The Arbiter (Level)

Looking for the Arbiter rank, or Thel 'Vadamee from Halo 2 and Halo 3 or Ripa 'Moramee from Halo Wars?

The Arbiter is a Halo 2 campaign level in which it introduces the Arbiter Thel 'Vadamee as a playable character for the first time. You must assassinate the Heretic Leader on a Forerunner Gas Mine in Threshold's atmosphere.

The mission involves neutralizing 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 Heretic Banshee to escort a friendly Phantom that is looking for where the Heretic Leader escaped to.

This is also the first time in Halo 2 you are able to use the Covenant Carbine, the Sentinel Beam, and the Fuel Rod Gun. It is also the first time members of the Covenant aid you. Your allies are Special Operations Elites and Special Operations Grunts, meaning that you start off with rather powerful allies.

Usable Weapons

 * Particle Beam Rifle
 * Covenant Carbine
 * Energy Sword
 * Fuel Rod Gun
 * Needler
 * Plasma Cannon
 * Plasma Pistol
 * Plasma Rifle
 * Sentinel Beam
 * Shielded Plasma Cannon
 * Grunt Birthday Party Skull (Legendary Only)
 * SMG (hidden in one of the staircases)

Vehicles

 * Heretic Banshees
 * Phantoms (non-drivable)
 * Seraph (non-drivable scenery and non-interactive)

Mission Objectives

 * Locate the Heretic Leader
 * Pursue the Heretic Leader

Cutscenes

 * 1) http://www.youtube.com/watch?v=GWLLh8Sr6mM (A Whisper in the Storm)
 * 2) http://www.youtube.com/watch?v=AeFjmXeunVg (Juggernaut)

Transcript
=== 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 Thel 'Vadamee 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 hungry Jackals, which hiss and reach out through the bars at the 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 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 interjects)

Prophet of Truth: "And take your Brutes with you."

(Tartarus hesitates and then bows again.)

Tartarus: "Release the prisoner."

(The Brutes drop 'Vadamee 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."

Thel 'Vadamee: "I am already dead."

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

Thel 'Vadamee: "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!"

Thel 'Vadamee: "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."

Thel 'Vadamee: "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. 'Vadamee stares at this for a moment, before turning back to Truth.) Thel 'Vadamee: "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."

(Thel 'Vadamee 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.)

Thel 'Vadamee: "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 Rtas 'Vadumee can be heard.)

Rtas 'Vadumee: "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 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. It is "And scrape them as excrements off our boots!" )

('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 'Vadamee. They stare each other down.)

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

Thel 'Vadamee: "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."

Thel 'Vadamee: "That makes two of us."

(Rtas 'Vadumee: ' (respectful) "Hmmm...."

(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 'Vadamee.)

Rtas 'Vadumee: "Warriors, prepare for combat!"

('Vadamee ignites his Energy Sword and looks at it.)

(gameplay)

Part 02: "A Whisper in the Storm
Rtas 'Vadumee (O.S.): "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."

(As 'Vadumee 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."

('Vadumee 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 "disappear" as their Active 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 Grunt: "Shh! Me hunting He-wa-tic."

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 (O.S.): "Arbiter, clear the hangar and open this door, so I may drop the second Lance!"

('Vadamee opens the door.)

Phantom Pilot (O.S.): "Hold position, I am making my approach."

('Vadamee descends through the facility eventually entering a room featuring a window looking out onto a landing pad with three Heretic Banshees. The Heretic Leader, Sesa 'Refumee appears.)

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

(He hops onto a Heretic Banshee and flies off.)

Heretic Elite 3: "His truth must not be silenced!"

Part 03: To The Hunt
Rtas 'Vadumee (O.S.): "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 (O.S.): "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 (O.S.): "No sign of the Heretic Leader - or his Banshee. We must keep searching!"

(Alternately:)

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

('Vadamee nears the final emplacement.)

Rtas 'Vadumee (O.S.): "We've tracked the leader to this part of the station. Clear that landing zone and get inside."

(The level ends once you clear the platform and arrive at the door.)

Easy Walkthrough

 * Written by Emosworld.

Part 1: A Whisper in the Storm
As you start the level, there will be two Spec Ops Elites in front of you. For those who can't be bothered watching the cutscenes, you are playing as "The Arbiter", who is an Elite. The other Elites are your allies. Follow the 2 elites in front of you to a door.

