The Arbiter (Level)

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Summary
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, Sentinels, 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.

Drivable Vehicles

 * Banshee

Weapons

 * Plasma Pistol
 * Plasma Rifle
 * Needler
 * Carbine
 * Energy Sword
 * Sentinel Beam
 * Fuel Rod Gun
 * Beam Rifle
 * Shielded Plasma Cannon
 * Plasma Cannon

Mission Objectives

 * Locate the Heretic Leader
 * Pursue the Heretic Leader

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 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. Why not toss him in with this lot?

(The Brutes pass a cell containing three Jackals, which hiss and reach out through the bars at the Brutes as they pass.)

Brute 1: They could use the meat.

Brute 2: Them? What about us? My belly aches, and his flesh is seared, just the way I like it.

Tartarus: Quiet! You two whimper like Grunts fresh off the teat. He's not meant for the jails. The Hierarchs have something special in mind.

(The 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 Guards standing at attention, staves ready. They enter the Mausoleum, where the Prophets of Truth and Mercy await. The Brutes and Tartarus bow.)

Tartarus: Noble Prophets of Truth and 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 Brutes with you.

(Tartarus hesitates, and then bows again.)

Tartarus: Release the prisoner.

(The 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 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.

Elite Commander: I am already dead.

Prophet of Truth: Indeed. Do you know where we are?

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 Arbiters, the Covenant would have broken long ago!

Elite Commander: Even on my knees I do not belong in their presence.

Prophet of Truth: 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.

(Truth presses a button on his chair, and a miniature hologram of an Elite in different equipment appears.)

Sesa 'Refumee: Our 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-

(Truth cuts off the hologram.)

Prophet of Truth: This heretic, and those who follow him, must be silenced.

Prophet of Mercy: Their slander offends all who walk the Path.

Elite Commander: What use am I? I can no longer command ships, lead troops into battle-

Prophet of Truth: Not as you are. 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 Truth.) 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 Arbiters who fell before him. He reaches up and takes the helmet of the Arbiter, and places it upon his head, then looks to the Hierarchs.)

Arbiter: What would you have your Arbiter do?

(The scene changes to show the outside of High Charity, the fleet surrounding it. Three 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 the Spec Ops Leader can be heard.)

Rtas 'Vadumee: When we joined the Covenant, we took an oath!

(The scene cuts to the inside of the 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 SpecOps Leader Rtas 'Vadumee, walks among them.)

SpecOps Elites: According to our station! All without exception!

Rtas 'Vadumee: 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 'Vadumee: Those who would break this oath are 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 appears here.)

('Vadumee turns his head to face the camera, revealing he is missing the mandibles on the left side of his head.)

Rtas 'Vadumee: And continue our march to glorious salvation!

(Spec Ops Leader approaches the Arbiter. They stare each other down.)

Rtas 'Vadumee: This armor suits you. But it cannot hide that mark.

Arbiter: Nothing ever will.

Rtas 'Vadumee: You are the Arbiter, the will of the Prophets. But these are my Elites. Their lives matter to me. Yours does not.

Arbiter: That makes two of us.

(Spec Ops Leader responds to this with a respectful "hmm.")

(The 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 'Vadumee: We'll be long gone before it arrives.

(The 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 Grunts and an Elite, followed by a second one that drops two Elites and the Arbiter.)

Rtas 'Vadumee: 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 (Radio): We are the arm of the 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 Elites waiting at the ramp)

Elite: This lance is in position.

(as the Arbiter approaches the doors where the rest of the team is waiting to enter)

Rtas 'Vadumee (Radio): 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 SpecOps Grunts and Elites.)

SpecOps Elite: Engage Active Camouflage! Reveal yourselves only after the Arbiter has joined battle with the enemy!

(The Grunts and Elites "dissappear" as their camouflage 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 camouflage will not last forever.

(The team enters the next room. If you wait without being seen for a moment, the two 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 Oracle will protect us...

Heretic Elite 2: Perhaps. But his 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 Sentinels.)

SpecOps Elite: Sentinels, the holy warriors of the Sacred Rings. Why have they sided with these heretics?

