Marathon 2 editor.

Marathon 2 editor.

Marathon 2 editor.

Text file description:

THE MARATHON SPOILER GUIDE (MSG)
(text version)
for
Marathon
and
Marathon ][
v2.0
December 19, 1995
compiled by
Michael K. Neylon
mneylon@engin.umich.edu
***********************************************************
Changes since 1.5
-----------------
Rewrote entire guide, adding some additional info
Included secrets and tips for Marathon ][ demo levels
************
=What is it?
************
The MARATHON SPOILER GUIDE (MSG) is a compilation of the
collected knowledge of the games 'Marathon' and
'Marathon 2: Durandal' produced by Bungie. Most of the
information in this document has been contributed by other
people, and when appropriate, credit has been given.
Most of the information in this guide is meant to reveal
secrets or hints on completing the game and finding
hidden areas. Thus, if you continue to read this, be
forewarned:
SPOILERS!SPOILERS!SPOILERS!SPOILERS!SPOILERS!SPOILERS!SPOILERS!SPOILERS!
SPOILERS!SPOILERS!SPOILERS!SPOILERS!SPOILERS!SPOILERS!SPOILERS!SPOILERS!
You *WILL* be spoiled if you read any further. I take no
responsibility for the disappointment you will feel if you
inadvertently read this information.
*******************
=How to use the MSG
*******************
The MSG is first divided into two parts: Marathon, and
Marathon 2.
The MSG is then divided into sections, one for each level
in the game, as well as some general information sections.
Each section is preceded by a title line with the section name
following an equals sign ('='). Thus, to find information on
a specific level, just search for the level name following an
equals sign (for example, the search string '=Arrival' will
locate the section devoted to the level 'Arrival').
In case you don't know how to determine the name of the level,
just switch over to map mode (default key: 'm'), and look at
the top of the map. The name of the level will be there.
Level numbers are also given. To go to a specific level, hold
down 'command' and 'option' as you press 'Begin New Game'. You
are then presented with a dialog box, in which you should enter the
level number you wish to go to. (This works in both games, although
in Marathon 2, the numbering begins with 1 as opposed to 0).
******************
=Table of Contents
******************
What is it?
How to use the MSG
Table of Contents
General tips
Marathon
Marathon 2 (DEMO)
Marathon
Solo Levels
Arrival (0)
Bigger Guns Nearby (1)
Never Burn Money (2)
Defend THIS! (3)
Couch Fishing (4)
The Rose (5)
Smells Like Napalm, Tastes Like Chicken! (6)
Cool Fusion (7)
G4 Sunbathing (8)
Blaspheme Quarantine (9)
Bob-B-Q (10)
Shake Before Using... (11)
Fire! Fire! Fire! Fire! Fire! (12)
Colony Ship For Sale, Cheap (13)
Habe Quiddam (14)
Neither High Nor Low (15)
Pfhor Your Eyes Only (16)
No Artificial Colors... (17)
Unpfhorgiven (18)
Two Times Two Equals... (19)
Beware of Low-Flying Defense Drones (20)
Eupfhoria (21)
Pfhoraphobia (22)
Ain't Got Time Pfhor This... (23)
Welcome to the Revolution... (24)
Try Again (25)
Ingue Ferroque (26)
Network Levels
Mars Needs Women (27)
Carnage Palace Deeee-Luxe (28)
5-D Space (29)
Arena (30)
E Equals MC WHAT!! (31)
Showered With Grenades (32)
Spiral Insanity (33)
Waldo World Arena (34)
What Goes Up Must Come Down (35)
You Don't Need to See My I.D. (36)
Marathon 2
Solo Levels
Waterloo Waterpark (1)
Slings and Arrows of Outrageous Fortune (2)
Charon Doesn't Make Change (3)
What About Bob? (4)
Come And Take Your Medicine (5)
We're Everywhere (6)
Ex Cathedra (7)
Nuke And Pave (8)
Curiouser And Curiouser (9)
Eat It, Vid Boi (10)
The Hard Stuff Rules (11)
Bob's Big Date (12)
6000 Feet Under (13)
If I Had a Rocket Launcher, I'd Make Someone Pay (14)
Sorry Don't Make It So (15)
For Carnage, Apply Within (16)
Begging For Mercy Makes Me Angry (17)
Big House (18)
This Side Toward Enemy (19)
God Will Sort the Dead (20)
My Own Private Thermopylae (21)
Kill Your Television (22)
Where The Twist Flops (23)
Beware of Abandoned Rental Trucks (24)
Requiem for a Cyborg (25)
Fatum Iustum Stultorum (26)
Feel the Noise (27)
All Roads Lead to Sol (28)
Net levels
Thunderdome (29)
Shangri-La (30)
No Disintegrations (31)
OK, Honeybunny (32)
Lack of Vision (33)
Flight of the Toolator (34)
Giant Flaming Pit of Lava (35)
House of Pain (36)
16th Parallel (37)
One Hit Wonder (38)
OK, Who Wants Some (39)
Everyone's Mortal But Me (40)
5-D Space (41)
Credits
COPYRIGHT INFORMATION & Other Legal Stuff
*************
=General Tips
*************
MARATHON
--------
Assign the Caps Lock key as your run key. Always keep it down
except when doing some fine maneuvering. If you do this, you may want
to switch your action key (default 'tab') to the control key, such that
it stays close to your weapon keys.
Learn to Grenade Hop (also called Jumping). This is very useful when
trying to access a place that is too high off the ground to reach
normally, as well as for crossing lava. The easiest way to do it is to
face where you want to go, give yourself some running room, look down,
then run at the point where you want to go, firing a grenade at your feet
just before you reach a wall (or whatever). You will take some damage,
but you should find yourself at the upper level. Make sure you don't
fire right on top of the wall, because you will most likely die. Instead,
, you want to time it to be just before you reach the wall in order to
take minimal damage. You can practice this on the second level, 'Bigger
Guns Nearby.'
Grenade Walking is also important. In this case, you usually just need
to get up to a high step. Back up to the step, aim
down, and fire.
You can also you SPNKR missiles instead of grenades...they'll take you
much higher and farther than grenades, but are also much more deadly if
mistreated.
Grenade Climbing is a difficult trick, and requires either full shields
or invincibility, and a full load of grenades. You also need a place
that is too high for a single grenade, and a good amount of straight
wall that leads to that place. (A good example is the Deprivation
Chamber on 'Never Burn Money'). Get back as far as possible from
the goal along the wall (the wall needs to be perfectly straight).
Then turn into the wall slightly (just a tap on the turn key).
Aim down, and begin to run forwards. Launch a grenade. It
should hit the wall and you will take some damage, but you'll
be flying. As soon as your descent starts, fire another grenade
down at the wall. Continue until you reach your goal. This is a
very difficult maneuver to accomplish.
You can also reach high platforms with either the flamethrower or
the alien gun in the low gravity levels (the Pfhor ship levels).
Exploding Bobs: cunning. Daring. *Deadly*. They are innocent colonist
that have been converted by the Pfhor into exploding bombs. These
can be tricky the first time you run into them, but there are some
easy steps that you can take to distinguish between a normal Bob
and the exploding Bob. First, normal Bobs will always say 'They're
everywhere!' (well, assuming you haven't played with the sound file),
while the exploding Bob will shout 'Thank God, it's you!' Secondly,
exploding Bobs are always green. Finally, if shot with the pistol,
exploding Bobs will spill yellow blood, while normal Bobs will bleed
red. Thus, if a Bob is in question, fire one shot at it and look at
the color of blood that spurts out.
On the lower skill levels, there is a limit to how much ammo you
can carry (these are for Normal gameplay):
50 .44 Magnum clips
25 Fusion batteries
15 MA-75 clips
8 MA-75 grenade packs
4 SPNKR Missiles
3 Napalm Canisters
Remember that you can also have a full load in any weapon, so
theoretically, you have one more than what's listed above. It would
seem that with higher difficulty levels, the above limits do not
apply.
Some doors, such as ones on 'Couch Fishing', 'Cool Fusion' and 'Colony Ship...',
can be propped open. These door are activated by a switch, and will close
after a certain amount of time. However, if you deactivate the switch
just before the door finishes opening, the door will stay in that position
indefinitely.
From Jason Martin Levitt comes a simple methodology for approaching any level:
1. Search for switches and room entrances by using
map mode.
2. Flip all switches.
-If a switch stays on after you've flipped it, don't
bother it again.
-If a switch turns itself off soon after you
flip it, that means either the change
was permanent, temporary, or reversible.
a. permanent change -- the switch is permanently
off -- you can't turn it on again.
b. temporary change -- An event occurred that
you need to deal with immediately. Generally,
this means you need to run to some nearby
place to take advantage of the change immediately
after hitting the switch.
c. reversible change -- For example, hitting the
switch causes a pedestal to lower itself and
stop. Hitting the switch again makes the
pedestal go up and stop. Sometimes, you have
full control in these situations i.e. you
can stop the pedestal at any point.
3. Look for switches in unreachable places on the walls.
Use grenades or rocket launchers on those.
[Ed: The Zeus Fusion Pistol will also activate some
buttons, but only on overload (hold down alternate
weapon button (default 'option') and wait a second).
4. Look for entrances in unreachable places on the walls.
Ways to get to unreachable entrances:
a. Jump to them by using the "run" modifier key.
Often, switching to map mode before making a
jump makes it easier to see where you're headed.
b. Use pedestals if they're available by jumping
across them. Usually, you must be running to
accomplish this.
c. Use a grenade or rocket to boost yourself
up by aiming it at the ground and firing.
You do this by backing yourself up to the ledge,
aiming at the ground, and firing.
On levels where you have friends, such as Bobs, friendly defense
drones, and friendly S'pht, if you follow these around, you'll
sometimes find additional secret areas.
You can abort looking at a terminal by pressing 'ESC'. This
may be helpful if you want to grab more ammo or shields before
leaving a level.
If you are looking for an alien weapon from one of the enforcers
on the later levels, then put away that flame thrower! It'll
toast both the alien AND the weapon. A SPNKR missile will
also do the same.
Richard S. Keirstead describes a method for getting outside the Marathon
or Pfhor ships:
You'll need the following things to do this: a saved game of
Eupfhoria, and your cheater pumped up a bit so as not to be distract by
things coming after you. You also need to have a "short" physics model,
one in which the player's physical profile is that of a midget and your
line of sight is about knee-height.
Enter this level then find your way to the octagonal room at the bottom
right of the map. Leading to this room is a gray-walled tunnel that
appears to be shaking heavily. This is also the same place an alien
teleporter drops you at one point. In the octagonal room, you can see
the Marathon floating in space through the slightly V-shaped window.
