be two Forerunner turrets. Disable them with a Disruption Emitter, then destroy and replace them. Next, continue on ahead of the Scarab to the launch bay in the center of the next area. Do the usual here, then go northeast of it to find another launch bay and a minibase slot for you to build on. Both launch bays here have more turret slots for you to build on.

With all that taken care of, go back to helping your Scarab. Grab the Power Node that is nearby too.

Through the next pile of rubble, you will encounter Humans. They should be no issue with your by now fully upgraded Banshee army, but if you are struggling, the Scarab will catch up eventually and make things easy. You can build a base here after clearing the Humans out.

There is one more rubble pile, then the final stretch. Fly ahead of your Scarab, disabling the nearby launching bay as you pass it. You'll reach a lightbridge switch. Activate and cross it and you can skip some boring Scarab walking time and begin the final section.

The final part is a matter of defending the Scarab and Voridus from progressively larger waves of Sentinels. This should be no struggle at all. Use Disruption Emitter if you must. Eventually, a Retriever sentinel will show up and you will be able to complete a puzzle by rotating some rings on the Forerunner device. Just constantly click the rings and move them in whatever way. Once you accidentally get one right it will lock it in. After you complete the puzzle, the mission will end.

Banished Prowess in Halo Wars 2
Beat any level on legendary in par time with a scoring skull active (AtN only)
  • Unlocked by 928 tracked gamers (13% - TA Ratio = 4.78) 7,415

Serving a New Master in Halo Wars 2
Complete 'What Could Go Wrong?' on any difficulty
  • Unlocked by 5,648 tracked gamers (76% - TA Ratio = 1.93) 7,415

What Could Go Wrong? (Easy)

Par time: 35:00
Gold medal threshold: 77,000+
Optional objectives:

  • Expand to all 3 base plots
  • Rescue the Reavers
  • Build on all 5 turret slots near the launching bays

Bonus objectives:

  • Capture all 4 power nodes
  • Salvage all 10 Covenant resources

Time for round two! Disable all your skulls. Nightmare should not be necessary to hit the gold medal threshold for any of the next three missions.

This mission will play similarly to on Legendary, but we have to complete a few extra tasks in the form of the optional and bonus objectives. The backbone of your gameplay will be identical. Train and upgrade an enormous Banshee army to protect the Scarab. A noteworthy difference is that the lack of the Emperor skull means you will not be able to rotate Disruption Emitters on every single launch bay. The ability will not be available often enough. The fact that you're on Easy will more than make up for this though.

Play as on Legendary to begin with. While fighting your way down to the base, you will see a fork in the path that leads to the west. Head down here to collect the first campaign log of the mission:

What Could Go Wrong logs 1 & 2

While fighting down this path, you will also find the first and second Covenant resource silos. Rescue the base as before. Make sure to grab the Power Node again and build up a small group of Banshees. While they are training, send a few units up the canyon west of the first launching bay, where you'll find the third Covenant resource silo.

Once your army is ready, go take care of the southern launch bay. Explore behind it to find the fourth Covenant resource silo. The Scarab will show up once again around this time. Remember to once again build turrets in every available slot.

The next objective can occasionally bug out, so I would suggest saving here just in case. Gather your army and head down the canyon south of the Power Node you grabbed. Here, you will encounter some Reavers under attack by Humans. Defend them to complete that objective. If it doesn't complete, reload the save you made earlier.

Next to the humans is the fifth Covenant resource silo. Further along the canyon is also the second Power Node that you need to capture.

The next section of the mission is identical to your Legendary run. Destroy the rubble as before and take out the launching bays as before, making sure to replace their turrets with yours. Don't skip out on building on the minibase slot. Just north of it, on a ledge, is the sixth Covenant resource silo. Note that you do not need to gather the resources. You can just destroy it with the Banshees and move on.

Wait for the Scarab to punch through the next bit of rubble, then take out the Human base. Build your own in its place and build a Raid Camp. Explore up the hill south of this area to find the seventh Covenant resource silo, as well as the second campaign log of the mission.

What Could Go Wrong logs 1 & 2

Check the ledge north of where the Human base was for the eighth Covenant resource silo. Train a Jump Pack Brute at the Raid Camp you built. Head west with your army to the rock islands. On one of them is the ninth Covenant resource silo. On another is the fourth Power Node. Jump to the Power Node using the Jump Back Brutes and take it. Head a little further west to find a launch bay and the final pair of turret slots.

By now you should have completed two optional objectives and one bonus objective. The next section contains the final resource silo and base plot.

Once the rubble has been destroyed, head through to find the final base plot just south of the light bridge. The tenth and final resource silo is on the island just north of it. You should now have completed every objective in the mission and can complete the rest of it in an identical manner to your Legendary playthrough.

Smash! in Halo Wars 2
Smash!39 (10)
Gain a gold medal and complete all objectives in ‘What Could Go Wrong?’
  • Unlocked by 1,424 tracked gamers (19% - TA Ratio = 3.85) 7,415

Fighting Retreat (Legendary)

This mission consists of a series of four holdouts against incoming Flood. Throughout the mission, the route that the next wave of Flood will take will be marked on your minimap, so you can position your troops accordingly.

