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Re: RED Volunteers: Re | ||
Posted By: Steve Levinson | Date: 4/18/04 4:57 p.m. | |
In Response To: RED Volunteers: Re (Mark Levin) : In Re-Tired, the first terminal has been replaced with a pattern buffer, and
Killing the marines in the hanger can be a challenge. The second trigger on the omega cannon works well for this - zap them from above through the open door and then side-step before they can return fire at you. After several rounds or this, the density will be low enough that you can jump down and finish them off without taking damage. : Re-Dark puts us back at the start of the level, only without any marines.
Again, the numerous beasts will try to attack you, but they're no match for your weapons. The marines however take a more careful approach. One shot from their weapons can do you in. : The ambush room's switch has been moved to the other wall, and opening it
I noticed that, too. : Re-Con is probably the most difficult of the Re levels, as the flamethrower
This was by far the most difficult level for me, especially since I didn't know about the second trigger on the mace. Thanks to a bug in what I presume to be the AO Red script, the flamethrower does work on this level as it did on G3, but I chose not to use it in all fairness. What I didn't know is that the ghosts are supposed to be immune to the psionic weapons - not so with AO - and so I did have an effective means of reducing the ghost population here. Still, I could not afford to lose any shield strength on this level and survive that final room. The trick was to get inside the area with the two switches very quickly and activate the switches before being overwhelmed by ghosts. One or two always seemed to make it inside with me and using the primary trigger on the omega was the key to keep them from nibbling down my shields. Had I known about the second trigger on the mace, this would have been a moot point. At that point, fast moves and a couple shots of the omega kept me alive, but barely. Invariably I would be hit by one shot of someone's weapon, which was on all but my rare successful runs enough to kill me. : On Re-Shop we evolve our last Reaver power- the rocket glove, which
That rocket glove is a very useful weapon, and very powerful even if it isn't too effective in terms of kill power. Used continuously against an imovable wall, it can build up phenominal amounts of energy - enough to take advantage of a flaw in the Infinity/AO engine that allows the player to tunnel through walls when the energy exceeds a threshold. More on this later, in the last level. In order to beat re-shop, the key is to stay out of harms way. You can trigger all the monsters by simply stepping out onto the steps leading into the clusterfuck room, then quickly retreating. The monsters won't follow you and the only risk to the player is from the marines, who will usually quickly succumb to the organics. Using the secondary trigger of the omega, it's fairly easy to take out most of the monsters below, one at a time. : Re-Jag, the longest of the Re levels, is most of the large outdoor area.
This area can be trickey, but the primary omega trigger really does clear things out quickly. The greatest risk again is from the marines. The organics can be bad news, too, particularly since they can catch up to you faster than you can fire your weapon. Retreating to save your game is a lifesaver here, literally. : You've finally caught up with Michael, and ready to begin the endgame... Can't wait. |
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Replies: |
RED Volunteers: Re | Mark Levin | 4/18/04 12:56 p.m. | |
Re: RED Volunteers: Re | Steve Levinson | 4/18/04 4:57 p.m. | |
Re: RED Volunteers: Re | Speaker-To-Animals | 4/18/04 5:40 p.m. |
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