The Storm
“Chief, the Prophet of Truth has found the Ark. Our only chance of stopping him is a surprise aerial assault. Clear this sector of Covenant anti-air defenses. Make a hole for the Admiral’s ships. Good hunting. Keyes out.” [The Storm, Halo 3]
Despite the destruction of the Crow’s Nest and the scattering of the UNSC’s forces, some troops have regrouped and Lord Hood’s plan is set back into action: the Chief will lead an assault on this Covenant-controlled area in order to bring down AA defenses, so that the Admiral’s ships can stage an assault on the Covenant’s Dreadnought.
The level opens with the theme that Bungie chose to represent the UNSC during Halo 3; it was previously heard during Crow’s Nest, and, before that, a slightly altered version was used in the second level of the first game, Halo; it was called “Brothers in Arms”. Once established, a theme such as this can immediately bring you into a certain state of mind. In this case, for example, the UNSC theme reminds you that you have a job to do, a task that your commanding officer requires you to complete. It helps tremendously that Halo fans are familiar with this theme, having heard it first the first time almost seven years ago - and, even back then, it was associated with fighting alongside UNSC troops.
I also found it interesting that the level opens with you in the passenger seat of a ‘hog, unable to exit. Also, you’re in a tunnel with not much to look at. This forces you to pay attention to the dialogue, which sets the stage for the level you’re about to play. It tells you what you have to do, and why you have to do it. The music, the troops around you, and the way the game pushes you to pay attention, all work together to establish a foundation for the battles you’re about to engage in.
Upon exiting the ‘hog, the Marines all move forward, guiding you both physically and verbally to where you’re supposed to go. The blast doors are very useful in this level in the sense that they partition off fights, giving you plenty of time to prepare for a battle, and recover once it’s completed. Before you enter the first area, the Marines let you know what’s about to happen.
“Ready when you are, Chief. Open the door, take point; we’ll cover you with the fifty!” [The Storm, Halo 3]
In other words, get ready - the battle is about to begin. A line like that comes at a nice place. This is the fourth level of the game; you’ve been fighting and you know how hectic it can get. It’s a change of pace to be able to actually prepare for a battle; to know that there’s a door between you and the enemy, and you don’t have to open it until you’re ready.
Also, this gives you a chance to explore the environment. Most people follow the Marines’ leads and move into the first room. But the area that you emerge into from the tunnel is a pretty beautiful environment.
It’s raining. Not pouring rain, but drizzling. A fitting weather status, considering the storm that looms in the sky above. You may have noticed it as you emerged from the tunnel. Swirling in the distance, it is definitely unnatural. I’m not sure if I’ve ever seen anything like it in a game before. It is obviously not a static matte painting background. Its swirling gives it an obvious feeling of being real, and massive. The waning daylight also helps to establish an ominous mood, in stark contrast to the blue skies and sunlight of the previous level, Tsavo Highway. Also seen in the distance is the Crow’s Nest.
We’re in the fourth level of the game and we can still see the second level. This adds, for me, at least, a great sense of continuity. It reminds you of where you’ve been, and, in doing so, where you’re going: the Covenant destroyed your base, and now you are helping to prepare an assault on their own base. This is also a theme from Halo 3 that many people enjoy; the mission in this level is not “Chief, destroy the Covenant’s Dreadnought.” The player’s job is to destroy Covenant AA, so that UNSC forces can move ahead and bombard the Dreadnought themselves. This takes me back to a scene from the Halo 2 E3 demo. Near the middle of the demo, the Chief moves into a battle, where a small platoon of UNSC troops are pinned down by Covenant forces, with a massive Covenant AA gun firing in the distance. The Chief overhears Sargeant Banks order an air strike on the gun, and two jets promptly bombard and destroy the gun. The Chief wasn’t involved at all. This theme has been prominent in the battle for Earth, and it continues in Halo 3. Master Chief may have been a one-man army in Halo 1, but he’s moved onto a grander stage now, and while his role is still important, he sometimes plays a supporting role, rather than the lead.
Getting back to the area at hand, there are a few items of interest to be noticed. The area is quite detailed, with usable ladders and light poles that can be scaled. It should probably be mentioned that this entire level borders the excavated area that the Covenant have dug up. One can only speculate on how the city looked before half of it was blown away to reveal the structure hidden below. Tattered foundations and bridges that lead to nowhere now mark the city limits. One specific item of interest is a missing persons flyer:
It states that Jason Jones (co-founder of Bungie) was last seen in Voi on November 9 (the launch date for Halo 2) in the year 2552. The contact number is smudged and unreadable.
Moving through the door, it turns out that the battle doesn’t immediately begin. You have a few moments to familiarize yourself with the type of environments that you’ll be seeing for the interior portions of the level. From the next room, however, you can hear Covenant dialogue. The Prophet of Truth, whose voice should be recognizable by this point, can be heard.
“With my gentle encouragement, our lords’ holy relic springs to life. It is unfortunate that our enemies also bear witness to its glory. But, soon, their dull eyes will be closed, seared by the rings’ unforgiving might.” [The Storm, Halo 3]
Moving onto the platform above, you can see a few Covenant soldiers standing near a hologram pedestal.
