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{{Status|Gameplay}} {{Walkthrough infobox |era=[[Halo 3]] |prev=[[H3:The Ark/Walkthrough|The Ark]] |next=[[H3:Cortana/Walkthrough|Cortana]] |name=[[H3:The Covenant|The Covenant]] |image=[[File:H3-Arbiter and John-117.jpg|300px]] |player=[[John-117]] |objective=Stop and kill the [[Prophet of Truth]] |location=[[Installation 00]] |starting weapons=[[M6 Spartan Laser]] <br> [[BR55HB battle rifle]] |new weapons= *Human **[[MA5C assault rifle]] **[[M90 shotgun]] **[[M9 fragmentation grenade]] *Covenant **[[Eos'Mak-pattern plasma pistol|Plasma Pistol]] **[[Paegaas Workshop Spiker|Spiker]] **[[Ukala Workshop Mauler|Mauler]] **[[Type-33 Guided Munitions Launcher|Needler]] **[[Jovokada Workshop brute shot|Brute Shot]] **[[Pez'tk-pattern fuel rod gun|Fuel Rod Gun]] **[[Akelus Workshop gravity hammer|Gravity Hammer]] **[[Anskum-pattern plasma grenade|Plasma Grenade]] **[[Jovokada Workshop spike grenade|Spike Grenade]] **[[Orgudam Workshop firebomb|Flame Grenade]] |enemies= *Covenant **[[Jiralhanae]] ***[[Brute Captain Major]] ***[[Brute Captain Ultra]] ***[[Chieftain]] ***[[Jiralhanae Stalker]] ***[[Jiralhanae Jumper]] **[[Kig-Yar]] **[[Yanme'e]] **[[Unggoy]] **[[Mgalekgolo]] *[[Deutoros-pattern Scarab|Scarab]] *[[Zurdo-pattern Wraith|Wraith]] *[[Ogab'd-pattern anti-aircraft Wraith|Anti-Aircraft Wraith]] *[[Karo'etba-pattern Ghost|Ghost]] *[[Ru'swum-pattern Phantom|Phantom]] *[[Irdnekt-pattern Banshee|Banshee]] *Flood **[[Flood combat form]] **[[Flood carrier form]] **[[Flood infection form]] **[[Flood tank form]] |skulls= *[[Thunderstorm]] *[[IWHBYD]] |pagegamelabel=H3 }} ==Recommended Skulls== The recommended active [[H3:Skulls|skulls]] for this mission are Tough Luck, Fog, Famine, Tilt, Thunderstorm, and Mythic. Those wishing to maximize points should activate the Tough Luck skull, which is only a slight inconvenience; and Famine, which makes the third tower much more difficult, but is worth the modifier. You should always go through this level at least twice before considering to activate the Fog skull—the opening battle and indoor firefights could be irritating, since it is fairly easy for enemies to flank you. Thunderstorm is a good choice for skilled players—it may slow your progress with the number of promoted opponents, but the additional points are a more-than-reasonable compensation. Tilt is normally an irritation during head-on battles, but if you use [[Plasma Pistol]]s or [[Needler]]s against [[Brutes]], and [[Type-50 particle beam rifle]]s against the first two [[Brute Chieftain]]s, you'll barely notice that the skull is active. For Mythic, you'll need more ammo to take out enemies like the Brutes, but the score is doubled to compensate. Remember this: when Mythic is activated, it doesn't protect them from headshot kills. In addition, Mythic will strengthen the Arbiter's health and shield. If you don't want it to be too hard, either activate Famine ''or'' Mythic, not both. Another good choice for this level is the Grunt Birthday Skull. Even though you will not get points for it, it will make the mission much easier because there are many Grunts that are close together, thus making it easier to kill them. The Cowbell skull should be turned on, to supplement the effect of Grunt Birthday Party. == Statistics == === Campaign Scoring === {|border="1" |+Points information !Vanguard Achievement Milestone: |50,000 points |- !Recommended Multiplier: |Tough Luck, Fog, Famine, Tilt, Thunderstorm, Mythic |- !colspan="2"|Time Bonus |- !0-20 min |3× |- !20-30 min |2.5× |- !30-40 min |2× |- !40-50 min |1.5× |} === Starting Weapons === {|class="wikitable" border="1" |colspan=1|'''Player V<br>Starting Point >''' |colspan=1|'''Mission Start''' |colspan=1|'''Rally Point Alpha''' |colspan=1|'''Rally Point Bravo''' |colspan=1|'''Mission Start<br>Respawn''' |colspan=1|'''Rally Point Alpha<br>Respawn''' |colspan=1|'''Rally Point Bravo<br>Respawn''' |- |colspan=1|'''[[John-117|Master Chief]] Primary Weapon<br>Solo''' |colspan=1| [[M6 Spartan Laser]] |colspan=1| [[MA5C Assault Rifle]] |colspan=1| MA5C Assault Rifle |colspan=1| N/A |colspan=1| N/A |colspan=1| N/A |- |colspan=1|'''Master Chief Secondary Weapon<br>Solo''' |colspan=1| [[BR55HB SR Battle Rifle]] |colspan=1| [[Magnum#Halo_3|M6G Magnum]] |colspan=1| M6G Magnum |colspan=1| N/A |colspan=1| N/A |colspan=1| N/A |- |colspan=1|'''Master Chief Grenades<br>Solo''' |colspan=1| 2 [[M9 