The first island has no base on it. You only have what you start with. Immediately destroy all the resource silos on the island, then hold out until the next section starts. This won't be very long.

As soon as you reach the second section, you can start to abuse the After Party skull. Destroy the base you start with, then repeatedly queue a new one up and recycle it until you have a maxed out population of Wraiths. Spend any spare resources on building turrets and walls in the corresponding plots. Destroy all resource silos while you are producing Wraiths. After you have maxed your population with Wraiths, let the minibase build again properly, then build a Harvester and a Power Extractor on it.

Split your army into two halves, one will deal with the east, one with the west. Put Pavium in the western group, since it has two ramps instead of one. The rest of this section is trivial. Just wait until the timer reaches zero.

The second section will proceed in an identical manner to the first. You have a third base building slot here, so you can build a Foundry and upgrade your vehicles. Other than that, do the same as before in two groups. The flood waves will be a little stronger and contain vehicles, but will still be no match for the Wraiths. Occasionally, you will be attacked by Flood Bursters in the rear. Pavium can easily deal with these by himself.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

The third and final section is the only one where you may struggle. You now have access to a fully functioning base, but you do not have access to Banshees from the Apex. Instead, use Marauders and Wraiths from the Foundry and an Honor Guard from the War Council. Build: three Harvesters, two Power Extractors, one Foundry, one War Council. Send Pavium to each of the three Blisterback crews that have been marked on your map to gain their assistance. I would suggest ignoring the rest of the objectives here and just defend your base.

Gather your entire army around your base. Build and upgrade all turrets and walls that are available. Remember that Banished are not limited to one upgrade type per turret, but can put all three on each one. Defend here from the Banished, wrapping round your base as necessary to the side that is being attacked the most heavily. Once the timer runs out, you will have to retreat further south and up the path. Do so and you're home free.

The Wave Breaks in Halo Wars 2
Complete 'Fighting Retreat' on any difficulty
  • Unlocked by 5,145 tracked gamers (69% - TA Ratio = 2.02) 7,415

Fighting Retreat (Easy)

Par time: 43:00
Gold medal threshold: 125,000+
Optional objectives:

  • Recover 3 Blisterback Crews
  • Rescue the 4 salvage teams

Bonus objectives:

  • Recover 3000 resources
  • Build 20 defenses
  • Kill 1200 Flood Pod infectors

The first section of this will play identically to your Legendary run, but should be more manageable due to the Easy difficulty. Make sure to grab all the resource silos on the island before you get pushed to the next bit!

The second section will deviate a little, because you obviously can't abuse the After Party skull here. Instead, train Grunt Squads and Choppers from your main base and split them into two groups. Build turrets and walls in every available slot and once again collect all resources. This should still be a pushover, due to being on Easy difficulty. Head east from the base to find the first campaign log of the mission:

Fighting Retreat logs 1 & 2

Once again, the third section will deviate due to not having a Wraith army. You also must complete part of an optional objective here! Head east from your base to find and defend the first group of Locusts (salvage teams) from the Flood. Free them, then collect all the resources available from resource silos in this section. Defending follows the same principles as on the previous section. Pavium does a lot of heavy lifting by himself. Once again, build turrets and walls in every available slot.

In the final section, we will complete both the optional objectives, as well as two of the bonus objectives. The bonus objective for killing Flood Pod infectors will complete itself by the end of the mission, so you can forget about it.

Gather resources with the bulk of your army until that objective is complete. Next, select all your units and visit all three Blisterback crews that are marked on the map. Next to the western group of Blisterbacks is the second campaign log of this mission:

Fighting Retreat logs 1 & 2

Follow the path leading towards the Power Node from here to find your second Locust group. Free it and capture the node. The third group is east of your base, by the other Power Node. After grabbing them, activate the lightbridge and cross it to find the fourth and final Locust crew.

By now you should have completed every optional objective, as well as the bonus objective for gathering 3000 resources. Once you build turrets and walls in every available slot in this section (don't forget the ones behind your base!), you should complete the objective to build 20 defenses. Play the rest of the mission as on Legendary, training Wraiths from your Foundry and sticking together as one group around the base.

Hold the Line(s) in Halo Wars 2
Gain a gold medal and complete all objectives in ‘Fighting Retreat’
  • Unlocked by 1,501 tracked gamers (20% - TA Ratio = 3.75) 7,415

Light the Fuse (Legendary)

This mission is a little different from other missions, since it contains a unique way to gather energy. Instead of building Power Extractors, you have to destroy crystal formations throughout the level and gather the drops they leave behind. Your primary mission goal is to activate the three drills in center of the map (just north of your base). They cost 8,000 energy each or 24,000 total. I would suggest saving up 24,000 to activate them all at once instead of doing them one at a time.

The difficulty, therefore, comes from balancing the need to save up energy for the drills with the need to spend it on upgrades and units. Don't worry too much though. There is more than enough energy present on the map and it even respawns eventually. Your first move will be to build a Mega Turret in one of your base slots, then an Apex and a War Council in the other two. Build Sensor Towers in all of the turret slots next to attack paths. Build three turrets and a shield generator around your base, making sure that the shield generator is in one of the two southern slots. Finally, build turrets in the two slots just north of the drills.

