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Halo 2 Legendary Walkthrough by Mike Miller


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Gravemind

Overview:

This level can be a demoralizing experience if you're not prepared, particularly after the relative simplicity of the last two. The combat is relentless and unforgiving, with numerous ambushes and situations where you'll face seemingly overwhelming odds. Right from the start you'll find yourself thrown headfirst into the fire as you finally encounter brutes, who turn out to be quite formidable opponents. The needler finally comes into its own as you grind through a series of battles with brutes, jackals and grunts, taking a detour to spring your marines from jail. As you resume your pursuit of the Prophet of Truth with the aid of your rescued marines (for as long as they last, at any rate) you'll fight (and sometimes run) through battles both indoors and out while the Covenant civil war rages around you. You'll find the full spectrum of Covenant opposition arrayed against you here, though you can often turn their infighting to your own advantage.

Part 1 (and only): Inside Job

If you feel that you may have accumulated any negative karma by running through Sacred Icon and Quarantine Zone, I guess you could consider this level to be payback time.

You may have been wondering when you were ever actually going to encounter any brutes in the game. Well, Bungie wastes no time on introductions and throws you right into battle with them literally from the very start of the level. Brutes basically play the same role in battle as elites, in the sense that they tend to show up about 1-3 at a time accompanied by a supporting group of grunts or jackals, and use similar weaponry, with the exception of their eponymous grenade launcher. The biggest distinction, which helps to make them at least somewhat more difficult than elites, is that the plasma pistol overcharge is useless against them, as they have no shields and are immune to the stun effect. Thus, our standard fallback combo of plasma pistol/battle rifle (or plasma pistol/carbine, in this case) is no longer an option where brutes are concerned. They also have the unique ability to go berserk and charge you, which usually happens to the last brute left standing in a given battle; on the positive side, that means they're no longer shooting at you, though you're still left with the problem of stopping a crazed gorilla from pummeling you to death. To make matters worse, they can also throw grenades with devastating distance and accuracy. In my experience, brutes are generally more formidable than elites when it comes to melee combat in that they have quicker attacks and are not so easy to dodge and strike from the back.

In the absence of the PP/carbine combo, I usually find myself relying on a variety of methods for dealing with brutes, depending on the circumstances. One option is to stick them with plasma grenades, which are almost always a guaranteed kill. Their size even makes them a bit easier to stick, compared to elites.

Despite their lack of shields, brutes have a tremendous damage-absorbing capacity, which makes aiming for anything but the head pretty much a waste of time. However, they are highly vulnerable to headshots from the beam rifle and carbine. One headshot on an un-helmeted brute with either of these weapons will do the job, though it may take additional shots—one in the case of the beam rifle, a couple in the case of the carbine—to knock off their helmets. So, in practice, plan on taking two shots with the beam rifle and several with the carbine.

Turning their own weapon, the brute shot, against them is yet another possibility; three direct hits will usually take down a brute. The advantages of this tactic are that little subtlety is required—just point and blast away, though the trajectory of the grenades means that you may have to adjust your aim a bit higher—and the splash damage can often clear out nearby grunts and jackals as well. The powerful melee attack of the brute shot is also a nice bonus. The downside is that you have only four shots at a time and a slow reload, so you better make them count.

As you might expect, the sword is pretty effective, too, but you won't have that option for much of this level.

There's also the needler, which has actually carved out a bit of a role for itself this time around as a fairly effective counter to brutes, especially when dual-wielded. The advantages of the needler are that little aiming is required and it's fire and forget; so, you can just pop out from cover, fire off a burst, duck back under cover and listen for the explosion (it takes at least 7 needles). On the downside, the brutes dodge the needles fairly easily, lending a significant element of luck to the process, and they can keep firing at you right up until the explosion occurs, which is more than enough time to kill you in return if you're out in the open.

At the present you find yourself armed with but a single needler and dumped unceremoniously right into a group of two brutes and four grunts, who wisely run off in terror of the carnage that we're about to unleash.

