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{{Era|H2}}{{Level infobox
#REDIRECT [[The Arbiter]]
|prev=[[Metropolis (Level)|''Metropolis'']]
|next=[[The Oracle (Level)|''The Oracle'']]
|game=[[Halo 2]]
|name='''''The Arbiter'''''
|image=[[Image:SpecOpsElite2.jpg|300px]]
|player=[[The Arbiter]]
|date= [[2552|October, 2552]]
|place=[[Gas Mine]], planet [[Threshold]]
|Objective=
|enemies=
*[[Heretic Elite]]s
*[[Heretic Grunt]]s
*[[Sentinel]]s
}}
<center>''Looking for the [[Arbiter]] rank, or [[Arbiter (character)|Arbiter]] character?''</center>
{{Article Quote|Infiltrate a [[Forerunner]] [[Gas Mine|facility]], quell the heresy therein.}}
'''The Arbiter''' is a ''[[Halo 2]]'' campaign level in which, as the [[Elite]] [[Arbiter]], you must assassinate the [[Heretic Leader]] on a [[Forerunner]] [[Gas Mine]] in [[Threshold]]'s atmosphere.
 
The mission involves neutralising [[Heretic]] forces. Along the way, the player will have to open a hangar door for reinforcements, fight, for the first time in Halo 2, [[Sentinel]]s, and fly a Banshee to escort a friendly [[Phantom]] that is looking for where the Heretic Leader escaped to.
 
This is the first time you are able to use the [[Carbine]], the [[Sentinel Beam]], and the [[Fuel Rod Cannon]].
 
==Usable Weapons==
 
*[[Beam Rifle]]
*[[Carbine]]
*[[Energy Sword]]
*[[Fuel Rod Cannon]]
*[[Needler]]
*[[Plasma Cannon]]
*[[Plasma Pistol]]
*[[Plasma Rifle]]
*[[Sentinel Beam]]
*[[Shielded Plasma Cannon]]
 
== Drivable Vehicles ==
 
*[[Heretic Banshee]]
 
== Mission Objectives ==
 
*Locate the Heretic Leader
*Pursue the Heretic Leader
*Kill the Heretic Leader
 
==Transcript==
<youtube width="300" height="300">uAIY9auyBf8</youtube>
===Part 01: The Arbiter===
''(The scene opens up with a blurry camera shot focused on the floor, before clearing and focusing on the back of [[Tartarus]]. The shot then changes to show [[Tartarus]] walking down a hallway in ''[[High Charity]]'', two [[Brutes]] behind him, carrying the [[Arbiter (character)|Elite Commander]] on their shoulders. They are walking through a prison.)''
 
'''[[Brute]] 1:''' How much further must we heft this baggage? Any cell will do.
 
'''[[Brute]] 2:''' Why not toss him in with this lot?
 
''(The Brutes pass a cell containing three [[Jackal|Jackals]], which hiss and reach out through the bars at the [[Brute|Brutes]] as they pass.)''
 
'''[[Brute]] 2:''' They could use the meat.
 
'''[[Brute]] 1:''' Them? What about us? My belly aches, and his flesh is seared, just the way I like it.
 
'''[[Tartarus]]:''' Quiet! You two whimper like [[Grunt|Grunts]] fresh off the teat. He's not meant for the jails. The [[High Prophets|Hierarchs]] have something special in mind.
 
''(The [[Brute|Brutes]] and their cargo move out onto a platform overlooking the Mausoleum of the [[Arbiter]]. They ride a [[Gravity Lift]] down to the walkway leading up to it and pass dozens of [[Elite]] [[Honor Guard]]s standing at attention, staves ready. They enter the Mausoleum, where the [[Prophet|Prophets]] of [[Prophet of Truth|Truth]] and [[Prophet of Mercy|Mercy]] await. The [[Brute|Brutes]] and [[Tartarus]] bow.)''
 
'''[[Tartarus]]:''' Noble [[Prophet|Prophets]] of [[Prophet of Truth|Truth]] and [[Prophet of Mercy|Mercy]], I have brought the incompetent.
 
