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{{Status|Gameplay}}
{{Walkthrough Infobox
{{Walkthrough infobox
|era=[[Halo 3]]
||era=[[Halo 3]]
|prev=[[Tsavo Highway (level)/Walkthrough|Tsavo Highway]]
|prev=[[Tsavo Highway/Walkthrough|Tsavo Highway]]
|next=[[Floodgate/Walkthrough|Floodgate]]
|next=[[Floodgate/Walkthrough|Floodgate]]
|name=[[The Storm]]
|name=[[The Storm]]
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|objective=Destroy all Covenant anti-air threats
|objective=Destroy all Covenant anti-air threats
|location=[[Voi]], near [[The Portal]], [[Republic of Kenya|Kenya]]
|location=[[Voi]], near [[The Portal]], [[Republic of Kenya|Kenya]]
|starting weapons=[[MA5C assault rifle|Assault rifle]] <br> [[Magnum#Halo_3|Magnum]]
|starting weapons=[[MA5C assault rifle|Assault rifle]] <br> [[M6G magnum|Magnum]]
|new weapons=
|new weapons=
|enemies=*[[Jiralhanae]]
|enemies=*[[Jiralhanae]]
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*[[Unggoy]]
*[[Unggoy]]
|skulls=
|skulls=
|pagegamelabel=H3
}}
}}


==Starting Weapons==
==Starting Weapons==
{|class="wikitable" border="1"
{|class="wikitable" border="1"
|colspan=1|'''Player V<br />Starting Point >'''
|colspan=1|'''Player V<br />Starting Point >'''
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|-
|-
|colspan=1|'''Master Chief Secondary Weapon<br />Solo'''
|colspan=1|'''Master Chief Secondary Weapon<br />Solo'''
|colspan=1| [[Magnum#Halo_3|M6G Magnum]]
|colspan=1| [[M6G Magnum]]
|colspan=1| [[BR55HB SR Battle Rifle]]
|colspan=1| [[BR55HB SR Battle Rifle]]
|colspan=1| N/A
|colspan=1| N/A
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|colspan=1|'''[[Thel 'Vadam]] Primary Weapon<br />[[N'tho 'Sraom]] Primary Weapon<br />[[Usze 'Taham]] Primary Weapon'''
|colspan=1|'''[[Thel 'Vadam]] Primary Weapon<br />[[N'tho 'Sraom]] Primary Weapon<br />[[Usze 'Taham]] Primary Weapon'''
|colspan=1| [[Type-51 Carbine]]
|colspan=1| [[Type-51 Carbine]]
|colspan=1| {{Pattern|Pez'tk|fuel rod gun}}
|colspan=1| [[Type-33 Light Anti-Armor Weapon]]
|colspan=1| Type-51 Carbine
|colspan=1| Type-51 Carbine
|colspan=1| Type-51 Carbine
|colspan=1| Type-51 Carbine
|-
|-
|colspan=1|'''Thel 'Vadam Secondary Weapon<br />N'tho 'Sraom Secondary Weapon<br />Usze 'Taham Secondary Weapon'''
|colspan=1|'''Thel 'Vadam Secondary Weapon<br />N'tho 'Sraom Secondary Weapon<br />Usze 'Taham Secondary Weapon'''
|colspan=1| {{Pattern|Okarda'phaa|plasma rifle}}
|colspan=1| [[Type-25 Directed Energy Rifle]]
|colspan=1| Type-51 Carbine
|colspan=1| Type-51 Carbine
|colspan=1| Type-25 Directed Energy Rifle
|colspan=1| Type-25 Directed Energy Rifle
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|-
|-
|colspan=1|'''Thel 'Vadam Grenades<br />N'tho 'Sraom Grenades<br />Usze 'Taham Grenades'''
|colspan=1|'''Thel 'Vadam Grenades<br />N'tho 'Sraom Grenades<br />Usze 'Taham Grenades'''
|colspan=1| 2 {{Pattern|Anskum|plasma grenade}}s
|colspan=1| 2 [[Type-1 Antipersonnel Grenade]]s
|colspan=1| 2 Type-1 Antipersonnel Grenades
|colspan=1| 2 Type-1 Antipersonnel Grenades
|colspan=1| 2 Type-1 Antipersonnel Grenades
|colspan=1| 2 Type-1 Antipersonnel Grenades
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After clearing out the first group, more [[Grunts]] will emerge from the far right-hand corner of the room, which is obscured by crates and barrels. You can collect more Battle Rifle ammunition from beside a fallen Marine to the left of the closed gate.
After clearing out the first group, more [[Grunts]] will emerge from the far right-hand corner of the room, which is obscured by crates and barrels. You can collect more Battle Rifle ammunition from beside a fallen Marine to the left of the closed gate.