High-Explosive Dual-Purpose Grenade]] |colspan=1| 2 [[M9 High-Explosive Dual-Purpose Grenade]] |colspan=1| 2 [[M9 High-Explosive Dual-Purpose Grenade]] |colspan=1| N/A |colspan=1| N/A |colspan=1| N/A |- |colspan=1|'''Master Chief Primary Weapon<br>Co-op''' |colspan=1| M6 Spartan Laser |colspan=1| MA5C Assault Rifle |colspan=1| MA5C Assault Rifle |colspan=1| BR55HB SR Battle Rifle |colspan=1| BR55HB SR Battle Rifle |colspan=1| BR55HB SR Battle Rifle |- |colspan=1|'''Master Chief Secondary Weapon<br>Co-op''' |colspan=1| BR55HB SR Battle Rifle |colspan=1| M6G Magnum |colspan=1| M6G Magnum |colspan=1| MA5C Assault Rifle |colspan=1| MA5C Assault Rifle |colspan=1| MA5C Assault Rifle |- |colspan=1|'''Master Chief Grenades<br>Co-op''' |colspan=1| 2 [[M9 High-Explosive Dual-Purpose Grenade]] |colspan=1| 2 [[M9 High-Explosive Dual-Purpose Grenade]] |colspan=1| 2 [[M9 High-Explosive Dual-Purpose Grenade]] |colspan=1| N/A |colspan=1| N/A |colspan=1| N/A |- |colspan=1|'''Thel 'Vadam Primary Weapon<br>N'tho 'Sraom Primary Weapon<br>Usze 'Taham Primary Weapon''' |colspan=1|[[Type-50 particle beam rifle|Beam Rifle ]] |colspan=1| |colspan=1| |colspan=1| |colspan=1| |colspan=1| |- |colspan=1|'''Thel 'Vadam Secondary Weapon<br>N'tho 'Sraom Secondary Weapon<br>Usze 'Taham Secondary Weapon''' |colspan=1| |colspan=1| |colspan=1| |colspan=1| |colspan=1| |colspan=1| |- |colspan=1|'''Thel 'Vadam Grenades<br>N'tho 'Sraom Grenades<br>Usze 'Taham Grenades''' |colspan=1| 2 {{Pattern|Anskum|plasma grenade}} |colspan=1| 2 {{Pattern|Anskum|plasma grenade}} |colspan=1| 2 {{Pattern|Anskum|plasma grenade}} |colspan=1| N/A |colspan=1| N/A |colspan=1| N/A |} ==''Trident'' (Mission Start)== The [[John-117|Master Chief]] and a few [[Orbital Drop Shock Troopers|ODST]]s are hastily dropped off by [[Kilo 023|a Pelican]], the former equipped with a [[BR55HB SR Battle Rifle|Battle Rifle]] and a [[Spartan Laser]], and the latter armed with mostly [[Assault Rifle]]s and Battle Rifles, although there is one ODST with a Shotgun. ===Beachhead=== Clearing this first area is a matter of planning your attack methodically, and attacking with the correct weaponry. There are [[Grunts]] that attack from the right as soon as you touch down, and there may also be some on your left. Throw a [[Frag Grenade]] at the party in front of you, then kill any on your left with your Battle Rifle. The objective here is to rapidly thin their numbers so your allies can engage the other infantry units. Edge out to the left end of the rock cover until you spot the first of the two [[Shade]]s. Destroy the turret with your Spartan Laser, then walk further the left to get a clear shot at the second turret. Speed is crucial here if your allies are to survive. When your Spartan Laser has 20 units of charge left, exchange it with an ODST so they can make the most out of it. Return to your starting position. Your allies should be combating a band of Grunts and a Brute armed with a [[Brute Shot]]. You can use your Battle Rifle to get rid of the latter, but using a Plasma Pistol or Needler is easier—you should find some among the corpses to you right. Run around the rocks to the right and clear out any surviving Grunts from cover. Then dispatch any others up ahead from a distance with your Battle Rifle. Don't move up the hill ahead—a [[War Chieftain|Brute War Chieftain]] wielding a [[Fuel Rod Gun]] will be waiting for you. If he fires, duck back into cover. Another method is to go directly to the right at the start of the mission. You will be able to climb high on the rocks and get a good vantage point. From here you can see the entire field and if you clear out the first Brute, your Marine allies will make quick work of the Grunts. Once the first Brute is down move on to the Shades and War Chieftain. Take out the two Brute bodyguards with your Battle Rifle, and then head to the cliff wall to the far right. Carefully climb the slope, and choose a spot in which you can get a full view of the War Chieftain. Eliminate him with your Spartan Laser. If he has yet to notice you, score a shot to his head without difficulty. If he is aware of your presence, you'll generally have to dodge incoming Fuel Rods as you aim and charge up the laser beam. It is vital that you have at least one remaining shot. Keep a close eye on the {{Pattern|Ogab'd|anti-aircraft Wraith}}—although it is not likely to target the player, players must take cover if it does. The