'''[[Prophet of Truth]]:''' You may leave, [[Tartarus]].
 
''([[Tartarus]] looks up, surprised.)''
 
'''[[Tartarus]]:''' But I thought-
 
'''[[Prophet of Truth]]:''' And take your [[Brute|Brutes]] with you.
 
''([[Tartarus]] hesitates, and then bows again.)''
 
'''[[Tartarus]]:''' Release the prisoner.
 
''(The [[Brute|Brutes]] drop the [[Elite]] to his knees and rise, leaving the room. The [[Elite]] touches the [[Mark of Shame]] on his chest.)''
 
'''[[Prophet of Truth]]:''' The [[High Council|Council]] decided to have you hung by your entrails and your corpse paraded through the city. But, ultimately, the terms of your execution are up to me.
 
'''[[Zealot|Elite Commander]]:''' I am already dead.
 
'''[[Prophet of Truth]]:''' Indeed. Do you know where we are?
 
'''[[Zealot|Elite Commander]]:''' The [[Mausoleum of the Arbiter]].
 
'''[[Prophet of Truth]]:''' Quite so. Here rests the vanguard of the [[Great Journey]]. Every [[Arbiter]], from first to last. Each one created and consumed in times of extraordinary crisis.
 
'''[[Prophet of Mercy]]:''' The [[Taming of the Hunters]], the [[Grunt Rebellion]] ... Were it not for the [[Arbiter|Arbiters]], the [[Covenant]] would have broken long ago!
 
'''[[Zealot|Elite Commander]]:''' Even on my knees I do not belong in their presence.
 
'''[[Prophet of Truth]]:''' [[Installation 04|Halo]]'s destruction was your error, and you rightly bear the blame. But the Council was... overzealous. We know you are no heretic. This is the true face of heresy, one who would subvert our faith and incite rebellion against the High Council.
 
''([[Prophet of Truth|Truth]] presses a button on his chair, and a miniature hologram of an [[Elite]] in different equipment appears.)''
 
'''[[Sesa 'Refumee]]:''' Our [[Prophet|Prophets]] are false! Open your eyes, my brothers! They would use the faith of our Forefathers to bring ruin to us all! [[The Great Journey]] is-
 
''([[Prophet of Truth|Truth]] cuts off the hologram.)''
 
'''[[Prophet of Truth]]:''' This heretic, and [[Heretics|those who follow him]], must be silenced.
 
'''[[Prophet of Mercy]]:''' Their slander offends all who walk the Path.
 
'''[[Zealot|Elite Commander]]:''' What use am I? I can no longer command ships, lead troops into battle-
 
'''[[Prophet of Truth]]:''' Not as you are, no. But become the [[Arbiter]] ... And you shall be set loose against this heresy, with our blessing.
 
''(A large container pod floats into the center of the room, opening to reveal a suit of ancient armor surrounded by white light. The [[Elite]] stares at this for a moment, before turning back to [[Prophet of Truth|Truth]].)''
'''[[Zealot|Elite Commander]]:''' What of the Council?
 
'''[[Prophet of Mercy]]:''' The tasks you must undertake as the [[Arbiter]] are perilous, suicidal. You will die, as each [[Arbiter]] has before you. The Council will have their corpse.
 
''(The [[Elite]] rises, and walks toward the armor. He pauses before it, and looks to the pods containing the corpses of the Aribters who fell before him. He reaches up and takes the helmet of the [[Arbiter]], and places it upon his head, then looks to the [[Prophet|Hierarchs]].)''
 
'''[[Arbiter]]:''' What would you have your [[Arbiter]] do?
 
''(The scene changes to show the outside of [[High Charity]], the fleet surrounding it. Three [[Phantom|Phantoms]] fly past the camera and swoop past the ruins of [[Halo]], a large piece of it still intact and with landscape and clouds still visible. As it flies, the voice of [[Rtas 'Vadum|Rtas 'Vadum]] can be heard.)''
 