Now you're "short" and can walk up onto the ledges of pattern
buffers and computer terminals. You can also walk up onto window sills.
This particular window appears to have no glass in it, you can shoot
right out into space.
Just run at the window and in your stunted profile, you'll go right
through the window and begin walking toward the Marathon. Go ahead and
walk right up to it . . . it gets bigger and more pixelated as you get
closer. It is really huge. Go ahead and fire some weapons to see what
happens.
Now turn around a look back at the Phfor ship. I won't tell you what
you see.
Bungie never expected you to be so short and there are other places
here and there in the game where there are no panes of glass in the
windows of either ship.
MARATHON 2
----------
All of the above tips also work for Marathon 2, unless otherwise
mentioned.
Besides the weapons listed above, a shotgun blast can also activate
(or destroy) a switch, as well as a single shot from the alien weapon.
Remember, you now have 2 fists to hit with. Bring up the second fist
with the secondary weapon key.
The fusion pistol now will beep as you overload it (holding down the
second firing key). The longer you hold it down, the higher pitch the
beeping will be. Unlike in the demo, the pistol will only discharge
once it overloads (in the demo, it provided a large blast that could
be used for propelling oneself).
If you are stuck underwater, you can swim by continually pressing the
run key. While you are swimming, you can move in any direction with the
normal movement keys. This also works in lava, but you won't last long.
When you reach the surface of the water, you'll jump out approximately
halfway, allowing you to scramble out of pool and onto land.
(In the demo, you had to repeatedly press the run key to do this).
If you are having trouble getting out of the water (or other liquid),
release the swim keep momentarily, then reengage it. You'll pop
out a bit higher from the water and hopefully onto land. You can also
move backwards out of the water, firing a weapon behind you to give
you a bit more push out of the water (the Magnum works well here)
When underwater, the only weapons that work are your fists and the
fusion pistol. However, the pistol doesn't fire a shot, but instead
'electrocutes' the surrounding area, damaging you and others nearby.
A fusion pistol on overload will cause more damage and a larger area.
When fighting half-in the water (or other liquid), make sure your keep
your gun pointed a tad upwards. Sometimes (with varying liquid levels),
the shot from your gun will impact right there in front of you, and
you'll take damage. Holding the gun slightly raised will help prevent
this.
Weapons and ammo can be teleported in, thus it is necessary to explore every
possible space in each level. Once you find an ammo stash, it may be worth
the trouble to leave the stash after clearing it out, then coming back
later, at which point more ammo may appear. An example of this is the
shotgun cache on the first level.
Besides weapons and ammo, monsters can also teleport in, which can lead
to nasty ambushes. However, this is always preceded by the alien
chatter that is heard when an alien activates. Keep your ears open
for this sound, and it may save your life.
Let the new improved Bobs fight your battles for you. They have
good aim, and generally will go for the tougher aliens. Although they
may die by doing this, your job will be easier.
If you are short Magnum ammo, kill a Bob: they'll drop an ammo pack (for
the blue shirted variety) or another Magnum (for the dirty brown shirted).
Be careful when shooting through trellises and other such walls. Your
shots may accidentally hit the trellis. Thus, avoid the use of grenades
or SPNKRs if standing right in front of one.
The assimilated BOBs are back. As before, they are always in green.
As before, they shout unexpected words ("Blast the vent core" is
quite common among these types). They will never use their gun
(either on you or others). They bleed yellow blood. Thus, the
task of ferreting out the good BOBs from the bad is as easy as
in Marathon. HOWEVER, there is a big difference when they die...
not only do they still have a blast radius, but this occurs when the
body hits a wall, not when they die. This can be very annoying...
if you have two of the assimilated BOBs following you down a narrow
hall, and you shoot the first one, its body can fly back behind the
second one and then explode, sending the second one (now dead) flying
towards you and causing you damage. Always leave enough space between
yourself and the BOBs to make this happen. Also, you can use the
assimilated BOBs as a weapon by killing one in the middle of a pack
of other baddies.
As stated in a term on "We're everywhere", the new fusion pistol is
VERY effective against Pfhor machinery...use it against the Hunters,
Troopers, and the tank guys. Also, in the demo films that are played
in the release version, you'll see a good technique with the pistol...
using the overload shot as often as possible. However, be warned that
the Hunters, if killed by a plasma pistol, will generally explode with a
small blast radius that's quite painful.
M2 tends to run short of ammo. For that reason alone, you'll need to
practice the technique of getting the baddies to fight each other.
This is usually done by running circles around a group of baddies
and/or running through the middle of two groups. You hope that
a stray shot that was meant for you is taken by another baddie, which
will then turn on the original firer, allowing battle to ensue.
Once you have several baddies in this situation, its best to flee
for cover until the sounds of battle have died out. Then return
to the scene to finish off the remaining creatures. This works
well with any projectile fighters, including Troopers, Hunters,
Enforcers, and the tank guys.
There is a new type of Hunter in the game...its blue and MUCH larger than
normal hunters. When it dies, it has a good sized-blast radius, and
it will kill you if you are too close. Therefore, make sure you stay
at a distance from these guys.
A general tip...when you drain water from one place, it usually has
to fill up in another location.
Use underwater fights as much as possible. Most monsters become
ineffective underwater, especially Troopers and Hunters, and getting
oxygen on most levels is a simple task. Although it will take a while
to kill many creatures with fists, its worth the trouble.
Save the power up canisters for as long as possible. For example,
in "If I Had a Rocket Launcher, I'd Make Someone Pay", it is very
important to pick up the 3x canister just before you continue past
the airlock. As these (usually) don't regenerate, it important to
make them count.
The Alien Gun is much more powerful that before. The main trigger
releases a single shot of intense heat. The alternate trigger sends
out two shots. If you hold both triggers down at the same time,
you will get *three* shots from the weapon. A nice thing to have
when there is an approaching front of Phfor. In order to get the
alien weapon (beyond picking one up, that is), is to kill an
Enforcer using your magnum, MA-75 bullets (not grenades), WSTE-M
shots, or the plasma pistol. Any other method of killing one
of these will destroy the alien gun as well.
===========
=MARATHON
===========
************
=Arrival (0)
************
Tips
----
The goal of this level is survival, and to make it to the last terminal.
Because of the weak Pfhor on this level, this is a good level to practice
the running punch technique, as well as circling packs of aliens to
get them to fight each other.
In the room with the pattern buffer, there is a door that seems to
be inaccessible to you. However, the switch out in the hallway will
open the column that separates you from the door. Also, while
running, you can jump around the column to the ledge that has the
door.
Don't forget to fully explore the maze area: there is some extra ammo,
a save terminal, and a shield regenerator. Watch out for the compilers,
though!
To clear the bottom right room of the projectile Pfhor, either wait
up at the openings and use your gun to take them out, or jump down
and run circle around them to get them to fight each other.
Secrets
-------
There is a secret room in the bottom rightmost room on the map...
Make sure you approach the room from the right side (you need to open
a door to enter the room). Then, with the door open, take a step
or three back to get a running start, then immediately as you get
into the room, break into a 180 degree turn to the left and land
on the small ledge in the middle of the room. One tap of the
action key later will get you a clip of each type of ammo. You
can also jump across to the small ledge on the other side of the
room, follow it around, and make a small jump back to the right
ledge and then on to the secret room.
***********************
=Bigger Guns Nearby (1)
***********************
Tips
----
Again, this level is simple enough that you can save the MA-75 for later,
and practice with your fists. Don't be afraid though to switch to the
better gun if you feel swamped.
Be prepared for an ambush near the end of the level! To beat it,
first 'waste a life' to determine where you were that triggered the
ambush, then in your next life, trigger the ambush, then rush back
to a save position. This works in general for any Marathon ambush.
Secrets
-------
There are two corridors that can only be reached by grenade hopping.
The first is near the switch that activated the stairs.
To reach the corridor, back up as much as possible from it, then
follow the directions given above for grenade hopping. Be careful!
There are two shadowed compilers up there, ready to give you a
beating. There is also a good supply of ammo.
The other corridor is between the two Biovents, and contains
some infrared goggles. Not really worth the trouble, but could
be useful
*********************
=Never Burn Money (2)
*********************
Tips
----
Don't forget to save early and often. When a save terminal is offered
at the start of a level, USE IT.
When fighting the wasps, its best to use the hand gun instead of the
MA-75. The latter is too inaccurate to hit the wasps. On the other
hand, a single shot from a Magnum can take out a minor wasp at Normal
gameplay.
Two of the circuit boards that you need are located on the lower
floor in the upper portion of the map. There are several panels
that have a picture of a hand on them: use your action key to
open them, and stand as close as possible to pick up whatever is
inside. There should be 6 of these to check. The third piece
is located in the other section of the level, after you've gone up
the elevator and passed through that long dark hallway. You
need to have the central platform moving, so from there,
try to land on each of the 4 niches. You'll know when you hit
the right one, because an elevator will take you to another floor,
where you need to hit a button and return back to the platform:
one of the niches will now be opened, and all you have to do is
get to the board and teleport out.
Secrets
-------
Down in the area where you'll find the 2 circuit boards, there
is a very narrow secret hallway in a darkened alcove, containing
some additional ammo.
There is a secret room located along the dark corridor connecting
the two parts of the level. WARNING: getting out of this room
is not trivial. Be sure to only use a saved game before entering
it. Anyway, the door is located just left of the pylon
on the right wall where the passage begins to narrow. Enter
the passage, but don't go too far - you want to stay on the
ledge you are on. You are now viewing the Deprivation Chamber.
Look down and kill any aliens you see on the platform below and
in front of you. Run and land on this platform, and quickly
turn around and destroy any aliens that are coming towards you
or any on the other two platforms. Charge your shields up to 3x
strength (!). Jump down, and gather the ammo WITHOUT getting
the invincibility yet. Make sure your MA75 is full of grenades
(i.e. waste a few to reload a new pack). Now, the tricky part, so
read all directions before continuing: pick up the invincibility,
and head towards where you came in. Line yourself up facing
the niche with the teleporter, the long wall on your left.
Turn slightly into the wall, and aim all the way down. Run forward,
and immediately launch a grenade (keep your aim down!). As you
start to fall from this hop, launch another grenade. Repeat
a few more times, until you are on the niche with the teleporter.
If you miss, and you weren't slow, you can probably try again
without running out of invincibility, or your full 3x shields
should be sufficient for another try. Anyway, once you've hit
the teleporter, you'll be rewarded with ammo and a VERY strange
story from a computer terminal.
