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Re: Volunteers: Eupfhoria
Posted By: SidohDate: 9/29/01 2:56 p.m.

In Response To: Volunteers: Eupfhoria (Mark Levin)

: The beginning of the last trip to the Pfhor ship, and boy, it's a doozy.
: Hunters and Wasps are the only enemies on the level, coming at you from
: every angle. The level opens with an ambush, a group of Wasps flying out
: at you from a room which is also rigged with a 5-Hunter booby trap. The
: way to defeat this is fairly well-known: "Reach" across the
: trigger and open the 4 doors seperately, dealing with the hunters one at a
: time. The fifth door is too far to reach without stepping on the trigger,
: but by then the room will be empty.

Or you could fire your pistol on the trigger poly and hope they dont wake up. See vid page for details.

: The next challenge is a short drop into a tight set of passageways stuffed
: with monsters. The cheap, if safe, way to handle this is by jumping down,
: waking everyone up, and hopping back on the platform before they reach
: you. Then they can only come at you one at a time, riding the lift.

I just ran through it, seeing as I had my little pistol/fist and no room to move.

: The next stop is a huge silver room with a column of green slime running down
: the center. This room can be defeated fairly easily by exploiting a bug in
: Marathon's physics. Pop open the door and fire off a few rounds, then slam
: it shut as everything wakes up. Wait a few seconds, then get as close as
: possible to the door (don't open it!) and fire up the Tozt. Apparently
: Pfhor doors are made of chicken wire ;P (This trick doesn't usually get
: them all though, so stay on your toes when you finally enter).

Or you could make a mad dash for the 3x recharge room, kill both hunters and recharge, go back and enter the melee.

: This room has two exits: One in the middle leads to a strangely vibrating
: corridor and a 3x health charger, and one which leads to the rest of the
: level. The rest of the level is a set of large rooms with columns of slime
: in them, and a number of Enforcers and Wasps to deal with. At the north
: end of the catacombs, in the room full of baby Hounds, is a pattern
: buffer, and near the entrance is a very, very useful teleporter that will
: return you to the 3x charger room.

That teleporter can save you from hostile enforcers (note:there are no freindly enforcers).

: This level also has a few of that rarest of rare, mapmaking mistakes by
: Bungie. Firstly, there's the "magic flamethrower" bug mentioned
: earlier. Secondly, in the passage just preceding that, the window behind a
: door is bouncy, one of the few places in Marathon 1 where that problem can
: be seen. Thirdly, in the 3x recharger room, one of the space polygons has
: the wrong height. Looking from the left, the Marathon appears to be sliced
: in half by the cosmos itself.

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Replies:

Volunteers: EupfhoriaMark Levin 9/29/01 2:37 p.m.
     Re: Volunteers: EupfhoriaSidoh 9/29/01 2:56 p.m.



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