You can simply open the next gate and follow the Warthog, but there's generally no cover at all if you do so. The recommended technique is pressing the button and them immediately running onto the walkway to your right. From this position, you can ambush Covenant troops with grenades and your Battle Rifle. The majority will be too distracted by your Warthog turret to worry much about you. There are two {{Pattern|Karo'etba|Ghost}}s at the far end of the corridor. Any surviving enemy infantry may or may not use them against you. The sound of one accelerating or firing is a signal to get out the way immediately. Use [[Plasma Grenades]] against these if your ally on the turret is too slow to deal with the threat. Note that a charged Plasma Pistol shot and a hijack also works well. But disabling one and running out into the open to hijack gives the other Ghost a chance to either shoot or splatter you to death.
You can simply open the next gate and follow the Warthog, but there's generally no cover at all if you do so. The recommended technique is pressing the button and them immediately running onto the walkway to your right. From this position, you can ambush Covenant troops with grenades and your Battle Rifle. The majority will be too distracted by your Warthog turret to worry much about you. There are two [[Ghosts]] at the far end of the corridor. Any surviving enemy infantry may or may not use them against you. The sound of one accelerating or firing is a signal to get out the way immediately. Use [[Plasma Grenades]] against these if your ally on the turret is too slow to deal with the threat. Note that a charged Plasma Pistol shot and a hijack also works well. But disabling one and running out into the open to hijack gives the other Ghost a chance to either shoot or splatter you to death.


The Warthog will rarely survive this full head-on encounter, so the safest way to keep it intact is to head through the passageway and launch an initial solo attack with your Battle Rifle. Pick up a [[Plasma Pistol]] to duel wield with your [[Magnum#Halo_3|Magnum]] to dispatch any aggressive Brutes. Then aim to thin their numbers by killing Grunts, Jackals and any adventurous Brutes. When only a few enemies remain at the end of the corridor, let your Warthog roll in and finish them off.
The Warthog will rarely survive this full head-on encounter, so the safest way to keep it intact is to head through the passageway and launch an initial solo attack with your Battle Rifle. Pick up a [[Plasma Pistol]] to duel wield with your [[Magnum]] to dispatch any aggressive Brutes. Then aim to thin their numbers by killing Grunts, Jackals and any adventurous Brutes. When only a few enemies remain at the end of the corridor, let your Warthog roll in and finish them off.


===Aiming For Points?===
===Aiming For Points?===
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.


===Lake Bed A===
===Lake Bed A===
Open the gate, jump into the Warthog's driving seat, and cruise along the side of the dry lake bed, mowing down any [[Brutes]] and Grunts in your path. Stop at the start of the boardwalk leading to the little building. Exit the Warthog as your gunner lays waste to the [[Covenant]] on the roof. Make sure you clear this area quickly, a [[Phantom]] will deploy a {{Pattern|Zurdo|Wraith}} outside the far exit at this point., and the Ghosts circulating the lake bed will already be converging on your position.
Open the gate, jump into the Warthog's driving seat, and cruise along the side of the dry lake bed, mowing down any [[Brutes]] and Grunts in your path. Stop at the start of the boardwalk leading to the little building. Exit the Warthog as your gunner lays waste to the [[Covenant]] on the roof. Make sure you clear this area quickly, a [[Phantom]] will deploy a [[Type-26 Wraith]] outside the far exit at this point., and the Ghosts circulating the lake bed will already be converging on your position.


In the Lake Bed, next to the ramp closest to the door you came through, there is a Warthog TT, which you can use if your other Warthog is badly damaged. It is flipped and the Ghosts will kill you and the Marines if you try to.
In the Lake Bed, next to the ramp closest to the door you came through, there is a Warthog TT, which you can use if your other Warthog is badly damaged. It is flipped and the Ghosts will kill you and the Marines if you try to.
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Remember to keep moving, or the Wraith will hit you.
Remember to keep moving, or the Wraith will hit you.