*****************
=Defend This! (3)
*****************
Tips
----
Many people get stuck in the first part of the level. They enter
a five sided room, which is an elevator that goes up and down only once,
but there is no other exits from it. Actually the exit is secret: in
the left side of the wall across from the sole entrance there is a
secret door. However, it is slightly off the ground, such that you
have to ride the elevator a bit to continue on.
After this room, the corridor splits in two. The left branch takes
you to a save terminal, a shield generator, and ammo, so it should
be your first stop. The right branch continues into the rest of the
level.
In the room with the 4 switches and the blue and white striped door,
the best way I found for getting past the door is this: while facing
away from the door, hit the rightmost switch, which temporarily
opens the leftmost panel of the door (if facing the door). Get
yourself 'wedged' in that space, and turn back to the switches,
and without moving, launch a grenade at the second one from the right.
Turn around, and just hit the keys for running forward. After a second,
the panel to the right will drop, and you should make it through the
door. Alternatively, you can hit the 2nd switch from the left, then
hit the rightmost switch, followed by the 2nd rightmost switch. The
opening should be large enough to run through. To leave, you'll need
to grenade activate the 2nd rightmost switch again.
In the room where there are 4 switches and a window looking out onto
a set of platforms, you only need to hit the 2nd switch on the left
(when facing the switches) to get the platforms in the right configuration.
Secrets
-------
There are two rooms that have a bright red band running in the center
of the walls. In the second room, across from on of the doors, is a
secret door leading to some ammo and a terminal.
In the room with the bridge, you can grenade jump to first get on
the sides of the bridge (without falling off), then grenade jump
again to get into the corridors (a backwards grenade jump in this case).
All 3 corridors are connected, and lead to a stash of ammo.
******************
=Couch Fishing (4)
******************
Tips
----
The goal of this level is to hit three switches, then to survive until
the end of the level. Be careful in the narrow corridors in the initial
part of the level, and watch out for the monsters on the ledges and from
below in the latter part. Don't forget to explore the bottom of the
large rooms at the end: there is some ammo down then. There is also an
ammo stash at the end of one of the lengthy vertical corridors (not
the one you start in).
Secrets
-------
None
*************
=The Rose (5)
*************
Tips
----
On this level, your goal is to save the humans from the Pfhor onslaught.
In order to have a chance of completing this mission successfully, you
must immediately proceed to the windows that overlook the Recreation
floor, and kill as many Hulks as possible before the humans are killed.
However, don't worry too much about saving the humans if you are about
to be killed. The game plays no different in either case. The only
difference is the message you get at the final terminal.
Secrets
-------
There are 3 secret areas on the map. The first is located in the
Stem, just below the left 'leaf' on the map. There is some ammo
there as well as a term.
The second secret area is hidden behind one of the 'notches'
near the term and shield generator. A Magnum, as well as more
ammo, can be found in the revealed corridor.
Within this corridor is the third secret area. It is located
on the left-hand wall (or the bottom wall on the map), and contains
a terminal message.
********************************************
=Smells Like Napalm, Tastes Like Chicken (6)
********************************************
Tips
----
Simple enough idea: go to both sides of the map and close the door.
Watch out for bug attacks from behind corners. Use the save terminal
early and often.
The final puzzle on this level is a bit tricky. Both elevators
are initially at their lowest position, and each button activates
one elevator. The easiest way to do this is to start at the button
that is on the east side, hit it, run to the west button, hit it,
then return to the elevators and move into the alcove as fast
as possible. If done correctly, the first elevator will rise and
stop at the same level as the other elevator, which you must
transfer to in order to get to the final room.
Secrets
-------
There is a secret room in the level that contains the flame thrower,
however, you need to be VERY quick to get both in to and out of
the room, so using a saved game to attempt this is recommended.
Go into the tunnel system on the right-hand side of the map, and head
for the bottom left-most point on the map. This should be very
close to the initial entry point on the map. Enter this corridor.
You should hear an elevator start up. RUN back to the entry room,
and on the left side, there will be a section of
platform missing. RUN to this, drop down, RUN and collect
the napalm unit, and RUN back to the elevator. Did I mention that
you need to run to get this? :-) It may help to grenade jump
into the elevator passage, instead of weaving your way up
onto the ledge.
****************
=Cool Fusion (7)
****************
Tips
----
To get out of the first room, with the inactive half open doors,
grab the grenade packs, load up your MA-75, aim at a switch that
can be seen through the doors, slightly up from normal aim, and fire a
grenade. The switch should be hit, and the door should open.
To get to the pattern buffer and shield generator that are located
on a platform far away, you need to first activate the first
platform in 'The Wave,' and then run and jump off onto the ledge
before you get squished. This is very difficult to accomplish, and
it is suggested that you avoid it altogether.
To get into the second level opening in the first room, you first
need to get the large octagonal elevator to work. Once that is
going, the best way to get to the opening is to stand on the
opposite of the room from the upper doorway. As the elevator starts
to come down, move forward and get a step or two on top of it. Then,
when the elevator is moving back up and the floor of the upper
hallway is roughly at eye level, RUN forward. You may need to adjust
your timing - if you wait too long, you'll get squished.
Secrets
-------
There are no secrets on this level.
******************
=G4 Sunbathing (8)
******************
Tips
----
The only 'vacuum' level in the game (unfortunately), this one can
pose several problems to the novice. The best way to think of this level
is as having an outer ring, an inner ring, and the airlock system
in the center. Within the inner ring is a shield regen, an oxygen
tank, and a pattern buffer, so one can always return here to
get back to full power.
To complete the level, you need to work clockwise from the entry
point on the level to the antenna. Furthermore, you can divide the
level into 4 sublevels, each centered around the 4 large areas.
As the first task, you should circle around the upper right quadrant
of the level, looking for a red button while dodging the aliens
from the large open area. When you hit the button, look across
the large open area, and you will see waayyy on the other side, in
the alcove opposite you, lights coming on and a door opening. This
can be accessed by returning to the inner ring. Within this
newly accessible alcove, there will be a switch that will fully
open the necessary doors to get to the next section, namely the
lower right quadrant.
Repeat this procedure, looking for a button and then hitting the switch
in the newly opened area, for the two lower quadrants. When you
complete the 3rd section, the 4th section should be fully open
to you now. The rest of the level is very simple.
If you do happen to fall into the large open areas, you need to
pass through the airlock system to return to the inner ring.
There is some ammo down there, so a trip to this level will
not hurt.
Secrets
-------
There are no secrets on this level.
*************************
=Blaspheme Quarantine (9)
*************************
Tips
----
You've cleared out the large square hallway, including the aliens on
that ledge, but now you don't see anywhere to go? Find the
elevator that will take you up a level (activated by the switch
near the light switch on one side of the level). Then, while
running, jump across to the ledge, and head to the left. If
done correctly, a door should have opened leading you into the next
part of the level, with a supply of ammo just inside to the left.
Now you've cleared out the other square area, and are stuck
down in a pit? Then go to the center of the west wall and
look for a door. This will reveal a long corridor that will take
you back to the first part of the level, and the door to the final
room will be open.
Secrets
-------
As an added bonus, you can get to read the lyrics to the Durandal
song! After you return to the first part of the level, redo the
level (no monsters this time, of course), and when you get to the
room with all the elevating platforms, go to the computer terminal
and read what Durandal has to say. Note: make sure your shields
are charged before reading, because Durandal will jump you from
here to the next level.
Also within the elevator room is an ammo cache. The door is located
just left and behind you from where you teleport in, but it will only
open once you touch the left-hand wall near the teleport out of the
level, so there is a lot of elevator timing and luck involved.
There is a second ammo cache, as well as another terminal, in the
room with the slowly retracting door. The cache is located in the
corner where you teleport into this room, but to activate, you need
to grenade jump onto the lower right-most portion of the sniping ledge
on the other side of the room.
*************
=Bob-B-Q (10)
*************
Tips
----
The biggest difficulty in this level is the initial moments, when
you are dropped in a mass of Bobs and aliens. The best strategy that
I have found is to head straight out into the hallway, turn right
and back up until you are nearly even with a hallway to your left.
Then, with the help of grenades and sidestepping, you should be
able to defend yourself well. As far as I know, killing a Bob
will not affect anything, so shoot anything that moves.
There is a 2x shield regenerator that is key to surviving the level.
When you start the level, turn right into the hallway, then turn
right at the end of this hallway. Turn left into the second opening
in this hallway. At this point, you'll need to fight some Pfhor, but
after you do, a hallway to your left will lead to the shield regenerator
that you can stay near as other Pfhor approach you.
Secrets
-------
There are no secrets on this level.
************************
=Shake Before Using (11)
************************
Tips
----
This is just a survival level. No major difficulty here. (A nice
break from Bob-B-Q!)
Secrets
-------
In the one room with the really loooooong bridge that you need
to cross, there are hallways in the middle of the room at the
ground floor level. Within the hallways (which are connected)
is a terminal and a jump pad which will take you to a secret
area near the front of the level, and will lead to a supply of ammo.
At this terminal, Durandal tells you of 4 'secret' locations, although
none of them are real. However, if you look at the map, you'll
notice the REAL secret area, which you'll get to through the teleporter.
***********************************
=Fire, Fire, Fire, Fire, Fire! (12)
***********************************
Tips
----
The toughest part of this level is to get across a large pool of lava
that seems to block the way. Within the pool is an H-shaped platform
that you can raise to get across (see below), but you can also get
across by jumping down into the lava, and grenade hopping up on the
other side.
However, if you rather raise the platform, you need to go to the room
with the single column. Behind the column (besides some wasps) is a
passage to another room, which leads to a stairway to where the
switch for the platform is. This entire route, thou, is filled with
route, and the stairway is filled with wasps as well, so this could
be tricky.
However, you can bypass this route to get to the platform switch
by grenade jumping to the hallway within the column room. A
backwards grenade jump seems to work best (without taking damage).
As you will be hit with lots of wasps for any route, you may want
to run through the passages back to the shield regenerator after
awakening the wasps. This will help spread the wasps throughout the
level and will make it easier to pick them off.
Secrets
-------
There are no secrets on this level.
***********************************
=Colony Ship For Sale...Cheap! (13)
***********************************
Tips
----
The octagonal rooms that can squish you contain only contain
some extra ammo and some aliens to kill, thus, it's not necessary
to 'run the gauntlet', and risk your life for that. HOWEVER,
if you happen to have the napalm unit, then with the run key down,
fire that baby up, and quickly pass through the three rooms without
stopping.
The U-shaped room that contains the SPNKR Rocket Launcher, the
Napalm unit, and the M75 are NOT accessible. This room is only
a teaser, and similar rooms appear in the higher levels of the
game.