Send your starting units around the central area to collect the crystal formations within it. Do not yet head out of the central area.

As soon as you have the necessary energy, upgrade your base twice. Build two more Harvesters in the new slots and upgrade them along with your original two. Upgrade the Mega Turret with Lingering Death.

You'll be attacked by Flood a little way into the mission. Send Pavium over to hold them off. The Sensor Towers give the Mega Turret vision and it should take care of a lot of them by itself. Pavium can finish off what remains, while the rest of your army continues to gather the energy near you.

After defeating the first wave of enemies you should also have finished collecting all the energy that starts around the drills. Now it is time to start the mission proper. A counter will have appeared at the top of your screen. This will slowly count up to 100%, at which point your base will be attacked by waves of Flood. After you fend them off, it will drop to 0% and start counting up again. Your goal is to make excursions out from your central base while it is counting up. Return to base once it is around the 90-95% mark (or sooner if you are far away).

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

Your first excursion can be done with your starting troops, but start training what will become the core of your army: Banshees and Engineers. You will want 4-5 Engineers and as many Banshees as you have population for. Your first excursion can honestly be in whatever direction you like. I started by heading southeast to the burster that is there, then began looping around the map counter-clockwise. The trips will become easier and easier as your army of Banshees grows. Make sure to be thorough as you pass through each area. You do not want to just gather some energy from one section of the map, you want to gather all the energy from that section of the map before moving on.

These are the upgrades that you want to spend energy on. Anything additional is unnecessary, but that doesn't mean you can't build other upgrades if you want:

  • Upgrade all Harvesters
  • Upgrade Air Level as many times as you can and research Plasma Torpedos
  • Reinforcements and Fortify Base upgrades at the War Council. Logistics is unnecessary due to the skull bonuses you have.

After upgrading those, stop spending spare energy. Continue the cycle of heading out, then retreating to your base. The are some Flood bases that you can destroy while out there, but keep in mind that these are optional objectives and don't need to be done on your Legendary playthrough.

Continue your excursions until you have 24,000 energy, then bring your entire army back to the center and activate all three drills. They will briefly calibrate, then start drilling. You now need to protect them until the new progress bar you get fills up. From now on, you can spend any more energy you have on Leader Powers. Around this time, the energy in the central area respawned, so you can re-gather it while fending off Flood. Upgrading turrets to anti-infantry is another good way to spend spare energy.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

The Flood assault will get bigger and bigger until you are attacked by pairs of Abominations, Flood super units. Focus all your power on one at a time. You'll fail a bonus objective if they reach the drills, but that doesn't matter for now. The mission should end shortly after you defeat the second Abomination pair (fourth Abomination in total).

Tapped in Halo Wars 2
Tapped10 (5)
Complete 'Light the Fuse' on any difficulty
  • Unlocked by 4,823 tracked gamers (65% - TA Ratio = 2.09) 7,415

Light the Fuse (Easy)

Par time: 35:00
Gold medal threshold: 119,000+
Optional objectives:

  • Discover each of the 3 Giant Bursters
  • Destroy the 4 Flood bases
  • Prevent any Abominations from reaching the salvage drills

Bonus objectives:

  • Fight back 10 Flood tentacles
  • Destroy 30 Flood forms with the Mega Turret

There's some good news for you here. This is the last mission you need to care about a gold medal on and the last mission you need to play twice in full.

The really is almost identical to your Legendary playthrough. You now need to complete some extra objectives, but the way you go about them is identical to how you went about collecting energy in the Legendary run anyway. All upgrades and army compositions are identical.

First, two of the objectives will likely take care of themselves. Fight back 10 Flood tentacles and Destroy 30 Flood forms with the Mega Turret. The Flood tentacles have considerably less health on Easy and will drop like flies to your Banshee swarm while you collect resources. If you reach 24,000 energy collected without 10 tentacle kills, you can just fly around killing them before starting the last phase. The second objective seemed closer, since I was killing things so fast that the Mega turret didn't really have to help much, but you will still make a lot of progress in the final phase. I entered the final phase at 16/30 and still completed it.

There are three Giant Bursters. They are southeast, southwest and north of the central area. So long as you go near each one while collecting energy, you will complete that objective. There are four Flood bases. They are northeast, northwest, southeast, and southwest of the base. Each of them is a little further away from your than the Bursters.

If you start southeast by the Flood Burster and go counter-clockwise again, you will encounter them in this order:

  • Flood Burster #1 (southeast)
  • Flood base #1 (northeast, with this mission's first campaign log just behind it)

Light the Fuse log 1

  • Flood Burster #2 (north)
  • Flood base #2 (northwest)
  • Flood Burster #2 (southwest)
  • Flood base #3 (southwest, with this mission's second campaign log just behind it)

Light the Fuse log 2

  • Flood base #4 (southeast)

Once you collect 24,000 energy, the final phase starts again. Here is the only potentially challenging objective.

Save before you start the final phase. The last bonus objective is easy to fail, and you do not want to have to restart.

