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RED Volunteers: Noises in the Dark | ||
Posted By: Mark Levin | Date: 3/27/04 9:35 a.m. | |
After getting you off guard with a fairly pedestrian introductory level, RED hits you with everything it's got in a huge and very difficult second level. This is definitely a Pfhor ship, but something is very wrong here- Grayish gunk covers the walls, the ships' systems are acting erratically, and the Pfhor crew is being slaughtered by a pair of squat, black monsters. Grab your gear and get moving, because the nightmare has begun. As the map writing says, "Ian kicks arse/ you enjoying your demise?" Before opening the door to the rest of the level, we'll take a moment to go through our new inventory. The weapons are described here, on the RED site.
In the first room, you get to see some of RED's new creatures. Try to let the marines handle them, since conserving ammo and not wasting a single shot is of the utmost importance on this level. The Pfhor don't stand a chance, but the marines can inflict series damage with their pulse rifles. If you're lucky, the Turtles won't be able to kill them.
After cleaning up the monsters, look at the nice texturing (and annoying lighting and sound) in the flickering room and continue on down the passage and enter the lighted hall to reach the second room. In here, a second three-way battle is taking place. Kill the flying beetles before they attack your marines, and get ready to repel the Organic push up the stairs to the left. Once the monsters are dead, collect pulse ammo from the marines and head down to read the terminal. The Pfhor are not having a good day; most of the ship has been taken over and the enemies appear to be quite intelligent. If you turn around from the terminal, you can enter a side passage and see what appears to be a nest, where Pfhor have been cocooned in the process of being assimilated into the Organic ranks. This place is guarded by a Beetle and a new enemy, the Larva. Larva are very weak and quite rare; a few bullets from the Mercury will take them out. Punch the cocoons to put the Pfhor out of their misery (if you're lucky, a marine will have wandered in to help) and head over to the pulsating grayish mass at the far end of the terminal room. Here, we encounter one of RED's dumber mistakes, as the door that opens on your approach will kill you if you linger. Move through quickly and read the terminal. Ian will perform a scan and tell you that you'll have to do more work to get off the ship. You can't go back to the start because of a growth that has cut off the breach in the hull- if you stick around at the beginning of the level for a minute or two, you can actually see this happen. You will have to find 3 switches in 3 separate areas and hit them to activate an elevator, but first you have to escape from this room. Pull out your flamethrower and hit the switch on the opposite wall, then immediately turn slightly to the right and start blasting. A huge pile of Organics will come pouring out of a hole in the wall; your first target should be the exploding copper ones as they'll do major damage to everyone else if you can keep them pinned in the hole. The explosions will kill most of the Beetles and hopefully drive at least one of the Beasts bezerk. Pull back and use the primary trigger of the flamethrower on the largest group, then use the second trigger and the Mercury Pistol to finish off anything left. If you take a lot of damage, there's a 1x health capsule in the back of the hidey-hole. A new door has also opened, into the "hub" of the level. It's a huge pit of blood-red liquid surrounding an island occupied by a few Organics and some very nice "scenery structures" that twist between the floor and the ceiling. You don't really need to kill anything on this center island, so save your ammo. What you *do* need to kill are any Beasts and flying Beetles still in the room. Then, you are presented with a choice of areas. I did them in this order:
Once you find the 3 switches, enter the opened column in the center room, save again, and take the elevator upstairs. There are 2 rooms up here. If you head left after going up the elevator, you can see a pair of Turtles slaughter a crowd of Pfhor and then turn their guns on you; don't get too close because they can reach you through that crack. To the right is a seemingly empty room; walk around in here a bit and your friends will blast open the hull and rescue you (stand under the hole in the ceiling). The nightmare is over... isn't it? |
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Replies: |
RED Volunteers: Noises in the Dark | Mark Levin | 3/27/04 9:35 a.m. | |
Re: RED Volunteers: Noises in the Dark | Dr. John Sumner | 3/27/04 10:10 a.m. | |
Re: RED Volunteers: Noises in the Dark | Steve Levinson | 3/28/04 10:33 a.m. | |
Re: RED Volunteers: Noises in the Dark: Pistol | Yossarian | 3/27/04 12:44 p.m. | |
A question for the resident Ammo Expert... | Ernie | 3/27/04 1:12 p.m. | |
Re: A question for the resident Ammo Expert... | Ernie | 3/27/04 9:23 p.m. | |
Re: A question for the resident Ammo Expert... | Mista_B | 3/28/04 2:38 p.m. | |
Re: A question for the resident Ammo Expert... | Yossarian | 3/28/04 6:32 p.m. | |
Re: A question for the resident Ammo Expert... | Steve Levinson | 3/28/04 8:46 p.m. | |
Re: A question for the resident Ammo Expert... | Yossarian | 3/28/04 9:11 p.m. | |
Re: A question for the resident Ammo Expert... | Steve Levinson | 3/29/04 5:55 a.m. | |
o/~ See how they run o/~ *NM* | thermoplyae | 3/29/04 3:36 p.m. | |
Re: A question for the resident Ammo Expert... | Andrew Nagy | 3/29/04 7:19 p.m. |
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