For what it's worth, this room gave me more trouble than any other encounter in the game the first time I played it. At first it seemed like a more sadistic version of the "Belly of the Beast" room, only with no marines, active camo, or opportunity to prepare before hand. You'll have to face six waves of enemies here, including the group that's present when you arrive. Each wave aside from the first consists of two groups of one brute and two grunts that emerge from two separate doors, which means that there's no bunching them all up as they arrive and you'll always be attacked from at least two directions. To make matters worse, two additional groups of brutes show up and break the pattern at key moments during the fight.

Nevertheless, there are a few aspects to this battle that actually make it quite a bit more controllable than "Belly of the Beast," if not necessarily any easier. First and foremost, you should be aware that the next wave of enemies will never appear until you have killed every single member of the current wave. The first time I played this battle, my biggest problem was maintaining enough ammo to keep up with the brutes. However, once you realize that you can simply leave one grunt alive (preferably one with a plasma pistol, and most preferably a yellow one), go around and collect ammo and grenades at your leisure, and then return to cover and kill the last grunt when you're prepared, it becomes a lot more manageable.

Another important observation is that you don't need to remain at ground level. Using the little pillars along both sides of the room, you can jump up into the seats. From this position you have ideal cover from the enemies (with one crucial exception) and a much better field of fire on the entire room. Furthermore, you don't have to worry about being charged by brutes or surrounded, and you can even take the time to stockpile weapons up there if you feel the need. The next video shows the initial stages of the battle, taking into account these two observations.

QuickTime (7 mb) | WMP9 (7.1 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

As you can see, your first priority is obviously to eliminate the two brutes with your needler, using the small pillar for cover. Shortly thereafter, the four grunts will return from the doors along the side of the room. Note that these doors will be locked if you head straight at them, but you can still trigger them to open at any time by moving next to them along either side until you're about even with the plane of the door. In any case, to be on the safe side you can kill off three of the grunts, retrieve the second needler and any other weapons you want, and then head up into the seats before killing the fourth and triggering the next wave.

Having fended off the immediate threat and reached a position of relative safety, your next priority is to acquire a carbine. With luck, at least one of the two brutes in the second wave will carry one. Use your dual needlers to take out the brutes (I never thought I'd see the day where I'd recommend the needler as the best option), and deal with the grunts however you like, making sure that you leave one alive to give yourself time to retrieve any weapons that you want. Trigger the third wave and repeat the same process, making sure to retrieve any carbine and needler ammo you can find.

Once you kill off the last enemy in the third wave, things start to get a little trickier. As the fourth wave appears (only grunts appear from the doors, this time), three brutes will arrive on the lift, one of which—the one with the red flag—wields a brute shot. I'd suggest using your needlers to eliminate the captain as soon as possible, as he can hit you up in your hiding spot even without a direct line of fire. When he's dead, begin picking off the rest of the brutes and grunts. However, keep track of how many enemies are left, because when you're down to two, an additional two carbine brutes will emerge from the doors on the upper level where you're currently hiding.

This can be the most dangerous point in the fight, as you never know exactly where they're going to appear. If you're really lucky they'll both appear on the other side of the room; if you're really unlucky they'll both appear on your side. Usually, it will be one on each side. Thus, as soon as you kill the third-to-last enemy, switch to dual needlers and be ready to take out any brutes that may appear nearby. I'd suggest picking one end as your hiding spot, and then watching your motion tracker. If you see movement nearby, you'll know it's coming from the door right next to you; otherwise, check for enemies either on the other end of your side, or on the opposite of the room. Afterward, you'll face two more waves similar to the second and third, without any further complications. By now, you should have plenty of carbine and needler ammo, so just be careful and take your time.

When the battle is over, fill up on grenades and carbine ammo and arm yourself with dual needlers. In the next room you'll face two carbine brutes at the far end as well as several grunts, some near the door as you enter, some up by the brutes. Note that one of the grunts on the far end carries a turret. The next video shows how I usually approach this battle.

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Right-click (option-click on a Mac) and "Save As" to save to disk.

The trickiest part is sticking enough needles into one of the brutes, as they often dodge behind the wall; the second brute will usually go berserk once the first one is dead, making himself an easy target. Try to stay away from the door leading to the next area until you've cleared out the room and received a checkpoint, if possible, so as not to alert the next group of enemies to your presence.