You need to make sure no Flood Abominations ever touch the drills. This includes having their aura overlap with them. Knowing their attack routes and using Stasis on one while you kill the other is key here. Unfortunately, there is no good way to predict the routes they attack from, so I would suggest waiting to find out, then reloading a save and heading over there to spawn kill them. While killing the first, use Stasis on the second as mentioned above. This will give you time to reach it and take it out too.

I would suggest saving after each pair of Abominations and separating your Banshees and Engineers from your ground units, so that they are not slowed down when responding to incoming Abominations.

Once again, the mission should end shortly after the second pair of Abominations.

Hidden Power in Halo Wars 2
Gain a gold medal and complete all objectives in ‘Light the Fuse’
  • Unlocked by 1,049 tracked gamers (14% - TA Ratio = 4.49) 7,415

The Archive (Legendary)

This mission starts you off with a small group of units and until you find a reinforcement teleporter, this is all you have. For this reason, you want to let Voridus go first wherever possible and kill things by himself. You will fail the mission if you run out of Jump Pack Brute units.

Throughout the mission, you will encounter sets of lasers that you need to deactivate via a control panel. You need to make sure no unit dies to these lasers. This isn't particularly difficult, but I would nonetheless suggest saving before each one.

Immediately after you head out, you'll be blocked by the first set of lasers. Use the nearby control panel to deactivate them. Send Voridus forward by himself to take out the Flood spawner and the units around it. He should be able to take them out without even running out of shields. After they're dead, bring up the rest of your units and jump over to the control panel with the Jump Pack Brutes to activate the lightbridge.

Head forward with Voridus once again to take out the Flood units up ahead, then jump back over with your Jump Pack Brutes and rejoin Voridus with them and the Elite Rangers. There is a Flood spawner standing by the next lightbridge switch. Take it out from this side with your Elite Rangers before leaping over to activate the switch.

On the other side of the lightbridge is another Flood spawner and behind it is the first set of laser defenses that you need to navigate.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

Head down the laser corridor with Voridus and deactivate the switch at the other end. If you get hit by the lasers, I would suggest reloading. The achievement text states that it only fails if you lose units, not if you get hit, but there have been reports of people not getting the achievement after being hit, despite not losing any units.

Just past these laser defenses is the first somewhat challenging section. You gain access to Voridus's ability, Salt the Earth, and must defeat some incoming waves of Flood. There really are a lot of Flood units here, so I would suggest buying and upgrading Rain of Fire to use as well. If you must, you can run away mid combat and kite the units until Voridus's ability returns. Salt the Earth causes Voridus to leave incendiary gel on the floor wherever he goes. Use it and cover as much ground as possible once the Flood units show up, then kite them through the gel.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

From now on, I would strongly suggest waiting for Salt the Earth to come off cooldown after every fight.

Just up ahead is a teleporter. You can use it to call in one unit of your choice as reinforcements. Call in the Honor Guard as suggested, then send it down the southwest path by itself. When you reach some Flood blisters, use the Cloak ability to become invisible. Carefully navigate your way through this next section, taking care not to set off any of the blisters.

Head into the circular thing where the control panel is and activate it. Sentinels will show up and annihilate the Flood. You can now bring the rest of your units forward to join the Honor Guard, but you should still be careful while navigating the blisters.

From now on, you can make slow but steady progress by sending Voridus ahead alone to fight whatever is up there until he dies, then cloaking the Honor Guard once Voridus's resurrect timer has counted down and sending him in range to revive Voridus. Then back the Honor Guard out again and repeat.

Don't head down the larger path, head down the smaller one south of it first. Kill the Flood spawners at the end of it, then head back down the path and up the main one. You may die to the explosives in the secondary path. If so, use the Honor Guard to revive Voridus as described in the previous paragraph.

At the end of the main path is a barricade you should now destroy. You can bring the other units up to help after you've killed any Flood units nearby, but Voridus does kill it quite quickly by himself.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

Up ahead is another section where you will fight incoming Flood waves. Use the nearby teleporter to call in some extra Elite Rangers before sending a single Jump Pack Brute over to activate the lightbridge. As soon as you do, the Flood will attack. Use Salt the Earth and Leader Powers here as necessary. Infusion Wake is pretty great. As soon as the lightbridge is activated, beeline across it. Once you reach the other side, it will deactivate again.

Up next is the second laser defense system. Save before attempting it, then send Voridus through by himself again.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

The next section has you defending against incoming Flood waves until a timer reaches zero. When that happens, laser defenses will kick in and kill the remaining Flood for you. You may wonder how to reach the campaign log you see in the center here. You do that by killing all the Flood before the timer reaches zero. This is very difficult on Legendary, so don't worry about it.

Continue down the path and you'll see a Flood Abomination. Don't worry, it won't be an issue to take care of. Use a Jump Pack Brute to jump to the control panel that should be just north of you as you enter this area. Turn on the Sentinel defense system and then start using Voridus to lure Flood into it, including the Abomination. If the Abomination doesn't die to this (it sometimes kills the Sentinel defense system), then start to repeatedly suicide Voridus into the Abomination, exploding on death every time. Use the Honor Guard to revive each time.