The most difficult puzzle in the entire game (IMHO), as it requires
good observation skills, is the seven-platform room. Joshua D. Koppelman
offers the following:
> I may be lame (and I may have missed the solution to
> this) but can someone give me a clue as to how to set
> the columns in the big chamber?
> ===== exit ======
>
> = 7 =
> = 6 =
> = 5 =
> = 4 =
> = 3 =
> = 2 =
> = 1 =
>
> == enter ===== switch ===========
To solve the annoying riser room, you must make sure they are
set in increasing height. 1, 2, and 3 should increase in
height from the ground, while 7, 6, and 5 should be decreasing
from the raised exit. Run up to the fourth riser, and launch
a grenade at the button on the wall opposite the exit, which
will cause the fourth riser to rise. At its apex, run up
the remaining risers. There is no need to grenade hop and
the timing isn't difficult if the risers are aligned right.
Be prepared to run back and forth between the control rooms
a few times.
As a followup, Jek Kian Jin replies:
I've found that you can time the switching to achieve this.
There are audible 'thunks' when the elevator starts and
when it reaches the top. For elevators 1, 2 and 3, start the
switch and stop it after 1, 2 and 3 seconds respectively when
you hear the 'thunk.' For elevators 5 to 7, you hit the
switch after the 'thunk' at the top, after 3, 2 and 1 seconds
respectively. Oh yeah, you don't need a stopwatch, just saying
'one thousand and one etc.' works fine.
David E. Coufal also adds:
If you bring risers 7, 6 and 5 to their maximum position,
you can then stand on top of four, hit the switch with a
grenade, and then just run across to the exit. Lots easier
then trying to set up the pillars as "risers" by trial and error.
Tarl Roger Kudrick has figured out the timing needed to set the platforms
correctly. Activate the risers for the following lengths of time:
1st level: 1.0 seconds
2nd: 2.0
3rd: 3.0
4th: grenade
5th: 8.5 seconds (8 is too little, 9 is too much)
6th: 9.5 seconds (same deal--must have that 1/2 second!)
7th: 10.5 seconds (again with the 1/2 second)
Once you are past the 7 platform room, the exit terminal is quite high
up. To finish the level, first clear out all the monsters in both the
room with the 4 platforms and the final room. Then return to the room
with the 4 platforms, and go over to the switches. Now, while always
running, hit the right switch, hit the left switch, run to the bottom
platform, 'climb' the stairs, then race into the last room and wait
in front of the column. If done properly, in a couple seconds you will
be lifted to the jump terminal.
Secrets
-------
A secret computer terminal can be located on this level. After
you have passed through the door that is activated by the
switch wayyy up high, and gotten the 2x shields, you'll
proceed to a T-intersection. At the top of the 'T', hit
your action key, and a terminal should be revealed. Hmm,
that '79 Camaro looks in good shape as well...
******************
=Habe Quiddam (14)
******************
Tips
----
The first pattern buffer on this level may be had by going
into the right-hand hallway in the first large room, and
sticking to the left-hand wall. This also leads to a shield
generator. This should be your first stop, as you don't want
to do the platforms in "Colony Ship..." again, do you???
You say you've looked *everywhere* on this level and can't find a
way out? Then return to the room with 2 columns and the shield
gen. On the back side of the left column is an elevator that will
take you to the 'upper' portion of the lever. There is a thin
ledge on this column, so the best way to get down there is to
run off the ledge, directly into the side of the column that
faces you. Then, *walk* around to the other side. If you fall off
you can always grenade yourself back up.
To get the alien energy converter (that 'thing' in the lava), you
first need to go up to the top level as described above. When
you get to the room that has the one pillar in the lava and a save
terminal, look around on the upper level and you'll find a button.
Pressing the button will cause the pillar to drop and will allow
you to grab the device. However, to get out of the lava you either
need to grenade jump or wait for the pillar to start to rise again.
Watch that you don't get squished by the pillar! As an option,
you can immediately save the game after activating the pillar, so
that you don't have to transverse most of the level again. Yet another
option is to enter the lava by the 'other' passage, while the column
is descending, and with this route, you can reduce the amount of
maneuvering you have to do in the lava. Note that you will need
to 'create' this other passage by hitting the switch beforehand.
To get past the door in the 3-column room with the biohazard sign,
you need to find a switch. In that same room, there is a passage
that you can jump to from the middle column. This will lead you
to a small battle, but to another area to explore. Within this
area, either look for a secret door, or look for a gap that you
can jump that is very small. Within this other area, you'll find
the right switch.
Secrets
-------
There is a secret ammo room that can be gotten from the above.
Move a bit into the corner of the passage, and start looking for
secret doors. This stash should contain rockets and napalm canisters
amongst other ammo types.
There is a flame thrower in one of the last rooms, in the room with
the L-shaped platform in the lava. There are two 'rivers' of lava
leaving the room. Run through either side, pick up the napalm unit
on your way through, and grenade jump back onto the platform.
**************************
=Neither High Nor Low (15)
**************************
Tips
----
The most important tip for this level is to continue to return
to the shield regenerator and save terminal as much as possible,
especially once you get past the crushing hallway for the first time.
Once the aliens are cleared from the circular room, you can easily
maneuver around the separators. This is useful when you are trying to
land on the central column.
Secrets
-------
In the small stairway that leads to a half-height ledge, there is a
secret ammo stash on the right of the stairwell.
In the mini-maze, there is a flamethrower in a high alcove. You can
either grenade jump up there to get it. It can be seen from the floor
of the maze.
There is a 3x shield generator in the upper right portion of the
mini-maze where there are some Hunter ambushes. It is hidden, but
you can reveal it with a tap of the action key.
**************************
=Pfhor Your Eyes Only (16)
**************************
Tips
----
As this is your first trip on an alien level, you should get used to
low gravity fighting, as well as using the Alien weapon effectively.
To exit the level, after exploring it fully, you need to return to the
beginning, and stand still in front the windows facing the Marathon.
Make sure you leave with a full Alien weapon, if possible.
Secrets
-------
There is a secret room containing alien weapons that is near the
green slime waterfall. There are two way to get to the room. One
requires that you return to the main hallway and press the nearest
button. This will cause an elevator to rise out of the slime and
carry you into the room. You can also use the flame thrower to
propel yourself into the room. There is a teleporter in this room
that will return you to the main level.
*************************
=No Artificial Colors (17)
*************************
Tips
----
This is a simple exploratory level. It should be very straight forward.
Although it seems like you can't, you can reach that 3x shield generator
that's behind the half-closed door. Just get as close as possible to
activate it.
When traversing the long, dark corridors, there is a save terminal
that can be overlooked, but it very necessary to use before proceeding.
Take your time in this section.
Secrets
-------
There are no secrets on this level.
******************
=Unpfhorgiven (18)
******************
Tips
----
There is a 3x regenerator and a save buffer that you may wish to get to
to help finish the rest of the level. Go to the blue passage in the
upper level, there is a square column in the middle of the passageway
right next to a U-turn. Around the bend from this column, there is a
secret door, which takes you past a window and to a platform. Ride
the platform to the top, and follow the passage to a bright room that
has a fast moving platform in the middle. On the two sides of the room
are Hunters in alcoves which are very difficult to kill but should
be dead before you continue. Once they are eliminated, you can either
try to catch a ride on the platform to help you to the other side of
the room, or just run across the room to the other side when the
platform retracts. Shortly after this is the 3x regenerator.
In the area where the Bobs are being held, after you teleport to a
smaller room, take a look at the map. You can see that you are just
behind the cells with the Bobs. There are doors in this room that will
release them, but be careful: some of the Bobs are of the assimilated
type, and could blow up in your face.
Secrets
-------
There are no secrets on this level.
*****************************
=Two Times Two Equals... (19)
*****************************
Tips
----
To leave the level, as with all other levels that take place aboard
the Pfhor ship, return to a window that you can see the Marathon
through. In this case, this is in the large room in the bottom right
of the map.
If you can't jump from this room, then you probably haven't explored
the entire level yet. Return to the one room with 3 paths in green
slime. Jump across to the other path that lines the wall...at the
end of this path you should find a door that leads to the rest of
the level.
Secrets
-------
There are no secrets on this level.
********************************************
=Beware of Low-Flying Defense Drones... (20)
********************************************
Tips
----
The first save terminal on this level can be gotten a lot faster
and safer by immediately dropping off the ledge at the beginning
instead of trying to fight the baddies and taking the elevator
down.
Secret
------
In the 3x shield regeneration room, there is a secret door in the
left wall. This takes you not only to a ammo stash but as well
as a invincibility powerup.
***************
=Eupfhoria (21)
***************
Tips
----
Remember to return as often to the 3x shield regenerator on this
level as possible. A quick return can be gotten to by the purple-
walled alcove with the green slime floor.
Also, as there is no save terminal on the next level, you should first
finish all the monsters in this level, return to the regenerator and get
to full shields, return to the save terminal and save your game, then
leave the level.
Secrets
-------
At one point, you need to maneuver yourself up a narrow ledge stairway.
After passing through this door, there is a small hallway with another
door at the end. If you turn left before going through this door, you'll
find a nice ammo stash that is heavily guarded, but worth the trouble.
******************
=Pfhoraphobia (22)
******************
Tips
----
No, there is no saved game terminal on this level. Bummer. However,
there is no reason not to be at 3x shields from the previous level.
Unless you were foolish enough to jump down into the huge room with
all the enforcers and Pfhor, you probably see no reason why that
ugly thing is sitting in the green slime. Actually, that was the
cyborg that you had to kill, and surprisingly, it only takes
2 or 3 shots from your handgun (!) to do so (on Normal level).
Secrets
-------
A secret passage can be found in the corridor that goes all the
way around the circular room. It is roughly midway through this
passage, and contains an alien weapon and a shadow power up.
You can also get to this passage via a secret door just behind and
to the right of you when you jump into the level.
There is a infrared powerup in a small alcove near the elevator that
take you out of the pit that looks like a hull breach. It is just
to the left of the elevator, and can be gotten there when the
elevator is at the highest point.
**********************************
=Ain't Got Time Pfhor This... (23)
**********************************
Tips
----
You can continue to return to the 2x shield regenerator at the start
of the level with the use of a flame thrower. Just point down,
and hold down the firing key.
If you still cannot jump out although you've killed everything on
the level (including all the bugs in the large room), then make
sure that you have hit both switches in the large room. *Both*
switches, you say? Yep, pop a grenade at the one visible one,
and on the opposite wall a new switch should be revealed. Hit
that one as well, and the column in the center of the room should
stop moving, and the lights should dim down. Then, if you cross the
room to the teleporter across from the entrance, it will take
you very near the jump out site.
Secrets
-------
There are no secrets on this level.