After a few seconds, the door that another Elite is trying to decode will open. Following you should be an Elite with a Beam Rifle, another Elite with a Plasma Rifle, a Grunt with a Plasma Pistol and another Grunt with an unset Plasma Cannon. After a short while, the doors of the elevator will open. There will be some sleeping Heretic Grunts. Activate your Active Camouflage and then use your Plasma Rifle to silently melee them. If they do awake, mow them down with your Plasma Rifle. At this point, swap your Plasma Rifle for a Covenant Carbine and reload it. You'll need it soon. Pull out your Energy Sword and jump down to where some walls and some visible Heretic Elites and Heretic Grunts are. Lunge all of them, and all of a sudden, some more Heretic Elites and Heretic Grunts will come out. If you are wondering where they have come from, they have been hiding. Try to take out the Heretic Grunts as their Needlers are homing, thus, more accurate and more of a threat than the Plasma Rifles of the Heretic Elites. By now, your Energy Sword should be on low battery. It'll run out soon enough.

Head down to the Elevator. There will be two Heretic Grunts on each side of the elevator. Kill them with your Energy Sword. Once two out of the four of them are killed, a Lance consisting of a Heretic Minor and several Heretic Grunts will appear out of the elevator. Lunge on them as much as you can. If your Energy Sword runs out of battery, use your Carbine to gun them down. Search the room, you will find an Energy Sword. Swap your decayed Energy Sword for the full-battery one. By now, your allied Elites and Grunts will be on the lift. Enter the lift, activate it, and go down.

As soon as you go down, a Heretic Elite is patrolling around your position; camouflage and assassinate him. For a fun explosion, you can camouflage and stick him with a Plasma Grenade. 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 and then use your Energy Sword to lunge the surviving ones. Strafe over the dead Heretic Elites body for some Carbine rounds. By now, several more Heretics or some Sentinels will start Battle on you. Switch to your Covenant Carbine and take them all down. At this point, you should open the hangar doors.

A Phantom will come in, dropping several Spec Ops Grunts & Elites. By this time, some Heretic Grunts will pop up with Fuel Rod Cannons. Kill them with your Covenant Carbine, but don't bother picking up the Fuel Rod. This level is mostly fought on tight space (excluding the upcoming Banshee fight).

Two Heretic Elites and Two Heretic Grunts will show up from these doors; gun them down with your Covenant Carbine and use your Energy Sword to clean up the mess. 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 Heretic Elites, one with an Energy Sword, will follow them. Destroy them with your Energy Swords lunge, and swap your current Energy Sword for the dead Heretic Elites one. Look around to stock up on some Covenant Carbine ammo.

As you head down the hall, two Heretic Grunts and two Heretic Elites will show up. Put them into a divine permanent sleep with your Energy Sword. Nearby should be a few Grunts. Kill them with your Covenant Carbine.

Now, head up the ramp and destroy the two Heretic Elites with your Covenant Carbine. Here, you'll find an additional two Heretic Elites and several Heretic Grunts. Sword-lunge them. Your sword should be out of battery by now, so swap it for the Needler. Dual-wield if you wish.

As you exit the room, a very, very stupid Heretic Elite will pass by you, and not notice you're there. Needler him down. Unfortunately, the noise that the Needler makes will cause such a distraction that other unaware Heretics will, all of a sudden, be aware of your presence again. Kill the two now-aware Grunts with your Needler, reload, and stock up on Needler ammunition. Head down the hall to face another stupid Heretic Elite. Give him a trip to the longest sleep by meleeing him with your Needler from behind. If you are dual-wielding, bombard him with Needles.

Open fire, keeping in mind that a Heretic Elite will attempt to flank you as soon as you shoot. Don't fret, it's on Easy difficulty. Switch to your Carbine and gun him down. Gun down all Heretic Elites & Heretic Grunts with your Covenant Carbine. There's a weapon cache in the next area, including a full-battery Energy Sword. Take the Energy Sword and proceed into the next room.

This room will have a whole heap of Sentinels, Heretic Elites and Heretic Grunts. Gun down the Sentinels, as they pose the most threat. Sword-lunge the rest of your enemies and enter the next room on the other side of the hallway.