Once you pass this section with the Flood blisters everywhere, you'll encounter the final laser defense system. You know the drill by now. This one is the most challenging, but it still is very manageable.

This is a good spot to save, so that you can fall back on it if you feel like you messed up the next part.

The final section is a wave defense. You now can train as many units from the teleporters as you have resources for, including a new type of unit, the Brute Grenadier. Spend all your resources, then clear the Flood out and destroy the Flood growths. Elite Rangers are notably effective here against most of the flood, but build a few Grenadiers too. This section is not particularly difficult; don't worry.

You need to hold out until the percentage at the top of your screen hits 100%. Flood waves will arrive and attack the Forerunner machinery. If they destroy a lock, it will become Flood growth covered once more. If that happens, you just need to destroy the growth again and it will be back to full health. You will have constant resource generation during this section, so remember to keep training units whenever you can, and use Leader Powers to help out. The teleporters train units instantly.

Whenever Abominations show up, focus all your fire on them immediately. If you think you're being overrun by the end, just start running circles around the area and kill the growths. So long as you do that, the drills will still tick up in progress, and you will eventually win.

Once progress reaches 100%, a puzzle will become available in the center that is similar to the one at the end of What Could Go Wrong? So once again just spin the things in every which way until it works.

Nimble, for a Big Fella in Halo Wars 2
Navigate the laser defenses in The Archive without losing any units on Heroic or above.
  • Unlocked by 1,305 tracked gamers (18% - TA Ratio = 4.03) 7,415

Have You Tried Rebooting? in Halo Wars 2
Complete 'The Archive' on any difficulty
  • Unlocked by 4,374 tracked gamers (59% - TA Ratio = 2.20) 7,415

The Archive (Easy)

The goal for this mission is now to gather the two campaign logs, while reaching the final room without using the teleporters to call in for defenses. This means no Honor Guard revive tactics, but the fact that it's on Easy should make up for that. You can leave every beneficial skull enabled, because you don't care about score!

Everything up to the first teleporter will be the same as on Legendary, but you don't need to be anywhere near as cautious or conservative with your units. Avoid using any Leader Powers and still make sure to collect resources though.

When you reach the teleporter, head northwest of it to find the first campaign log of this mission, behind a barricade:

The Archive log 1

You will obviously not be able to use the Honor Guard for the next section, but Voridus can do it just fine by himself. The mission continues for a while in the same way as it did on Legendary. Finally, you will reach the quarantine section again. Make sure you have Rain of Fire and Infusion Wake unlocked and at least partially upgraded, then save and activate the quarantine.

It is not particularly difficult to clear it out on Easy before the timer reaches 0, especially with all beneficial skulls still enabled. Once the dome in the center vanishes, send Jump Pack Brutes over to grab the log:

The Archive log 2

That's both logs out of the way, but we're not quite done yet. Continue the mission, playing the same way as you did on Legendary, once again luring the Abomination into the Sentinels. Finally, when you reach the final room of the mission, you will unlock:

We Got This in Halo Wars 2
Reach the final room of The Archive without calling in reinforcements from the teleporters.
  • Unlocked by 1,279 tracked gamers (17% - TA Ratio = 4.07) 7,415

You do not need to complete the final part again and can just resign instead.

Manifestation (Legendary)

This mission only needs to be played once. Both campaign logs can be collected while on Legendary, and the mission's secondary achievement can be completed:

  • Complete 'Manifestation' without the Proto-Gravemind exceeding 50% critical mass

If you do slip up, then don't worry. You can replay on Easy afterwards to have an easier time of it.

At the start of the mission you will be under attack. Immediately queue up two more Harvesters and a Power Extractor. Build a War Council and finally destroy the Raid Camp to build an Apex in its place. You now want to build up your army until you have the standard Banshee swarm, fully upgraded, with Engineer support. The constant Flood attacks are irritating, but not a genuine threat. You are under no time pressure here, so don't worry about that either. Built three turrets and one shield generator around your base as well.

Once you have a few Banshees, you can head north along the only available path, and then turn east to find a minibase slot and a Power Node to capture. Build a minibase here and put a Mega Turret on it. Continue building and upgrading your army at your main base.

Once the Mega Turret as been built, do not go near the Flood tentacle/barricade until you are fully ready to go. Once the Mega Turret gains vision on it and destroys it, you will be on a timer.

Directly north of the minibase slot with your Mega Turret is the first campaign log of the mission:

Manifestation log 1

Once your army is fully built and fully upgraded, it's time to go.

This is your final opportunity to save. Throughout the next section, the ability to save the game is disabled.

From now on, remember to continuously reinforce lost units from your base.

Head down towards the marked Flood tentacle and the Mega Turret will destroy it. Head through to meet this mission's primary objective.

Kill nearby Flood units for a while and eventually the Proto-Gravemind will come up out of its hole. You are now fighting the first of four sections that you need to destroy in an identical manner. First, you need to destroy a carapace. After destroying it, it will vanish and reveal some sacs that you need to destroy too. Finally, the Proto-Gravemind will open itself up and you'll be able to attack it and take 25% of its health off. After you do that, it will retreat underground.

