Your mission here is simple. The spawning pits are buried deep under a heavily fortified structure, and we doubt that even the Armageddon's weaponry can destroy them with absolute certainty. The humans and the S'pht'Kr are taking care of the Pfhor security forces above ground, so you won't need to concern yourself with them. The Armageddon's AI is contained for now, and we are in communication with it. It has given us much information on the most effective use of the weapons systems, and we have already put them to good use. The Pfhor fleet that we encountered upon entering the system is shattered; pieces of it are currently raining down on the planet. While you go about your work there, we are busy destroying command and control centers on the planet surface. We have managed to completely overtake the Pfhor network, so their forces are uncoordinated and uninformed of the scope of our actions. There are plenty of pattern buffers, terminals, and shield recharge stations around the buildings here, and we will be able to give you further instructions as you complete each segment of your mission.
Access to the spawning pits can only be achieved by raising a walkway into the fortified structure in the northeast section of the area you are in. The switch that controls that walkway appears to be located somewhere below your current position in the sewer systems.
The Pfhor are putting up a pretty weak defense. When the Armageddon took out the entire fleet in orbit in a matter of moments, the shock had hardly begun to sink in. Now that we have wiped out over 70% of their command and control centers, troops are cut off and uncoordinated. You should meet fairly light resistance from here on in. The human fighters and the S'pht'Kr will continue to keep things under control on the surface. Get to the pits and we'll finish this fight once and for all.
The Pfhor are putting up a pretty weak defense. When the Armageddon took out the entire fleet in orbit in a matter of moments, the shock had hardly begun to sink in. Now that we have wiped out over 70% of their command and control centers, troops are cut off and uncoordinated. You should meet fairly light resistance from here on in. The human fighters and the S'pht'Kr will continue to keep things under control on the surface. Get to the pits and we'll finish this fight once and for all.
The stairs to your left contain the first of many spawning pits that are located throughout this area. We want you to find them all and destroy them. This is genocide, so if you are starting to have second thoughts, just remember all that has come before this point. They have brought this upon themselves. There is an elaborate system of pumping stations which keeps the level of fluid in the pits at the optimal level while the Pfhor young develop. You will need to destroy the circuitry which controls these pumps, causing the pits to flood. Be careful as you destroy the final circuit, as the fluid level will rise quickly. You'll want to be close to the exit when that happens.
The situation has changed. The Pfhor are now convinced of our resolve, and have been frantically signalling a complete surrender. Our tactic worked to convince them that we were going to wipe them out once and for all. We won't need you to find the other spawning pits now; we are going to construct a truce with the Pfhor that will leave them under our control and bring peace to the galaxy once and for all. If you'll look outside, up and to the left of your current position, you'll see a door. Through there you can find a terminal from which we can bring you back to the Armageddon. Great job, and we'll debrief you on your mission when you return.
Something horrible is happening. The onboard AI has taken control of the weapons systems and continuing the blitz of the Pfhor cities. We need you to come back to try to shut things down, as this will jeopardize the truce we are trying to forge with the Pfhor. If we can't stop this bombardment, we might well make things worse than they ever were before.
Congratulations on finding this terminal! I've sure had fun making these levels for Bungie's map making contest, and I hope you've had fun playing them. Since the contest rules specified a scenario no longer than three levels, I've tried to cut the story off at an interesting point. I plan on finishing the story in a second scenario that I hope to complete some time in the first quarter of 1997. Look for it on my web site at http://www.misterprint.com. It will be available somewhere off of the "Diversions" page, assuming that I don't overhaul the web site by then! Thanks to Bungie for making such a great game and fantastic editor. And thanks to all of those people who have been making home-brew levels for games like DOOM, Hexen, and Marathon all these years; I am sure I have borrowed an idea or two from everything that I have seen and played.
Credits: -------- All new textures, terminal art, and terminal text by James Hastings-Trew Play testing by Shane Kartz, Tara Bilash, and Tom Conroy Software Used: -------------- Adobe Illustrator, Adobe Photoshop - texture creation Specular InfiniD - shape creation Anvil - physics models and shape management Forge - map building Simple Text - terminal editing Res Edit - terminal picture management Res Compare - shape file patcher
Congratulations on finding this terminal! I've sure had fun making these levels for Bungie's map making contest, and I hope you've had fun playing them. Since the contest rules specified a scenario no longer than three levels, I've tried to cut the story off at an interesting point. I plan on finishing the story in a second scenario that I hope to complete some time in the first quarter of 1997. Look for it on my web site at http://www.misterprint.com. It will be available somewhere off of the "Diversions" page, assuming that I don't overhaul the web site by then! Thanks to Bungie for making such a great game and fantastic editor. And thanks to all of those people who have been making home-brew levels for games like DOOM, Hexen, and Marathon all these years; I am sure I have borrowed an idea or two from everything that I have seen and played.
Credits: -------- All new textures, terminal art, and terminal text by James Hastings-Trew Play testing by Shane Kartz, Tara Bilash, and Tom Conroy Software Used: -------------- Adobe Illustrator, Adobe Photoshop - texture creation Specular InfiniD - shape creation Anvil - physics models and shape management Forge - map building Simple Text - terminal editing Res Edit - terminal picture management Res Compare - shape file patcher
interlevel teleports