*******************************
=Welcome To The Revolution (24)
*******************************
Tips
----
At one point, there is a room with an exit that seems impossible to
get to, and a column in the lava with a small ledge going around it.
If you jump to the ledge, you'll find a 1x shield regenerator and a
switch: hit the switch and run towards where a stairway is emerging
from the lava. With proper timing you'll take minimal damage from this
jaunt.
To get out of the level, you have to make it to a set of elevators
that move in predictable pattern. When on one of these elevators, and
facing out, then when the current elevator is at its highest position,
the elevator to the left is at its lowest, which means that all you
have to do is jump around the barrier and land on the next elevator.
After the final elevator is the term that leaves the level.
Secrets
-------
After passing through the curvy passage that goes through a large lava
pool, there is a room filled with lava, and 3 other exits. If you
go forward and leave by the lower exit, you'll come to another room
with 2 columns and a high switch. To hit the switch, you need to use
a missile or an overloaded fusion pistol. Once you hit it, move forward,
and to the left there will be a stairway. Follow this up, and there will
be a platform rising from that first lava room. Watch out for Hunters,
but at the top you'll find a room with a terminal up high and some ammo.
To get to the high terminal, you'll have to SPNKR-jump yourself up
there, with a midturn twist and action key. However, there is nothing
special beyond the terminal and the ammo to make this a necessary stop.
***************
=Try Again (25)
***************
Tips
----
The first save terminal on this level is just to the left of where you
teleport in, and should be used as soon as possible.
The exit to the level may be gotten to from the one large room that
contained the mammoth Pfhor, with the walkway separating the room
down the middle (and there's no lava around). *After* the Pfhor is
destroyed and you are back at full power, leave by the exit in the
corner of the room. You will ride two pressure-activated platforms,
then follow the passageway, turning right at the end of this
passageway. You should go past lots of teleporters, but ignore these
and proceed to the terminal at the end of the hallway for the jump-
out point.
Secrets
-------
The blue-white stripped door near the save terminal can be opened
to reveal a good ammo stash.
In the area where one of the huge aliens were located and the lava
flows waay off to the left, there is a small passage several feet
back into the lava and to the right. There are two things you
can do with this: The left and right walls of this passage
actually have corridors that you can drop into, one containing
a good refill of SPNKR missiles. Furthermore, if you continue
into lava passage, one of the left walls has a secret door, behind
which an invincibility powerup lies...this can get you to a 2x
shield generator that is in the lava and then to another of the
large monsters (and near the exit as well).
Also, if you are at full 3x shields, and have killed off all the
larger Pfhor, then follow the lava around the bend, and about midway
to the next opening, you'll seen an alcove up to the left with a
Hunter in it. Kill the hunter, then launch yourself up to the
alcove with a rocket. There's a secret door that will lead you
to a invisibility powerup and Bungie's tip panel. You can also
get to the tip terminal by grenade jumping on top of the small
square ledge that leads to the radiation doors.
In the one room with the bridge-like structure, if you go under
the bridge, you'll open the radiation doors on one side of the room
to reveal a invincibility powerup. This can be very helpful to finish off
the Juggernaut in this level.
********************
=Ingue Ferroque (26)
********************
Tips
----
The whole level is comprised of 3 rings. You will be clearing out
each ring before continuing to the next.
The first ring contains friendly S'pht, as well as enemy aliens. If
you drop down into the ring, then activate the switches with an
overloaded fusion pistol without moving too much, you can then run
to the staircase by sticking close to the wall, and the aliens
will not wake up, or won't be active long enough to stop you.
The second ring, which is actually the outer ring, has two switches
that are used to create the exit to the ring. However, if you
stand on where the platform will rise up (seeable on the map), you
can hit the righthand switch (facing away from the wall), and you'll
rise up to the exit without trouble. However, if you miss this, you'll
need to grenade jump up the stairway to the exit.
After the 2nd ring, there is a small maze with a terminal and a 2x
shield regenerator. Three teleporters return you to the third ring.
In the third ring, two switches activate a floor area that reveals a
lava filled corridor. You'll need to drop down, run through the lava
rivers (dodging alien projectiles) to get to the exit, which just
happens to be the very first room that you started in. Jump from
the lava river to an alcove, turn around, and jump across the room
to another alcove with a terminal. Once you get here, that's it!
You've made it through! You may need to run through the lava river
once or twice to get used to the turns before you successfully do this.
Secrets
-------
You can finish this level without going through the three rings by standing
just to the left of the shield regenerator, facing it, and firing two
missiles in succession. This will get you to one of the alcoves, from
which you can get to the final terminal.
Before going through the teleporters in the mini-maze, hit your action key
facing any of them to reveal a secret door. Within this secret area
is another maze, with some 5-d space-like arrangements. There is a
switch that will change the terminal in the first room to a save terminal,
as well as a secret door that leads to more ammo and a special terminal
from the guys at Bungie.
******************************
** Network Levels **
******************************
**********************
=Mars Needs Women (27)
**********************
Secrets
-------
On the open shafts, there are ledges that can be landed on if approached
obliquely, allowing a good ambush spot.
In the green alcove across from the elevator system, there is a secret
door than leads to a potential SPNKR and light switches for the level.
*******************************
=Carnage Palace Deeee-Luxe (28)
*******************************
Secrets
-------
Behind several of the inactive transporters are secret areas, containing
switches to the lighting in the main room, ammo hallways, a rocket launcher,
and an invincibility powerup.
***************
=5-D Space (29)
***************
Secrets
-------
There are no secrets on this level.
***********
=Arena (30)
***********
Secrets
-------
There is a secret room in the southwest room of the map which lead
to a long set of corridors, a spiral staircase, and a alcove that
overlooks the main arena which is well hidden from the floor of the
arena.
*************************
=E Equals MC WHAT!!! (31)
*************************
Secrets
-------
There are no secrets on this level.
****************************
=Showered With Grenades (32)
****************************
Secrets
-------
At the bottom of the inverted 'J' on the bottom of the map there is a
secret door that contains an invincibility powerup.
Behind one of the small alcoves near this 'J' there is a secret teleporter
that take you near the SPNKR location.
There is a secret room near the TOZT location that contains a
invisibility powerup.
*********************
=Spiral Insanity (33)
*********************
Secrets
-------
There are no secrets on this level.
***********************
=Waldo World Arena (34)
***********************
Secrets
-------
There are no secrets on this level.
*********************************
=What Goes Up Must Come Down (35)
*********************************
Secrets
-------
There is an alcove in the corner of the square room that can be gotten
to by running up the stairs and making a left turn in midair.
***********************************
=You Don't Need To See My I.D. (36)
***********************************
Secrets
-------
There is a secret door at the top of the inverted 'B' on the map that
contains a invincibility powerup.
========================
=MARATHON 2 : DURANDAL
========================
***********************
=Waterloo Waterpark (1)
***********************
Tips
----
The goal of this level is to install two chips into control panels, then
return to the terminal that is in the lefthand pool room. This level is
pretty much straight forward. You should be able to grab the MA75
after completing the level.
Secrets
-------
On the back of the switch above the left-hand pool is another switch.
Hitting this switch will open a door in the larger pool room (mentioned
below).
On the center of the left wall of the left-hand pool is a secret door that
will open to reveal a second door, which is opened as stated above. This
passage leads into the large pool room. Across from this corridor is a switch
that will lower (or raise) the water level in the room. To left of the
corridor, under the water, is an oxygen panel as well as a switch that will
activate an elevator (right by the switch) that will take you out of the water
and back into the pool room. The other passages in the pool room come from
other secret areas.
If you can get onto the ledge of the farthest 'minipool' in the left-hand
pool room, there is an automatic elevator in the minipool that will raise
you high enough to open and enter a secret door on the back wall of the
room that will lead to some ammo and to the 'shadow' room discussed below.
The shadow room, mentioned above, is the room with a light source on the wall
that casts interesting shadows on the wall of the room. The opening that
is out of reach comes from the above secret. Also, in the back corner of
the room is another secret door that will lead to an elevator. At the top of
this elevator are some passages: one leads to the large pool room, another
leads to the shotgun and ammo for it and which finally leads back into the pool
room.
********************************************
=Slings and Arrows of Outrageous Fortune (2)
********************************************
Tips
----
The map that Durandal shows you at the beginning shows you the location
of a good number of doors on the maps. Note the location of these
to help you get around the level.
This is a good level to practice underwater fighting with the
Fl'ickta and other baddies. Remember to use your fists!
Secrets
-------
In the room to the south of the room where the exit terminal is located,
there is a secret door in the 3rd from the left column on the north
wall, behind which there are some baddies and the fusion pistol.
Behind the middle column on the west wall of the same room, there
is a switch that will open a door in the above secret room. Following
this passage will lead you to a place where Pfhor continually battle
some of the tougher Fl'ickta, but there's an invisible wall that
prevents you from getting in on the action.
*******************************
=Charon Doesn't Make Change (3)
*******************************
Tips
----
This is a large exploration level, again with plenty of practice for
fighting underwater. Note that as soon as you enter the main rooms,
the water level will begin to rise...this is unavoidable. Fortunately,
there is a 2x shield regenerator and an oxygen panel down the hallway
from the save terminal. You should always return to here to get
healthy again.
You need to use the in-level teleports to complete the levels. One
leads you to a self-contained area that has several Fl'ickta in
it. You need to walk into a small octagonal room which will open the
door to a room with several terminals and another in-level teleporter.
This teleporter leads you to a series of small rooms that lead back
to the main part of the level.
Secrets
-------
You can pick up the second Magnum pistol early here by grenade jumping
yourself onto the narrow ledge in one of the central rooms, and by
opening the secret door at the end that is recessed into the wall.
*********************
=What About Bob?! (4)
*********************
Tips
----
Don't forget to grab the weapons and ammo located 'around the back' of the
central structure in the room that you start in.
After you drop down the shaft, you'll be in a pretty tough situation
with two of the tank guys and several Pfhor on your tail. Instead of trying
to face them, it would be best to run laps around the room to get the
aliens to fight themselves. Once enough of them are killed, then
move in for the kill. In generally let the tank guys kill each other
off by continually moving around in front of two or more of them.
When you enter the lava rooms, aliens will be crossing a thin bridge to
get at you. Instead of shooting at them straight on, fire a few grenades
from an angle. This will either kill them, or knock them into the lava,
which effectively kills them as well. If you get swamped here, back up into
room with the ledge and stairwell. Stay on the ledge, wait until the
aliens have past the stairs, then jump to the stairwell and flee to
the recharge panel in the middle of the lava pools.
As Durandal says, disable the first control panel first, then the second,
otherwise, getting out will be way too difficult.
