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Re: Volunteers: Rise Robot Rise
Posted By: Mark LevinDate: 11/8/01 10:05 a.m.

In Response To: Volunteers: Rise Robot Rise (Rincewind MoG)

: A yellow sky.

: A massive tower slowly scolls by in silence.

: DESPAIR

Yeah, that chapter screen really is amazing. I want to make a desktop out of it, but it's not the right size. :(

Once again, Marathon Infinity turns the world upside down with a new feature: Shifting alliances. Who's your friend and who's your enemy? Guess you'll just have to fight whoever shoots at you now. A pure warrior at heart.

For some reason, you have lost all your weapons during the jump. Perhaps your first attempt at spacetime-jumping was not done properly; the Marine manages to hold onto his inventory across most other transitions in the game. Once again, we see MI's third-generation gameplay design in action: A total newbie would have a very difficult time getting this level started, as one has to defeat an Enforcer with only dual pistols and a tiny amount of health (the Enforcer can usually take out all the Fighters by himself).

This is the second universe we've seen in MI, in which Tycho brought the Marine to L'howon (this actually fits the end of M1 slightly better than M2 does; it explains how the Marine was teleported off the Marathon after Durandal left). He's planning to stage a mutiny and seize control of this ship to avenge himself upon Durandal, and needs your help. In this world, the Pfhor are your allies (usually) and Durandal and the Bobs are the enemies; although they don't appear on this level this isn't the last time we'll visit this universe.

This is a huge, sprawling level, with many optional areas. There are also several places where new paths can be opened, increasing the level's connectivity even further. Upon leaving the main area, don't forget to pick up the pistol and M-75 ammo in the western room. When you reach the elevator room, don't forget to head south and eventually reach the secret flamethrower.

The first elevator, leading down, has the famous Robot World Arena secret at its top, which provides an M-75 and a hidden terminal leading to the Co-op Carnage Break. It is possible to reach this level while playing by yourself, but as I'm not good enough to pull that off and there is no way to leave the level without a second player, I won't even try. The elevator leads down into the bowels of the ship, a strange pulsating place that eventually brings you to a second elevator. Fire a shot while riding up to wake up all the Enforcers and make them lock onto the Hunters; they will mostly ignore you when you reach the top. In the area near the final terminal are a few secrets: A pattern buffer, a 2x recharger, and a door back to the rest of the ship, should you have a reason to go there.

The final terminal gives us some ranting about Durandal and Hamlet, and preparations for another trip down to the planet's surface. We're about to go back to the MI demo again...

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Pre-2004 Posts

Replies:

Volunteers: Rise Robot RiseRincewind MoG 11/7/01 1:25 p.m.
     Re: Volunteers: Rise Robot RiseMartin Antell 11/8/01 8:42 a.m.
     Re: Volunteers: Rise Robot RiseMark Levin 11/8/01 10:05 a.m.
           Re: Volunteers: Rise Robot RiseHamish Sinclair 11/8/01 11:37 a.m.
                 Re: Volunteers: Rise Robot RiseMartin Antell 11/8/01 11:18 p.m.
                       Re: Volunteers: Rise Robot RiseHamish Sinclair 11/9/01 1:54 a.m.



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