The Proto-Gravemind will now begin to gather mass. This is indicated by a percentage counter at the top of your screen. If this passes 50%, you will fail the secondary achievement. You can lower the Proto-Gravemind's mass by attacking it, which is possible only after finding and setting up a Mega Turret. You need to do this a total of three times.

The tentacles around the Proto-Gravemind will have retracted, allowing you to to head north. Head north until you reach a T junction, then turn east. The next Mega Turret site is here. Destroy the Flood minibase and build your own in its place. Defend it until it is complete, then build and upgrade turrets around it and send your army back the way you came towards the Proto-Gravemind.

Now repeat the process that you undertook previously. Destroy the carapace, then the sacs, then attack the boss itself until it retreats. It can be quite difficult to target the sacs here, due to the map orientation. Rotate it if you need to, to get a better angle, but remember to rotate it back again afterwards or any directional instructions will not make sense.

Once the tentacles retract again, head west. There is a path leading northwest away from the boss. Head up this path, and immediately take the fork west to find the next Mega Turret spot. Wait for it to finish, build and upgrade both turrets, then head back to the boss. Repeat the same process here.

After beating the boss back once more, head directly west from it. You will reach a T junction. Here, you want to split off Pavium and send him north with two Engineers. The rest of your troops should head south instead. At the end of the northern path is the final campaign log of the mission:

Manifestation log 2

You have now collected every campaign log in Awakening the Nightmare and should unlock:

The Brute Side in Halo Wars 2
Collect every Phoenix Log collectable in 'Awakening the Nightmare'
  • Unlocked by 1,237 tracked gamers (17% - TA Ratio = 4.14) 7,415

Head south, then east with the rest of your army and you'll find the final Mega Turret slot. Send Pavium back down to join them in defending it. After it is complete, head north again to fight the boss once more. An Abomination will spawn now, so focus fire that down first.

After the boss has been defeated a fourth time, it will become apparent that you need a little something more. Head southwest to the marked Sentinel lock as instructed, and free it of Flood growths. After you do, you'll get given a Retriever Sentinel.

Head back to the Proto-Gravemind with everything you have, including your new Sentinel. When the Sentinel arrives, use its ability on the Proto-Gravemind. Once you do, it will rise up and be attackable once more. This is the final stretch so throw everything you have at it, including every offensive Leader Power. Remember to use the Retriever's powerful ability whenever it is available.

When it dies, the mission will complete and with that, you will have completed all the campaign related achievements in Awakening the Nightmare! If you failed to keep the boss from going above 50% mass, then you can retry the mission on Easy with all beneficial skulls still active. Follow the same strategy and it should be a pushover.

Clean up your Mess in Halo Wars 2
Complete 'Manifestation' on any difficulty
  • Unlocked by 4,264 tracked gamers (58% - TA Ratio = 2.22) 7,415

Before This Gets Out of Hand in Halo Wars 2
Complete 'Manifestation' without the Proto-Gravemind exceeding 50% critical mass
  • Unlocked by 2,555 tracked gamers (34% - TA Ratio = 2.88) 7,415

Awake in Halo Wars 2
Awake67 (30)
Complete the 'Awakening the Nightmare' campaign on any difficulty
  • Unlocked by 4,254 tracked gamers (57% - TA Ratio = 2.23) 7,415

Again with the Tentacles in Halo Wars 2
Complete the 'Awakening the Nightmare' campaign on Heroic or higher
  • Unlocked by 1,554 tracked gamers (21% - TA Ratio = 3.69) 7,415

The Ancient Enemy in Halo Wars 2
Complete the 'Awakening the Nightmare' campaign on Legendary
  • Unlocked by 1,338 tracked gamers (18% - TA Ratio = 3.98) 7,415

Terminus Firefight

Terminus Firefight is a wave based defense game mode. Unlike Blitz Firefight, it uses standard basebuilding mechanics and not cards. It is an online game mode that can't be played offline and can be played either solo or cooperatively. You defend a central Terminus structure from waves of incoming enemies, using your units, as well as turrets and walls.

One achievement requires that you play in coop mode and several others are considerably easier that way too, so find yourself a partner! Everything can be unlocked on the Easy difficulty, but you must not make any other changes to the game setup. If you do, achievements will not unlock.

The leaders you choose do not really matter and are down to personal preference, but one of you must be a Banished leader and the other a UNSC leader. Once in game, you will build your army composition similarly to how you defeated most of the campaign. Build and fully upgrade as many air units (Hornets and Banshees) as you can, while keeping some healing units (Nightingales and Engineers) mixed in. You should also build your leader's hero unit from the Armory/War Council. Fully upgrade any turrets you build as Banished, while upgrading any you build as USNC to anti-infantry as these are the most likely units to give your air units trouble.

All waves in this game mode are random, so I am unable to give you wave by wave advice. You will face Banished, UNSC, and Flood units. If you are particularly unlucky, you might face waves and waves of anti-air units, making your mostly air unit army strategy somewhat less effective. This is not particularly likely, but it's worth being aware of.