Wraith should be your final target. Sneak over carefully, board it from behind and pummel it with melee attacks. Don't bother risking a frontal charge, or engaging the attention of the driver—it is rare the one survives a barrage of those lethal green blasts. There is a Spartan Laser in the Pelican's wreckage but it will only be there if playing on Normal or lower. [[File:John 117 Master Chief Petty Officer.jpg|thumb|250px|Make sure the Marine riding shotgun wields the Spartan Laser.]] After the Wraith's down, a [[D77H-TCI Pelican|Pelican]] will drop a [[Warthog]], a [[Mongoose]], and a few [[Marines]]. Give the Marine riding shotgun the Spartan Laser and Marine riding pillion on the Mongoose the Brute Chieftain's dropped Fuel Rod Gun. Your passenger now carries a lethal chaotic weapon with unlimited ammo. Wait for a Marine to man the Warthog's turret, and then hop into the 'Hog's driver seat, and drive forward to trigger the arrival of [[Banshee]]s. On Heroic and Legendary, the Banshees will become aggressive and make runs on you with plasma and fuel shots, so taking them out first is recommended before moving forward. They will harmlessly fly around on lower difficulties. As you push forward towards the bottom of the slope ahead, {{Pattern|Karo'etba|Ghost}}s will move in to attack. Again, reverse and let your passenger with the Spartan Laser skewer them. When the path splits in two, take the route to your left. Park at the spot where the two paths meet, and let your Marine have a clear shot at the Shade emplacement. Drive up and let your turret operator mow down the infantry. They should also be easy work for the Marine wielding the Fuel Rod Gun. ===Tower 1=== As you reach the high pass above the entrance to the Forerunner building, you will encounter two Grunts. One on a Ghost, another is on foot. Neutralize them both without moving any further along the path. This is a battle in which you'll ''really'' begin to appreciate the help that your passenger provides. The [[Zurdo-pattern Wraith|Wraith]] below and to your left will bombard your position with its main cannon as soon as it notices your arrival. Carefully drive off the edge, and give your passenger a clear shot at the Wraith. Keep in mind that landing your Warthog upside down could end in it being blown up. A few direct hits should destroy the tank, but having the luxury of being able to sit there and watch your allies do all the work is a rare opportunity—you'll have to drive fast and precisely to dodge incoming mortars, but still give your passenger a clear view of the Wraith. After reducing the tank to a wreckage, remain parked at the edge of the cliff, and your heavily armed companion will diligently blast the Shade turret and surrounding infantry on the rock outcrop in the distance, even if the trees are blocking your view of them. When he stops firing, make your way down the next slope <!-- ? -->. Awaiting you will be a Shade turret and additional Ghosts, so proceed with caution. The trickiest part of the battle is luring the two [[Prowler]]s into the open, then escaping before your Warthog is cut into shreds. The safest way of eliminating them is to drive back up the slope near the entrance, and collect a Beam Rifle at the dispenser. Make sure you park your vehicle where your Marines could get a clear shot. If necessary, use a Beam Rifle to eliminate the turret operators. If you had spent some of the Beam Rifle's battery, pick up another one at the same dispenser. Once the Brute turret operators are dead, the Prowlers should be easy work for your allies. There is a Shade turret and a large group of enemy infantry inside the tower entrance, your passenger should be able to destroy the turret and your turret operator would take care of everything else,it could be advised to take down a ghost from the slope but the lack of cover and support from the marines is a risk not worth taking. A Pelican will drop off a few pods; collect Battle Rifle ammunition from them. Make sure you have full battery for the Beam Rifle before continuing. A [[Cloaking]] powerup is situated to the left of the entrance; collect it before entering the building. Multiple Grunts and [[Kig-yar|Jackal]]s are in the next room, so use your Battle Rifle ammunition wisely. Take cover behind the screen and pick off the nearest Grunts. Pull out your Beam Rifle and land a headshot on the Brute before he retreats. If you fail, use grenades to