A well-placed grenade will silence Truth and forever deafen a few of his followers.
If you continue fighting the Covenant forces without activating the door controls, a Marine Sargeant will remind you to do so, so that the Marines can provide support with the Warthog. There is something inherently awesome about a Warthog with a big chain gun slowly moving through a tunnel. Even though the confined spaces allow for a few grenades to take it down, I still feel pretty secure knowing that that thing is backing me up. Especially when I open the next door and see a small army of Covenant soldiers.
A few well-placed grenades will take them down. In this same area, you’ll find two Ghosts, which should give you an idea of what sort of area you’ll find through the next door.
This encounter can be pretty rough on Legendary. It has lots of Ghosts, which are basically killing machines on the game’s highest difficulty. Fortunately, you have a myriad of options as to how you want to tackle this area. Before you even move into the lake bed, you get to decide whether you want to drive the ‘hog, man the turret, or take a Ghost. All three options are risky, since the enemy Ghosts can take you down very quickly on both the ‘hog and the Ghost. Once into the area, you have to constantly stay on the move, lest the Wraith on the far end hits you with one of the mortar blasts that it is constantly lobbing. The middle area has a Sniper Rifle and a Missile Pod Launcher, but you first have to take down a small Covenant squad that has the higher ground. And the Brute has a Brute Shot that works well from heights. Also, multiple Phantoms will fly in to drop off Ghosts throughout the course of the battle, so you have to watch out for those, too, both for the Ghosts (which will not hesitate to fire at you from the sky) and the Phantom’s plasma fire. In addition to all of that, there are a couple of Banshees that will move into the fight and plasma/mortar you if they feel like you’re doing too well against their allies. You have Hornets in the sky that try to keep them busy, but sometimes they fail and the Banshees are able to turn their attention toward you. Numerous times have I finished off the Ghosts and the AA wraith, and, while deciding upon a strategy for the Wraith blocking the door, I’ve been killed instantly by a Banshee’s mortar and plasma fire.
The Missile Pod in the middle will help you out a bit, but it doesn’t have near enough shots in it to take out all of the enemy vehicles that you’re facing. The Sniper can be useful for felling the Grunts on the Ghosts - but, unless you’re a crack shot, you have to stand still to take aim, and this is hindered by the constant mortar fire from the Wraith. Also, the Grunts sit so low on their Ghosts that they have to be turned to the side for you to be able to take a shot at them - for me, at least, I’m only able to knock off their Methane breathers from the front, which does make them highly susceptible to BR fire, but still, only from the side.
Staying on the ‘hog is dangerous due to the Ghosts’ ability to quickly take you down; if you stay on it, you’ll be forced to take pot-shots at the Ghosts from behind barriers, while hoping they don’t come after you. And staying on a Ghost is risky, too, since you can be taken down just as quickly. I find myself taking the center platform and, while staying on the move and near cover to avoid being killed by plasma mortars, waiting for the right moment to take down the Ghost pilots.
The Anti-Air Wraith is easy to take down, since it tends to not pay attention to you, and the weak spot on its back is exposed. A Ghost’s plasma fire can destroy it in a few seconds.
The standard Wraith is much harder, however. It has the high ground, and it can fire its mortar blasts quite quickly. I typically attempt to take it by surprise and rush up to it as quickly as possible. Even if you are able to board it, though, there are Covenant ground troops emerging from the nearby opened blast door. If they decide that they don’t like you, you’ll be killed while in the process of boarding the Wraith. It’s hard to take them down beforehand because of the Wraith’s position and its constant barrage.
Overall, this encounter is fun, but the numerous enemy Ghosts stifle your own vehicle activity. In a way, though, that forces you to get more creative than you might normally would.
One thing to mention: I would suggest clearing out as many enemies as you can and then hanging out around the center structure, where the sniper spawns. I was sometimes able to get a checkpoint there, which allowed me to not have to repeat 10+ minutes of gameplay every time I died.
Before we leave this area, I want to point out how staggering the attention to detail is. The barnacles on the concrete, the trash and debris that sit on the lake bed floor, the pipes and grating decorating the buildings, the concrete slabs left over from the city’s destruction, and the wooden docks that you can take cover under; it’s all pretty stunning. Not to mention that it’s still raining. I have usually forgotten that by this point, but the rain continues to drizzle down. And in addition to all that, the Dreadnought can still be seen in the distance, resting at the center of the massive structure that the Covenant ships are hovering above - all with the storm still twisting overhead. And even further in the distance, you can see the charred skeleton of what was once New Mombassa.
The Catch Skull is located in this area, so pick it up once you’ve cleared out all of the enemies.
If you managed to keep the Wraith intact in this last battle, then you can use it to pummel the Covenant forces inside of the building ahead. It is always particularly satisfying to me when a Covenant vehicle, which has caused me so much pain for the past 10-30 minutes, is turned against them by my hand. Too bad it won’t fit inside.
“They just keep coming!”