In the last half of the level, you need to make sure that you clear out
all the sections. This simply requires you to enter the room to get the
bob's to teleport in. You can then retreat and let the BOBs have at it.
You won't be able to leave the level until you do this.
Secrets
-------
After hitting the second lava switch, if you turn to the left, there is a
passage that opens and runs to an elevator, which will take you out of
the rising lava, and to a nice little ammo stash. However, you need to be
quick and at full shields to succeed.
********************************
=Come And Take Your Medicine (5)
********************************
Tips
----
Although what Durandal says is true about knocking out the switches and
then returning, there is much much more to this level to explore, although
it does get a bit hairy. Therefore, if you do go exploring, be
careful.
There is a save term that is near the entrance to the level...
if you go left after the series of destructible switches in that
first room, you'll enter a small room...take the right hall pass
a bright corridor to one more room, which on your left is a save term.
Secrets
-------
Near the upper right side of the map, there is an elevator that will
take you to a high ledge. Follow this ledge to a door, watching for
troopers. Behind the door are more ledges, but to the left is
the entrance into the room that contains an alien weapon.
*********************
=We're Everywhere (6)
*********************
Tips
----
Stay behind the BOBs at the beginning of the level. The S'pht
bolts will destroy them first, and then you can grab their ammo off
their bodies. Then quickly flee into the safety of the water
before another wave of bolts comes at you.
Secrets
-------
In the room south of the 2x shield regenerator, there is a room
that has two pillars in it, and several switches. To get into the
room, you'll need to hit the switch in the southeast corner of the
room, which both activates one of the platforms, as well as opens
a secret door back at the beginning of the level near where the
fusion pistol is located. However, before you can activate this
switch, you'll need to destroy the small panel near one of the switches
that opens the large shuttle doors. By following the secret door that
is revealed, you'll enter this room. Jump across from the rising
platform to the other one, then hit the switch on the northwest wall to
activate this platform. At its apex is a horde of shotgun ammo. Be careful
not to hit the switch in the northeast wall, as there is a
destructible panel which you will most likely hit with a grenade
shot, and which renders the other switches in this room inoperative.
On the side of the map where you need to open the shuttle bay doors,
there is a narrow shelf just above the water level that has a small
ammo cache on it.
****************
=Ex Cathedra (7)
****************
Tips
----
Watch out for them Troopers! Here's a good level to get practice on
dealing with some of the tricks that the Troopers use to fight.
To complete the level, you need to open the main temple doors. The
component that will help you do this is located in a large water filled
area that can be gotten through by going through the water maze. Make sure
you explore fully to find out where the switch is.
In the water-filled level part above, there are a lot of the hovering
robots and a few Troopers. Again, you want to try to fight these
underwater to avoid taking too much damage. There are several places
in this area in which you can stand just completely underwater and
the flying bots will follow you below the water level, making it easier
for you to fight them. Similarly, you can punch at a Troopers legs,
and he'll still take damage.
Secrets
-------
'Outside' the temple, there is a stairway that will take you near where
you started and a small stash of ammo.
In the 'minor' temple entrance (it's a small octagonal room), there is
a secret door that opens across from the entrance that contains an
alien weapon and a switch that will open the temple to you without
having to complete most of the rest of the level, including the water
maze.
In the water maze, as you approach its end, there will be a Fl'ickta
hiding in a short hall that ends with a spinning rotor on the ground.
Behind this wall is a secret door that leads to a secluded spot in the
water-filled area which can also be used as a quick escape route.
******************
=Nuke And Pave (8)
******************
Tips
----
This is a basic hack and slash level. There are very few tricks here,
mostly a good opportunity to dodge and fight.
In the large open room (that is the same as the Net level, "No
Distinigrations", there is a 2x and 1x shield recharges sitting next
to each at the end of the ledge that encircles the sides of the room.
Actually, the 1x regenerator is a 3x regenerator in disguise.
In the one room where some of the walls looked shattered (they are
composed of several small blocks), one of those walls holds a switch
which you'll need to hit from afar. This activates a door that reveals a
corridor which eventually leads to the end of the level.
Secrets
-------
In the same large room above, there is a pillar atop which stands an
invisibility and an invincibility power up. To activate the pillar,
you need to hit a destructible switch which you encounter later in
the level. Returning to this point should not be a problem.
****************************
=Curiouser And Curiouser (9)
****************************
Tips
----
Move forward, then back off! The best strategy on this level is to
send a few initial volleys of shots to a group of buggers, then back off
and let them follow you. This should work for most of the rooms, but
be careful that you don't get stuck between two approaching fronts. You
can also use the doors as effective blockers, as well as giving you
an advantage by being able to grenade their feet as they open the door.
There are a lot of goodies (save terminals, shield regenerators) in the
sewage filled areas. Most of these are filled above your waist, so
make sure you aim high at many of the monsters you fight.
To activate the bridges to get across to the final part of the level,
use an overloaded fusion pistol...its the most accurate weapon at your
disposal.
Secrets
-------
If you happen to fall in the large circular sludge river that goes around
the entire level, you'll find some ammo stashes and a 2x shield
regenerator. You'll need to traverse this river to the other side of
the level to find stairs that lead out of it.
************************
=Eat It, Vid Boy! (10)
************************
Tips
----
Again, in the first room of the level, let the tanks guys go fight each other
with fancy maneuvering. Also, if you stand outside the room, you can fight
the one or two aliens that exit it easily.
To continue on from this room, there is a darkened section of the wall that
is a door. In this room is a switch that will activate one of the elevators
in the other room, allowing you to continue on.
Alternatively, instead of first letting the tanks and Pfhor kill each other,
you can make a run for the door, charge up, collect ammo, and save, then you
can hit the switch, leave the small room and ride the elevator (still
avoiding the tanks), enter the cross room to activate the S'pht to follow
you back into the tank guy room. You should wait in the side room, poking
your head out only once in a while once a battle ensues. Done properly,
the tanks and the S'pht will fight each other, leaving you to clean
up the weaken remaining enemies.
Most of this level is exploration, and hitting any switch that you come
across. The goal is to raise the path across the lava in the first room,
and to open the doors on the other side of the path.
The fusion pistol can be obtained in the lower right hand side of the map.
You'll need to raise a platform out of the lava with the switch in the same
room, and then jump across to the new platform to grab the ammo and to
recharge to 2x shields.
The shotgun and ammo is located in the center of the 'cross of lava' room,
although it will be under the lava at the start of the level. If you
really need it, you can make it with 2x shields by dropping drop, grabbing
the stuff, then running towards the opening that is down there, making a quick
turn to the left, and jumping on the elevator that is located there. However,
it is a bit more accessible when the lava level is lowered.
Secrets
-------
In the room with the save terminal, shield regenerator, and terminal, there are
three small elevators. Two will take you to a 2x shield regenerator, and a
third will take you to a good ammo stash, including shotgun ammo.
**************************
=The Hard Stuff Rules (11)
**************************
Tips
----
As with several of the remaining levels in the game, this is one where
backtracking, even one or two levels (in the level itself, not game levels!)
just to regenerate and save is a good idea. There will be several
tank guys that teleport in without warning, so you'll need to be at
the best health you can get.
Secrets
-------
There is a room that has several large blocks in it (this is just after
a room with a save terminal), and contains some of the nastier Fl'ickta.
You can run and jump across the blocks to get to the far exit from the room
(watch for a Fl'ickta guarding it!), which leads to an ammo stash and a
shield regeneration powerup.
********************
=Bob's Big Date (12)
********************
Tips
----
The general idea on this room is to let the rapidly rising and falling
water level take you to various openings in the large room. From these,
you can get to a save terminal, a 3x shield regenerator, and more ammo.
In the computer rooms, be ready with the fusion pistol...most of the buggers
that will come at you are susceptible to it, and you'll have a better
chance of surviving.
The switch in the large room causes the water level to settle down
drastically. This will allow you to kill the aliens on the bottom,
but these will generally attack each other (Troopers vs. Fl'ickta),
and you shouldn't have to worry about them. Keep the water level
varying as it initially does for best use.
To get to the final terminal, you only need to make a small jump
(easily doable while running). However, once you enter this final
room, you'll activate several tough monsters...back out of the room and
climb your way back, then kill them before you jump over.
Secrets
-------
Several of the small pools in the smaller rooms have ammo at the bottom,
including shotgun ammo.
*********************
=6000 Feet Under (13)
*********************
Tips
----
If you *think* you've explored everything and still can't find a way out,
note that there are several ledges that you can get to by jumping over
lava (without taking damage). Doing one or more of these jumps should
help you locate switches and terminals to help you finish the level.
You are on the right track if you have hit a switch which suddenly
rises to reveal another switch. This second switch controls the level
of the lava in a room, and you will now be able to cross to the other
side without problems.
The last part of the level starts with a squarish room filled with tank
guys and Fl'ickta. The best strategy is to use the lava in the room
to kill everything...race along the outside platforms to where there
are switches in the wall, two of them out of reach. Hit the switch you
can reach, and let the platform rise. Hit the left switch (now in reach)
and watch as the lava rises to toast your opponents. Hit the
same switch to make it fall again, and hit the right switch to make
the platform drop down. After this portion, you'll come to a door
near a 2x recharger and a switch that controls the door. Hit
the switch twice in a row to stop the door in mid opening. Run through
and get the tank guys to appear, then run all the way back to the platform
and activate the lava for about 1/2 minute. Repeat until the tank guys
are toast.
Alternatively, if you prop this door open to let a tank guy come through,
you can stand near the 2x regenerator, recharging as much as possible
while moving in the direction of the tank guy. The grenades from the
tank guys will damage him as well, so while you're regenerating, the tank
guy is dying.
Secrets
-------
There are known secrets on this level.
******************************************************
=If I Had a Rocket Launcher, I'd Make Someone Pay (14)
******************************************************
Tips
----
Make sure you save at the very beginning of the level. 'Nuf said.
As soon as you teleport in, you'll be surrounded by Troopers and
exploding Bobs. There are a few strategies for this level which
are outlined below....
-The RUN LIKE HECK way-: As soon as you see it, hit the switch
that is by the door, and start picking up ammo (avoiding the
shield powerups, you'll want to save these for last). Kill
the buggers that approach you from either direction while you
wait for the airlock door to open. Once you can get through,
grab the purple powerup, plow through the door, and head towards
the left, avoiding a mass of exploding BOBs and heading for the
save terminal. Save your game, then return to the main level by
turning right from the term, and following the left wall.
You'll approach another airlock door, which you'll want to hit the
switch for immediately. Pick up the ammo that appears in
front of the door, and then run against the left wall as
before...you'll eventually come across a purple powerup; grab it, then
return to the airlock door, which should be nearly open by now.
