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Re: RED Volunteers: Re
Posted By: Steve LevinsonDate: 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
: the marine in the lounge is active and fires at you. Make your way to the
: cargo bay, and use the first trigger of the Fusion Mace to jump out the
: window.

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.
: The terminal in the first room is gone, as is the small tunnel full of
: Organic eggs. The first room contains only Michael, who flees as usual.

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
: reveals Michael. Step up to him to teleport. Looking at the map in Forge,
: we can see that half of the map writing and part of the "3
: switches" mechanism from the original level are still present.

I noticed that, too.

: Re-Con is probably the most difficult of the Re levels, as the flamethrower
: is not available and you're being chased by ghosts. Run into the bridge
: and you'll be attacked by marines; kill them and you have a chance to
: recharge if no ghosts have gotten in with you. Tab the wall where the
: recharger used to be to access the teleport.

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
: functions as a jetpack, pulling you forwards while you hold down the
: trigger. This is the first level segment that isn't at the beginning of
: its corresponding level, it's a duplicate of the huge clusterfuck room.
: Kill everything, including the teleporting marines, save at the pattern
: buffer, and use your new power to fly up to Michael on the balcony. Broil
: the ghosts in the next room, and continue out into space.

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.
: Jump down from the ledge to trigger a vast army of Organics, the Reaver
: Omega's first trigger is best here. Michael was watching from a distant
: ledge, but he leaves during the fight. The pattern buffer in this area
: still works, too. Continue along the level's normal path until you trigger
: a second ambush, which contains a single normal Minor Floater, although
: he's as fast as the "champion" Metalloids from Squeegy- this is
: likely an oversight and should have been deleted. Continuing on to the
: place where the health charger used to be, we find a third huge crowd.
: Kill them, and find the exit as a hole into space where there used to be a
: cave.

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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Pre-2004 Posts

Replies:

RED Volunteers: ReMark Levin 4/18/04 12:56 p.m.
     Re: RED Volunteers: ReSteve Levinson 4/18/04 4:57 p.m.
           Re: RED Volunteers: ReSpeaker-To-Animals 4/18/04 5:40 p.m.

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Pre-2004 Posts

 

 

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