flush him out from cover. You should aim to kill all adversaries in sight, including those on the upper walkway. When the area is visually clear, take the left route. Two Jackals armed with [[Covenant Carbine|Carbines]] will be situated at the opposite end. Other remaining infantry will usually be congregated around the doorway. Toss a grenade into their midst and finish off any survivors with the Battle Rifle. You should be running low on bullets now, so replace your Battle Rifle with a Carbine, and collect all the ammo you can before proceeding past the doorway. If you managed to keep the Wraith intact, you can use that instead to pummel the enemy group to submission. Cautiously walk up the slope; there are Grunts and Jackals awaiting your arrival. There is also a further group that attacks from the floor level above. Hang back around the corner and shoot targets in the immediate vicinity first. Disable the Brute—or, at the very least, his armor—with the Beam Rifle, but choose your shots carefully, as you'll need to save this weapon's very limited battery supply for the next battle. If the opportunity arises, blow up the [[Fusion Coil]]s on each levels to take out multiple enemies at once. Jump ''past'' the elevator and into the room containing the [[H3:Terminals|Terminal]]. Collect more Carbine ammo and access the Terminal—remember, [[H3:Terminals|it isn't fully accessed until the screen turns red]]. Get on the elevator, and ride up. Guarding the control console will be several Brutes and a Chieftain wielding a [[Gravity hammer (fiction)|gravity hammer]]. Sounds hazardous, but you'd be well equipped for the situation. Take cover behind the transparent barrier and snipe the first few Brutes who rush in the attack. If you're not confident in your sniper skills, shoot their bodies before finishing them off with the Carbine. Before the last few Brutes attack, cautiously inch out and snipe the Chieftain. He'll usually stay in plain sight and not charge until all his allies have been slaughtered, so it's pretty easy to kill him from range. If he runs at you, use the Cloaking device to evade him and execute a melee strike to his back. Once he's down, finish off his pack mates, run to the end of the room, deactivate the console, and watch the cutscene. On the way out of the building, you'll find Marines combating a small Covenant force by the exit. Shoot these from above as your elevator descends. Your allies tend to struggle more against Jackals, it helps to eliminate those first. Don't risk throwing grenades, though—the Marines may get caught in the blast. When the Covenant reinforcements are finished, collect the [[Power Drain]] beside the Terminal you accessed earlier—get rid of your Cloaking if you still have it. Also, swap your used Beam Rifle with a fresh one on the dispenser before returning to the beach. ====Vacation==== This is the part where you can [[glitch]] out of the level and take a little [[vacation]]. Get into a Ghost, and using the boost, fly on top of the tower, using the destroyed Shade turret as a starting point. Once there, jump up onto the next part of the tower, and then [[Explosive jumping|Explosive Jump]] onto the yellowish part and keep walking up until you are forced off of it—it's okay, you're supposed to fall off. When you do, walk to your right until you can successfully walk up the mountain; from there, walk up the cliff until you are at the invisible barrier. Walk left to a corner, where you will see blurry images; go down that corner and the game should freeze and say "Loading..." Get ready, because you can easily die here. When you fall down, you will be outside the barrier; slide against the rock to stay alive. You can travel down a little further (it's the area where you fight the Scarabs), but you will eventually die if you try to get to the actual spot where the battle later takes place. From here, you'll have to die to get back and finish the mission. ==''If You Want It Done Right...'' (Rally Point Alpha)== ===Aerial Battle=== [[File:Flying Hornet Laser FuelRod.jpg|thumb|250px|Two Marines on the Hornet; one with a Spartan Laser, and one with a Fuel Rod Gun.]] There are two [[AV-14 Attack VTOL|Hornets]] that land on the beach; pilot one and ascend into the battle. You might want to have a Marine with a [[Fuel Rod Gun]] and one with a [[Spartan Laser]] sit on the side of your Hornet. Making it to the third tower alive is really a