Editing The Storm/Walkthrough

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If you want to keep the Warthog alive and get more points, try this method.
If you want to keep the Warthog alive and get more points, try this method.


Follow the Walkthrough above until you reach the second gate. Open it and board the Warthog. Spaltter the Grunts and Jackals while avoiding the plasma grenades. Since the vehicle cannot be destroyed while you are alive, so just focus on ramming enemies and keeping yourself alive.  
Follow the Walkthrough above until you reach the second gate. Open it and board the Warthog. Spaltter the Grunts and Jackals while avoiding the plasma grenades. Since the vehicle cannot be destroyed while you are alive, so just focus on ramming enemies and keeping youself alive.  


This method will get you more points, and also keep the Warthog alive for further use.
This method will get you more points, and also keep the Warthog alive for further use.
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An enormous Scarab tank will pass overhead and onto the lake bed. With the Missile Pod turret, open fire on its deck, turrets and leg joints, this would sufficiently weaken both the vehicle and the crew before it manages to turn and attack you. If a few Mongooses survived the earlier confrontation, the Scarab won't fire at your position for a while, giving you more time to take it down. If it does start firing at you, get into cover immediately. There's a high chance the frontal beam will knock the turret over. Remember that there is another turret just a few steps away.
An enormous Scarab tank will pass overhead and onto the lake bed. With the Missile Pod turret, open fire on its deck, turrets and leg joints, this would sufficiently weaken both the vehicle and the crew before it manages to turn and attack you. If a few Mongooses survived the earlier confrontation, the Scarab won't fire at your position for a while, giving you more time to take it down. If it does start firing at you, get into cover immediately. There's a high chance the frontal beam will knock the turret over. Remember that there is another turret just a few steps away.


There are two recommended ways of destroying the Scarab. One way is to use the elevator to travel up when the Scarab moves underneath one of the two cranes. If you desire to snipe first, go to the one near the door, for there is a dead Marine with a Sniper Rifle over there. Run over and jump onto its deck. From there, it's a short journey to the engine core at the rear of the vehicle. Be careful however, marines on the missile turrets can accidentally hit while you are on or near the Scarab, which is a one-hit kill on Legendary. Also, the height is high, and a mistake will be fatal. You can grab one of the Plasma Turrets to dispatch any surviving infantry, and then finish off the walking tank with ease. The missiles that you used to bombard the deck should have left only a small handful of enemies left. Otherwise, use the Sniper Rifle at the top of the crane nearest the exit to eliminate the most dangerous targets from afar before launching a direct assault. The other way is to not leave the Missile Pod turret. When its rear is faced towards you, fire at the engine core simultaneously. Some of the missiles are bound to hit it and end the Scarab with a bang. It makes it safe because the Scarab will not go to the Missile Pods, and you don't have to knock it down.
There are two recommended ways of destroying the Scarab. One way is to use the elevator to travel up when the Scarab moves underneath one of the two cranes. If you desire to snipe first, go to the one near the door, for there is a dead Marine with a Sniper Rifle over there. Run over and jump onto its deck. From there, it's a short journey to the engine core at the rear of the vehicle. Be careful however, marines on the missile turrets can accidentally hit while you are on or near the Scarab, which is a one-hit kill on Legendary. Also, the height is high, and a mistake will be fatal. You can grab one of the Plasma Turrets to dispatch any surviving infantry, and then finish off the walking tank with ease. The missiles that you used to bombard the deck should have left only a small handful of enemies left. Otherwise, use the Sniper Rifle at the top of the crane nearest the exit to eliminate the most dangerous targets from afar before launching a direct assault. The other way is to not leave the Missile Pod turret. When its rear is faced towards you, fire at the engine core simultaneously. Some of the missiles are bound to hit it and end the Scarab with a bang. It makes it safe because the Scarab will not go to the Missle Pods, and you don't have to knock it down.


===Warehouse===
===Warehouse===
Once the second Lake bed is cleared of all enemies, Thel 'Vadam will arrive in a Pelican. Enter the room to the left of the Missile Pods and pass through them. Ensure you have a full supply of Battle Rifle ammunition before you head into the warehouse area. Head up the crane elevator and grab the sniper rifle, it can come in handy later. Carry a missile pod with you, but don't drop it until the Cortana moment. Otherwise, it will disappear. The missile pod can be used to destroy the Hunters that appear later.
Once the second Lake bed is cleared of all enemies, Thel 'Vadam will arrive in a Pelican. Enter the room to the left of the Missile Pods and pass through them. Ensure you have a full supply of Battle Rifle ammunition before you head into the warehouse area. Head up the crane elevator and grab the sniper rifle, it can come in handy later.  Carry a missle pod with you, but don't drop it until the Cortana moment. Otherwise, it will disappear. The missile pod can be used to destroy the Hunters that appear later.


The first large room contains a handful of Brutes. This battle isn't particularly tough. If you save the Marine of the upper walkway, the next fire fight, which involves a larger force of Brutes, relatively easy, as he will man the fixed turret. Thel 'Vadam and the Marines should hold off the other while you do this.
The first large room contains a handful of Brutes. This battle isn't particularly tough. If you save the Marine of the upper walkway, the next fire fight, which involves a larger force of Brutes, relatively easy, as he will man the fixed turret. Thel 'Vadam and the Marines should hold off the other while you do this.

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