Run through, and you'll be able to calm down for a bit. You'll
enter an area where Hunters will appear...kill these, and you'll soon
find a save term. Use this. Then, once you've read the term, run
forward on the ledge, past anything that teleports in. Take the
right turn, and run up the stairs, to the left, and out onto the
ledge. Grab the rocket launcher (finally!) as well as ammo and the
shield power up, then retreat back into the hallway. Turn left,
and hit the last airlock switch. At this point, you can defend yourself
safely here from any attacks until the door opens.
A slight variation on this method takes the left branch after the
Tycho term, which leads to a dead end ledge in the rocket launcher
room. Run to the end of the ledge, spend a second or two
killing from afar, then run back and follow the rest of the above to
get to the launcher.
-The I'M BORED LET ME WASTE MY AMMO method-: Immediately back into
the corner of the wall and the door when you teleport into the
main part of the level. Two or 3 aliens will approach you, but you
can deal with these easily. From this point, you can see the
troopers on the ledge, who'll all fire grenades at you that fall
short, but they will never jump off the ledge. You can pick these off
one by one with that extra magnum ammo you've got. Eventually, you'll
clear the top ledge, which will remove most of the Troopers from the level.
You can then proceed through the level relatively easily without problems
except from the Hunters (but these should be easily to deal with).
Note that this first part could take nearly 30 minutes to finish this
way.
-The LAZY CHICHENSH*T'S method-: Proceed through the inner airlock as
above, and save at the save term. Spend a bit of time clearing the
ledge that was to the right of the airlock door (as you were coming
through the door). Once it is momentarily clear, grenade jump on
top of it, then take the first left you come to. You'll run across
a few Troopers which you should kill, and then you'll find yourself
overlooking the room with the rocket launcher in the center.
Troopers will teleport in below, but they will begin fighting each
other with missed shots. Once the way below is clear, jump down to
the right, which gets you to the stairs, and a direct path to the
rocket launcher. Note that this method avoids the second airlock
as with several other rooms, but you need to be at a good health
level to do it.
When you are done with clearing out the level, you can take the
upper ledges back to the earlier parts of the level to get more ammo
and shields.
Secrets
-------
If you jump forward off the platform with the rocket launcher, and into
the plasma, there will be a corridor that leads to one of the ambush ledges
earlier in the level.
****************************
=Sorry Don't Make It So (15)
****************************
Tips
----
Marathon players will recognize this level at once, and most of the layout
is the same as before (until you get to the end part of course).
Most of the ledges that you see are prime ambushing spots, and as soon
as you walk by, they will fill up with monsters. Whenever you walk
by one, make sure your gun is ready to unload.
Your first priority should be to get to the save terminal and the
3x recharger that are roughly in the middle of the level. You may need
to explore the level a few times to locate them.
At the end of the level, when you need to swim to get to the rest of
the level, you should come up under the first opening you can...this
should be the hallway outside the second half of the level, which
is initially quiet and will help you get your bearings. Alternatively,
you can swim up the 3rd opening, which should bring you to a small
triangular ledge. Facing the plasma side of the ledge, there will
be an opening to your left that you can jump to. Kill the
Tank guy that appears here, and you can then use the 2x shield regenerator
in this room to recover from your swim.
Secrets
-------
As with "Pfhor Your Eyes Only", you can hit the switch at the first
bend, which activates the elevator in the nearby room that will lead
you to a teleporter. However, in this case, it leads to a
tough room that is much later in the level...you won't have to
take damage to get there as with the more conventional route,
but you'll have a major battle to fight.
In one of the interior rooms, there is a small plasma pool off to
one side. In it is a 3x shield regenerator. You can jump in and
use it to get to nearly 2.5x shields (after getting out of the
liquid).
At the point where you need to jump and swim to the rest of the level
(you've just come up a twisting stairway, and there are two Pfhor
guarding the top), head off the right and sink to the bottom.
In this small room, a TOZT-R and ammo will teleport in, which will help
you clear out the rest of the level.
*******************************
=For Carnage, Apply Within (16)
*******************************
Tips
----
Its alot easier to continually move in the green platform room instead
of waiting to fight the S'pht. You eventually come across a
room with a save terminal and a shield regenerator, which you can easily
defend yourself from the S'pht. A similar tactic can be used to protect
yourself for the way back.
Alternatively, you can take this room slow and steady. Until you
get to the shield and save room above, take one platform at a
time, listening for teleportations. If you hear them, return back
to the first platform and take out the approaching S'pht. Repeat
until you get into the aforementioned room. Then use the same
strategy on the return trip.
When you try to move up the stairs to the final door on the level,
you'll be assaulted with tons of Enforcers and S'pht that teleport
in. The best strategy here is to move all the way to the door, and let
loose down there. If you notice, you can easily jump down and get
to the above save and shield room easily, so use that as an escape
route. You can then return and finish off the rest of the level.
You can also sneak past this entire battle by taking the rocket
launcher, and blasting yourself to this ledge from the save/shield
room. There are 2x shield canisters in the room, so don't worry about
losing too much health. However, with proper aiming, you can
do this trick without taking damage.
Secrets
-------
In the large slime filled room where you have to weave your way between
green platforms, there is a slime filled hallway on the left side of
the map that will take you to an elevator that leads to a good stash
of ammo. Watch out for compilers and enforcers here, thou.
Also, if you go forward instead of turning right to get to this elevator,
you'll come across another stash of ammo in the slime.
**************************************
=Begging For Mercy Makes Me Angry (17)
**************************************
Tips
----
At the beginning points of this level, you'll want to keep your ears
open for the sound of alien muttering, because this will clue you
in as to when the aliens will teleport in. You'll want to take
this part slow, killing all the aliens that teleport in one batch
first before continuing to the next batch. Also, note that at
each set of doors, two enforcers will teleport in when you get close,
so watch out here as well. It is best to verify that you've cleared
out this central area first before continuing with the rest of the level
(run around the outer ring twice to verify this).
Basically, the rest of the level is: enter an as-yet-unexplored door,
kill aliens that teleport into the room behind it, hit a switch at
the far end of the room, and then return to the central area to destroy
a circuit, which then opens up yet another door to explore. However,
before you destroy the switch, you should get regenerated and save your
game...by the 4th or 5th circuit, the destruction of the circuit will
cause the save terminals and shield regenerators to go off line.
In two of the rooms, you have to walk down a ledge surrounded by plasma,
to a door that opens automatically, and into a room filled with plasma,
and a platform that begins to sink as soon as you step on it. The switch
that reveals the circuit is just below the liquid level at the back of the
room, and you can hit it as soon as you start to take damage from the
plasma. The switch that opens the door to get out is to the left of
the door...swim and hit this, then turn for the door. If necessary,
you may want to fire downward with your MA-75 to get some lift in the
low gravity in order to get out.
Secrets
-------
There are no known secrets on this level.
***************
=Big House (18)
***************
Tips
----
You begin, weaponless and at low health...you can't do anything about this.
However, hit your weapon switch to get your fists up, take a punch at
the Enforcer outside the door, then immediately back into the corner
of the door and the wall so that you can see very little through
the cell window. Then sit back and relax. Let the BOBs take care of
everything. You'll teleport out when all the aliens are dead and the
last BOB teleports out.
Secrets
-------
There are no known secrets on this level.
****************************
=This Side Toward Enemy (19)
****************************
Tips
----
Don't forget to grab the Magnum and ammo in the first room of this level.
You'll appreciate it later.
Most of the rest of the level is straight forward. The only tricky part is
after you have climbed two sets of stairs (which you had to hit switches
to get into position), you'll come to a room with no apparent exits...to
continue, jump out the window and head for the window on the left. From
this point, continue with the rest of the level.
Get used to what the computer rooms look like...you'll see several more
before the end of the game. Note that, like these, at the far end of the
room there is a good amount of ammo, as well as a potential ambush, so
be ready!
Secrets
-------
There are no known secrets on this level.
****************************
=God Will Sort the Dead (20)
****************************
Tips
----
If you don't enjoy playing this level, you should get out of playing
Marathon :-). Good practice for evil BOB shooting, and a lot of fun
to play. Remember, the exploding BOBs are in green and will generally
run towards you, as opposed to haphazardly.
Secrets
-------
There are no known secrets on this level.
********************************
=My Own Private Thermopylae (21)
********************************
Tips
----
Again, a very straight forward level. You can continually return to
the save terminals and the recharger after tough battles.
As a technical note, this is the largest level (by poly count) in the
entire M2 map. Many have reported problems with disappearing sound.
Please do not fear if suddenly you don't here an explosion or something.
In the area with curving stairways, you may have to jump across to
lower ledges to continue with the level. Don't worry about missing,
you can easily swim back to a low ledge to get back up. Just make
sure you are running all the time.
Secrets
-------
In the narrow room at the beginning of the level, with both a save term
and a communications term, there are two switch that will cause two platform
to rise and fall rapidly. If you then move towards the save terminal
and hit your action key, you'll open a secret door that leads to the
SPNKR launcher.
**************************
=Kill Your Television (22)
**************************
Tips
----
Once you've killed the tank guys in the first part of the level,
look at the central pillar. On one side you'll notice a square that's
a bit darken than the rest of the column. This opens to reveal a
switch which you should hit to continue with the level.
Also, you can see a door under water in one of the pillars on the outside
of the first room. Enter the door, look at the terminal, then hit your
swim key. You'll float to the top of the column and out onto the ledge
that surrounds the first room. The rest of the level is gotten to by
dropping in the pool by the column on the other side of the level.
Similar philosophy works for most of the rest of the level as well.
At one point, there will be a large room with some opening that are
off the ground and some water at the bottom. In the same area of
the map, there is another room that is already filled with water,
and a switch just immersed in the water. Hit the switch from
afar to cause the water to drain from this room and to fill up the other
room, which will now let you access the openings.
Watch for the darkened wall area as above in the room with 4 quadrants
separated by water...this door leads to an elevator that eventually gets
you the flame thrower and more ammo.
The exit is the underwater terminal that is near the intersection
of all the separate parts of the map (not the first terminal you see
on the level).
Secrets
-------
There are no known secrets on this level.
***************************
=Where The Twist Flops (23)
***************************
Tips
----
As with "God Will Sort the Dead", this level is again helpful for
BOB shooting. Remember that exploding BOBs will NOT shoot at aliens,
so this should help distinguish them.
Secrets
-------
There is a communication terminal located in the 3rd column of the room
to the left of the exploding Bob pit. However, its under the lava, so
you won't be able to read it easily. Yet, there is an invincibility in
the alcove that the terminal is in, but you can only get it by jumping
right on top of the alcove.
