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SoNK Volunteers - Central Command Sector
Posted By: Steve LevinsonDate: 1/12/04 2:39 p.m.

Of the various levels in this scenario, this is perhaps the one I remember the most. It's not that it's particularly memorable, but it has some nice visuals and a lot of decent action. All of the Pfhor are fighters, hunters and S'Pht, with lots of open areas and no troopers or cyborgs, so this one is particularly easy to vid. I found that I was able to get away with using only one or two fusion rounds and maybe a couple of rounds of magnum ammo, and took everything else down with my fists. We also encounter what I believe is the first working force field in a Marathon scenario. It uses a very thin platform of rapidly flowing fluid - a technique that still enjoys wide application - but there is a bug in its implementation here. In order to avoid getting thrown back just by stepping across the threshold once it's deactivated, the platform must be lowered below floor level. Here, it's well below and the platform is wide enough that the player can fairly easily drop down into the resulting slot in the floor. The result is that they're propelled back into and through solid rock, from which they will then float to the surface. This problem will be seen on the next level, too.

There are 8 switches that must be properly set to gain access into Central Command. Four of these are in observations rooms and are easily accessible. Two additional switches are visible from these rooms and can be targeted with the fusion pistol. One is right at the entrance to Central Command, but the last switch is easily missed - it is back behind the player and can only be reached from the threshold of Central Command. One key phrase in the instructions - the switches must be properly set - not flipped - there is a difference. Once again there is a penalty for indiscriminately flipping switches. One of them actually "closes" access to central command and, unfortunately, it is back at the beginning. There is no real key that this is the case, so the player inevitably ends up at the end and locked out, wondering where they went wrong. They will probably end up retracing their steps and going back to each control room and flipping its switch, observing in all cases but one how this closes off access even further. Once the proper switch is re-flipped, access will be granted to the area with the final two switches, and a hoard of hunters. Now up to this point, things have been pretty easy (really), even if the player manages to end up in the brig. Central Command is filled with fighters, compilers and a couple of double-turrets that fire intense guided S'Pht bolts. These may be the first turrets in a scenario, and it is pretty obvious if one fires at them that they actually house major S'Pht. Theoretically it should be possible to kill them manually, but it is doubtful that the player would succeed. Instead, there are switches that can be flipped to turn them off and to activate the exit terminal. The best approach is probably to lure the mobile monsters out of Central Command, where they are easily dealt with, and then to dash in like mad and fist all the switches. Simple enough?

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Replies:

SoNK Volunteers - Central Command SectorSteve Levinson 1/12/04 2:39 p.m.
     Re: SoNK Volunteers - Central Command SectorJames Smith 1/12/04 6:09 p.m.
           Re: SoNK Volunteers - Central Command SectorD-M.A. 1/12/04 11:10 p.m.
     Re: SoNK Volunteers - Central Command SectorMark Levin 1/13/04 11:07 a.m.
     Re: SoNK Volunteers - Central Command SectorKeith Palmer 1/13/04 4:27 p.m.
           Thanks D-M-A. *NM*Alexander Smith 1/14/04 6:08 p.m.
                 Re: Thanks D-M-A.Adam Ashwell 1/14/04 6:31 p.m.

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