'''[[Rtas 'Vadum]]:''' When we joined the [[Covenant]], we took an oath!
 
''(The scene cuts to the inside of the center [[Phantom]], where [[Special Ops Elites]], along with the new [[Arbiter]], line the walls, with a line of [[Special Ops Grunts]] in the center. An [[Ultra]] [[Elite]], the [[Special Operations Commander|SpecOps Leader]] [[Rtas 'Vadum]], walks among them.)''
 
'''[[SpecOps Elites]]:''' According to our station! All without exception!
 
'''[[Rtas 'Vadum]]:''' On the blood of our fathers, on the blood of our sons, we swore to uphold the [[Covenant]]!
 
'''[[SpecOps Elites]]:''' Even to our dying breath!
 
'''[[Rtas 'Vadum]]:''' Those who would break this oath are [[Heretic|Heretics]], worthy of neither pity, nor mercy! Even now they use our lords' creations to broadcast their lies!
 
''(a [[Grunt]] fumbles with the methane tank of another Grunt, some air is released, the second Grunt mutters angrily at the first)''
 
'''[[SpecOps Elites]]:''' We shall grind them into dust!
 
''(Note: the [[Hidden Subtitle On The Arbiter|Hidden Subtitle]] appears here.)''
 
''('Vadum turns his head to face the camera, revealing he is missing the mandibles on the left side of his head.)''
 
'''[[Rtas 'Vadum]]:''' And continue our march to glorious salvation!
 
''([[Special Operations Commander|Spec Ops Leader]] approaches the [[Arbiter]]. They stare each other down.)''
 
'''[[Rtas 'Vadum]]:''' This armor suits you. But it cannot hide that mark.
 
'''[[Arbiter]]:''' Nothing ever will.
 
'''[[Rtas 'Vadum]]:''' You are the [[Arbiter]], the will of the [[Prophet|Prophets]]. But these are my [[Elite|Elites]]. Their lives matter to me. Yours does not.
 
'''[[Arbiter]]:''' That makes two of us.
 
''([[Rtas 'Vadum|Rtas 'Vadum]] responds to this with a respectful "hmm.")''
 
''(The [[Phantom|Phantoms]] fly over a [[Forerunner]] structure and descend toward another structure dangling below it on a long cable, a [[Gas Mine]]. An intense storm swirls below the structure.)''
 
'''Phantom Pilot:''' Leader, there is no doubt: the storm will strike the facility!
 
'''[[Rtas 'Vadum]]:''' We'll be long gone before it arrives.
 
''(The [[Phantom|Phantoms]] fly lower, near the top of one of several towers sticking out from the center of the main structure. One deposits a group of [[Grunt|Grunts]] and an [[Elite]], followed by a second one that drops two [[Elite|Elites]] and the [[Arbiter]].)''
 
'''[[Rtas 'Vadum]]:''' Warriors, prepare for combat!
 
''(The [[Arbiter]] ignites his [[Energy Sword]] and looks down at it, before the mission begins.)''
 
===Part 02: "A Whisper in the Storm===
 
'''[[Rtas 'Vadumee]] (O.S.):''' We are the arm of the [[Prophet|Prophets]], [[Arbiter]], and you are the blade. Be silent and swift, and we shall quell this heresy without incident.
 
''(If you wait until [[Rtas 'Vadumee]] finishes, then walk to the two [[Elite|Elites]] waiting at the ramp)''
 
'''[[Special Operations Elite|SpecOps Elite]]:''' First lance in position.
 
''(as the [[Arbiter]] approaches the doors where the rest of the team is waiting to enter)''
 
'''[[Rtas 'Vadumee]] (O.S.):''' The storm has masked our approach, and it should have their local [[Battlenet]] in disarray. We have the element of surprise . .. For now."
 
''(the [[Arbiter]] enters the airlock beyond, with a team of [[Special Operations Grunt|SpecOps Grunts]] and [[Special Operations Elite|Elites]].)''
 