Check your fire! It’s the Chief!” [The Storm, Halo 3]
Upon entering the room, you hear an exchange between two Marines. While the point of the conversation is that one Marine is telling another that a friendly has entered the room, it serves the same purpose for you, informing you that the Covenant are not the only soldiers inside the structure, and to be wary of where you fire. The same Marine goes on to say that they’ve got a man on the fifty and he’ll nail the Covenant troops if you can flush them out. Once inside the room, you can see this Marine on the chain gun above the metal doors.
Hiding in the upstairs area of this room is a Brute Chieftain with a Plasma Cannon, along with a small group of Grunts. This Chieftain is hard to take down since he has a powerful weapon in a close-quarters area. Grenades don’t stick to him, so those aren’t really an option, and it’s hard to maintain fire on him for any length of time due to his unending stream of plasma bolts. I usually end up moving around the room, collecting grenades, and hurling them into his area. If you can rush up to him quickly enough, it’s also fun to avoid his attacks and melee him to death. Unfortunately for him, the Grunts don’t give him much help.
In the next room, you’ll find a weapons locker with BR ammo and Rockets. But while you’re collecting ammo, and the Marines are making sure no one’s injured, a swarm of Drones flies in from above. These guys are fast and, even though they’re only wielding Plasma Pistols, they’re quite deadly. There’s enough BR ammo here to be able to take them down, if you can survive their plasma barrage long enough to do so.
Once the Drones have been defeated - or even before they’ve been defeated: they’ll just fly away if you trigger the next section - a new Cortana flash occurs. This is the first one that’s happened since the Crow’s Nest.
“I have defied gods and demons.” [The Storm, Halo 3]
It is also Cortana’s first line that doesn’t directly reference a Halo novel. It is obviously recognizable as a line from the E3 trailer and its placement at this point in the game is significant. The events that occurred during the E3 trailer don’t happen exactly the same in the game, but were the timelines to be placed side-by-side, Cortana’s line would line up pretty closely. Since almost every Halo fan has seen the E3 trailer, having Cortana deliver that line at this time helps greatly to foreshadow the events that are about to take place.
You know something is about to go down when you see this:
Rocket Marines, especially on Legendary, are a blast to carry around; these guys are crack shots. And this lake bed doesn’t start out with any Ghosts, so you can move around pretty freely. The Choppers’ fire can easily kill you, or roll you over the cliff, but their maneuverability is limited, so you’ve got a good advantage over them. The Anti-Air Wraiths can be taken down easily from behind, and your Marines don’t usually hesitate to fire when they have a shot (although that can sometimes be a bad thing). The enemy vehicles arrive in waves, which makes this encounter a ton of fun, since you’re never totally overpowered by Ghost or Chopper fire. When you do find yourself in a rough spot, there are plenty of places to hide. The Mongoose’s compact design allows you to fit into tight spaces, and this level has plenty of those types of places for you to take cover in when needed. I’ve spent lots and lots of time on this encounter, racing around with my Rocket Marine, driving through the pipes, and making jumps in the center area.
And the best part hasn’t even happened yet.
“Both AA Wraiths have been neutralized. Standby. Something big closing in on your location.” [The Storm, Halo 3]
The Scarab tank. Many of us knew about it due to the pre-launch press; and all of us remember the Scarab from Halo 2. Well, it’s back, and it’s no longer a pre-scripted, harmless, walking building. It is a living A.I., and it will actively seek out and engage you and your Marines. Multiple Plasma Cannons are mounted around its exterior, and the Brutes onboard will fire at you as you get closer to it. The Scarab itself has a massive cannon that will constantly spray plasma at anything not hidden behind cover. Also, of course, it has its Scarab gun, which is almost a guaranteed K.O. if it hits you directly - even if you’re operating a vehicle. Like I said, it is no longer on a prescripted path - it will walk around of its own free will, taking whatever path it feels is best to get at its target; its massive size, however, does limit its ability to move around.
You have lots of options as to how you want to tackle this thing. If you still have your Rocket Marine, and I usually do, you can drive around beneath the Scarab, and let your Marine go to town on its legs. It will try to step on you, though, and it will also fire its Scarab gun if you move into its line of sight. I’m usually tired of driving around my Marine at this point, so I often pick up a Ghost, of which there are typically a few lying around. If you concentrate your fire on one leg, the tank can actually be brought down pretty quickly; well, “brought down,” might not be the best phrase - lowered momentarily would be better, since you still have not destroyed it at this point. In addition to the Ghost, you also have a mounted missile pod launcher near the building - and as long as it stays mounted, it has infinite ammo. Lastly, there are also two cranes, complete with elevators that will allow you to get some height on the Scarab. Since this vehicle has lots of enemies on it, this height advantage can be helpful for clearing out enemies, so that when you do finally board the tank, you’re not overwhelmed by Brutes in its confined spaces. There’s a sniper rifle at the top of the left crane (if you’re facing toward the Dreadnought) which you can use to help clear the Scarab.
Once you’ve brought the Scarab to its knees, you can board it from the back or from the sides (if you’ve blown off the hatches). Once inside, Johnson usually prompts you to “look for the core. You’ll know it when you see it.” Clearing out the Brutes and the Grunts doesn’t take too long and once you’ve done so, you can move to the back of the Scarab, on its second “floor,” so to speak. The Scarab’s “core” may seem familiar to you.
