Strategy:
Big One Tips
By Danny Chihdo
Note: Big, shiny single-player storyline SPOILERS lie ahead! You've
been warned!
Not to take anything away from Master Chief, who is and always will
be the hero of the Halo series, but some of the toughest,
most challenging battles in the single-player story line of
Halo
2 belong to his Covenant counterpart, the Elite holy
warrior known only the Arbiter. This alien plays quite a bit
differently than Master Chief, relying more on stealth and
surprise. The Arbiter even gets a first crack at those ancient
parasites, the Flood, who are old news to the Covenant
Prophets.

What is he? The Arbiter, that's
what.
Arbiter Versus Flood
After an opening mission that sees the Arbiter into his new armor
and fighting an outpost of heretics that plays more or less like a
Master Chief level, the Arbiter is dispatched to deal with a
parasitic infestation of the Flood. You may think you know how to
fight these guys, and many of the original ways to kill them do
still work, like the shotgun, grenades, rockets, and machine-gun
panic-fire. However, you're the Arbiter, not the Chief, so you
won't have access to those human weapons right away (including the
powerful Brute Shot grenade launcher and the Fuel Rod Cannon, the
massive energy weapon Hunters carry).
Your best bet in this first fight against the Flood is stealth,
running away, the heavy Covenant beam weapon—think Unreal
Championship's lightning gun, with more power—and the energy
sword, which kills most Flood dead with one swipe. The only problem
is you'll have to get close …

That little guy's on your
side.
This area is dark and foggy, but you're going to have to just
embrace it. The Chief's the one with the flashlight, while you've
got rechargeable active camouflage. (There's even an early
throwaway line where one of your lieutenants points out that since
your camo is experimental, it doesn't last as long as theirs. Hey,
thanks, guys. Anything for your Arbiter, eh?)
Keep your ears peeled for the telltale sound of Flood (you'll be
cut off from your commandos at this point) and turn on the camo
before you enter any area. Hit the non-explosive variety with the
sword—look out for Flood-ed Elites who still have functioning
shields, too—and take out the kerploders with a normal weapon or
grenades. As you progress, you will eventually find better guns,
but surviving the first half of this level is a challenge.

Hot Covenant-on-Covenant
action.
Arbiter Versus … Covenant?
Late in the
game, a series of betrayals and a high dose of insanity in the
highest echelons of Covenant leadership leave the Arbiter with no
choice but to join forces with a human who isn't Master Chief (and
that's all I'll say for now). In this level, your human ally steals
a Scarab, one of those huge crawling Covenant bug walkers. With the
Arbiter flying cover in a convenient Banshee, this level wouldn’t
be out of place in Rogue Squadron … and that's a good
thing.
The Scarab can take a beating, but you'll still be under attack
from enemy Banshees, Ghosts, Specters (Covenant Warthogs), and
snipers. Your best option is to keep the skies clear in the
banshee. Then, when another vehicle arrives, land the banshee, jack
it (especially if it's a Wraith tank), and clear out the enemies in
that section of the canyon.
Get back in the banshee when the Scarab catches up (or take a fresh
one if there's one available) and get ahead to the next bend. Watch
for Jackals on ridges armed with Covenant sniper rifles, though.
They can knock you clean out of the cockpit before you even see
them (and even the Arbiter can't fall 400 meters and live).
Of course, it's not over for the Arbiter. The real fight is just
beginning. After the Scarab clears the way, the Arbiter must head
down into the bowels of the Halo and find some way to stop the
Prophet Truth and his army of Brutes before they take the entire
galaxy with them on their "Great Journey."
I won't spoil the final boss battle for the Arbiter (hint: it's not
at all the same as Master Chief's), but I will say this: Brute Shot
and luck. Have fun!