'''[[Special Operations Elite|SpecOps Elite]]:''' Engage [[Active Camouflage]]! Reveal yourselves only after the [[Arbiter]] has joined battle with the enemy!
 
''(The [[Grunt|Grunts]] and [[Elite|Elites]] "disappear" as their [[Active Camouflage|ActivCam]] is engaged.)''
 
'''[[Rtas 'Vadumee]]:''' You may wish to do the same, [[Arbiter]], but take heed: your armor's system is not as ... new as ours. Your [[Active Camouflage|camouflage]] will not last forever.
 
''(The team enters the next room. If you wait without being seen for a moment, the two [[Heretic Elite|heretic Elites]] in this room will talk to one another.)''
 
'''[[Heretic Elite]] 1:''' Any word on our missing brothers?
 
'''[[Heretic Elite]] 2:''' Still nothing. Given what we have learned, I fear they are lost.
 
'''[[Heretic Elite]] 1:''' Maybe the [[343 Guilty Spark|Oracle]] will protect us ...
 
'''[[Heretic Elite]] 2:''' Perhaps. But his [[Sentinel|Sentinels]] are too few. Better we protect ourselves!
 
''(Later, the team enters an elevator and descends into a hangar containing a [[Seraph]]. A new enemy appears: the familiar [[Sentinel|Sentinels]].)''
 
'''[[Special Operations Elite|SpecOps Elite]]:''' [[Sentinel|Sentinels]], the holy warriors of the [[Halo|Sacred Rings]]. Why have they sided with these [[Heretic|heretics]]?
 
''(during the battle in the hangar)''
 
'''[[Phantom]] Pilot (O.S.):''' [[Arbiter]], clear the hangar and open this door, so I may drop the second [[Lance]]!
 
''(The [[Arbiter]] opens the door.)''
 
'''[[Phantom]] Pilot (O.S.):''' Hold position, I am making my approach.
 
''(The [[Arbiter]] descends through the facility, eventually entering a room featuring a window looking out onto a landing pad with three [[Heretic Banshee|Heretic Banshees]]. The Heretic Leader, [[Sesa 'Refumee]] appears.)''
 
'''[[Sesa 'Refumee]]:''' Deal with him, my brothers! I will defend the [[343 Guilty Spark|Oracle]].
 
''(He hops onto a [[Heretic Banshee]] and flies off.)''
 
'''[[Heretic Elite]] 3:''' This truth must not be silenced!
 
===Part 03: To The Hunt===
 
'''[[Rtas 'Vadumee]] (O.S.):''' The [[Heretic|heretics]] are mobilizing their air forces, [[Arbiter]]. Get after their [[Heretic Leader|leader]], but watch your back. I'm sending one of our [[Phantom|Phantoms]] to support you.
 
''(after the first wave of [[Heretic Banshee|Banshees]] is eliminated)''
 
'''[[Phantom]] Pilot (O.S.):''' The [[Heretic|heretics]] have weapons emplacements all over the facility, [[Arbiter]]. We'll take them out, one by one, until we find the [[Heretic Leader]].
 
''(If you take too long to head for the final emplacement)''
 
'''[[Rtas 'Vadumee]] (O.S.):''' No sign of the [[Heretic Leader]] - or his [[Heretic Banshee|Banshee]]. We must keep searching!
 
''(Alternately:)''
 
'''[[Phantom]] Pilot (O.S.):''' That was the last of them - but there are more ahead.
 
''(The [[Arbiter]] nears the final emplacement.)''
 
'''[[Rtas 'Vadumee]] (O.S.):''' We've tracked the [[Heretic Leader|leader]] to this part of the station. Clear that landing platform, and get inside.
 
''(The level ends once you clear the platform and arrive at the door.)''
 
==Legendary Walkthrough==
 
===01: A Whisper in the Storm===
 
For those of you who wondered why a certain Elite Zealot was getting so much screentime, you now have your answer... you get to play as said Elite. For those who skipped the cutscreen to get back to playing the Master Chief, you might wish to go back and watch those cutscreens.
 
