Onyx - Episode 1 - Chapter 2 - Infinity: Relay
Establishing Shot: The camera hovers around cluster of Huragok manipulating a large device with a tri-pronged base, a clockwise rotating energy field and a counter clockwise oval floating above the energy field. This is the source of the UNSC Infinity’s teleportation grid used in the War Games. Covenant prisoners patrol the area while others fade in and out of existence through yellow flashes. SPARTAN MILLER briefs Crimson on the situation:
SPARTAN MILLER
Crimson, that Engineer from before just tapped into Infinity’s local teleportation grid and sent you to the relay where it originates. Covies are using it jump around all over the ship, you’ve got to get in there and turn it off.
DOCTOR GLASSMAN (cutting in)
But please try not to kill the Engineers, Crimson. They are delicate specimens being forced to help the Cove…
SPARTAN MILLER
Message received, doc. Go easy on the gasbags please.
Gameplay Perspective: Fireteam Crimson is dropped into the action, catching the enemy by surprise. The players must clear out the relay room, a circular facility structured not unlike the middle portion of Adrift. The teleportation relay rests in the middle with multiple walkways, catwalks and ramps build around the device.
Upon clearing the first batch of Covenant prisoners, a second wave arrives via teleportation. This triggers DOCTOR GLASSMAN giving Crimson advice to halt the enemy:
DOCTOR GLASSMAN
Crimson, it looks like you are going to have to remove the Engineers from the relay by force, but be gentle!
Four waypoints indicate the Huragok that the players must remove. A third wave arrives to try and impede the progress of the players, but once defeated, they are free to take care of the Huragok. Each removal triggers a QTE where the player pulls the right trigger, the left trigger and the right trigger again. Once the last Huragok is removed, DOCTOR GLASSMAN states:
DOCTOR GLASSMAN
Quick, activate the failsafe to shut down the grid!
The players move back towards the bottom of the relay to a terminal. As the nearest player who gets to it first tries to initiate a button press through a first person view, the player’s Spartan hesitates as electricity starts pulsating from the console. Suddenly, the relay’s energy field and the top portion begin to spin faster and faster until Crimson is unintentionally teleported into the middle of a firefight in the Infinity’s mess hall. As the player -Yoink!- the once eating crew members, SPARTAN MILLER asks:
SPARTAN MILLER
Doctor Glassman, what just happened?
DOCTOR GLASSMAN
Oh this is bad. When Crimson was pulling the Engineers off the relay, the frequencies from their armor were placed into the teleportation grid as if they were in the War Games, but since the grid been expanded throughout the ship…
SPARTAN MILLER
It’s going to keep teleporting everywhere. Can we stop it?
DOCTOR GLASSMAN
We have to shut down the relay.
SPARTAN MILLER
Alright. Crimson, mop up the last of the Covenant in the mess hall and get moving back towards S-Deck, you’ve got a long jog ahead of you.
Once the last of the enemies are dispatched, Crimson is enveloped in yellow light again and brought back to the relay. SPARTAN MILLER replies:
SPARTAN MILLER
Maybe not. Guess we got lucky, eh?
As the players move back towards the relay, they are once again teleported away from it and end up in Infinity’s bridge. COMMANDER PALMER is helping fend off advancing Covenant forces along with the bridge crew. COMMANDER PALMER expresses shock at your sudden arrival:
COMMANDER PALMER
Crimson, what the Hell? Nevermind that now, just help keep these -Yoinks!- back!
Slowly with the commander, the players progress across the bridge and clear out the Covies. Upon completing this objective, COMMANDER PALMER attempts to figure out what is going on, but before she can speak, Crimson is teleported away from the bridge and back at the relay. Frustrated, SPARTAN MILLER says:
SPARTAN MILLER
I’ve have enough of this crap already, Crimson here is some heavy ordinance, take that relay offline now!
Rocket Launchers are beamed to the players, the subsequent barrage of rockets causes massive explosions throughout the area and making the relay spin even faster and louder. The energy field compresses into a small ball, then suddenly expanded outward.
Fade To Black
Closing Cutscene: The camera pans up from the general area Fireteam Crimson stood, Rocket Launchers on the ground. SPARTAN MILLER asks:
SPARTAN MILLER
Crimson, come in! Crimson, can you read me? Glassman, where did they go?
DOCTOR GLASSMAN
I can tell you where they aren’t, the Infinity.
End of Chapter 2