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Re: PF Volunteers - A Stroll in the Park
Posted By: Dr. John SumnerDate: 7/20/04 3:11 a.m.

In Response To: PF Volunteers - A Stroll in the Park (Steve Levinson)

: tab on one of
: the sides and a door opens revealing an elevator that takes the player to
: a small cache of ammo.

If you run onto that elevator too quickly, it can cause you to be teleported to the right side of the pillar.

: After collecting all the ammo, we must cross a
: perilous open area with a hulk, a couple of desert sharks and some friends
: shooting at us from above. Once this area is clear

Steve is right in that it can be important to clear this area of the native beast/hulk. My experience in playing this level multiple times is that if you do not defeat that hulk, more than likely it will end up on top of the central platform that you raise at the end of the level. Normally, that would not be a problem since you could just lower it, clear the enemy, and raise it again. In this level though, that platform cannot be lowered once it is raised.

Also if you are patient and like to play around, try getting that native beast/hulk to follow you into the water containing the sharks. It makes for a humorous fight to see those two enemies tangle with each other. The last time I played, I got the native beast to defeat one of the sharks. However, the other shark defeated the beast.

: until you reach a
: large open room, from which you can head out on top of the water tanks (I
: like walking on water) and into a series of rooms below. Inside you will
: (finally) come to a pattern buffer, a terminal that is a repeat of the one
: in the compiler room and a long hallway leading to the southwest, where
: you will find a switch - the entire objective of all we have done so far.

(1) I was really surprised that there were no enemies at all in this area of the level. Perhaps that is a function of the name of the level. Still, it would seem to me that there ought to be something guarding at least the switch.

(2) When you first enter this area up top, some of the overlooking window edges have a blue/white striped texture instead of green. Not sure if that was planned or not. The first window on the right even seems to have one of its edges missing.

(3) The wall containing the 1x recharger opposite the PB is very bouncy.

: This switch raises a platform back in the open area at the beginning of
: the level. The player can now head back the way they came, up that
: stairway and leap across the open area to reach a new part of the level.

Just another warning to the player that this platform cannot be lowered once raised. So make sure the raised platform is clear of the beast before you save your game. Otherwise, you will be trying to hop around that beast as you leap across.

: The player must pass through a fast closing door

Once you go through that door, where the wall on the right first bends (right before the first window), is VERY sticky.

: Note to Matt and Andrew - the run from the one pattern buffer on this level
: to the exit terminal is extremely long. The next level has a high
: probability of early death multiple times over before the player will find
: a place to save their game.

Agreed, this is exactly the situation I was describing in "Hot Potatoe". I see no reason why a second PB could not be placed next to the final exit terminal.

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Replies:

PF Volunteers - A Stroll in the ParkSteve Levinson 7/19/04 7:37 p.m.
     Re: PF Volunteers - A Stroll in the ParkDr. John Sumner 7/20/04 3:11 a.m.
           Re: PF Volunteers - A Stroll in the ParkAndrew Schenk 7/20/04 8:56 a.m.

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