Halo Nation

The Storm/Walkthrough

< The Storm

9,734pages on
this wiki
Add New Page
Add New Page Talk0
Help This article may not meet Halo Nation's standards. You can help by cleaning this article.

Starting WeaponsEdit

Player V
Starting Point >
Mission Start Rally Point Alpha Mission Start
Rally Point Alpha
John-117 Primary Weapon
MA5C Assault Rifle M41 SSR MAV/AW Rocket Launcher N/A N/A
Master Chief Secondary Weapon
M6G Magnum BR55 Heavy Barrel Service Rifle N/A N/A
Master Chief Grenades
2 M9 High-Explosive Dual-Purpose Grenades 2 M9 High-Explosive Dual-Purpose Grenades N/A N/A
Master Chief Primary Weapon
MA5C Assault rifle M41 SSR MAV/AW Rocket Launcher BR55HB SR Battle Rifle BR55HB SR Battle Rifle
Master Chief Secondary Weapon
M6G Magnum BR55HB SR Battle Rifle MA5C Assault rifle MA5C Assault rifle
Master Chief Grenades
2 M9 High-Explosive Dual-Purpose Grenades 2 M9 High-Explosive Dual-Purpose Grenades 2 M9 High-Explosive Dual-Purpose Grenades 2 M9 High-Explosive Dual-Purpose Grenades
Thel 'Vadam Primary Weapon
N'tho 'Sraom Primary Weapon
Usze 'Taham Primary Weapon
Type-51 Carbine Type-33 Light Anti-Armor Weapon Type-51 Carbine Type-51 Carbine
Thel 'Vadam Secondary Weapon
N'tho 'Sraom Secondary Weapon
Usze 'Taham Secondary Weapon
Type-25 Directed Energy Rifle Type-51 Carbine Type-25 Directed Energy Rifle Type-25 Directed Energy Rifle
Thel 'Vadam Grenades
N'tho 'Sraom Grenades
Usze 'Taham Grenades
2 Type-1 Antipersonnel grenades 2 Type-1 Antipersonnel grenades 2 Type-1 Antipersonnel grenades 2 Type-1 Antipersonnel grenades

Recommended Skulls Edit

The recommended active skulls for this mission are Tough Luck, Catch, and Fog, but mostly Tough Luck. Tough Luck sacrifices the full potential of your grenade arsenal, and EMP/Headshot kills will be tougher to win, but in exchange for a reasonable multiplier. As for Fog, the battles in both Lake Beds could be a bit awkward, and you'll need to be extremely methodical during the final battle to hunt down Grunts and Jackals. With Catch, Factory A and the warehouse are more difficult, but Catch is an invigorating addition if you're not aiming for speed.


Factory AEdit

The mission starts as you ride on a Warthog and head towards a factory in the city of Voi. Exit the vehicle as soon as you can and open the door by pressing the button the side. First grab a Plasma Grenade from some dead Grunts around the area, and trade your Magnum for a Battle Rifle a Marine should be carrying. You may want to grab a Troop Transport Warthog to use for splattering in the first few areas of the warehouse. Enter the factory and go up the stairs. Keep walking to the left until you reach a room. Enter it to find two Frag Grenades, a Battle Rifle and two Magnums. Stay upstairs and go to the opposite end. There will be a few Grunts and Jackals downstairs. Use the Battle Rifle to wipe them out before letting the Warthog in. Should you wait too long in the area, the Marines will begin to attack the enemy. Once all the initial enemies are dead, open the door to let the Warthog in. It may be tempting to open the door immediately, but the enemies are of very little threat at the moment.

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 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 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. Remember to grab the Ghost if they're still intact before leaving.

Lake Bed AEdit

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. If you have a Ghost, accelerate it so you can splatter the enemies instead. 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 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. Keep moving as fast as you can, as the Wraith will be already targeting you as soon as it is dropped.