Camouflage and melee assassinate the first Heretic Elite you see with your Sword. Sword lunge the other Heretic Elite and kill all the Heretic Grunts with your Covenant Carbine.

Go into the room you walked past and stay put there for a while. After a while, enemies will come out. Use the rest of your Energy Sword on your enemy Heretics and, if it runs out, drop it for a Needler. However, if you want to exploit the Infinite Energy Sword Glitch, keep it and switch to your Covenant Carbine.

Gun down any more you see with the Carbine or Needler and proceed into the next room where your enemies came out from. There will be two Heretic Banshees. Hurry up, make your choice, and hop on one.

Part 2: To the Hunt
Take off on your Banshee. Bear in mind that the Left Trigger is now boost, and the B button is the Fuel Rod Cannon. To Barrel Roll, press Left Trigger, A and the direction you want to Barrel Roll on your Left Thumbstick. Across from us are two Heretic Grunts on turrets. Fuel Rod them to sleep. Help your Phantom destroy the Heretic Banshee enemies.

To complete the rest of this level, follow the Phantom and help it destroy Heretic Grunts and Heretic Banshees. Use a mixture of Fuel Rod and Plasma Bullets to destroy the Heretic Grunts with Fuel Rods on the ground. No need to be cautious, these Grunts are inaccurate firers.

Once the Phantom stops on a particular ledge with an empty Heretic Banshee and a heap of Shielded Plasma Turrets and Fuel Rod Cannon-wielding Heretic Grunts, get off your Banshee and gun the rest of your enemies down.

Congratulations, you have completed the first Arbiter mission on Easy difficulty!

Normal Walkthrough

 * Note: This walkthrough was written for Normal difficulty, but can be used on any other
 * Written by Epeu

Part 1
If you follow this walkthrough correctly, you won't need your Energy Sword at all. So go ahead and switch to your Plasma Rifle.

Follow your two Elites down the hall, and wait the for the Elite standing by the door to open it. When he does, walk inside, and wait by the next door.

The Spec Ops commander will talk to you for a while. You don't need to pay attention to him. Wait until your allies go invisible. After the door opens, turn on your invisibility and walk through the door. As soon as you can get close enough to one of those Heretic Elites, stick him with one of your grenades. After he dies, switch the Plasma Rifle for his Carbine.

A hailfire of Needles will come flying to you from all of the Heretic Grunts, but if you turn your invisibility back on, your allies can quickly take care of them.

Pick up all of the Carbine ammo that you can and head down the "water". Be careful not to get killed as there are many Grunts waiting for you with those deadly Needlers. When you get to the end of the slant, hop down onto the next platform and wait for your allies to follow you.

When you see them all, turn around and head forward. Go invisible, and your allies will do the same. That way, you can catch your breath before a huge Needler battle. Give one of the Grunts a headshot to attract their attention, and let your allies take the rest of them out.

Get into the elevator and make sure that ALL of your allies follow, as the next battle is a big one.

Start the elevator and watch for you allies to turn invisible. When they do, you don't have to, but it helps.

Exit the elevator and shoot down the Sentinels first. Once all of them are bye-bye, concentrate on sticking the Elites. This will save you ammo. Your allies can handle the Grunts.

Pick up Plasma Grenades after you're all out and head for the end of the room. At each corner, there is a button to press. Press either one of them, it doesn't matter, and watch as a huge Phantom will come to your aid.

The three heavy guns on the Phantom will help a lot as you give the Elites hell. Be sure to head up on the edges and watch for the Fuel Rod Gun Grunts. When they come out, kill them, and take their Cannons. Give your Elite allies the Cannons, but don't give a Cannon to your Sniper Elite. Now go get your Carbine back.

1 - 2 sword Elites will come trying to kill you, but your FRC Elites will take care of them.

Once all of the enemies are gone, head back to the small room under the elevator and turn left. You'll get a chance to replace your Plasma Grenades.

Turn invisible and then stick the Elite. This should kill the other couple of Grunts near him. Follow your allies down the corridor, and wait for your FRC Elite to take care of the enemies down there. Head through the door. Turn slightly right and turn invisible.

Assassinate the Grunt that is waddling seemingly nowhere. Now prepare for another big battle with Needlers.