In the next area you'll face another multi-wave battle. The door opens to reveal two honor guard brutes directly on the other side, while two more brutes and two jackals wait about midway between you and the lift. When only two enemies remain, another wave of enemies will emerge from the lift: 4 grunts (including two with turrets) followed by three brutes, as shown in the next video.

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Right-click (option-click on a Mac) and "Save As" to save to disk.

Note that you can actually shoot down the large pillars in this area, which could help provide a bit of additional cover for yourself; of course, it can work both ways.

As usual, recover as much carbine ammo as possible after the battle; you might as well stick with the needler as your second weapon, as it will still be useful for a little while longer. When you're ready, you can either take the lift down or jump down to the beams below in order to reach the lower level. You'll encounter two jackals (one of which is a sniper) at the bottom, as well as a couple of grunts that come through the door, so have the carbine equipped. You may want to jump down, as you can better control when you come into view of the sniper; but it's not a big deal either way.

Proceed through the empty room until you reach the door at the far end. I'd suggest moving close enough to open the door without crossing the threshold, as three jackals will come running into the small hallway from the left. Pick off as many as you can; If any make it past, they'll soon run back in the opposite direction if you wait a bit longer.

The door on the left leads to the first of two oppositely-curved passageways. In the first section you'll initially find one brute and another two jackals. When you kill all but one of the enemies, a second wave of two brutes and three jackals will enter from far door. Fortunately, there's plenty of cover and the needler should make short work of the brutes, as shown in the next video.

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Right-click (option-click on a Mac) and "Save As" to save to disk.

When the battle is over, approach the door on the far end of the room. This time, I'd suggest moving forward until you hear Cortana speak and then backing up, as two jackals will soon run in from the right and you don't want to get surrounded. Take out the jackals and then engage the enemies ahead of you, which include two brutes and several grunts, as shown in the next video.

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Right-click (option-click on a Mac) and "Save As" to save to disk.

Fortunately, this time you don't have to worry about any additional waves of enemies. When you receive a checkpoint, I'd highly recommend that you save and quit, for reasons that I'll explain later. When you're ready, equip your carbine and head into the next room prepared to take out the jackals on either side of the door. You'll face a total of five brutes in this area, including one that arrives from the entrance along with a couple of grunts, as shown in the next video.

QuickTime (3.8 mb) | WMP9 (3.8 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

Note that the behavior of the brutes is not always the same, and sometimes the group will not even appear from the opposite door. After the battle, you can find plenty of grenades, as well as carbine and needler ammo scattered around this area and the last couple of rooms.

As Cortana has informed you, your next task is to orchestrate a jailbreak for your captured marines. Much like the initial battle, the prison area can seem overwhelming at first with the large number of enemies, but it becomes much more manageable when you understand the sequence of events and how the enemies will react in each situation. Part of the difficulty here is due to your inability to control your entrance into the area; you're dropped out of the lift right into the midst of the enemy, with no choice but to hope for the best. Most of the time, your luck will hold and you'll land without being detected; in that case, your first task is obviously to assassinate the two brutes from behind. From there, you have a couple of options. If you can manage to remain unseen, you can stealthily kill the first group of enemies before they even know you're there, as shown in the next video.

QuickTime (5.9 mb) | WMP9 (6.1 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

Use your motion tracker to keep an eye on any jackals walking around below you and descend only when their backs are turned. Note that you can also drop down without using the lift, if you prefer.

Sometimes, however, your luck will run out and the enemies will see you coming down the main lift even before you touch the ground. Unfortunately, as you receive a checkpoint on the way down shortly before you land, once you encounter this scenario you'll be stuck with it. In that case, you pretty much have two choices. If you decide to fight it out regardless, you'll have to start firing before you even hit the ground in order to kill the brutes as quickly as possible, preferably with dual needlers. At that point, the best place to make your stand, in my experience, is right next to the curved section of wall a few steps in front of you. If you crouch down you'll be covered from the vast majority of enemy fire by a combination of the wall and the glass barriers out on the semi-circular walkways, leaving you with the task of picking off the enemies with your carbine. You may actually want to target the grunts first, as they'll throw grenades which can force you to move from cover. Other than that, though, there's not much you can do but keep clearing them out as they arrive from the lower levels. I'd also suggest exchanging your needler for a brute shot in the crate behind you if you get the chance. The next video shows an example of how such a battle usually plays out.