Get on top of the small building, and grab the Missile Pod and Sniper rifle immediately. If you do this too slow the Wraith will most likely deplete your shields or instantly kill you and Ghosts can still fire on you. With the Sniper Rifle, take the Brute manning the turret out on the regular Wraith. Then get on your Ghost and start firing it from a fair distance. Watch out for the enemy Ghosts though as they can ram and destroy your Ghost, killing you. Eventually, the driver inside the Wraith will die but leave it intact. Move your Ghost to the Wraith, going under the huge containers on the side to avoid firefights with the Ghosts below if there are still any.

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. Attack from the Wraith's engine in the back, as several shots, a grenade or some melee hits will destroy the Wraith without them finding and opening fire on you. Banshees start firing on you (Heroic/Legendary), and may shoot Fuel Rod blasts on you. A Hornet appears and starts firing on them. You may use the Ghost or Wraith to deal with them if needed.

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...

Factory BEdit

There will be several Grunts and Jackals in the room beyond the gate. Use the Ghost's plasma blast or the Wraith's mortar to blast 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 Plasma Turret, but be careful to dodge the Chieftain's shots. He 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. This is the best place to operate from, as 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.

Grab a Rocket Launcher in place of your secondary weapon (don't change the Sniper Rifle). The Rocket Launcher may seem unnecessary, but it'll actually be useful for a battle that occurs much later on. The best combo is the Sniper Rifle and Rocket Launcher, because you will need to snipe some Brutes down later on. More ammo also comes for the Sniper Rifle at Lakebed B.


Lake Bed BEdit

It is possible to destroy all the vehicles and the Anti-Air Wraith whilst driving a Mongoose, but on Legendary, this is suicidal. The Ghosts, Choppers and Phantoms will mow you down as soon as you drive out into the open.

Although there is a different, easier way to win this battle. As soon as you hit the bottom of the lake, drive directly to the two fixed Missile Pod turrets to the left of the battlefield. There is a small group of Grunts and a Brute at this position, quickly run them down, or slow down and let your Marine riding pillion blast them. Drive up the ramp and park your Mongoose safely. Your passenger should protect you from incoming vehicles.

However, don't expect him to protect you all the time. While on the Missile turrets, the enemy Ghosts will swarm on you, and on higher difficulties, kill you before you can find some cover. Fend off against 3 waves of Phantoms (2 in each wave, 2 Ghosts in each Phantom). Once all enemies are neutralized, including the Wraiths, which should be destroyed by your AI's, quickly man one of the Missile turrets.

An enormous Scarab tank will pass overhead and onto the lake bed. With the Missile Pod turret, open fire on the rear section. The part should then fall off after enough missiles have it hit, revealing its core. Two more missiles will make the core unstable, and destroy it in the process. If you still have some allies left on the lakebed, the Scarab will be distracted by them, giving you some ample time if the rear piece fails to fall off. If it notices you, immediately get off your turret, and get to the other one once it stops firing. Should both turrets be destroyed and the rear piece not broken off, you will be forced to board the Scarab instead by attacking the leg joints or utilising the cranes by the missile pods (The one on the right forces the Scarab to walk over towards you, providing an easy drop). If you decide to board the Scarab instead, grab a Ghost and start firing the leg joints, avoiding the Scarab's legs since they will kill you should they pierce the Ghost.


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.

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.

Once the advance party has been dealt with, run over to and head through the empty shipping container to the far left. Shoot the Brute on the other side. This will enable you to flank the larger Brute pack to the left. If you saved the Marine earlier, the turret fire can wipe out the Brutes in seconds. If not, or should the Brutes deploy Bubble Shields, you'll need to be quite patient. Watch out for Spike Grenades and try to not waste unnecessary Battle Rifle ammunition, you'll need it later. If your Machine Gun Turret is running low on ammo, grab the one on the walkway prior to moving on.

As you round the corner, you'll encounter two human workers battling against another pack of Brutes. Run around the right to flank them. If you operate from behind the crate, you can dispatch each Brute in turn while they are distracted by your allies.