Your aim is to pass wave 15 without the Terminus (the thing you're defending) taking any damage. If you get unlucky in the first few waves and face units that can easily rush past you (like air units), just restart.

Like in the campaign, you will get a line on the minimap indicating the route that the incoming enemies will take. Position your troops accordingly and do not split your troops up unnecessarily. As you defeat enemies and gain resources, you can push out from the starting area towards a minibase slot. Here, you can set up more defenses and turrets. I would not personally suggest pushing out further than the initial minibase slot, or your army can become too thinly spread.

As you pass waves 10, 15 (assuming your Terminus has not taken damage), 20, and 30, you will unlock their respective achievements.

Garrison in Halo Wars 2
Garrison10 (5)
Finish wave 10 (Terminus Firefight)
  • Unlocked by 5,134 tracked gamers (69% - TA Ratio = 2.03) 7,415

Pristine in Halo Wars 2
Pristine19 (5)
Prevent the Terminus from taking any damage for 15 waves (Terminus Firefight)
  • Unlocked by 1,507 tracked gamers (20% - TA Ratio = 3.75) 7,415

Barricade in Halo Wars 2
Barricade31 (15)
Finish wave 20 (Terminus Firefight)
  • Unlocked by 4,858 tracked gamers (66% - TA Ratio = 2.08) 7,415

Watch My Six in Halo Wars 2
Complete wave 20 in co-op as a UNSC/Banished partnership (Terminus Firefight)
  • Unlocked by 3,500 tracked gamers (47% - TA Ratio = 2.46) 7,415

Fortress in Halo Wars 2
Fortress44 (20)
Finish wave 30 (Terminus Firefight)
  • Unlocked by 4,390 tracked gamers (59% - TA Ratio = 2.19) 7,415

There are two types of score in this game mode. Individual score and total score. The total score is the sum of your individual scores. Ideally, you both do roughly the same amount of work and have similar individual scores. In any case, you'll unlock individual score achievements during the game:

Terminus Defender in Halo Wars 2
Get an individual score of 500,000 (Terminus Firefight)
  • Unlocked by 4,918 tracked gamers (66% - TA Ratio = 2.07) 7,415

Terminus Tactician in Halo Wars 2
Get an individual score of 1,000,000 (Terminus Firefight)
  • Unlocked by 4,688 tracked gamers (63% - TA Ratio = 2.12) 7,415

The total score achievements, however, do not unlock during the game. They will only show up after you are defeated. Once you have passed 5,000,000 total score, you can let yourself be overrun and then these two achievements will unlock:

Terminus Teamwork in Halo Wars 2
Get an total score of 2,000,000 (Terminus Firefight)
  • Unlocked by 4,434 tracked gamers (60% - TA Ratio = 2.18) 7,415

Terminus MVPs in Halo Wars 2
Get an total score of 5,000,000 (Terminus Firefight)
  • Unlocked by 3,795 tracked gamers (51% - TA Ratio = 2.36) 7,415

The next achievements should be done solo and are all relatively quick and easy.

Start a game as whatever UNSC leader you want. This can be done as Banished as well, but I found that the starting UNSC troops are much stronger. Your goal is to pass wave 5 with your starting troops. Turrets are allowed, so you should build those (don't upgrade them). If you get unlucky and hit with a bad wave, just restart. Once you succeed, you'll unlock:

Survivor in Halo Wars 2
Survivor16 (5)
Finish wave 5 without training additional units (Terminus Firefight)
  • Unlocked by 2,099 tracked gamers (28% - TA Ratio = 3.17) 7,415

The rest of this game will be spent building and destroying turrets and walls. Defend using the same strategy as usual, but with two important differences.

  • Whenever you have the resources for it, destroy and rebuild turrets and walls. Don't bother to upgrade any of them.
  • Have a Hornet squad that you use to destroy supply drops. Optionally, send out a Warthog to grab the supplies.

The following achievements will unlock after doing this for long enough.

Ka-Ching! in Halo Wars 2
Ka-Ching!31 (10)
Destroy 20 bonus drops in a single game (Terminus Firefight)
  • Unlocked by 2,197 tracked gamers (30% - TA Ratio = 3.10) 7,415

Turret Farmer in Halo Wars 2
Build 50 turrets in a single game (Terminus Firefight)
  • Unlocked by 2,133 tracked gamers (29% - TA Ratio = 3.15) 7,415

High Maintenance in Halo Wars 2
Build 50 barricades in a single game (Terminus Firefight)
  • Unlocked by 2,261 tracked gamers (30% - TA Ratio = 3.06) 7,415

Resign that game and start a new one, this time as any Banished leader. Atriox works fine.

When the game starts, build a single Power Extractor, and then Harvesters with the rest of your resources. Defend until you can afford to build 2-3 turrets next to the Terminus, then split your starting troops into two groups and start to head out through the map, building on every available wall and minibase slot. Unstable Barrels only cost 100 supplies, while minibases cost 200, 300, or 400, depending on how far out they are. Continue to build extra Harvesters as well and upgrade them.

If you struggle to get both done in a single game, you can just do two games; one for walls and then one for minibases.