QuickTime (6.5 mb) | WMP9 (6.4 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

Your other option, of course, is to turn off your Xbox and restart as the last point you saved, which should be right before the circular room, and hope for better luck next time. Alternatively, you could suicide 5 times quickly to revert to your second-to-last checkpoint. You'll have to fight the brutes at the top of the lift once again, but if you just can't survive when you reach the bottom for whatever reason, it may be the easier course of action.

Most of the time, you'll end up somewhere in between these two extremes, meleeing both of the brutes from behind while somehow managing to alert the rest of the enemies to your presence. In that case, I'd still recommend taking cover by the wall, though you won't be in nearly as much peril at the beginning. Realistically, taking cover in this spot probably wouldn't be a good idea given the two bridges that could be used to surround you. Fortunately, your enemies are not that smart, and for some reason they never seem to circle around and rush you. Actually, this approach may even be the safest of the three, as you can completely clear out the first stage of the battle from a defensible position, in contrast to the stealthy approach where you may be left more vulnerable when the next phase of the battle begins. Thus, you may even want to provoke the battle deliberately after the brutes are dead even if you're not seen.

Regardless of how the first section plays out, the next phase of the battle begins when Cortana informs you that she has located marines on either the middle or lower level (the order seems to be random). At this point, another wave of Covenant troops, consisting of two brutes and several jackals, will appear on the level that she indicates. The safest way to deal with these enemies is probably to pick them off with the carbine from the upper level. If one of the brutes goes berserk, you may want to descend and take him out with grenades or the brute shot rather than waste ammo trying to make headshots from long range while he's charging around.

When they're dead it's safe to approach the prison door, where you should receive a checkpoint. If you're on the middle level, the door is to the left of the lifts. Inside, you'll find two jackals and a brute wielding a brute shot (man, that's awkward to write); between plasma grenades, your brute shot, and the carbine, they should present little trouble. You can refill your brute shot at the back of the room, if necessary, and you should receive another checkpoint on the way out as two marines join up with you.

If you're on the lower level, the door is to the right. This time, you'll find one brute just begging to be stuck with a plasma grenade, as well as several grunts. Three marines will join you after the battle, and you'll receive a checkpoint on the way out.

Either way, after freeing the first group of captives you'll be attacked yet again as groups of enemies emerge from several different doors, some of which may be on the same level as you. You'll face about three brutes, as well as several grunts and jackals. In my experience, there's no set pattern, so you'll just have to look around and use your motion tracker to locate them. Any enemies not on your floor will use the lifts to converge on you, making the middle area a good place for an ambush, with the assistance of your marines. After you repel this latest attack, head to the other prison block and free the remaining marines, as described above. Of course, if at any point you're not happy with your marines' weapon selections, you can take the time to change them to your liking. In my opinion, plasma rifles tend to work best.

Although it's not strictly necessary, the series of battles after you exit the prison will be much easier if you have marines to back you up. Thus, if you haven't already, I'd suggest taking care that at least a couple of your marines survive the prison break.

It will likely come as no surprise that you'll have another battle ahead of you on the way out. Once again you'll face a wave consisting of a few brutes, as well as several jackals and grunts. Ambushing them at the lift remains an effective tactic, though you'll have to give priority to any enemies already on your level, as shown in the next video.

QuickTime (4.4 mb) | WMP9 (4.5 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

Note that, as Cortana warns you, one last wave of two jackals, four grunts, and two brutes (in that order) will descend from the main lift back up on the top level. As you could see in the last video, they are easily ambushed if you can make it up to the lift in time. However, I've noticed some odd behavior with this battle that may even make this last step unnecessary. Several times I've returned to the top level only to see the whole group of enemies lying dead at the bottom of the lift; other times, I've watched the jackals and grunts crash to the ground. I'm not sure exactly what causes this behavior, though it seems to occur if I'm on one of the lower levels and don't return to the top immediately after Cortana issues her warning. So, you may want to give it a try yourself, if you feel like circumventing the last battle.