A few Elites on the high platforms will have Sentinel Beams, but they pose no real threat to you as long as you don't go up there. Shoot a continuous fire of your Carbine at the Elites up there, and pick up any ammo for your Carbine that you can. Then head through the unlocked door at the far end of the room.

Walk slowly down the corridor and try to stick the Elite that comes passing through. Go pick up his Carbine ammo, and turn left. Watch for your allies to follow you.

Some sleeping Grunts will be waiting for you at the sides of the corridor, go ahead and whack them. Turn left again and head down the next corridor.

Stick the Elites that post no real threat to you and shoot the Grunts at the far end of the corridor in the head. More enemies will be waiting for you, but a couple grenades can take care of them. Head left again. Head left AGAIN. Go through the door. Throw a grenade in between the two sleeping Grunts at the far end of the room, and then shoot down the Sentinels. Turn left.

Hide where the Grunts were, and let your allies take our the rest of the enemies. Once they're all gone, go to the end of the corridor. Turn right, and go through the door.

Kill the pack of enemies and head through the next door.

Part 2
You'll see a big window with two Banshees out there. Through one of the two door, another small pack of enemies will come through. Let your allies take them out, and go through the door. Take one of the Banshees, and follow the Phantom around, protecting it from the Banshees and Grunts.

Remember, though: the Grunts with FRGs are very dangerous, so, they should be taken out with headshots, or, in a Banshee, shoot them with the Banshee. On higher difficulties, well timed trick usage or cutting power to the engines is all but necessary when facing large groups of Fuel Rod Gun users. Retrieving the Fuel Rod Guns of the grunts is also a good idea, both for usage in the next level and for taking out clumps on enemies in a few shots.

Eventually, you'll get a chance to switch Banshees. Do so immediately, and continue to follow the Phantom.

At the end, you will see a rooftop with many Grunts holding FRC's. The easiest way to take them out is to use your own Banshee bomb, and don't get too close! Use the Phantom for cover if you have to. This part can be difficult on higher difficulties, and so only on Easy or Normal should you try to splatter them. You shouldn't exit the Banshee until you are sure that all of the Grunts are taken care of. You will find a door on the side of the rooftop. Go through it.

Congratulations, you just beat The Arbiter!

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 cutscene to get back to playing the Master Chief, you might wish to go back and watch those cutscenes.

Personal opinions about the Arbiter 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 camouflage, that when used makes you invisible to enemies for several seconds.

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 from the Grunts.

This said, you may find it more efficient (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, unfortunately 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 aerobatics to barrel roll and loop your way out of danger, or into a good firing position. 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.

From now on, you can do whatever you want, really. If you're crazy or just want some sick thrill, defend the phantom. However, you will be attacked countlessly by banshees and grunts with fuel rods and turrets. More fun alternatives are trying to get out on top of the Phantom, or just exploring the massive station. Also, there are many fuel rod grunts. After killing them, stack up on ammo, as you'll need it for the next level. Anyway, when you reach the last part, you can simply bombard the turret grunts and fuel rod grunts and heretic elites from a distance. After they're all dead, get out, and prepare to meet your worst nightmare. *Unfinished*