If you have been patiently saving the Rocket Launcher since acquiring it in the second factory, your diligence pays off. Dash over to the exit and blast them with rockets as soon as they enter the warehouse. It should take no more than three or four shots to kill both (you can have more troops if you rush ahead and destroy the fusion coils).

Storage AreaEdit

The outside of the warehouse is dominated with Covenant forces. A Brute Chieftain flanked by two Brute bodyguards armed with Carbines waits patiently for your arrival, along with a group of Grunts. Go to the sides, as the enemies don't usually expect you to start firing from there. There's also Sniper Rifle ammo on the side, and if the enemy spots you, usually the Chieftain's bodyguards spot you instead. Once all Grunts are killed, the enemy usually falls back and sends up another wave of Grunts and some Jackals. Once they're all dead, the Chieftain will start charging on you.

The second option is to climb the indoor stairs beside the warehouse exit and go through the door at the top. in the second office, you'll find a Sniper Rifle. Smash the window with a melee attack, then snipe the Brutes, especially the Chieftain, from this position. If you're lucky, you might even kill the Chieftain straight away with a few accurate shots to the head. When the area is clear of all Brutes, you can exit by moving to the left of the window. Then use your Battle Rifle to wipe out the remaining Grunts. The Chieftain does not use the office rooms and does not charge there, though his bodyguards will attack you.

It is easy to think that the Rocket Launcher would make easy work of the Chieftain, but sadly, that is rarely correct. Chieftains at full strength can survive the first rocket, and more often than not, he'll activate his Invincibility unit straight away. This one carries a Gravity Hammer, which is the reason he possesses Invincibility, so dodging him is a matter of running, jumping, dodging and panicking all over the place. You can retreat to the warehouse and let the Chieftain kill your allies as a distraction, however it makes the final battle harder.

This battlefield is littered with useful weapons, including Carbines, Needlers and Plasma Pistols. The final Brutes aren't too difficult to finish off. Before you press forward, pick up as much Carbine ammo as you can, and, if you didn't do it before, pick up the Sniper Rifle in the office.

The Anti-Air GunEdit

As you advance to the next battle, there will be a missile launcher to your left. In front of it is more Sniper Rifle ammo. Collect it and aim at the opposing attack force. You can actually end the battle here by blowing up the exhaust vent on the AA Gun with your sniper rifle, but it will take a fair amount of ammo. If you can't then run up the hill. A Chieftain armed with a Fuel Rod Gun will briefly move into the line of fire before retreating, usually after firing a few blasts at your position. Attempt to land several shots on him. Blowing off his helmet is good enough, killing him straight away is a scarce achievement. You can only fire four shots at him before he ducks back into cover, it takes three to blow his helmet off, and one to penetrate his bare head. Weakening him at least is a massive starting advantage.

Note: If you're not playing for points, give any surviving Marine/Worker what remains of your rocket launcher, as they have unlimited ammo.

Pull out your Carbine and dispatch the Grunts and Jackals that run down the slope. Watch out for Grunts on the Plasma Turrets. When you're done, replace your Carbine with a Battle Rifle near where the Sniper Rifle was, only if necessary though. Cautiously make your way up the slope and top at the large rock to your right. Take out any Jackals and Grunts in the vicinity. When all is visually clear, inch forward until you can see the Chieftain, if you didn't manage to kill him earlier. You can also see other Brutes a few meters away. Downing the Chieftain and dodging his incoming Fuel Rod Gun blasts are your top priorities. Marines and workers should be protecting you from Grunts and Jackals, but grenades can be a nuisance, especially from behind. It's relatively easy for an enemy from behind to plant a Plasma Grenade on you and send you back to the previous checkpoint.

Once you've dealt with the Brutes, you should be concerned about mopping up any stray infantry before completing your last objective. Overconfidence is lethal, especially on Legendary, so explore the area slowly and methodically, always proceeding with caution. It's usually a long way back to the previous checkpoint. Use Plasma and Spike Grenades and/or the Fuel Rod Gun dropped by the Chieftain to destroy the exhaust vent at the bottom of the Anti-Air Gun. It opens up after firing each shot.