Personal opinions about the Arbiter (as a person... er Elite) vary from player to player. His basic controls are virtually identical to the Master Chief's; the only true exception being that instead of having a flashlight you have an active camoflage. (of limited duration)
 
One key note: The Grunts and Elites you've been happily slaying up to this point are now your allies. Try and remember this. In addition, when played on Legendary, they are far more effective allies in combat than AI Marines at the same difficulty level.
 
Once you gain control, you'll see two Elites head down a ramp in front of you. Follow them down to find the rest of the Lance. As one of the Elites works at a locked door hand off your plasma rifle to one of the grunts. He'll be far more effective with it.
 
So, now that we're nicely prepped, we're ready to move on. Head through the doors as they open, but, as you go through the second one, be sure to activate your massively useful camo. Cut around the right side of the central pillar and assassinate the Elite. Grab the carbine, then use it to beat the sleeping Heretic Grunts to death. Head up the slope on the right side, noting the patrolling Heretic Elite, activating your camo as you go. Cutting around his back, assassinate him too. Grab his carbine too. Then head around to the other side and grab the carbine ammo there.
 
Now, time for the whole "joining battle with the enemy" part. There is a Heretic Minor (brown), a Heretic Major (gold/tan), and six Heretic Grunts in the area—two Lances, that is. The Grunts should be killed first, as their Needlers pose more threat than do the Elites. If you waste these Lances quickly enough, four more Grunts will join the fray, but they will fall to your Carbine.
 
Anyway, once you head down to the elevator, you'll meet four Heretic Grunts, two on each side of the elevator, who will soon be joined by a Heretic Lance from the elevator. It's possible to use your camo to get around to the elevator side and stick the Elite leading the Lance before he even reaches the top, but keep in mind that you'll then be vulnerable to fire fron the Grunts.
 
This said, you may find it more efficent (depending on difficulty level) to take out the Grunts while your Special Ops team fights the lance coming via elevator while flanking them for an attack from the rear.
 
Get to the elevator and activate it. Down here is a hangar. A Heretic Elite is patrolling around your position; camouflage and assassinate him. Then, head around to the left side walkway. As you approach one of the doors, a Lance will come out. Throw a plasma grenade to disorient them, then use your sword to finish them off. A Sentinel will descend in front of you and open fire. For now, though, focus on sticking the Heretic Major who will come up the ramp in front of you. Then shoot down the Sentinel with the Carbine, camouflage, and open the hangar door with the switch at the bottom of the ramp. Another Heretic Elite may show up to threaten you, but he too can be sworded.
 
After the Phantom shows up, Grunts with fuel rod cannons will show up and open fire on it. Kill the one nearest to you quickly, drop your Carbine for it, and jump onto the Seraph, then onto the other side of the hangar. Two Elites and two Grunts will show up from these doors; spam some fuel rods on them and clean up with the sword. Another two or three Grunts will probably show up from the doors closest to the elevator. As soon as they die, some more Grunts (two of whom have turrets) will show up from the door on the lower level. Two Elites, one with a sword, will follow them. Destroy them.
 
After the battle, hopefully you will have some Elites left because you will want them. Grab a new energy sword and drop your empty fuel rod cannon for a plasma pistol; there's probably one lying around somewhere. If not, go with the carbine.
 
As you head down the hall, two Grunts and two Elites will show up. A recommended tactic is to use the overcharge of the plasma pistol on the Elites, then stick them with plasma grenades. You probably should take out one of the two Elites that show up soon after by doing the overcharge-stick tactic as well, but the other is probably attacking you by this time, so sword-lunge him with extreme prejudice. Then swap out the plasma pistol for a carbine and let your allies stealthily sneak into the next room.
 
Once they've moved forward a bit, move around them and headshot the two Grunts who are patrolling near your position. Then, camouflage, head up the ramp and cut around behind the two Elites who just showed up. Assassinate them both, as they're far too busy with your team to notice you.
 