Outflood the Flood in Halo Wars 2
Build and hold a minibase on every slot of a map at the same time (Terminus Firefight)
  • Unlocked by 2,301 tracked gamers (31% - TA Ratio = 3.03) 7,415

Walled In in Halo Wars 2
Walled In17 (5)
Have a wall built on every plot of the map at the same time (Terminus Firefight)
  • Unlocked by 1,830 tracked gamers (25% - TA Ratio = 3.40) 7,415

Skirmish

The final six achievements are unlocked in Skirmish mode. Three are done as Voridus and three as Pavium.

Pavium's are considerably quicker and easier, so let's get those out of the way first.

Start a game of Strongholds with fog of war off, all beneficial skulls enabled and max resources. Once the game starts, build on every base slot and then build Mega Turrets in every slot once complete. Now you just need to wait for the Mega Turrets to kill enough enemies. It shouldn't take long. Build Pavium at the War Council, along with a few Engineers while this is happening.

The Long Game in Halo Wars 2
Kill 50 units with Mega Turrets (Multiplayer, Skirmish, or Blitz)
  • Unlocked by 3,610 tracked gamers (49% - TA Ratio = 2.42) 7,415

Pavium's next achievement can be done in the same game. Destroy all the Mega Turrets, then take Pavium and his Engineers and park them outside the enemy base. Use Pavium's ability and the Orbital Designator leader power on as many groups of enemy units as you can. Once you've hit a cumulative total of 30, the next achievement will unlock.

Marked for Death in Halo Wars 2
Paint units using Pavium or Orbital Designator 30 times (Multiplayer, Skirmish, or Blitz)
  • Unlocked by 4,360 tracked gamers (59% - TA Ratio = 2.20) 7,415

Finally, win the game by recycling all your bases to create Wraith tanks, then swarm the enemy. Do that in two more games and you'll get:

Unbreakable in Halo Wars 2
Win 3 matches as Pavium (Multiplayer, Skirmish or Blitz)
  • Unlocked by 3,039 tracked gamers (41% - TA Ratio = 2.63) 7,415

Our last three achievements are done using Voridus. They can be done solo or with a partner, but are considerably easier with a partner.

If you are playing with a partner, make a 1v1 Strongholds game with fog of war off, all beneficial skulls enabled and max resources. Each of you should create a mass of Grunt Squads and gather them up somewhere. Hit the other players group of Grunt Squads with Infusion Wake, then follow it up with Cataclysm to kill them all. After doing this a few times, you'll hit the 50 unit kill threshold.

Cataclysmic in Halo Wars 2
Kill 50 units with Cataclysm (Multiplayer, Skirmish, or Blitz)
  • Unlocked by 1,842 tracked gamers (25% - TA Ratio = 3.39) 7,415

Next, start a private game of Blitz against your partner. Both of you should create Voridus decks that contains the cards: Invigorating Frenzy and Infused Engineer. The rest can be whatever you want. Either capture a point each, leaving the third point alone, or just ignore the points entirely. Take turns collecting the energy drops.

Spawn a few Infused Engineers, then just cycle through your cards repeatedly until you hit Invigorating Frenzy. Use the Engineers' ability to drop Infusion on the ground, or you will not be able to use Invigorating Frenzy. After 50 uses, you'll get:

Revel in Destruction in Halo Wars 2
Use Invigorating Frenzy 50 times
  • Unlocked by 1,451 tracked gamers (20% - TA Ratio = 3.82) 7,415

If you are playing solo, you can do both of these in Strongholds, but it takes more than one full 30-minute game. Start a game with 15 extra population per base, 30-minute duration, all beneficial skulls, fog of war off, and max resources.

You now just need to wait outside the enemy base and repeatedly use any method of spreading Infusion over enemies (Infusion Wake, Voridus himself, Infused units), then Invigorating Frenzy and Cataclysm. You'll unlock Cataclysmic before Revel in Destruction, but they will both take a while.

Cataclysmic in Halo Wars 2
Kill 50 units with Cataclysm (Multiplayer, Skirmish, or Blitz)
  • Unlocked by 1,842 tracked gamers (25% - TA Ratio = 3.39) 7,415

Revel in Destruction in Halo Wars 2
Use Invigorating Frenzy 50 times
  • Unlocked by 1,451 tracked gamers (20% - TA Ratio = 3.82) 7,415

Finally, use the After Party skull to Wraith swarm your enemy three times in Skirmish to unlock:

Spreading Darkness in Halo Wars 2
Win 3 matches as Voridus (Multiplayer, Skirmish or Blitz)
  • Unlocked by 2,502 tracked gamers (34% - TA Ratio = 2.91) 7,415

You're done!

If you have followed this walkthrough in full from start to finish, you now have all 126 achievements and 1750 Gamerscore. Well done!

Find anything you think is wrong with this walkthrough? Help us fix it by posting in its Walkthrough Thread.
This walkthrough is the property of TrueAchievements.com. This walkthrough and any content included may not be reproduced without written permission. TrueAchievements.com and its users have no affiliation with any of this game's creators or copyright holders and any trademarks used herein belong to their respective owners.