Doing this will destroy the last Anti-Air armament the Covenant has deployed. Admiral Hood's ships can now advance on the Forerunner artifact with ease, and you can enjoy the fleet's bombardment. All of a sudden........


New Enemies: Hunter

New Vehicles: Scarab, Ghost, Anti-Air Wraith, Mongoose

New Items: Invincibility, unless gotten before in Sierra 117

New Weapons: Missile Pod, Rocket Launcher

Generally, you'd start the Floodgate mission with the same weapons that you used when destroying the Anti-Air Gun. It is instructed to finish with a Battle Rifle and a Sniper Rifle. If you want to do the Floodgate mission directly after this mission, consider trading the Sniper Rifle for something else before finishing the mission. Apart from the Fuel Rod Gun, there's some nearby Needlers to the southeast of the Anti-Air Gun. Consider taking this in place of the Sniper Rifle. There's a Plasma Pistol near that Needler, but it won't be of much help for most of that mission. There are a couple of Shotguns on a dispenser to your right in the first warehouse battle as you advance. That is a key weapon whilst combating the Flood. The Shotgun is also the recommended main weapon in the next level, but a Battle Rifle will kill them faster depending on your accuracy.

Using Points and checking the Carnage report will be:

? Infantry, ? Specialist, ? Leader, and 2 Heros (hunters)

? Light, ? Medium, ? Large, 1 Giant (scarab)

Askar Achievement Milestone: 15,000 points

Recommended Multiplier: 4+ (Tough Luck (1.5) + Catch (1.5) + Fog (1.5))


0-15 min - 3x

15-20 min - 2.5x

20-25 min - 2x

25-30 min - 1.5x


Use these skulls at your own peril. Each one will give a random multiplier which will help in getting the points.

  • Iron
Not recommended due to the vast amount of deadly fire you will be in. On Heroic and Legendary, shots from a Wraith kills you instantly. Enemy vehicles are also a danger, as Ghosts can quickly kill you in mere seconds.
  • Black Eye
May be recommended depending on the situations, but is not as useful on higher difficulties, even with Regenerators. Avoid meleeing Brutes and melee the weaker Grunts and Jackals if you turn this skull on. Always take cover if you are fighting powerful units.

  • Tough Luck
Enemies may avoid your fire. Kill off Grunts before Brutes as an unexpected player may die from their Kamikaze attacks. A berserk Brute is less deadly then Grunts that go near you and explode.
  • Catch
More grenades for your coffers, meaning you can destroy the enemy vehicles more faster. Also can create deadly explosions with the grenades left on the ground.
  • Famine
This skull may be avoided at times. However, most enemies stick with Needlers, Plasma Pistols and other basic equipment that can be replenished easily. There are also generous numbers of weapon lockers containing Battle rifles, Assault rifles, etc.
  • Thunderstorm
Some stronger Brutes, Grunts and Jackals will appear. More points and should be activated anyways.
  • Tilt
  • Mythic
Not recommended to turn at all due to the doubled health of all Covenant units. Should be activated only if you are skilled at sending headshots at the enemy, but even there, it may take a few tries to attempt.
  • Grunt Birthday Party
Should be turned on for points. Also makes headshots on Grunts with an explosion, meaning grenades nearby will explode on nearby enemies.
  • Blind
Not recommended due to the vast long-range and close combat skirmishes you will be up against, unless you are a very accurate shooter without the crossfires.
  • Cowbell
Useful as it creates more explosions. More explosions kills more enemies, there are a decent number of explosive weapons in this campaign.
Use it for humorous dialouge from the enemy. Use for more points.


Preceded by
Tsavo Highway
Halo 3 Campaign Walkthrough for:
The Storm
Succeeded by

Also on Fandom

Random Wiki