Get on top of the small building, and collect the [[Sniper_Rifle#Halo_3_and_Halo_3:_ODST|Sniper Rifle]] and the [[Missile Pod]]. Use your Sniper Rifle to dispatch the gunner of the ordinary Wraith (not the Anti-Air one, leave that alone for now). Deal with the reinforcements the Phantom sends down. The Missile Pod will enable you to destroy some (though probably not all) of the Ghosts below. They can be a big nuisance and so should be neutralized as soon as possible. Drop the Missile pod as you near the ordinary Wraith. Hijacking it successfully will make the rest of the battle a lot easier. It is better on the Phantom dropping the Wraith, as it cannot move or attack if the Phantom is destroyed.
Get on top of the small building, and collect the [[Sniper Rifle]] and the [[Missile Pod]]. Use your Sniper Rifle to dispatch the gunner of the ordinary Wraith (not the Anti-Air one, leave that alone for now). Deal with the reinforcements the Phantom sends down. The Missile Pod will enable you to destroy some (though probably not all) of the Ghosts below. They can be a big nuisance and so should be neutralized as soon as possible. Drop the Missile pod as you near the ordinary Wraith. Hijacking it successfully will make the rest of the battle a lot easier. It is better on the Phantom dropping the Wraith, as it cannot move or attack if the Phantom is destroyed.


The final part of the battle is a cat and mouse game against the remaining Ghosts, if there are any. If your Warthog crew is still alive, they'll engage any that come within range. This works well as a diversion. You have two reasonable choices. Either snipe the Grunt drivers from afar, or bombard them with the Wraith's main cannon.
The final part of the battle is a cat and mouse game against the remaining Ghosts, if there are any. If your Warthog crew is still alive, they'll engage any that come within range. This works well as a diversion. You have two reasonable choices. Either snipe the Grunt drivers from afar, or bombard them with the Wraith's main cannon.


With all the Ghosts out of commission, snipe the gunner of the {{Pattern|Ogab'd|anti-aircraft Wraith}}, then grab yourself a Ghost. Drive over to the Wraith, approach it from behind and pummel it with melee attacks. Don't even bother trying to destroy it using your Ghost's plasma cannons, that will take an absolute eternity. Jump off and hop back into the Ghost. Two [[Banshees]] will fly in the attack you. A friendly Hornet will then engage and destroy them on your behalf. Although it is wise to boost into cover with the {{Pattern|Karo'etba|Ghost}} before any of them open fire. If you are on the Wraith, blow the Banshees up to get more points for the achievement on this mission.
With all the Ghosts out of commission, snipe the gunner of the [[Anti-Air Wraith]], then grab yourself a Ghost. Drive over to the Wraith, approach it from behind and pummel it with melee attacks. Don't even bother trying to destroy it using your Ghost's plasma cannons, that will take an absolute eternity. Jump off and hop back into the Ghost. Two [[Banshees]] will fly in the attack you. A friendly Hornet will then engage and destroy them on your behalf. Although it is wise to boost into cover with the [[Type-32 Ghost]] before any of them open fire. If you are on the Wraith, blow the Banshees up to get more points for the achievement on this mission.


The door to the next area will now be open, a small force of [[Grunts]] and a [[Brute]] will exit the factory. Freely choose how to kill them, but watch out for the turret. They only appear on Heroic and Legendary. Then prepare yourself for the next encounter, because this Factory won't be as hospitable as the first one...
The door to the next area will now be open, a small force of [[Grunts]] and a [[Brute]] will exit the factory. Freely choose how to kill them, but watch out for the turret. They only appear on Heroic and Legendary. Then prepare yourself for the next encounter, because this Factory won't be as hospitable as the first one...
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There will be several Grunts and [[Kig-yar|Jackals]] in the room beyond the gate. Use the Ghost's plasma cannons to neutralize them. Attempting to splatter them could end in your vehicle being stuck by a Plasma Grenade. Jump out and grab the turret outside. The Brutes upstairs are in possession of Power Drains, so its unwise to engage them in a vehicle. And in a fight like this, being paralyzed is the last thing you'd want to happen.
There will be several Grunts and [[Kig-yar|Jackals]] in the room beyond the gate. Use the Ghost's plasma cannons to neutralize them. Attempting to splatter them could end in your vehicle being stuck by a Plasma Grenade. Jump out and grab the turret outside. The Brutes upstairs are in possession of Power Drains, so its unwise to engage them in a vehicle. And in a fight like this, being paralyzed is the last thing you'd want to happen.


The [[Chieftain]] generally won't come downstairs to attack you, but you can lure other Brutes to your location. Try lobbing grenades upstairs if you've got a good supply. Pick off any wandering Brutes with your [[Pek-pattern plasma cannon|Plasma Turret]], but be careful to dodge the Chieftain's shots. This one also wields a Plasma Turret, so you'll have to be quick. Once the bodyguards are dead, switch to your [[Battle Rifle]] and wear the Chieftain down with several headshots. Be patient, as this process might take some time. Use any Sniper Rifle bullets if you still have some. Collect the Chieftain's turret and make your way to open the gate.
The [[Chieftain]] generally won't come downstairs to attack you, but you can lure other Brutes to your location. Try lobbing grenades upstairs if you've got a good supply. Pick off any wandering Brutes with your [[Type-52 Directed Energy Support Weapon|Plasma Turret]], but be careful to dodge the Chieftain's shots. This one also wields a Plasma Turret, so you'll have to be quick. Once the bodyguards are dead, switch to your [[Battle Rifle]] and wear the Chieftain down with several headshots. Be patient, as this process might take some time. Use any [[Sniper Rifle]] bullets if you still have some. Collect the Chieftain's turret and make your way to open the gate.


