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Re: PF Volunteers - Roman Baths of Conflict/Dèjá V
Posted By: Dr. John SumnerDate: 8/20/04 3:29 a.m.

In Response To: PF Volunteers - Roman Baths of Conflict/Dèjá Vu (Steve Levinson)

: These are not among my
: favorite levels in the scenario, but I can't really put a finger on just
: what it is about them that I find annoying. There is one major reason for
: Roman Baths, as we'll get to shortly, but even Dèjá Vu isn't all that much
: fun, and I'm not sure why. The missions are fairly straight-forward and
: the level of action is about right. Oh well . . .

While these are not my least favorite levels (those we will get to eventually), they definitely are not among my favorites. I suppose you could say I'm pretty neutral about them.

: That final exit does not open
: automatically - there is a switch high up on a wall that needs to be shot,
: but that still doesn't work uniformly, leading me to suspect that that
: switch does something else, perhaps opening the exit to the basement, and
: that there is a poly crossing responsible for opening the exit. John, do
: you have more info on this?

That switch high on the wall opens access to the basement and only occurs in Roman. In Roman, all three doors open via their switches as Steve mentioned and all three stay open. Very straightforward. In DejaVu however, only the first door opens as normal by flipping it's switch. The second door is initially open and stays open. Flipping the switch for that door closes it, but it always reopens itself (kinda the opposite of what a normal door does). The third door in DejaVu is initially active and opens and closes continuously. However it can be kept open or closed by flipping it's switch.

: Go up the elevator and flip
: a switch directly ahead, then retreat a bit and head down the other
: corridor and into a very strange room.

This switch can be safely ignored. All it does is lower the platform that you just came up. I am not sure why it's even there. The player cannot be trapped in this area since they control the platform by stepping on it.

: The only
: weapon in your arsenal that seems to work is the SPNKR, but the Pfhor
: weapons do seem to be very effective and with luck, the player can incite
: the Pfhor to do their dirty work form them.

Steve, give your fists a try with the mud monsters. You don't need any more room than any other enemy. It takes about 20-25 good punches to bring a healthy one down. And unless you get careless, it's easy to dodge all of their shots.

: Speed is critical - you have to run, but if you
: overshoot, you will have to go back and start over. The final platform is
: one that raises and lowers, so you need to carefully and gently jump down
: onto it to be carried to the top. Adept as I am at this sort of thing, I
: find it frustrating as hell.

Steve is right. The key to ascending those stairs is DON'T HESITATE. Keep moving. As for the moving platform (remember Whatever You Please?), this has never been a strength of mine. What works for me is to simply walk off the last platform once the moving platform is at it's lowest. I don't try to jump. Just walk off. Don't run.

: the player needs
: to take a detour outside, past a mud monster to flip a switch that raises
: a walkway leading to teleporter.

This is the perfect place to practice taking out a mud monster with fists. Once you jump down to fight it, there is a teleporter on the back side of the one Steve mentions that returns the player to the hallway off this room.

: The teleporter takes the player to a
: separate portion of the level without PBs or shield rechargers, but
: without monsters either. What would appear to be an exit teleporter is
: too narrow to enter,

This is partly what I don't like about this level. Not enough action. Frankly, I'd put some monsters in this section to make it harder to complete the mission. To counterbalance things, make the return teleporter accessible. That teleporter is supposed to return the player to the small room where the level began. (Matt - the inaccessibility of that return teleporter WAS planned right?)

: To get to it, you need to jump down into a dark room with 2 visible
: switches and a third that will be revealed by crossing the appropriate
: poly. Once all 3 are visible, stand on what appears to be a platform in
: the center of the floor, fire a shot at the previously hidden switch, then
: one at the switch to the right of the room exit and finally at the switch
: to the left of the room exit, which will raise the platform, granting a
: way out. Now run for your life around the corner to a cool wrap-around
: window into a large dark area. If your timing is right, the upper segment
: of the center of the window will be open, permitting you to pass through.

Ignore the switch on the right. That switch, as well as the hidden switch, BOTH raise/lower the blocking partition. The partition once opened will stay open.

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Replies:

PF Volunteers - Roman Baths of Conflict/Dèjá VuSteve Levinson 8/19/04 7:16 p.m.
     Re: PF Volunteers - Roman Baths of Conflict/Dèjá VDr. John Sumner 8/20/04 3:29 a.m.
           Re: PF Volunteers - Roman Baths of Conflict/Dèjá VSteve Levinson 8/20/04 7:27 a.m.
                 Re: PF Volunteers - Roman Baths of Conflict/Dèjá VDr. John Sumner 8/20/04 8:14 a.m.
                       Re: PF Volunteers - Roman Baths of Conflict/Dèjá VDr. John Sumner 8/20/04 8:20 a.m.
                             Re: PF Volunteers - Roman Baths of Conflict/Dèjá VSteve Levinson 8/20/04 8:37 a.m.
                                   Re: PF Volunteers - Roman Baths....mattschenk 8/21/04 7:26 p.m.
           Re: PF Volunteers - Roman Baths of Conflict/Dèjá VDr. John Sumner 8/27/04 11:52 a.m.

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