/-/S'pht-Translator-Active/-/ |
Tour of Duty - Never Burn Money *LONG* | ||
Posted By: PerseusSpartacus | Date: 9/23/12 5:01 p.m. | |
Welcome to another exciting edition of Tour of Duty. Last time, we were exploring BioCore Vents in search of a mysterious Assault Rifle. The final terminal of the last level told us that we needed to replace the damaged circuit boards for the Marathon's automated defenses. This time, we will search through Automatic Manufacturing Systems for three of the replacement circuit boards, and meet a new and dangerous foe. NOTE - The experiences described in Tour of Duty are of an early version of M1A1. If you encounter any differences in your experiences, please feel free to point them out for everyone's benefit. When we begin the level, we are inside of a small chamber containing both a Pattern Buffer and a Terminal ("Yoink!"). Now, the door to exit is interesting. It consists of two frontal 'bars' that open in opposite directions along with a large angled section. This angled section, when it reaches the ceiling, activates another angled section. All in all, a very complex door. My guess as to why this was thrown in was just for the sake of practice; Greg Kirkpatrick was probably playing with the platform parameters and created something fun just to show he could (Greg created the level, as you will see if you go here). We throw ourselves out the door, look to our right and see... WHAT IN THE NAME OF?!?!
Meet the Wasp. These guys are very weak, but en masse, they can wittle away your health with those globs of... er, I'm not really sure I know what those things they shoot are, or whether I even want to know what they are. There's two of these guys at the start, along with a dozen or so Fighters homing in from two opposing corridors. This fight is pretty straight-forward, and is also good practice for run-punch acrobatics. Nevertheless, on Total Carnage, this fight may be a bit too nasty for just jumping straight into. You'll probably want to shoot the Wasps with your Pistol, dump some AR rounds on the Fighters to wittle down their numbers, and then jump in both fists raised. After punching our way through that fist-fight, you'll want to investigate the corridors the Fighters came from. Each corridor contains an interesting piston-like platform and a bunch of side-rooms. One of these side-rooms contains an AR and some ammo, another contains a 1x Recharger, and yet another contains a Wasp and a low window looking down into a big room. After investigating the corridors, you head down the left side of the hallway you entered at the very beginning, to enter another fist-fight with some Fighters. This room is dim, but it has a hidden switch on the backside of a column which will turn on the lights, making the fist-fighting a bit easier. You'll also find an elevator. It's easier if you don't go up this yet. Instead, we head through a door into a dark stairwell. We emerge into a pair of rooms containing Wasps, Fighters, two Uplink Chips, a Terminal, a Pattern Buffer, and some AR Magazines. This Terminal reveals there was a bit of an error in the transportation systems (possibly a result of the S'pht assault on the Marathon's computer network), and so we have to head up to another section of the area. But not yet! There's a semi-hidden alcove in the brighter room, containing some Pistol and AR ammo. Sweet. Now, we head back up the stairwell and into the elevator we avoided earlier. We head up into a dark hallway. Fighting our way through this hallway, we find a big, dark room teeming with Fighters, Wasps, and a S'pht Compiler. It's probably best to grenade the Compiler straightaway; you don't want him to get into attack-mode before you've had a chance to put the hurt on him. Once he's down, things are fairly straight-forward, as the Fighters and the Wasps both fall quickly and easily to close/mid-range AR fire. You'll find an intriguing Terminal, a Pattern Buffer, and a switch in this room. Flipping the switch activates a large elevator in the center of the room. Hop off the elevator onto each of the four corner alcove. Eventually you'll step on one that turns out to be a platform, and you'll end up going straight up a level, into a small area containing a Fighter, a Wasp, and another switch. Flick the switch and head back down. You'll find that a small niche opened up in one of the alcoves, containing the third Uplink Chip. But don't read the Terminal next to it yet - you have another secret to find! Proceeding back through the dark hallway which led into the final room, try tapping the 'action' key at the walls until a secret door opens. You'll find a ledge. Don't jump down, however. The M1A1 version of this secret room is a bit different. Edge your way forward until you finally fall off the ledge. Make sure you fall almost straight down. You'll land on another ledge which teleports you to a third, smaller ledge. To your right you'll see a teleporter and yet another ledge. Leap over to this teleporter, and you'll find yourself in a nasty teleporter maze containing a few enemies and some ammo. When you reach the end, you'll find the infamous Gherrit White terminal. To save you bandwidth and time, here's the text from the terminal: Data Transfer from Leela
Transfer Durandal
Interior Error
***MESSAGE RECEIVED***
Gheritt White had been floating six feet off the floor for
He looked at his hands, but the fire in his eyes made him
"Damn cell," he heard someone say. "Last time I had a good
Rats. He had remembered something about rats. But his ears
He thought back to the time he went ice skating on a pond. He
"Can't sleep in here, if the smell of this musty bedroll
Gheritt hadn't always been alone, he could vaguely recall from
He recalled a theory he had come up with after a bloody
The schoolyard was usually a place where Gheritt and his
Gheritt would have killed him if he could have. He would have
Everyone was a murderer, but Gheritt couldn't remember his
He could feel the roughness of the sand under his palms, for
Gheritt had a good life, so much time, so much time. He had
But now he levitated farther up, his hands still tingling. He
He escaped into the waves.
The waves.
***END MESSAGE***
Accept Next Message
Wow, that was long. Now you can head back to the final room and read the end terminal, taking you to Defend THIS! Now, time for the aesthetic and story elements of the level. I think it's interesting that we've changed from the dark, melancholy themes of Landing and Leela to the frenetic action of Fat Man. It really shows that you've gotten over the dark shock of your first encounter with the Pfhor and now you're kind of... having fun killing the aliens. That reminds me of a later quote from Durandal: Perhaps, you are doing what you were meant to do. Your human
Organic beings are constantly fighting for life. Every
It is your nature. Or perhaps that is not the case. Perhaps we're not the serial-killer, lusting for wicked pleasure in the deaths of alien foes as Durandal would say. Perhaps we're the action-hero, blasting away aliens with grace and agility, rescuing humanity from destruction. That makes me think of a terminal from Rubicon X: I cannot count all the times I have seen films where the hero
I think the Rubicon X team accidentally gave a nice alternative vision of our character's personality - dreaming that he is the hero, overcoming impossible odds, blasting away aliens by the dozens. But of course, such dreams are immature. ;) Cheers,
|
|
Replies: |
Tour of Duty - Never Burn Money *LONG* | PerseusSpartacus | 9/23/12 5:01 p.m. | |
Re: Tour of Duty - Never Burn Money *LONG* | PerseusSpartacus | 9/23/12 5:09 p.m. | |
Re: Tour of Duty - Never Burn Money *LONG* | Godot | 9/24/12 10:03 a.m. | |
Re: Tour of Duty - Never Burn Money *LONG* | PerseusSpartacus | 9/24/12 2:54 p.m. | |
Re: Tour of Duty - Never Burn Money *LONG* | Godot | 9/24/12 11:40 p.m. | |
Re: Tour of Duty - Never Burn Money *LONG* | PerseusSpartacus | 9/25/12 7:08 a.m. |
|
Problems? Suggestions? Comments? Email maintainer@bungie.org Marathon's Story Forum is maintained with WebBBS 5.12. |