It bears a strong resemblance to the orange “worms” that make up the Hunter species.
Destroy the core and get ready for one of the most beautiful sights that Halo has ever offered.
Miranda informs you that you’ve done well by destroying the Anti-Air Wraiths, and there is just one obstacle left before Lord Hood can start his attack run. A Pelican arrives with some Marines and the Arbiter, who has been absent since the destruction of the Crow’s Nest. This is a good time to point out the ingenious use of his cloaking ability. Whenever you get too far ahead of him, he’ll warp to your position, but rather than using the old-style, co-op warp, with the yellow lights streaming upward, the Arbiter simply turns invisible, making use of his cloaking ability, which was available in Halo 2. He was there all along, you just didn’t see him!
One last thing before you leave this area: you can find, in the massive ship that rests near the cliff edge, a small poster:
This is a reference to Bungie artist Shi Kai Wang, whose nickname, according to Bungie.net, is “Shiek”. Actually, they misspelled it on the poster. Oops.
A lot of Marines in this area. Moving through the building and seeing the injured Marines reminds me of the beginning of the Halo 2 E3 demo. The ambient noise and dialogue is really fantastic here; some of the injured Marines are moaning and asking for Morphine. And this section works really well as a cool-down from the last battle, since it was atypically epic.
Another Cortana flash occurs here.
“I am your shield. I am your sword.” [The Storm, Halo 3]
This line suits Cortana well, since she’s always functioned as both of these things whenever present with the Chief. For some reason, many people seem want to draw a Biblical connection to Cortana’s dialogue here, but the verses that most people are thinking of probably didn’t play a major part in Cortana’s dialogue, since Paul, in Ephesians, is speaking of a sword and a shield (and other armours) in a different way. Biblical references in Halo do abound, though, as we’ll find out later on in the game.
If you hang around inside the second medical room, you can hear an interesting conversation on a Marine’s radio:
“All Brute cruisers are pulling back to Truth’s ship. Winds inside the storm just hit 200 kilometers per hour. Energy cascades all over the artifact!”
“Admiral, a single Covenant ship just slipped in-system!”
“Just one? What’s its range and disposition?”
“Above the artifact, inside the orbital line. Seems to be holding steady.”
“The attack proceeds as planned, Commander. We’re not going to get another shot at Truth.”
“Sir. Yes sir.” [The Storm, Halo 3]
While the Chief’s progress so far has been good, the Covenant are still continuing about their task, seemingly unhindered. And, in addition to their progress with the artifact, a mysterious Covenant ship has just arrived in-system. It won’t be long before we discover its purpose.
There’s a Brute infestation in the next room; but don’t worry, you’ve got access to plenty of grenades and BR ammo. And after what you just went through, it’ll seem like a cakewalk, especially with your Marines and the Arbiter backing you up. You’ll also encounter some civilians in this area, wearing hardhats. Like faithful citizens, they’ll take up whatever weapons they find and help you fight off the Brutes. When you round some corners, you’ll see some of these poor guys being tortured by the Brutes.
The Brutes typically make good use of equipment here. If you’re hitting them with your Battle Rifle from afar, they’ll often drop Bubbles and force you to move in closer.
Hunters! Their first appearance in the game comes with a bang. Some unfortunate civilians get blasted by some fusion cores, as they are attempting to escape the path of the Hunters. These beasts, who always appear in a pair, are even tougher than you remember them from Halo 2 - and certainly a far cry from what they were in Halo 1 - and it seems as though they’re upset at the death of their massive brother (or cousin). A lot of rounds are required to bring them down; you’ve been provided a shotgun, which will do a good job knocking off their armour and exposing the Lekgolo beneath - but you have to get close to use that, and these guys have a powerful melee that means instant death if it connects. Doing battle with Hunters is tough, since it usually consists of a combination of long- and short-range fighting. Shooting them from far away seems unsatisfying, and when you move up close, you have to constantly dodge their attacks (and look out whichever one you’re not currently fighting).
The music here is very reminiscent of Halo 1; percussion-heavy music was prevalent throughout that game.
If you move too close to the garage door through which they entered, you’ll get pelted by plasma fire from outside. Behind the Hunters, a small Brute pack, complete with Chieftain, awaits. And, once you’ve finished off the Hunters, you have to deal with them. The Chieftain, if provoked, will use an invincibility powerup, which basically means “run and hide.” The Marines’ and civilians’ dialogue here is great: you can often hear them shouting warnings, “Watch out for that hammer!” When the A.I. is actively aware of what’s around them, and they comment on it, it really helps to draw you in to the game.
In the skies above, you can see a massive amount of Covenant aircraft moving in the direction of the Dreadnought. Things are obviously coming to a head.
A squad of Grunts and Jackals waits around the corner, while a single Brute stands near a hologram pedestal.
