/-/S'pht-Translator-Active/-/


Re: Tour of Duty - Pfhoraphobia
Posted By: MartinDate: 7/29/13 2:05 p.m.

In Response To: Tour of Duty - Pfhoraphobia (PerseusSpartacus)

: We appear in a very unique area with two ledges (one of which we are standing
: on, the other of which has a door on it), a massive drop, and a platform
: going up and down between the two ledges. If you're not careful, you'll be
: seeing this area again, and again, and again.

That tends to be true whether one is careful or not. Last playthrough I got killed by the wasps at the start of Ain't Got Time Pfhor This... and had to do the whole thing over, on TC of course ><.

: A lot of people will go through the door on the other ledge and progress
: their way to point A on the map before continuing through the rest of the
: level.

Mainly because things are more likely to go wrong with the ambushes and S'pht Controller room than in the rest of the level, and if you're going to die you might as well not hang about - Ain't Got Time Pfhor This!

: If you turned around and went left at the start, you'll have thought you had
: reached a dead end. However, if you tap the wall a bit, you'll realize
: there's a secret door here that leads to some dark corridors filled with
: Fighters. One of them is a Blue that's overlooking a staircase, behind
: whom is a Purple waiting to support him. Interestingly, if I remember
: correctly, shooting the Purple dead will not wake the Blue up, and the
: same goes for vice versa.

Attentive.

: If you were attentive on Unpfhorgiven , you'll have noticed one or two of
: these near a pillar, and you'll know that they contain BoBs put in stasis.
: If you weren't attentive, however, you'll only just be finding out about
: these horrors.

Attentive.

: What's worse, if you look in the M1A1 shape files (which,
: while they are not used for the recent betas, probably reflect the
: contents of the old M1 shapes fairly well), under the 'Scenery 5 (Pfhor)'
: directory, you'll find something more horrific than anything we've seen
: thus far: a BoB strapped to the ceiling by his arms, with his lower half
: ripped off, seemingly without care for what it did to the upper half. I
: admit, when I first saw this, I was quite shocked. But here's a question -
: was it ever used in the game? If the answer is 'no' (and I think that's a
: reasonable answer, as I've never encountered any such scenery in my many
: playthroughs, praise be to god), then why is it there?

Attentive.

: Moving along through the dark organic corridor, you'll probably miss one of
: the secrets on this level: an alcove hidden in the wall at point B on the
: map above, containing a Scatter Rifle and an Invisibility. Not the most
: useful thing, but still worth noting. Eventually you'll reach the end of
: this corridor, and pop out to find three Green Fighters and one Major
: Compiler. But hold on one second. Let's head back to the start of the
: level real quick. If you jumped down off the first ledge, you'll have
: found a small room with a bunch of invisible Compilers sitting on a
: transporter. Interestingly, if you look at the auto-map, you'll find the
: transporter is only half-complete (in other words, it doesn't completely
: cover all the polygons it seems like it ought to):

Attentive!!!

Security Officer 1st Class P'rseus (Attentive Rank)

OMG he's one of them!

;)

: If you head down the large corridor connected to this room, you'll reach a
: large door, connected to a large room, with a large... breach?

Huh. Never thought of it that way.

: If you continue from the breach, you'll find two Enforcers coming down an
: ultra-fast-moving platform to meet you (near point C on the map above).
: They pretty much always activate as the platform is still coming down,
: causing them both to fly off of it in a weird, physics-bending way.
: However, they're still close enough together to kill with one Rocket. Give
: it to 'em.

I prefer to SPNKR them in the back from the top of the platform, such fun!

: As you're heading up the platform, remember to jump over to a hidden alcove
: containing an Infrared Vision powerup. While it's not really that
: useful, IMO, some of you might find it valuable for the rest of the level.
: When you finally reach the top of the platform, you'll come through a
: door... to realize it was hidden from view in the massive corridor
: earlier. If you want to get back to the start quickly, use the transporter
: in the breach room.

I See Invisible Compilers!

: Time to head through the door we saw at the start, I think. After passing
: through a small room with a Fighter and a Compiler (and some slime, IIRC),
: you'll come to another small corridor. As you inch forward, you'll find a
: well-lit offshoot corridor. When that happens, you'll probably hear doors
: opening and enemies activating. This means you've triggered the ambush
: here. When this happens, I generally jump into the offshoot and toast the
: Fighters inside it with the Flamethrower before switching to the Scatter
: Rifle to deal with the guys that follow me in. An alternative strategy
: would probably be to retreat, using the Scatter Rifle to clear the path if
: you get blocked off, and take on the advancing Pfhor from the safety of
: the small room we saw a moment ago. However, I prefer the bottleneck
: strategy.

I prefer to open the first door and SPNKR them in their sleep then Tozt the remains. Oh the benefits of having played before. First time around at low frame rates this level was -even more- painful.

: No matter how this works out, jumping down is risky - the Enforcers are
: aggressive and liable to deal lots of damage if you don't take them out
: fast, and the slime can hurt you even more if you're not careful. If only
: we could look down further so we could blast those Pfhor from the safety
: of the ledge!

Yeah jumping down is the nasty part, for sure.

: When the killing stops, you'll probably start wondering what that ugly guy in
: the slime waterfall is. The answer: that's the Controller you were sent to
: kill. As odd as it seems, you can kill him with just a few bullets from
: your Magnum. How lame is that, huh? My guess is that Reg wanted to make
: sure it was possible to Vidmaster this level. In any case, killing the
: Controller doesn't change the loyalties of the S'pht on this level, almost
: like they still have residual commands in their system, or maybe they
: don't realize they're free yet.

I SPNKR him from the ledge to wake everyone up :).

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Pre-2004 Posts

Replies:

Tour of Duty - PfhoraphobiaPerseusSpartacus 7/29/13 11:46 a.m.
     Re: Tour of Duty - PfhoraphobiaMartin 7/29/13 2:05 p.m.
     Re: Tour of Duty - PfhoraphobiaGodot 7/30/13 4:11 a.m.
           Re: Tour of Duty - PfhoraphobiaMartin 7/30/13 11:22 a.m.
           Re: Tour of Duty - PfhoraphobiaPerseusSpartacus 7/30/13 11:53 a.m.
                 Re: Tour of Duty - PfhoraphobiaGodot 7/30/13 1:27 p.m.
                 Re: Tour of Duty - PfhoraphobiaPerseusSpartacus 8/4/13 8:48 p.m.
                       Re: Tour of Duty - PfhoraphobiaGodot 8/4/13 11:30 p.m.
                             Re: Tour of Duty - PfhoraphobiaPerseusSpartacus 8/5/13 9:41 a.m.
     Re: Tour of Duty - PfhoraphobiaGodot 7/31/13 1:53 a.m.

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