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Re: Volunteers: Rise Robot Rise
Posted By: Hamish SinclairDate: 11/8/01 11:37 a.m.

In Response To: Re: Volunteers: Rise Robot Rise (Mark Levin)

: 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...

Note also that the first terminal map doesn't match the level design. This terminal was in fact seen in one of the first Marathon Infinity screenshots.

Also if you make the jump across to the ledge (not easy) to the area where the flamethrower is you'll find some bad smearing. A guess few made the jump.

Cheers
Hamish

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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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