Glitches

 * You can also use a mod to play as a different Elite. If you use third-person hack or if you die, you might notice that you have become a Councilor.
 * At the beginning of the level, there will be an Elite punching buttons to open a door. If you push him away, he will continue to punch buttons in mid air, and when he is done, the door will still open.
 * If you hide in the hangar and watch the Sentinels you will see one firing a greenish beam at the Seraph, like the beams of the Enforcer Sentinels on the Sacred Icon level.
 * When you get to the hangar part go to the ledges on the sides of the rooms jump to get on them and when you move around you could hear the sounds of the doors opening.
 * When you open the hanger for the Phantom you could get on top of it but you will be pulled back into the level because it won't let you leave the boundaries.
 * When you see the Heretic leader get into a Banshee, if you have a sword, it's possible to lunge through the glass and sky-jack his banshee. Note: Sometimes, after a period of time, the Banshee may randomly self-destruct. If you decide to kill the Leader after you sky-jack his Banshee he will take A LOT of punishment, but he will stand there and do nothing.
 * It is possible to make a Grunt invincible if he survives your first encounter with the flood, he can accompany you all the way to Heretic leaders Banshee, push him over the edge onto a small ledge area, and he will be invincible, you can even test him against other enemies by skyjacking a lured Banshee to the ledge area, and kicking him out, resulting in the grunt fighting the Heretic. Note: If he is given a weaker weapon, and fires at the Heretic, the Heretic's shield will recharge quickly, resulting in a possibly endless battle.
 * If you get your allies to turn against you at the beginning of this level, the Elites will try to kill you, but the Grunts will just stand there waiting for the door to open, even though they are shown as enemies.
 * When you are in the Banshee you can hop out onto the Phantom. This is recommended for near the end were you can kill the Heretic Grunts from afar, or destroy Banshee's if you have a Fuel Rod Gun. This is not highly recommended however as it is easy to get shot down or simply just fall off the vehicle.
 * If you kill the Elite that opens the door before he gets a chance to finish, you will be stuck at the beginning of the level and need to restart.
 * Going down the lift to the hanger with the Seraph fighter, you can throw plasma grenades and they will bounce without exploding. However, the grenades do explode when the elevator reaches the ground or if they stick to you or an ally.
 * at the beginning of the level, when the elite is pressing the buttons to open the door, when looking closly at his finger, you can see that it is just slightly moving around the control panel.

Mistakes

 * In the beginning cut scene, you can see that the jailed Jackals could easily be able to fit through the bars of the cell.

Easter Eggs

 * The Grunt Birthday Party Skull can be found on this level.
 * If you manage to skyjack a Banshee or blow another Banshee up, you will notice the Heretic has a Plasma Rifle Equipped, instead of the Covenant Carbine. This could just be a weapon change, for the pilot needs a lighter weapon to fly in the Banshee so it doesn't make it uncomfortable to him. But there's an equal chance its an Easter Egg, since not many players would pay attention to the actual dead body.

Miscellaneous

 * During the Phantom cutscene if you have subtitles enabled, there is a deleted line of dialogue that is never spoken, but wasn't removed from the subtitles. The line reads: "Scrape them as excrement from our boots".
 * During the Banshee part, you can get out of your Banshee and land on the Phantom. This is hard to balance on, and is recommended to use at the end of the part as there is a high possibility to fall off. Once you're on, you can snipe out Heretics.
 * During the Banshee fight, it is possible to exit your Banshee and immediately board an enemy heretic Banshee. This however, is quite a difficult tactic.
 * 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 fall and spin out of control and hit the lower part of the level.
 * Many of the Grunt dialogue in this level is some of the most strange and humorous, Including If we stand here any longer, we be on date! and Hard to tell, but me no female. Its the first official time you can hear them clearly, and can listen to the strange things they say, because up until now, Grunts have been against you.
 * Originally, this level was suppose to take place on the Threshold's moon Basis
 * Joseph Staten revealed on the Halo 3 Legendary Edition bonus disk that originally the Heretics including the Heretic leader were all going to be Hunters.
 * Only two Elites will accompany you into the gas mine. The two that descend from your Phantom will wait outside the door. But you can push the one next to the door into the airlock with one melee and running into him.
 * There is only one Heretic with an Energy Sword on this level.
 * This level has more Fuel Rod Guns than any other level in the Halo trilogy.
 * If you search around the station, you can find the bridge that leads from the labs to the central part of the station, which is the same that you use in the next level.
 * This is the first level of the Halo series that you can play as the Arbiter and use the Sentinel Beam Gun.
 * The green cryo-tubes seen in the chamber where you first fight the Flood are the same type as the cryo-tubes seen on Lockout.
 * This is the first level that includes Heretics.
 * The music that plays near the end of the level when the Heretic Leader escapes(before you take off in the Banshee) was not included on the OST. It somewhat resembles the last part of Sacred Icon Suite.
 * The large windows in the last room of the level are actually shut outside and you can't see through them even though that from the inside you can see. Also, on the outside of the window your reticule will still change colour between the normal colour to green and red between friendlies and enemies even though you can't see through the windows.
 * The best skulls for this level are the sputnik and cache skulls. This is because alot of fighting takes place in hallways so 3 grenades can take down a squad of heretics easily, especially if you keep the special operations grunt alive.

Images
 Image:Homeofarbiter.jpg|The Mausoleum Of The Arbiter. Image:Gasmine.jpg|The Gas Mine. 