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Re: PF Volunteers - Roman Baths of Conflict/Dèjá V | ||
Posted By: Dr. John Sumner | Date: 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
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
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
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
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
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
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
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
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 Vu | Steve Levinson | 8/19/04 7:16 p.m. | |
Re: PF Volunteers - Roman Baths of Conflict/Dèjá V | Dr. John Sumner | 8/20/04 3:29 a.m. | |
Re: PF Volunteers - Roman Baths of Conflict/Dèjá V | Steve Levinson | 8/20/04 7:27 a.m. | |
Re: PF Volunteers - Roman Baths of Conflict/Dèjá V | Dr. John Sumner | 8/20/04 8:14 a.m. | |
Re: PF Volunteers - Roman Baths of Conflict/Dèjá V | Dr. John Sumner | 8/20/04 8:20 a.m. | |
Re: PF Volunteers - Roman Baths of Conflict/Dèjá V | Steve 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 V | Dr. John Sumner | 8/27/04 11:52 a.m. |
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