Enter the next room and point your turret at the skylights above. A swarm of Drones will smash through. Fire at them as they descend and go through the gate for cover once they return fire. Be advised that the majority of them carry Needlers. This is the best place to operate from. It is rare that a Drone will follow you through. Constantly keep darting out into the open and dispatching a few more before retreating into cover to let your shields replenish.
Enter the next room and point your turret at the skylights above. A swarm of Drones will smash through. Fire at them as they descend and go through the gate for cover once they return fire. Be advised that the majority of them carry Needlers. This is the best place to operate from. It is rare that a Drone will follow you through. Constantly keep darting out into the open and dispatching a few more before retreating into cover to let your shields replenish.
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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.&nbsp; 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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Once you've reached the machine gun, use it to kill the [[Grunts]] and [[Jackals]] in your path. Quickly shoot the Chieftain. If you can lower his shields before he escapes, you're golden, because he will be more defensive during your attempt to destroy the AA Gun. Shot his bodyguards too, and hopefully, you can kill them, to avoid [[Spike Grenades]] attack on you.
Once you've reached the machine gun, use it to kill the [[Grunts]] and [[Jackals]] in your path. Quickly shoot the Chieftain. If you can lower his shields before he escapes, you're golden, because he will be more defensive during your attempt to destroy the AA Gun. Shot his bodyguards too, and hopefully, you can kill them, to avoid [[Spike Grenades]] attack on you.


When you've cleared the whole open area between the machine gun and the AA Gun, use your Sniper Rifle or [[Carbine]] to finish off the Brutes. After that, rip off the machine gun. Sprint at your fastest speed to the Plasma Turret. Be careful, you don't want to be sen by the [[Brutes]] and [[Grunts]] left. Arbiter will charged at his enemies, and keeping them busy. Turn right. You will see a narrow path leading to the back of the AA Gun. Keep walking stealthily until you reach to the site where you can clearly see the vent opening. Wait for the next shot.
When you've cleared the whole open area between the machine gun and the AA Gun, use your [[Sniper Rifle]] or [[Carbine]] to finish off the Brutes. After that, rip off the machine gun. Sprint at your fastest speed to the Plasma Turret. Be careful, you don't want to be sen by the [[Brutes]] and [[Grunts]] left. Arbiter will charged at his enemies, and keeping them busy. Turn right. You will see a narrow path leading to the back of the AA Gun. Keep walking stealthily until you reach to the site where you can clearly see the vent opening. Wait for the next shot.


After the vent opens, quickly shoot the vent with your machine gun. Dodge incoming Plasma Grenades and keep shooting. You probably can't finished the gun with the machine gun, so shoot it with your Sniper. Once the vent's core changes to red, shoot with your secondary weapon. Soon, you'll finish the final battle of The Storm with ease.
After the vent opens, quickly shoot the vent with your machine gun. Dodge incoming Plasma Grenades and keep shooting. You probably can't finished the gun with the machine gun, so shoot it with your Sniper. Once the vent's core changes to red, shoot with your secondary weapon. Soon, you'll finish the final battle of The Storm with ease.
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25-30 min - 1.5×
25-30 min - 1.5×
{{succession box | before = ''[[Tsavo Highway/Walkthrough|Tsavo Highway]]'' <br />| title =Halo 3 Campaign Walkthrough for: | years = '''''The Storm''''' |after = ''[[Floodgate/Walkthrough|Floodgate]]''}}
{{succession box | before = ''[[Tsavo Highway (Level)/Walkthrough|Tsavo Highway]]'' <br />| title =Halo 3 Campaign Walkthrough for: | years = '''''The Storm''''' |after = ''[[Floodgate/Walkthrough|Floodgate]]''}}
[[Category:Halo 3 walkthroughs]]
[[Category:Walkthrough]]


==Video Walkthrough==
==Video Walkthrough==
<div class="floatleft">{{#widget:YouTube|id=FTQ8PIj_9ks|width=300|height=200}}</div>
<div class="floatleft"><youtube width="300" height="200">FTQ8PIj_9ks</youtube></div>

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