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Re: Volunteers, May the....
Posted By: Steve LevinsonDate: 1/19/05 2:19 p.m.

In Response To: Volunteers, May the.... (blake37)

First of all, it's important to note that this is the first level in the failure branch of this chapter. Had we been very fast on the last level and completed our task in time, we would have gone with Lela. On the other hand, Forrest provided an alternative, which is a good thing because I've never completed the two chip insertions in time. If you revisit Hathor's terminal after inserting the chips, Lela's terminal will have moved there and you can still take the success branch, which we'll definitely want to do eventually.

: We start out in the middle of a very large room with massive circut boards on
: the walls. Looking around, we see four ways to go, an elevator that leads
: to a locked door, (when you get between the door and the platform when the
: platform is up, you can't move) two other locked doors, and a really wide
: door that is unlocked. As soon as I fire on the phfor in said room, a few
: compilers beam in and don;t really do anything, but one did take a shot at
: the enforcer. After reading Tycho's term, we guess that these are his
: shp't, and we should be nice to them. Our mission is a simple seek and
: destroy, so on with it, vid boi.

Those compilers do count toward the monster count, however, and there are enough of them to prevent you from leaving if you don't clear out everyone else in the level.

: On to the hive room, which we find to be a beatiful piece of work, but alot
: of the monsters don't activate untill you are right in front of them or
: are fired upon. Also in here, in the hallway leading to it, if you get
: back too far, the monsters and bodies vanish from sight, but come back
: when you get closer. It can be a little hard to move around in here, but i
: think it is the design highlight of this map.

I agree - the hive room is outstanding - definitely a real highlight of the scenario. Now although the monsters won't fire on you for the most part, there are trigger poly's throughout and they sometimes activate monsters that aren't right in front of you, so you do need to be careful. You can generally snipe at the monsters from a distance and not take any damage if you're fast at it.

: We find out way to the plasma junction thing in the middle, and groan at the
: MOAH, and the fact that we use the plasma cannon too much and have run out
: of ammo. Since the level is symmetrical, just repeat for the other side,
: minus the hive. We then take out plasma bath and clear out the big cargo
: holds, and go back to Tychos term and read that Leela doesn;t like what
: Tycho's going, and that he doesn't want the junction in her hands, Oh
: dear.

It takes a bit of courage to jump into the plasma, but if you look in map view, the way is clear. There are generous PB's and 3X shiled rechargers on this level, but the action can be intense and you can still die. There is a very real risk in the plasma junction of saving a game just as you're about to be killed, so watch out.

: Though it is symmetrical, the curving hallways and little weird things in
: this map make it seem less so. I like this map alot, It feels like a Pfhor
: ship alot more than, um, er, the one in chapter one, what's it called??
: Anyway, good job!

Agreed!

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Pre-2004 Posts

Replies:

Volunteers, May the....blake37 1/19/05 1:13 p.m.
     Re: Volunteers, May the....Steve Levinson 1/19/05 2:19 p.m.
           Re: Volunteers, May the....blake37 1/19/05 5:09 p.m.
                 Re: Volunteers, May the....Steve Levinson 1/20/05 6:46 a.m.
                       Re: Volunteers, May the....blake37 1/20/05 1:53 p.m.

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