“Take heart, my brothers! Only our enemies should fear this raging storm. Darkened skies and lashing fire are all that remains for them when we, the worthy, have passed beyond.” [The Storm, Halo 3]
While, of course, the pedestal only transmits one-way, the Arbiter still makes a response for his own sake:
“I will not be shamed. Not again! Not by you!” [The Storm, Halo 3]
The Chief’s primary enemy is obviously the Prophet of Truth - this is the remaining leader of the alien force that has almost pushed humanity to extinction, the driving force behind the hundreds of battles occurring planet-wide at the moment. For the Arbiter, it is very personal. He has, like all Sangheili, grown up under the leadership of the three Prophets. But, beyond that, he has had very personal interactions with this particular Prophet. After the Council declared the Arbiter a traitor and sentenced him to death, the Prophet of Truth, along with Mercy, “rescued” him by allowing him to become the Arbiter. But the Prophets betrayed him. While the Elites at High Charity were removed from their positions as Honor Guard, the Arbiter was simultaneously betrayed by Tartarus, acting on the Truth’s orders; orders which Tartarus did not hesitate to speak of to the Arbiter.
Defying death, the Arbiter not only escaped the clutches of Tartarus, the Gravemind, and Halo, but he has now made it to Earth, and he is determined to have his revenge on the Prophet of Truth.
Rounding the final corner, you can see the enemy anti-air gun that you’ve been fighting this entire time to reach.
It fires, and a moment later, a Longsword fighter crashes to the ground. The UNSC theme begins to play as you make your way into the area. A sniper is available on the left, and you’ll probably need it. Lots of Brutes are waiting at the top of the hill, including a Chieftain with a Fuel Rod Cannon. Banshees are also circling in the sky, and they’ll definitely attack you if you move into their lines of sight. After you clear out all of the enemies, you have to physically take down the anti-air gun, which is a nice touch; I guess Bungie learned from the Halo 2 Scarab encounter.
Something about this encounter just works. I don’t know if it’s the classic, “take the high ground” mechanic, or the music playing behind everything, or the epic scenery in the distance; the combination of all of these things, as well as Miranda’s “Chief! Hood’s ships are closing fast! Destroy that gun - we’re out of time,” all add up to an epic encounter, and one befitting the cutscene that follows thereafter.
After the anti-air gun is destroyed, the music from Halo 3’s announcement trailer begins to play. The Chief, who isn’t the star of this next scene, watches alongside the Arbiter as Lord Hood’s attack force begins their bombing run, complete with UNSC frigates firing directly at the Dreadnought.
But, apparently, it is too late. Despite what seems like an overpowering force, the Dreadnought lowers into the ground as the massive Forerunner structure begins some sort of movement, a massive energy beam lancing into the sky. Like in the announcement trailer, a blinding light flashes and an unseen force knocks the Chief and the Arbiter to the ground. Cortana speaks:
“This is the way the world ends.” [The Storm, Halo 3]
While this line is from the announcement trailer, it actually goes much further back. In February of 1999, before the world even knew what Halo was, Bungie began sending out cryptic messages to their community - these messages would come to be known as “the Cortana Letters.” At the time, the community tried to connect the letters to one of Bungie’s past creations, Marathon. The portion of the text that we are interested in right now reads:
“Oh, and your poet Eliot had it all wrong:
THIS is the way the world ends.” [The Cortana Letters, Bungie]
Bringing things full circle, indeed. Cortana, who went by that name even then, spoke of the end of the world, an end which may now possibly be upon humanity, despite the Sangheili’s, the Chief’s, and the UNSC’s best efforts.
Rather than the eventful trumpets that we have been used to hearing after Cortana’s line, we can hear only a tune of mournful strings, and a howling wind. It is at this very moment that we finally reach, and pass, the events that we knew of before Halo 3’s launch.
“What did Truth just do? (coughs) Did he activate the rings?”
“No, sir. But he certainly did something.” [The Storm, Halo 3]
The Arbiter, evidently angered by Truth’s apparent success, lets out a savage roar. The Chief watches as a half-dozen Covenant cruisers push into the massive sphere that has just formed in the sky.
“Evac wounded and regroup. Wherever Truth went-”
“Sir, new contact slipping in.” [The Storm, Halo 3}
A Slipspace portal opens in the sky and the ship that was spoken of earlier, on the Marine's radio, emerges. For those familiar with the series, it is immediately obvious what this is: trailing brown smoke and covered in decaying organic matter, this ship is not Covenant - it is an obvious carrier of the parasite. Immediately, our attention is taken from the massive portal in the sky and Truth's apparent success. The enormous once-Covenant cruiser flies overhead and crashes in the distance, the sky once again lighting up.
"What is it? More Brutes?"
"Worse." [The Storm, Halo 3]
For most, the realization sets in:
We are not in the Library.
We are not in the iced-over canyons of a Halo ringworld.
This is Earth.
The Flood are here.

















Another awesome analysis, keep up the good work! I really enjoy reading through these.
Comment by mendicantbias — May 25, 2008 @ 10:22 pm
Notice the File # on Jason Jones’ missing person picture?
1-17343 (Spartan 117, Guilty Spark 343) Its the little things 
Comment by nick — May 25, 2008 @ 11:08 pm
Wow, once again the hindsight has really made the Halo story even more open and really personal. Plus I’m glad I’m not the only one that actually stops fighting, and listens to the dialog.