matter of taking a patient approach; accelerating into the fray too enthusiastically makes you easy prey for [[Banshee]]s. From takeoff, ascend to maximum height straight away—it's hard to see, let alone shoot, Banshees operating at a high level when you make a low level approach. Also, flying high keeps you save from the Anti-Air Wraith and its accompanying Brutes on the small island below. You can deal with them once the initial squad of Banshees has been shot down. As you engage, saturate enemies with fire by holding down '''RT''' and pressing '''LT''' every three seconds; even if they are out of range, you can still damage enemies. The second tower contains both a Terminal and the Thunderstorm skull. Make sure you collect these before flying past, because once you've made it to the next area, there's no going back—literally, a loading point will prompt some invisible barriers to show up behind you. Around the cliff corner, yet another small force of Banshees will engage you. Remain out of their attack range, only coming closer to fire your rockets, but retreating when your foes decide to make an attack run. Once all the major aerial threats have been neutralized, destroy the [[Phantom]] before bombarding the land-based force protecting the third tower. Or destroy the Heavy Plasma Turret and leave the Phantom alone. Destroying the Phantom will cause two Pelicans to close in. The Pelican on the left of the tower can be a very annoying nuisance if you are going to attack from that side. The third tower is guarded by a large number of Brutes along with a single Wraith and two Anti-Air Wraiths to the sides. Eliminate the normal Wraith first, then try to take out as much enemies as possible in the Hornet before eliminating the two Anti-Air Wraiths. Destroying these will trigger the Sangheili Phantoms to reveal themselves and drop off Sangheili reinforcements, and you do not want to get them caught in friendly fire. With the artillery out of commission, engage the individual Brutes and Shade turrets. Despite the presence of a War Chieftain armed with a Fuel Rod Gun, you can actually move closer at this point. Make use of both your aircraft's rockets and machine guns to mow down all ground infantry; they'll run for cover, so kill them quickly. The rockets won't home in on them, but their destructive power is enough to blow them sky-high. After landing, swap your Beam Rifle for the War Chieftain's Fuel Rod Gun. Try to remember the rifle's location, since you'll come back later to reclaim it. Or give the Chieftain's Fuel Rod Gun to the Arbiter and go the right side of the tower. There is a Covenant Supply Case holding a Fuel Rod Gun with 15 Fuel Rods. Take this Fuel Rod Gun. When the Arbiter is carrying the Fuel Rod Gun, his Fuel Rods can lock onto enemy infantry and vehicles. It is possible, though difficult, to use a Banshee for this part of the level. The Banshees will fight you, but if you kill the Brute and save the Banshee, try to make it land on the islands or small extensions in the mountain edge. Banshees are, however, not the best vehicles for this part of this level. Their lack of homing missiles and vertical landing (helicopter-like stopping) will make you an easy target if you try to pilot one, so only attempt to use them if you're looking for a challenge. ===Tower 3=== The U-shaped corridor that leads to the structure's entrance is usually home to the Brute stragglers that survived your massacre. You can deal with them from a safe distance, or let the Elites happily take them out for you. As you approach the door, a large force of Brutes will burst out. If the Elites are not in the area yet, deploy the Power Drain you collected earlier to deprive them of their shields, then pull back and finish them with headshots as they emerge. Once all hostiles outside of the tower are finished, return to your Hornet and land it as close as possible to the tower's entrance. If the [[Hunters]] in the next battle chase you out of the tower, you may be able to get a few shots or even a missile hit on them. <!