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Operation Gate Crash New/modified/odd Lore


SilentMobius
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IMHO it's wonderful to see more story-driven multi-part missions. However there are some interesting questions raised:

 

1. Orokin derelicts were previously described as _not_ being "in the Void", that's why we build the keys out of nav co-ordinates. In fact the reason we previously had for their infestation was that the ships failed to make it to the void and were later infested with the spawn of Lephantis (hence we get Golem nav co-ords in there). You can even see that the Derelict maps use a normal space skybox, not the void skybox.

 

2. It's stated that we need the Void key to sabotage the torsion beam device, after completing a mission it seem like we _actually_ need the key to just reverse the beam, destroying it is just another thing we can do. I assume so we can get back to our parked Lisette

 

3. Are we releasing the infestation onto Earth while we go look for the key? That seems like a mistake.

 

N.B. I know that the Dark sector maps have infestation on earth but they also have us needing to use a solar rail to get from earth to... somewhere else on earth. Also we're constructing the rail to get to sectors that shouldn't have been available since the fall of the Orokin. Given that the current arrangement of duplicating the nearest planets map style seem a little... out of place and I assume (hope) that eventually Dark Sectors will get lore friendly, maps (hell even the standard Orokin derelict maps would make more sense)

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It would seem that there are many "doors" in the Warframe universe ...

1. Void keys to enter region where the intact Orokin Towers and ships have aboard the Corrupted (Void Missions)

2. Dimensional portals between Corpus vessels being invaded by Infested and vessels already overrun (Hive Missions)

3. Derelict vessels which have a heretofore unseen Portal Chamber which allows egress to a planet side location using the combination of a Void key and the Torsion Beam Device - Operation Gate Crash - which looks like an amalgam of Grineer and Orokin technology (with the Orokin end coupled to some type of energy source when the Void key has been removed)

4. Dimensional portals between some location in the Origin System and a Tenno installation (scene of Excalibur's resuscitation from cryosleep) which seems to have used the Torsion Beam projector

 

... a bit like "Alice Through the Looking Glass"

 

This leads to yet more questions:

1. Since only one Torsion Beam is needed to open a portal between "real space" and The Void, what sort of strange mechanic is needed to fix the exit at a given point in space inside the Void?

2. Does the Tenno have their own version of a Torsion Beam to reach The Void?

3. How does the Liset enter The Void?  Does it have an enormous Torsion Beam projector on board?

4. How similar must the Grineer and Tenno designs be for it to be possible for The Lotus to already have had a way to overload the Grineer Torsion Beam during this last mission set?

5. What is the significance of the energy column pouring out of/into the Orokin like end section of the Torsion Beam? 

Certainly that is not "void energy" in the real universe?

6. Who made the Torsion Beam?  Could it be a hybrid device (Grineer-Orokin) as I have suggested (based ONLY upon appearance with the bulky rounded olive green "nose cone" and the double rings around the rear section

 

I agree with you not-so-Silent Mobius that it is great fun to see what we learn by careful observation of in game assets yet knowing that any results may be nothing more than fanciful thinking

Edited by ElHefe
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Well. I agree it's most likely a hybrid device. From the name "Torsion beam" I think the implication is it's supposed to be a void "lock pick" (via "torsion bar") like something to "brace" against so you can push at the "tumblers".

 

Given the way the keys are separated in game mechanics I would say that a given key hold a "void signature" to enable connection _to_ the pre-programmed destination. Given we have to find the specific void key that was removes it suggests to me that the key is the thing that determines destination.

 

It would seem that if the Orokin could establish static portals from one place in real-space to another then the solar rails would be much more redundant that they seemed to be from the snippets we have. Then again, maybe that's what the "void era" was, establishing the rails for colonization so that portals could be set up for civilians to simply walk from one planet/tower to another in the later parts of the Orokin era.

 

The column of energy coming out/going to the torsion beam projector does look a lot like the fx used by Void-Vor.

However I'm not completely ruling out the idea that it's bugged and it's supposed to be pointing at the portal (a-la the intro) or even only supposed to be there when the key is inserted.