Though, one part of your entry seems to be incorrect, or to me at least. When you say the charred remains seen behind of the Dreadnought, I really think that it is New Mombasa, seeing as in the Announcement trailer, the charred remains was New Mombasa, and even the skyline from Halo 2/Tombstone look similar to what is seen in Halo 3.
Comment by ZayneHumphrey — May 25, 2008 @ 11:16 pm
Top Job Guys and Gals…. High praise for you all!! Looking forward to the continuation of the series.
Comment by Daniel — May 25, 2008 @ 11:47 pm
Zayne, you’re right. I misspoke. I’ll fix that now.
Thanks!
Comment by Cocopjojo — May 26, 2008 @ 12:26 am
Another tidbit that didn’t really have a place in the article: both of the UNSC vessels firing at the Dreadnought at the end have the callsign FG-201, and they display the name “Forward Unto Dawn.” I guess Bungie didn’t have time to retexture those parts.
Comment by Cocopjojo — May 26, 2008 @ 12:30 am
Although I love the work and appreciate everything you do for the Halo community, you mistook the UNSC frigates that fire on the Dreadnought for cruisers. Just a minor I’m sure.
~Jack
Comment by Jack — May 26, 2008 @ 2:47 am
Great article, as usual!
One thing I’d like to add; if you loiter by the radio in the Casualty Evac point (right after the lake-bed fight with the rocket Marines, on your way to the Traxus shop floor fight with the Brutes and Hunters) you can hear a conversation between Keyes and someone else (Hood, IIRC); that conversation tips you off about that one last ship.
— Steve
Comment by Anton P. Nym — May 26, 2008 @ 8:49 am
Oooo… the ending gave me goosebumps
Comment by Tim — May 26, 2008 @ 9:17 am
I absolutely love the ending with the flood. Good job!
“Hunters!”
Comment by TeH PiKacHu — May 26, 2008 @ 10:04 am
a good analyses. but you got a few things wrong there:
first, in the sentence:
And, once you’ve finished off the Brutes, you have to deal with them.
Brutes should be Hunters in this sentence.
secondly, it wasn’t UNSC cruisers attacking the dreadnought, it where three frigates.
Comment by thijsbos — May 26, 2008 @ 10:21 am
You seem to have overlooked something in this analysis. After the scarab battle, when you are in that small room with the injured marines, close to the door is Sergeant Reynolds and another marine listening in to a radio.
This radio actually has a few quips of dialogue between Miranda and Lord Hood, in which they talk about “another ship” in or around the Jupiter system, which is a reference to the incoming Flood ship.
Comment by Colin — May 26, 2008 @ 11:20 am
Thanks for the comments, guys. I’ve never heard that conversation! I’m going to go back and listen to it, and add it into the article. I appreciate you guys helping me make this as complete and accurate as possible.
Comment by Cocopjojo — May 26, 2008 @ 12:01 pm
You also missed one of the sniper rifles. It’s just after the Hunter encounter, instead of going right out the big doors take a right and head up the stairs. If you follow the room outside the big warehouse you’ll find a sniper rifle sitting next to the wall as well as a nice bit of elevated cover that you can use to wreck havoc on the Brutes outside. It comes in real handy against the Chieftain, especially if you want to try to get your hands on that invincibility powerup.
Comment by Chips Dubbo — May 26, 2008 @ 12:33 pm
Thanks again, guys, I wouldn’t have known about that conversation without you, and it is definitely integral to the progressing plot.
Comment by Cocopjojo — May 26, 2008 @ 12:40 pm
Yet again, transcending expectations! If they could get this material into a book, I know I’d buy it! What an utterly fantastic and truly intellectual treatment of the great HALO story! Wow!
Comment by TLB — May 26, 2008 @ 2:14 pm
Great writeup for my favourite level! I’d also like to add that if you still have a fuel rod gun from the previous level, you can destroy the Phantom on the first lake bed after you exit the door. 5 shots at the back and it explodes onto the middle building. Also, if you melee the pontoons off the Wraith, you can fit it through the tunnel and use it in the next lake bed area.
Comment by rhubarb — May 26, 2008 @ 8:59 pm
I am loving these, keep it up.
I love the way you look at the smaller details that the less intense fans would miss or not look for. I am replaying the Campaign again just to see the detail and experience the story, not just kill everything with a vague understanding of whats going on. Thank you.
Comment by pieater — May 27, 2008 @ 5:55 am
Slightly outside the scope of this article…is it ever explained how or if we eliminate the flood infection from Earth after most of the Halo 3 story ends?
Comment by bfos7215 — May 27, 2008 @ 2:01 pm
Great write-up as per usual. The only thing I never understood about this level is the lake bed. I feel it’s never made explicitly clear where the lake bed was. I mean, there’s a cliff there, how deep did the lake go? The cliff seems pretty tall to me, did the Covenant drill a mile down? I thought the cliff was natural and Voi was built on the edge of the cliff, but then I saw the boat and got really confused. And where’s the town of Voi, did it fall off the edge of the cliff? Sorry, but I feel Bungie never made it particularly clear.
