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Trojan Volunteers - Non Dormit, Qui Custodit
Posted By: Steve LevinsonDate: 11/6/05 2:09 p.m.

This is a pivotal level in Trojan - it is both the last alien level and the first level in the chapter "Revelations". Having disabled the alien ship, it's back to Trojan colony for a little exploration of some more of the alien areas underground. Cain is waiting for us here and he has a lot to tell us. Seems we haven't been told the truth (duh) and it's no accident that CyberCorp is here on this otherwise desolate planet. Why come here to mine rocks, after all - there are plenty of asteroids a lot closer to Earth. No, this planet has some hidden secrets that rival anything the Jjaro might have left behind. This was once the homeworld of the aliens and, just like the Jjaro, they ultimately learned how to travel far beyond the galaxy. Hidden in the depths of the planet is an ancient alien artifact that contains knowledge that will unlock the secrets of the Universe. Secrets that will allow humankind to travel beyond the galaxy, which they will need to do in several thousand years, given their rate of expansion. C'mon Cain - I'll bet there are other secrets you'd like to get your hands on. Maybe escape the closure of the Universe, as Durandal wished to do?

In terms of gameplay, this is a really nice level. Well into the level, the player has ready access to the starting room with its pattern buffer and 3X recharger. Fighting at times is tough and there is a jugger in the first half of the level that must be dealt with, but access to that starting room makes this fun. The 3rd quarter of the level soon also allows access back to the start of the level, so all is well. Eventually, however, the return path is closed off and the player must finish the level without access to the PB or a shield recharge. There are some nice alien weapons scattered about, some of which require hangtime to get. The alien artifact itself is guarded by an immense weapon that fires a steady stream of plasma energy at the player. With all of this, it's surprising how ineffective this advanced alien technology is at stopping the player. The plasma energy bolts are easily outrun and the weapon is taken out with no more difficulty than the alien ship's computer. Be careful, however, not to run into an exploding boomer while doing so. Once the weapon has been taken out, a little grenade hop is necessary to reach the artifact - yet a second example where this is required for ordinary gameplay in Trojan.

Once the artifact has been secured, the player who hasn't realized it yet will be sorely disappointed if they try to go back the way they came - the way is blocked, forcing them to find an alternate route. Although the alternate route is populated by some hellish monsters, including 3 juggernauts, it's surprisingly easy if you keep moving. There's no need to take out the juggers - just kill anything that gets in your way. The player can then return to the starting room, recharge and read about the so-called rescue that is on its way. But wait - look in map mode. There's an alcove off that second drop shoot near the beginning of the level. You can't jump down to it, so it must be above the player's position. With 3X shields a pair of rockets and just the right position, the player can easily rocket-launch themselves up to the alcove, being careful to take out the "friend" guarding it. Located here is a secret terminal. If you explore it before finishing the level, the player gets absolutely nothing when clicking on the terminal. With the alien artifact in hand, the player is given a warning message that this is not the right path. Oh, we've seen that type of message before, and we know what it means - a secret level! And with that we're off to LovePuppy 23.

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Replies:

Trojan Volunteers - Non Dormit, Qui CustoditSteve Levinson 11/6/05 2:09 p.m.
     Re: Trojan Volunteers - Non Dormit, Qui CustoditDr. John Sumner 11/6/05 2:44 p.m.

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