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The column of energy coming out/going to the torsion beam projector does look a lot like the fx used by Void-Vor.

  

... a bit like "Alice Through the Looking Glass"

 

Beware the Jabberwock, my son!

The jaws that bite, the claws that catch..The Jabberwock, with eyes of flame,

Came whiffling through the tulgey wook,

And burbled as it came!

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Couldn't it simply be that this is a different derelict ship than the one we were looking at? I mean, we already know the Infested were in the Void, and we've already seen overgrown "towers" from the Void (starter experience) couldn't it simply be that those two elements got combined for this particular ship?

 

I'm not sure what you're saying here, but what we seem to be doing is trashing one of the machines they used to get to there, as well as the power source they used to operate it, to make sure they could never get back there. After that, we head back through to where we entered to stop them from getting through and sneaking around us to find and destroy the archwing bits we're hunting to reclaim.

 

As for this third: yes, which is another reason we need to destroy the machine and be quick about doing so - and be quick about doing so. Theoretically, the meltdown of the key and beam-machine we flee back through to escape COULD sterilize the are of them, though.

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3. Are we releasing the infestation onto Earth while we go look for the key? That seems like a mistake.

I was surprised when the beginning of the mission was not an Infested Exterminate that lead to a short Grineer mobile defense. Even if 1 or 2 crawlers get through, they could start spawning all over earth... But then again, that's what Outbreak missions are for.

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Couldn't it simply be that this is a different derelict ship than the one we were looking at? I mean, we already know the Infested were in the Void, and we've already seen overgrown "towers" from the Void (starter experience) couldn't it simply be that those two elements got combined for this particular ship?

 

It's still using the non-void normal-space skybox and a non-void lisete approach cinematic.

 

Mind you all ODX mission are using Corpus Infested ships for the lisete approach right now, so they are bugged anyway.

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It seems like the Torsion Beam is used to hold portals open, not open them in the first place. I'm guessing whatever Orokin machinery normally holds the portal open has long since stopped working, and the Grineer have to improvise now. 

 

Edit: oh, and as I've mentioned in other threads, the level flow makes no sense

Edited by vaugahn
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It seems like the Torsion Beam is used to hold portals open, not open them in the first place. I'm guessing whatever Orokin machinery normally holds the portal open has long since stopped working, and the Grineer have to improvise now. 

 

Edit: oh, and as I've mentioned in other threads, the level flow makes no sense

 

And, as I've responded to you, there's a very good reason it's done how it's done.

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What I want to know is how many keys the grineer have. Lotus says in the recruiting message "that we may be able to deplete the stores of grineer keys with this operation" however, Vor makes a huge amount of fuss about his key or the "Janus Key" is his key special somehow?

 

Honestly at this point I am getting the feeling DE doesn't give two ammo drums about lore, and merely changes it at whim to fit their updates.

Edited by Metalripper412
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What I want to know is how many keys the grineer have. Lotus says in the recruiting message "that we may be able to deplete the stores of grineer keys with this operation" however, Vor makes a huge amount of fuss about his key or the "Janus Key" is his key special somehow?

 

Honestly at this point I am getting the feeling DE doesn't give two ammo drums about lore, and merely changes it at whim to fit their updates.

 

Vor's key is special.  Note how the keys we get don't let you shoot a golden death ray, for instance.  Also, Janus is a figure from Roman mythology who presided over doors, locks, and choices.  Given that the Orokin appear to have had something of a thing for Greek and Roman mythology, I would say it's not too much of a stretch to guess that the Janus Key is very special.

 

That being said, the derelicts DO require keys to access.  My impression is that the Grineer are using ordinary keys and corrupting them via the torsion device to access the derelicts so they can destroy the info on the Archwing.

Edited by DergyDergon
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Sargas Ruk has been the Grineer's treasure hunter/excavation person on the job. I wouldn't be surprised if all of these keys came from his hobby.

 

Which would also imply that Hek took them by force - given that the two don't seem to be on good terms since Hek released the Grustrag Three. God, I LOVE intraorganization conflict!

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