(during the battle in the hangar)

Phantom Pilot (Radio): Arbiter, clear the hangar and open this door, so I may drop the second Lance!

(The Arbiter opens the door.)

Phantom Pilot (Radio): 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 Banshees. The Heretic Leader, Sesa 'Refumee appears.)

Sesa 'Refumee: Deal with him, my brothers! I will defend the Oracle.

(He hops onto a Banshee and flies off.)

Heretic Elite 3: This truth must not be silenced!

Part 03: To The Hunt
Rtas 'Vadumee (radio): The heretics are mobilizing their air forces, Arbiter. Get after their leader, but watch your back. I'm sending one of our Phantoms to support you.

(after the first wave of Banshees is eliminated)

Phantom Pilot (Radio): The 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 (Radio): No sign of the heretic leader - or his banshee. We must keep searching!

(Alternately:)

Phantom Pilot (Radio): That was the last of them - but there are more ahead.

(The Arbiter nears the final emplacement.)

Rtas 'Vadumee (Radio): We've tracked the 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.)

Walkthrough
So, here is the first level as the Arbiter. This, in my opinion, is a very fun, squad-attack level, so I'll write a walkthrough. You'll start the level with a Plasma Sword and Plasma Rifle. A good combo, though you won't keep it for long, if you follow my instructions. Follow your fellow Elites down the ramp. There are 2 SpecOps Elites, one with a Plasma Rifle and a sniper. You will also have a Grunt with a Plasma Cannon, and one with a Plasma Pistol. One of the Elites will hack into the door. While he's doing that, do some weapon swapping. I like having allies, and thay are very useful in this level, so I will give the strategy that will save the most lives, especially for the Grunts. Go to the Grunt with the pistol, and give him your rifle. Grunts, while otherwise weak, can be excellent with Plasma Rifles. Now go and swap the pistol with one of the Elites that you followed down the ramp. They don't follow you inside, so you could give them a marshmallow for all they care. Take one of their rifles, and go and give the Plasma Rifle to the sniper Elite, and take his Beam Rifle. While not the most fun tactic, this is the safest. You should now have 2 Elites with PR's, a Grunt with a PR, and a Grunt with a turret. You can now go through the door. Listen to the tutorial on camoflauge, and when the door opens, press the white button to turn it on. Get out your Beam Rifle, and get behind the Elite. Hit him on the back of the head for a KO. Don't use your sword, because the sound of it slashing will wake the Grunts in this room. Make sure the Grunts don't wake up. If they do, revert. This is very important. Kill off the sleeping Grunts in the room, then wait for your camo to recharge. Run up the slope to the right, and assasinate the Elite standing guard. Next, activate your sniper's scope for a zoom. This large hall has three conveyer-belts running along the ground. Keep off them, unless you want to be the Pancake of the Prophets. Snipe all of the Grunts you can see, and keep your allies alive. Snipe them all as they poke their heads out. Watch out for the pair of Elites. Presently, a squad of Grunty reinforcements will attack. Snipe 'em down, then, if there is at least a round left in the Beam Rifle, give it to an Elite. The Grunt, who was manning the cannon, now only has a Plasma Pistol. Give him the PR, then get either a Carbine, a Plasma Rifle, (found on the ground in this room) or if your looking for fun, a Needler. There is always a large supply of Needler ammo in this level, and it's always entertaining using a Needler. Anyway, grab a gun, and you should have a full sword still. Go down the ramps at the end of the room, then turn to go into the elevator room/armoury. Sword time! Pairs of Grunts will come from either side. Cloack, then get behind them and slash them to bits. An elevator will be coming up, so stick the Elite on it before it reaches the top. Use the sword to take out the remaining Grunts, and you've secured the lift. Go and grab the fresh sword in this room, grab a ranged weapon, and then go and activate the lift. Make sure that your allies are all on first! It will descend into the depths of the station. Pull out your gun, and cloak just before the lift hits the bottom. Sentinels are in this room. Take them out quickly. There are also Grunts and Elites. Lots of those. Yeah.