In any case, fill up on grenades and brute shot ammo, and step into the lift when you're ready, hopefully along with some marines.

At the top of the lift, you'll find yourself in another circular room (actually, you're one level below the room where you first entered the lift). I usually exchange the carbine for the conveniently-placed energy sword. From this point on, elites will be joining the fray, squaring off alongside the grunts against the brutes, jackals, and drones. As in the previous two levels, you can turn the infighting among your enemies to your own advantage, either by letting them weaken each other before you attack or by exploiting the distraction to escape.

As you approach the door it will open to admit three elites followed by a swarm of drones. You'll have time to stick two plasma grenades on the elites and position yourself to take out the drones with the brute shot while they're bunched up in the doorway. Like before, you'll have to traverse two curved passageways where you'll face several more waves of enemies, as shown in the next video.

QuickTime (5.5 mb) | WMP9 (5.5 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

As you can see, this is where the effort to keep your marines alive in the prison really pays off, as they do an admirable job of clearing out the drones while you focus on the elites and brutes. Be careful approaching the door at the end of the first passageway, as the swarm of drones that follows the two brutes can be quite lethal if you don't seek cover immediately.

When it's all over, I'd suggest exchanging your brute shot for dual brute plasma rifles in anticipation of the next battle. In the next room you'll find two hunters, and this time there's no cheesing your way through them with a turret or sniping them from afar; you probably don't want to run past them, either, as you'll want a checkpoint before tackling the next area. So, the most reliable way that I've found to deal with them is probably with dual plasma rifles, as shown in the next video.

QuickTime (2 mb) | WMP9 (1.9 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

As you can see, it helps to manipulate the second one into charging you across a level surface. When you're done, I'd suggest switching your plasma rifles for a carbine from the nearby crate; you should get another checkpoint near the door after Cortana finishes admiring her own cleverness.

The door will finally lead you outside into a valley filled with enemies, including brutes, elites, several snipers, hunters, and two flying elites. What a mess, though at least this unrelentingly grim level is finally opening up a bit. Well, after all of the fighting we've been doing lately, I think we deserve a little break, especially now that the worst of the combat is behind us. As it happens, there's a nice shortcut that we can exploit to avoid some of the headaches in this area, as shown in the next video.

QuickTime (12.3 mb) | WMP9 (11.9 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

The biggest problem with this approach is that you may not receive a checkpoint for a while, though personally I think the tradeoff is worth it. A few other comments about various parts of this section:

You don't actually have to fight any of the enemies in the first group except for the sniper by the crate. However, the position of the behavior of the enemies can vary. Sometimes, for example, the hunters and brutes will run up near where you make the jump to the top of the area. So you'll have use your own judgment to gauge the extent to which you'll need to clear the path. Also, beware of the sniper on the opposite side of the valley near the door; if he's still alive by the time you make the jump, you may want to take him out, as well. Likewise, the two flying elites.

You'll also need to watch out for a sniper after you cross the first light bridge; although he doesn't make an appearance in the previous video, he's lurking somewhere around the crates. Note that a group of elites and grunts will arrive from the left path, so it helps to escape up the right as quickly as possible.

Your biggest threat in the area of the next light bridge is the two flying elites who enter from the door at the far end. If possible, you'll want to snipe them before you cross the bridge, although sometimes they'll just refuse to appear until you approach the door. In that case, you'll just have to do your best to take them out at close range (the sword is probably your best bet).

As you approach the door after the second light bridge, you should receive a checkpoint, and you'll see a couple of drones fly by, ignoring you completely on their way to the next battle. Usually, I ignore them right back and follow them through the hall to the left, where you should receive yet another checkpoint as you discover the fight already in progress.