Comment by Herr Zrbo — May 27, 2008 @ 4:17 pm
It is one thing to seek a deeper understanding of the Haloverse for one’s own satisfaction, but this is knowledge altruism at its best. How fortunate for all of us passive fans that there is someone like you out there willing to take the time and effort (mixed with attention to detail and narrative skill) to crank our Halo experience up to “11″.
Comment by Charlie Hellbox — May 27, 2008 @ 9:51 pm
@bfos7215, RE: Eliminate Flood from Earth:
The cutscene after the next level (I think) has Lord Hood arguing with the Shipmaster of the Elite ship. Hood says, “You glassed 1/2 a continent!” And Shipmaster says he’d have glassed the rest if it weren’t for the Arbiter stopping him.
Basically, they glassed 1/2 of Africa to make sure they got the Flood before it got out of hand. Many people died to be sure.
Comment by Jason — May 28, 2008 @ 10:32 am
Another excellent analysis. The links for the wallpaper-worthy screenshots was a nice touch as well. Thank You!
Comment by ColbyCheese — May 28, 2008 @ 1:07 pm
Great! Please keep this up. This is an outstanding commentary. Never read one as well done as this one. I’m learning more with each entry, and I am a fan since Combat Evolved!
My thanks!
Comment by Malignant Resolve — May 28, 2008 @ 2:02 pm
I really like to say that The Storm is really one of the best “pick and choose” levels that the Halo trilogy offers. It really is like The Silent Cartographer, Halo, and Metropolis in the sense that it allows for on foot fighting, or vehicle fighting. Tsavo Highway really was on the “heavy side” for vehicles, and the same can be said for The Ark. The Covenant is somewhat like this, but on some parts, you have to use a vehicle (Hornet battle anyone?).
The only problem I have with The Storm is really how it paced in the story. It shows how Earth is being ransacked, but not enough like Halo 2. I would’ve liked Bungie to actually do something like the story boards and have a city level with many streets, and see even more civilians fighting for their lives.
Once again, good job on the article.
Comment by ZayneHumphrey — May 29, 2008 @ 5:09 pm
!! The “civilians” that you encounter just before fighting the Hunters are not civilians at all. They are either marine mechanics or marine engineers… but not civilians.
Comment by PikminGod — May 31, 2008 @ 1:56 am
Really, they were civilians by the sense of that they were Factory Workers, in a factory that made UNSC weapons and supplies. Since the UNSC basically controlled Earth, and the Human race since even before the war on the Covenant, does that make every citizen a Military Worker?
Comment by ZayneHumphrey — May 31, 2008 @ 5:31 pm
As usual, great read. Keep it up.
I can’t wait until your treatment of ‘The Covenant’ level: the epic air battles, the assault on the Citadel, the two scarabs… and especially when The Arbiter takes his revenge on Truth.
I get chills up the spine just thinking about it…
Comment by Seth — May 31, 2008 @ 5:39 pm
it is possible to snipe grunts off ghosts from the front. you only have a sliver of space but if you aim for the top portion of the ghosts hood u should be able to nail a headshot.
Comment by AC3x0FxSPADES — June 1, 2008 @ 8:21 am
Great analysis! I am really looking forward to The Ark analysis.
Comment by xxSpartan 99xx — June 2, 2008 @ 2:41 pm
This analysis is great, just like the others
you know, i just noticed that the name of the factory at the beginning of the level is the same as the factory name in foundry
i did realise there was a connection between the storm and foundy but not the name
Comment by Rickmundo — June 3, 2008 @ 12:13 pm
i would like to point out that the line ” iam your shield, Iam your sword.” is also from the cortana letters.
And the name Traxus for the corporations is a direct pull form Marathon.
In the backstory of marathon, an AI named Traxus IV goes “rampant” and nearly destroys earths entire computer network.
Comment by Tammo Mcillheney — June 4, 2008 @ 5:24 pm
oh, and “i have defied gods and demons” is apul from there too.
Comment by Tammo Mcillheney — June 4, 2008 @ 5:25 pm
This analysis is really good, and I enjoyed it so much!
There is one thing I want to point out though, even though nobody else has since this blog went up:
There is a much easier way to beat the Hunters. YOU CAN USE A ROCKET LAUNCHER! Granted, I never tried this in Legendary, but it does make it a lot easier.
There are two ways to grab a rocket launcher: take one from a rocket marine after going through the last lake bed, or there is a launcher near the exit of the previous lakebed.
This makes the experience go a lot quicker, and is similar to Halo: CE on the fourth and fifth level where you can use a rocket launcher to take out the Hunters more quickly if you so choose.
Comment by Mark — June 11, 2008 @ 1:04 pm
TO the Guy who said the thing about FG-201 Forward unto Dawn. It was more than Likley the Dawn. The Ships ( at least the frigates but Holy Jesus that was a lot of Longswords going down) were still there just damaged. Great write my man keep em coming.