Clear the hanger, then jump down and activate the switch on either side of the hanger door. A Phantom will come in. Don't stop to admire the spectacle, as Grunts with Fuel Rod Cannons, Sentinels and Elites will run or fly from all around you. Take them all out, but be wary of the door directly under the elevator. Grunts with Cannons will run out, along with an Elite. Presently, an Elite with a sword will run out. Kill him with long range fire. Time to arm up. Grab one of the Fuel Rod Guns from the dead Grunts. They don't explode now! Yay! Don't be tempted to ggive it to a Grunt. It may look really cool, not to mention cute, but it is most likely suicide. For the Grunt. Instead, give it to an Elite. "Praise to the Arbiter!" If you can't find a FRG, then give them the Beam Rifle laying on the ground under the Seraph. So, still got that Plasma Sword? Good. If not, get one. I would seriously advise against getting the Sentinel Beam here. It may, granted, fry Sentinels, but it sucks on everything else. So, grab a sword and a gun, prefferably a Needler, Carbine or PR, and storm through the door for some stealthy action. Go down through these corridors, stealthing past the Elites to hit 'em on the head. If you get noticed, Elites will run from doors set into the walls. Try not to get noticed. Eventually you will come out onto a room. Ignore the patrolling Grunts, and cloak, run up the nearby slope, and try to stick an Elite as the door opens. Run down and sword the remaining Elite. Next, run back up the slope and grab the Carbine from the balcony there. Headshot as many Grunts as you can, then drop it in favour of a close-up weapon. Jump down with the sword, and skewer the enemies. Grunts will run from the door you have to go through. Go through the door into a small armoury. Grab a fresh sword, a Plasma Pistol and open the door. Across the room, Grunts will be snoozing. Either melee them, or toss a grenade over into their little nap-time hidey-hole. Next, charge up your pistol, and let fly at the Sentinel who comes to investigate. Toss your pistol for a Needler, and jump onto the container, then up again onto the balcony. Pull out your sword, cloak, then run along the balcony, skewering the Elites hiding up there. From your vantage point, hurl grenades at the enemies at the floor. By now your Plasma Sword should be pretty low. DO NOT DROP IT! The Unlimited Sword glitch is useful in the next level. Do not drop it. Go through the door. A pair of Elites are patrolling in this next room. Camoflauge, jump behind the furthest one, and sword him in the back. While the next one's back is turned, sword him too. Turn around, and take cover behind the container. A patrol of Grunts have appeared. Throw a grenade into their midst, and take out the rest with the sword. You will just want to drain the sword completely. Go into the next room. If you still have energy in your sword, you can exploit the Heretic Leader Glitch. If you don't then you will have to face a wave of Grunts and Elites. Last chance to drain the sword! If it isn't all gone yet (it should be, though) kill a few of your allies. They are useless now. When you have an empty sword handle, go up through the door onto the Banshee launch-pad. Pilot a Banshee, and a Phantom will join you, to give you assistance. It's most fun to do this the proper way, but instead you can just fly to the right, towards the big blue-glowing segment of the station, where the Leader has landed. Doing it the proper way, just follow the Phantom around destroying all the weapons emplacements all over the facility. You will be attacked by Banshees on numerous occasions. Eventually, you will reach the place where the Heretic Leader has landed his Banshee. Bomb the platform, then land, and go to the door. Watch out for the FRG wielding Grunts. They are murderous. Finally! Finished the Arbiter level! Hope you enjoyed the walkthrough!

The following is for Legendary only.

Why not get the Grunt's Birthday Party skull as well? Get in a Banshee, fly down below the first pillar, and you should see the propulsion engines keeping the station in the air. Fly right by the tops of the engines, below the connecting beam. Look very carefully in the gaps between the engines and the beam. (If you fly straight down withhout turning, it is between the second and third engine.) You should find moving blue glowing lights. These are the Grunts dancing around the skull. Simply walk up and take the skull, the Grunts will just keep dancing. Maybe if you have a headshotting weapon, you can see the hilarity of a Grunt sent flying because of a headshot. It is even better when used in conjuntion with the Sputnik Skull.