This battle is sort of interesting, as you have the ability to steer the outcome in two different directions. When you arrive, you'll find two flying elites, one carbine elite, and several drones fighting it out. A second wave of enemies will appear later to join up with the winner of the first round. Basically, if the battle swings in favor of the elites, the second group will be two flying elites and one carbine honor guard who enter from the opposite door. If the drones come out on top, then several more drones will appear from above. To be specific, if all of the elites are killed off quickly enough (usually with your aid) while there are still at least 2-3 drones around, then you'll get the drone result. If the elites kill off the drones, you'll get the elite result. You can decide for yourself which outcome you prefer, but personally I always opt for the elites. In that case, ideally you'll want to thin out the elites as much as possible while still letting them do the work of taking down the drones for you.

In either case, you'll face a third wave consisting of two brutes and two jackals shortly after the second. In my opinion, this is another good reason to go the elite route, as they can eventually end up fighting one another. The next video shows one approach to this battle, assuming you want to kill everything.

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Right-click (option-click on a Mac) and "Save As" to save to disk.

As the next video shows, you also have the option of running right through this battle, although it can be fairly risky and may require several attempts in order to adjust your path and timing. If you're quick enough, you can prevent the appearance of the second wave as well as the two jackals in the third wave, leaving only the two brutes to fight past the door in the narrow hallway.

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Right-click (option-click on a Mac) and "Save As" to save to disk.

As you continue onward, you'll cross another light bridge, as well as another rock garden area where some brutes are beating the hell out of a poor group of grunts. If you're the compassionate sort, you could stick around and try to save the grunts, though you can just as easily run right through. I'd suggest taking the left path out of here, as you'll avoid having to deal with a charging brute. Make sure that you pick up a beam rifle from the crate before crossing the second light bridge, if you haven't already.

Through the door you'll find a long, sloped room, but don't go too far as three brutes wielding brute shots will emerge from the door at the far end. Snipe them and move on the next area.

Like the last valley, you'll have another opportunity here to circumvent most of the trouble by running around the left side of the area, as shown in the next video.

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Right-click (option-click on a Mac) and "Save As" to save to disk.

In this case, I'd definitely suggest taking out the sniper at the beginning before you make the jump. Note that several elites and a fuel rod grunt will arrive from the door at the far end, but this path lets you reliably avoid them. Make sure that you don't stop until you go through the door on the other side of the valley and melee the elite from behind. After that, the grunts will just run around in panic, presenting no threat to you, and you can take out the invisible elite in the next hallway at your leisure. Be sure to exchange your sword for a fresh one from the crate when you're done.

You'll find another one of those circular rooms through the next door, in which, for a change, you'll primarily be fighting elites. There are a number of effective weapon choices that you could use here. If you want to be on the safe side, you could go plasma pistol/carbine. Otherwise, plasma pistol/energy sword can be fun, as the elites are a one-hit kill with the sword when their shields are down. Whatever you choose, make sure that you at least pick up the fuel rod gun, even if just to drop it temporarily in favor of another weapon. I wouldn't recommend wasting it here, as it will be much more useful in the future; however, many of the weapons in this area will disappear for some reason by the time you finish the circular room battle unless they're dropped by you. Thus, make absolutely sure to preserve the fuel rod gun, as you'll definitely want to bring it along after the next battle. In any case, the next video shows one approach to the circular room.

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Right-click (option-click on a Mac) and "Save As" to save to disk.

The first elite is always in more or less the same spot, but the behavior of the others can vary. The grunts, for example, may not even appear at all. As you can see, one way to take some of the heat off yourself is by deliberately triggering the brute and jackals in order to distract the elites (just approach the opposite door, using the crate to cover your escape). It is possible to run right through to the door on the other side using the fuel rod gun to clear a path, but I wouldn't really recommend it. For one, the elites will follow you, and you'll be stuck between them and the brutes on the other side of the next door without the benefit of a checkpoint. You'll also just end up needlessly wasting fuel rod ammo. So, I'd advise doing this one the old-fashioned way.

After the battle, you can go back and pick up the fuel rod gun, as well as your old sword, if necessary (unfortunately, the sword crate will be gone). When you're ready, continue through the doors past the circular room, where you'll find a bridge.