Comment by Tru7h — June 11, 2008 @ 4:53 pm
I actually found that analysis… Lacking in analysis, it was just mostly recalling what happened in the level. Your previous analyses (Which were great) involved comments and background of each (Well, most) points raised. Was just lacking in this one. Your previous ones, for example, had references to (Eric Nylund?) who helped on the script and his thoughts, comments linking back to previous Halo moments (Like the Cortana letters in this one). Maybe ’cause there weren’t any? :S
Would like to hear the thoughts on the UNSC ships names (well, the ones that you hear), Pillar of Autumn, In Amber Clad, Forward Unto Dawn. Favourite colour perhaps?
Comment by Sierra Bravo — June 12, 2008 @ 8:39 am
A very nice read. Though this caught my eye:
‘The Catch Skull is located in this area, so pick it up once you’ve cleared out all of the enemies.’
I thought that this skull disappeared once both Wraiths had been destroyed, requiring you to snatch it while still under fire. I could be mistaken of course, but I’m sure I remember watching it disappear when I destroyed the second Wraith.
Comment by Guscon — June 13, 2008 @ 8:59 am
I found the part about the scarab being alive interesting because i thought you had to pilot them how else could Johnson have drivin that one in the second game unless it like the reigns on the horse and it just tell it where to go.
Comment by IOOF — June 13, 2008 @ 10:53 pm
Perhaps the Covenant reegineered their Scarabs to be “alive”.
Comment by Spartan-039 — June 19, 2008 @ 8:40 am
Also, the Scarab’s core may have Lekelgo operating it, that may explain the four patches that look like the worms around the core.
Comment by Spartan-039 — June 20, 2008 @ 6:07 pm
You know, just now when playing The Storm, I found a interesting piece of dialog when looking at some of the injured Traxus workers:
“Some of our families made it out by boat, the others..not so lucky”
It’s a nice way of clearing the reason why you only see Marines/Factory workers, though, could the “Explorer II”(the big boat you see in the Scarab Section) be one of the boats that “wasn’t so lucky” in rescuing the families?
Comment by ZayneHumphrey — July 5, 2008 @ 8:12 pm
I found that in the section when you first see the AA gun, instead of killing the enemies in front of you to get to it, you can use the sniper rifle and the turret to destroy it without moving!
Comment by Yay295 — July 12, 2008 @ 1:01 am
ive noticed that thoughout both lake bed battles 1 or 2 hornets actualy help me out is this just me or does it happen to every1
Comment by deathless — August 9, 2008 @ 12:17 am
‘It bears a strong resemblance to the orange “worms” that make up the Hunter species.’
I think a better question is: IS it actually a huge collection of the Hunter worms that all come together in order to run these huge machines? I think that because the machine works in such a lifelike manner, and has no visible controls exept from that huge blue screen-type thing on the scarabs lower level. I personally like to think that this huge colony of worms are maybe working together to work the machine, with the Brutes placing down commands for them to carry out.
Comment by Gary — August 13, 2008 @ 3:40 pm
I’m going through these since they were recently published on bnet. Its amazing!
One thing though that I was absolutely shocked about! In the scarab encounter, if you use the right crane go up to the top and to the edge, there is a script which calls the Scarab over nearby giving you the perfect space to jump off the crane and straight into the Scarab. This makes the shoot the legs strategy redundant. You can jump straight on and destroy it and get out of there!
Its my personal favourite strategy for destroying the Scarab.
But of course, this was probably written a long time ago so you won’t care ;p
Comment by ScottyGEE — August 14, 2008 @ 6:54 am
I feel obligated to point out that I’m almost absolutely certain that there’s Marine radio chatter about another fleet of Covenant ships slipping in system (Half-Jaw’s fleet). I think it’s somewhere close to the AA gun.
Comment by Andrew — August 14, 2008 @ 7:33 pm
You made a mistake with the skull. I know that is probably not something you care about when writing these articles, but if you destroy any of the tanks the skull vanishes. So you couldn’t wait until you cleared the place out. The Catch Skull is a gold skull so i guess that Bungie had to make it at least have some challenge because you get an achievement for it.
Comment by Ian — August 14, 2008 @ 11:45 pm
After the battle with the hunters, there is a sniper rifle off to the right in a room you didn’t mention.
Comment by Michael — August 15, 2008 @ 3:27 am
ZayneHumphrey made an interesting point…
““Some of our families made it out by boat, the others..not so lucky”
It’s a nice way of clearing the reason why you only see Marines/Factory workers, though, could the “Explorer II”(the big boat you see in the Scarab Section) be one of the boats that “wasn’t so lucky” in rescuing the families?”
If you read the Halo Graphic Novel story about the citizens of New Mombasa, you see that they tried to escape the Covenant invasion by boats and through the tunnels the player had to traverse in the level Outskirts in Halo 2. Perhaps the Explorer II was one of the unlucky boats that didn’t escape the Covenant attack.
Comment by MC Warhammer — August 16, 2008 @ 2:37 am
After looking through the analysis and comments, I didn’t notice this small fact. Forgive me if its been mentioned already, I haven’t seen it. If the beached ship at the scarab fight area is viewed head-on, it resembles the Master Chief’s helmet. Just a little fact my friend pointed out to me
Comment by Matt — August 16, 2008 @ 8:18 am
love the ending, it really can freak you out.
The Flood? Earth?…. damn
Comment by Devin — August 20, 2008 @ 2:27 pm