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Volunteers: Beware of Low-Flying Defense Drones
Posted By: Mark LevinDate: 9/27/01 2:57 p.m.

The Pfhor interlude is over, and Marathon's story resumes unfolding. This level starts with a bang as you are dropped next to a farily big firefight. Throw a rocket through the small window to give the drones a hand.

Now you have the famous choice: An easy but cowardly run for the pattern buffer, or the Express Elevator to Hell(tm)? The level is very different depending on how you play, with many fights having totally different approaches from either side. Another critical factor in playing this level is that nearly every door opens permanently, making them useless as cover. Get out there and fight like a man :P

Since this must be a proper run, I took the Express Elevator. However, the Enforcer that usually guards the corridor woke up early and came down the hall at me. Unusual. Then he ran into a pair of defense drones and suicided by blowing one of them up right next to him. Typical.

At the bottom of the elevator is your first encounter with the deadly Beserk Defense Drones, armed with grenades and flying low. If you play your cards right, however, they can be quite useful: They hate the monsters more than you (and the monsters hate them), and are significantly more powerful than the blue drones. Hang back and they will either get killed by the monsters or take a lot of damage and be much easier opponents.

Notable features of the south side of the level include a 3x health charger and another unreachable "teaser" room stuffed with weapons, much like the one on Colony Ship For Sale, Cheap. In the 3x room is also the secret door leading to the almight Super Shield biobus chip, which is very useful for conquering the rest of the level, and the middle part of a 3-part room elsewhere, which has ammo and Enforcers. Head north and up the stairs to reach the blue room (where you would have been if you had jumped off the initial ledge) and a door to a large northern room featuring a pattern buffer (whew!) and the logs of Bernhard Strauss. This terminal reveals the origins of the cyborgs on the Marathon, as well as the fact that Tycho is alive, kicking, and not a happy camper.

To the north of this room is the last terminal, crammed with monsters visible through a narrow slit in the wall. Wait for the fight to die down, then reward the champion with a rocket. Near the final terminal is a 1x health charger, but it's much better in the long run to head back to the 3x. You'll need it for the next level.

A S'pht cyborg? Hmm...

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Replies:

Volunteers: Beware of Low-Flying Defense DronesMark Levin 9/27/01 2:57 p.m.
     Re: Volunteers: Beware of Low-Flying Defense DroneSidoh 9/27/01 6:13 p.m.
           Re: Volunteers: Beware of Low-Flying Defense DroneHamish Sinclair 9/27/01 10:29 p.m.
                 Re: Volunteers: Beware of Low-Flying Defense DroneMartin Antell 9/28/01 2:46 a.m.
                 Re: Volunteers: Beware of Low-Flying Defense DroneREB 9/28/01 7:00 p.m.
                       Re: Volunteers: Beware of Low-Flying Defense DroneHamish Sinclair 9/29/01 4:29 a.m.
                             Re: Volunteers: Beware of Low-Flying Defense DroneREB 9/30/01 11:20 a.m.
                                   Re: Volunteers: Beware of Low-Flying Defense DroneHamish Sinclair 10/1/01 12:40 p.m.
                                         Re: Volunteers: Beware of Low-Flying Defense DroneREB 10/1/01 7:49 p.m.



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