In this area, you'll find two Elites already in the area, two more who join them a bit later, and about six needler-Grunts. Stick all the Elites you can find, and take out the Grunts.
 
As you head down from this room, an oblivious Elite will patrol by you. Wait for him to pass you, then melee him from behind. There are two sleeping Grunts off to your left, so give them the same fate. Head down the hall, watching your motion tracker. There's yet another patrolling Elite, whose back is often towards you. Beat him down the ramp with a melee to the back.
 
This next area is a bit tricky, as you have to open fire, but an Elite flanks you as soon as you do. So, instead of taking the ramp down right away, keep going straight until you come to a locked door. Shoot it with the carbine, then switch to the sword. A very surprised Elite is behind the door. Cut him down to size with the sword, then turn around. A host of Grunts have heard the commotion and are coming up the ramp to check it out. Bizarrely, they will fire at your allies, not you. Shoot them all while they're distracted then move on down.
 
There's a weapon cache in the next area, including an  energy sword. Take the sword, but bear in mind that we can exploit the Infinite Energy Sword Glitch here. So, we want to have an opportunity to empty the sword of ammo.
 
The next area has about seven Grunts, two Sentinels and four Elites. Kill them all with a combination of plasma grenades, sword and carbine. Note that you don't want to empty the sword yet, so save some ammo for it. You still have two battles ahead where you'll seriously want it.
 
The next room has two Elites patrolling. If you make a sound, four Grunts will show up to aid them. One recommended tactic is that you camouflage, assassinate the backmost Elite, then stick the next one and run past him into the next room. For some strange reason, the Grunts almost never follow you in there, and if one of them does, he's usually alone.
 
You can see the Heretic Leader through the window in front of you, unfortuantly you can't kill him at this point. Although it is possible to glitch through the window and cut him down, it results in an inability to complete the level.  Jump up onto one of the ledges on this room's sides. Watch your motion tracker, two Elites and three Grunts that come through one of the two doors after a few seconds. (hopefully they will be on your end of the room). You know what to do at this point. (If you have an energy sword, this is a good time to reduce its remaining energy to take advantage of the Infinite Energy Sword Glitch) Once they are all dead head through the door they came through to the landing on the other side of the window.
 
There are two banshees waiting. Pick one.
 
===02: To the Hunt!===
 
Hop into a Banshee and take off. The new Banshee has several downgrades from the old one. the fuel rod gun is much weaker (as are all explosives in Halo 2) and it can no longer hover. On a more positive note, it is possible to do areobatics to barrel roll and loop your way out of danger, or into a good firing posistion. Across from us are two Grunts on turrets. If you still have energy in your sword, boost across to them, climb out of the Banshee and unleash the sword on them. Not only does it get rid of sword charge, it also gives us access to a fuel rod cannon which you should trade for your Carbine. Once you've taken them out, hop back in the Banshee.
 
Every so often, another group of Banshees will show up to attack the Phantom. However, as it's indestructible, you can easily target them while they do this. Whenever you come to another landing zone, land and take out the fuel rod cannon Grunts on foot. Do this until you are full up on fuel rod cannon ammo and empty on sword ammo.
 
The last of the aerial battles is a bit tricky. There are a decent amount of fuel rod Grunts and turret Grunts in this area, not to mention three Elites who will show up as reinforcements. You're not exactly ideally equipped for ground combat at this point so take them out from your banshee.
 
Once they're all dead, the level is clear. Head towards the door to activate the cutscreen.
 
== Trivia ==
 
*The Grunts Birthday [[Halo 2 Skulls|Skull]] is found on this level.
*Should the player watch the Phantoms that drop off the troops at the beginning of the level when they go out of view zoom in with your binoculars they will eventually fall and spin out of control.
*Only two [[Elites]] will accompany you into the gas mine. The two that descend from your Phantom will wait outside the door.
 
{{level}}
 
 
[[Category:Halo 2 Campaign]]

Latest revision as of 10:44, August 2, 2010

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