-- Hey, worked for me! --> The first room is identical to that of Tower 1. In fact, all but one of the towers are completely the same. But in the next battle, cover is more crucial than ever. [[Hunters]] and [[Drones]], both of which appear here, are both very lethal and hard to defeat. A battle with Drones requires reliable cover to evade the many projectiles they'll fire at you. A battle with Hunters requires dodging their powerful beam and keeping your distance so they don't bludgeon you to death with their shields. There is a way of dealing with the threat effectively. The Drones don't actually spill out until you move too far forward, and they are deadly against your Elite allies, so it's wise to stay put behind the screen unless for good reason. Switch to your Fuel Rod Gun and send a barrage of missiles at the nearest Hunter as you dash from behind the barrier and take cover behind one of the two walls. You should have enough ammunition to kill one Hunter and severely weaken the other. Finish it off with grenades before it reaches your allies. Keeping them alive is important, as they'll be a big help later. Losing their support straight away is a terrible loss. As soon as the final Drones retreat, go outside and retrieve your Beam Rifle before moving on. Trade your other weapon (which should be either a Carbine or Battle Rifle) for a Needler, and make sure you collect as much of its ammunition as you can. On your way to the elevator, a fairly large force of Brutes will attempt to stop you in your tracks. The advance party will consist of three or four of them. The others will be waiting through the next door. Welcome the initial attack force with a grenade, then finish them off with barrages of needles. The survivors (if any), will retreat back up the walkway. Stay at the bottom of the slope until your adversary decides to rush you again. Remind him of why that is a bad idea. It seems the best way to tell him is through a grenade explosion. Use the [[Spike Grenade|Spike]] variety if you have any—you will probably be able to replenish your supply using the corpses of Brutes. Replenish your supply of Needler ammo if required (gaining the maximum amount of needles should be easy). As you approach the elevator, a swarm of Drones will try to surprise and slaughter you. Dive into the alcove to the right as your position, and pick them off at will. The Elites should be able to effectively dispatch the Drones and finish off the attack force within seconds. The Needler is a hopeless weapon against Drones, so it is a good idea to backtrack and pick up the Battle Rifle (or Carbine) that you set aside earlier, prior to ascending the elevator shaft. Note that another Terminal will be where it was in the first tower, on the opposite side of the elevator. Check it, and then head up the elevator. The following battle is similar to that in the first tower. Pull out your Beam Rifle as your short elevator journey has finished, then land three headshots on the War Chieftain to eliminate him. This one carries a {{Pattern|Pek|plasma cannon}} turret, so it may be a little more difficult to get a clear shot without much disturbance. Stay behind the transparent barrier, and wait patiently as each [[Brute Stalker]] moves into the open. In this light, they're actually quite easy to see, so pick them off with your Beam Rifle. Or get the Arbiter on the elevator and let him do his job. Do not go behind the barrier, as the Chieftain has a annoying habit of throwing his Power Drain at you, if he is spawned with it. Instead, stay on the elevator and go to the Arbiter's position when a Brute Stalker is vulnerable. Make sure you grab two [[Mauler]]s to [[dual wield]] at the weapons dispenser before you deactivate the shield barrier. A cutscene will play, as large, damaged chunks of the [[Flood]]-infected ''[[High Charity]]'' will crash through the window, releasing [[Flood attacker form|attacker forms]] and [[Pod infector]]s. As soon as the cutscene ends, temporarily drop one of the Maulers and grab the Plasma Cannon dropped by the War Chieftain. Constantly fire as Combat Forms charge at you. This will be especially useful if any shielded forms appear. It may be difficult to handle the Infection Forms as you concentrate on the more deadly targets, so expect them to reanimate the corpses of the Brutes you dispatched earlier. Once the area is visibly clear, drop the turret, pick up your second Mauler, and head towards the elevator. Watch the chunk of Flood mass doing so, as it is very common for a few attacker forms to get stuck behind it. If any do get stuck, they can be easily dealt with by tossing a grenade. When your descent is complete, you'll see the [[Thel 'Vadamee|Arbiter]] and any surviving Elites fighting several Combat Forms (and any Covenant stra