It would seem that the brutes and elites are once again having a disagreement. As you might be expecting by this point, you'll have to deal with several waves of enemies if you stick around to fight. I'd start by ambushing the sniper and brutes while their attention is diverted elsewhere. You may want to swap the fuel rod gun temporarily for a more suitable weapon at some point. After you kill off the initial group of brutes, a swarm of drones will appear from behind you, at which point you'll probably want to run back to the doorway and take cover while they fight it out with whatever elites are still alive. The drones usually win, which means that you'll have to finish off the survivors. As you proceed along the bridge, you may be attacked from behind once again by a second, smaller group of drones. When you draw close enough, the door at the far end of the bridge will open to release the first of two additional waves of enemies, which together contain several grunts (including one with a fuel rod gun) and elites, as well as two hunters. Your safest bet is probably to back up and pick them off from a distance. Fortunately, you'll have a sniper rifle at your disposal, courtesy of the sniper jackal in the first wave. You may want to expend a few fuel rod rounds to take down the hunters and spare yourself some trouble.

If you're feeling more adventurous and you're comfortable with sword flying, though, there's also a nice shortcut you can take, as shown in the next video.

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Right-click (option-click on a Mac) and "Save As" to save to disk.

While it's fairly risky and may require multiple attempts, this approach has the advantage of not only bypassing the initial groups of enemies as well as the drones, but also significantly reducing the number of enemies that appear from the door at the far end. In fact, if you get there quickly enough it's possible that none of the additional enemies will spawn at all and you'll have free passage to the final room. You'll have to move ahead quickly to engage whatever opposition is present, or else the drones will catch up with you out in the open and death will follow swiftly. You should receive a checkpoint after a little while once you're safely through the door.

Well, here we are: The Mausoleum of the Arbiters, which you may remember from the cutscene back at the beginning of The Arbiter. Cortana advises us to sit on the sidelines, but what fun would that be? So, we're just going to ignore her and wade right into the battle. This is another of those three-way battles where we'll want to take advantage of the distraction to ambush the enemies without letting one side totally overwhelm the other. Fortunately, the presence of the hunters simplifies this task. Thus, as shown in the next video, I'd suggest making your way around the elite side, killing off the gray elites while leaving the hunters to finish off the brutes.

QuickTime (4.6 mb) | WMP9 (4.3 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

Note that a second wave of brutes will appear, at which point I'd advise staying out of the way and letting the hunters do your work for you. When they're done you can simply finish them off in turn with the fuel rod gun. I almost feel guilty about that. Note that one of the elites drops a fuel rod gun, which can help replenish your ammo.

Hang in there... only one battle left, though it can be a difficult one.

As you approach the door across from where you entered, it should open up to admit a fairly imposing group: two gray spec-ops elites with plasma rifles, two cloaked elites with carbines, and a gray high council elite with an energy sword. Considering that you're armed with an energy sword and fuel rod gun yourself, I think that a head-on assault is a perfectly reasonable option, as shown in the next video.

QuickTime (1.9 mb) | WMP9 (1.9 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

Note that the elites actually have to pass through two doors to reach you, and it really helps to exploit both of them as opposed to waiting until they enter the Mausoleum itself. By hitting them as soon as the first door opens, you can break up their attack, kill or wound several of them, and then fall back to give yourself time to reload and potentially even recharge your shield before they reach the second door.

If you don't like this method, your other option is to surrender the doorway, back up, and try to pick off the elites one at a time. If you don't have enough sniper ammo, though, it can get pretty tricky once the elites spread out around the room, as it becomes difficult to move around and aim with all of the firepower directed against you. In that case, I'd prioritize the cloaked elites and do your best to kill the others either with the PP/carbine, sword, or fuel rod gun.

...and just for fun:

QuickTime (1.3 mb) | WMP9 (1.3 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

Actually, closing immediately with the enemies does give you one advantage in that the gray elites all switch to energy swords, significantly reducing the incoming fire.

However you approach this last encounter, the lever ends once Cortana finishes talking.

Congratulations.

It's all downhill from here...




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