***************************************
=Beware of Abandoned Rental Trucks (24)
***************************************
Tips
----
Initially, you'll open the first door and see two sets of red squares
on your radar coming from either direction. Don't worry, just back up
to the door and wait for the Fl'ickta and the Pfhor to fight it out.
You will probably be left with one or two Pfhor to take care of, but
they should be easier to handle then the whole set.
At one point, there is a switch that raises a platform that is just to
the left of the switch. In order to ride the platform up, you just
need to be on the far right of the platform, and you should still be
able to hit the switch yourself with no problem.
Although once you've hit the tower switches, you can teleport out
through the terminal near the towers, its just as easy to go back
to the start of the level to recharge and save, then leave via those
terminals.
Secrets
-------
If you go back two 'sections' from the rising platform in the clockwise
direction (on the map), there is a secret door on the inside wall
of the section that leads to a huge ammo supply. (Floating ammo too!
This is just cool to see, much less to pick up!)
**************************
=Requiem for a Cyborg (25)
**************************
Tips
----
Keep returning to the save term and shield regenerators at the beginning
of the level. You'll appreciate it later.
To complete the level, you need to hit a switch in each of the towers
(the switches cause what look like docking clamps to disengage which
you can watch outside the windows of these towers.) and then hit all
3 switches in the plasma room. Return to the terminal at the beginning
of the level to leave.
Secrets
-------
Down the very narrow corridor, there is a secret panel that opens to
reveal a circuit that you can break. When you break this, the platform
that you are standing on drops down to reveal a place to get an
alien weapon and more circuits. The space between the circuits opens
to reveal a hidden communications terminal, which will teleport you back
to the beginning of the level.
****************************
=Fatum Iustum Stultorum (26)
****************************
Tips
----
All the BOBs on this level are exploding. Kill em all.
Avoid hitting the S'pht'Kr. Their spots (as you can see) are QUITE
nasty, and you'll have little chance of defeating them. Fortunately,
if you hit one, only that one will turn on you. Same goes for the
S'pht'Kr on "Feel the Noise"
In the one area where you need to swim down and up to move between
rooms, you may have a problem with BOBs lining the edges of the pool
where you need to get out. To fix this problem, switch to the
fusion pistol, and move as far from the edge as you can without leaving
the room. Stop swimming, let yourself hit the bottom. Then, swim again, aim
slightly up, and when you break the water's surface, fire at a BOB
or more. Repeat until you have a clear break.
Secrets
-------
There are no known secrets for this level.
********************
=Feel the Noise (27)
********************
Tips
----
On this level, if you think you can't go anywhere else, remember that you
can always run and jump to other platforms from a good height (for example,
the stair room is a good example).
To avoid problems later, you can easily rocket jump yourself onto the
central platform to get to the save terminal and shield regenerator.
Just be ready to take out the Hunters there.
Make sure you jump into the small alcoves that are separated by
lava pools from the main floor. You'll be rewarded with ammo
and shield canisters that teleport in.
Secrets
-------
There are no known secrets on this level.
***************************
=All Roads Lead to Sol (28)
***************************
Tips
----
Ahhhhh, our friends, the Juggernauts, are back. They are just as tough
as before, and maybe tougher...their close range weapon shoots the
same bolts as the Enforcer's gun, and they are just as deadly. However,
this level provides many places that you can take a shot, then back away,
so these shouldn't be much trouble. Make sure you use any rechargers and
save terminals frequently. Also, you may want to consider using the fusion
pistol as well as the rocket launcher for these guys, as its effect
is the same as it is on Troopers and Hunters.
At one point, you'll need to swim across the lava to reach an opening.
(This is in the lava room that has the save terminal and the smaller room.)
This isn't a very long swim, and you may be able to save some damage
by using grenade hopping. In any case, beyond the opening you'll find
the switch that will open the door that was initially blocked to you.
Swim back across, then recharge and save before continually.
One room contains 4 destructible circuits. Two of them (the one you first
see when you enter and the one closest to the other door) will open
the door, a third will cause the lava levels to rise, and the fourth
will cause the save and regeneration terminal at the start of the level
to become inoperative. Needless to say, you only want to destroy
3 of these switches. Hit the 2 door ones first, then, as far out the
door as you can, hit the lava switch, then run back to the start of the
level. You'll notice that you can now explore the other side of the level
with the lava levels readjusted as such.
There will be one lava filled room that contained two Juggernauts.
(This is after you have caused the lava levels to change.) Once
these are destroyed, and you have saved up, you'll need to swim across
the pool, sticking to the right wall, to reach another ledge. This will
take about 1 level of shields. Fortunately, there will be a 2x recharger
at this ledge, so don't worry too much about staying too long in the lava.
After this ledge, you'll pass through a small hallway into a room with a
square inset into the floor. This will teleport you into the final room
of the game. Arrange yourself so that you are facing about 125 degrees
counterclockwise from the direction that you entered the room, and make
sure your swim key is ready to go. Oh, and make sure you switch
to the rocket launcher.
Once you teleport into the final room, you'll be under lava. Swim
up and out (the direction I've indicated above seems to get you out
the fastest). With rocket launcher at hand, ignore the baddies in
the center, and just run like heck around the outside of the room,
dodging the lava pools and the occasional alien as you run.
You'll want to run with the wall to the left, as to give you maximum
visibility of the aliens on the right (considering that you have a
rocket launcher on your shoulder). After a few laps, the aliens should
be fighting themselves. Continue running, watching your radar until
you see that only one or two aliens are left. This will most likely
be a large blue Hunter, and a Juggernaut. Hopefully, the Hunter will
be aiming at you, while the Juggernaut is going for the Hunter. Keep
running, and if you think you can get a shot off with the rocket
launcher at the two, do so. At some point the Hunter will die, and then
you have two choice to continue...
1) Continue pelting rockets at the Juggernaut from a distance. You'll
have to be quick to get the aim, and then to continue running. It
would be even more helpful if you can run in one direction and
shoot in another (with the look modifier key) but this can be difficult
while avoiding the lava pools. Switch to the plasma pistol if you
run out of rockets. Eventually, the Juggernaut will fall, at which
point you should try to get into the farthest corner that you can in
order to reduce the amount of damage that the explosion does.
2) Rush the Juggernaut with a plasma pistol. If you stick as close as
possible to the alien, he won't be able to direct his fire that far
in, and you should be able to continually hit him. Again, once he falls,
you need to get out of there as fast as possible to avoid taking too
much damage.
Either way, you need to avoid taking ANY damage from any source in
this last room. Even at a far distance, the explosion of the
dying Juggernaut will take nearly 1.5 shields, which is just about what
you will have left after getting out of the lava. That is why
the swim across the lava to the 2x regenerator and the teleporting
room is very important...if you time everything correctly, you can
have *just* above 2x shields, and you will not have to use the
regenerator.
In order to read the final terminal, hit either switch to bring up a
platform in the lava pool in front of the terminal, and read away.
See you in Marathon 3 :-)
Secrets
-------
In the lava-filled room that has the save term and the 'safe room' that is
enclosed, there is a door that you can't open in the back of the safe room.
This door opens from the 4th switch that you destroy (see above) that
causes the save term and shield regenerator at the beginning of the level
to fail. Once you hit this one switch and return to the safe room,
enter the next room, but watch for Hunters. Once the aliens are dispatched,
continue on, dropping into the lava (not swimming), moving as far forward
(swimming), then getting out of the lava into another narrow corridor.
At then end of this corridor is a shield regenerator and a switch which
creates a window on one side of the room. There is also a small inset
square on the floor...stepping on this teleports you to the Bungie credit
room, but your work isn't done yet...you need to immediately move off the
octagon that you are one to avoid being teleported out of the room. Once
you have teleported and set in the credit room, pull out the WSTE-M's
and blow the aliens away. There is the credit term and 3x recharger in
the opposite corner of the room. To exit the room, return to your
starting point...stepping on this will take you to the final room...
but if you followed the instructions as listed above, this room will
be filled with lava, and you will have little chance of surviving here.
You can empty the lava the same way (by hitting the appropriate switch
in the aforementioned room), but then you will have to run through the
lava to get to the credit room. Thus, the credit room should be explored
once, but not used in the successful completion of the game.
******************************
** Network Levels **
******************************
*****************
=Thunderdome (29)
*****************
Secrets
-------
There are no known secrets for this level.
****************
=Shangri-La (30)
****************
Secrets
-------
There are no known secrets for this level.
************************
=No Disintegrations (31)
************************
Secrets
-------
There are no known secrets for this level.
********************
=OK, Honeybunny (32)
********************
Secrets
-------
There are no known secrets for this level.
********************
=Lack of Vision (33)
********************
Secrets
-------
If you hit either switch, you'll activate an elevator that can take you
to a 2x shield regenerator and shotguns. You'll have enough space
between the walls and the elevator floor to lay ambushes to others, or
to hit the switches again to get down.
****************************
=Flight of the Toolator (34)
****************************
Secrets
-------
There are no known secrets on this level.
*******************************
=Giant Flaming Pit of Lava (35)
*******************************
Secrets
-------
There are no known secrets on this level.
*******************
=House of Pain (36)
*******************
Secrets
-------
There are no known secrets on this level.
*******************
=16th Parallel (37)
*******************
Secrets
-------
There are no known secrets on this level.
********************
=One Hit Wonder (38)
********************
Secrets
-------
One of the walls of the upper ledges is a secret door that reveals a
TOZT-R and ammo.
************************
=OK, Who Wants Some (39)
************************
Secrets
-------
There are no known secrets on this level.
******************************
=Everyone's Mortal But Me (40)
******************************
Secrets
-------
In one of the alcoves that you teleport to, there is a secret door
in the walls that lead to shotgun ammo and a potential invincibility.
It can also be a great ambush spot.
***************
=5-D Space (41)
***************
There are no known secrets on this level.
Secrets
-------
********
=Credits
********
I'd like to thank the following people for their submissions to the
MSG...
Scott Baltic Scott_Baltic@troubbs.org
David Barabe mcphisto@mercury.sfsu.edu
Artemus Barnoz paradox@cam.org
Aaron Bergman abergman@minerva.cis.yale.edu
Dan Bradley dbradley@netaxs.com
Renato Brazioli brazioli@sodalia.it
Simon Brownlee simon.brownlee@jrc.it
Roger Carlson Roger_Carlson@atdmac.sp.trw.com
David Carlton carlton@math.mit.edu
Steve Cheng stujc@umich.edu
Austin Cline arcline@phoenix.princeton.edu
Jeremy P. Condit afn02635@freenet.ufl.edu
David E. Coufal dcoufal@mit.edu
Deacon pdwF94@hamp.hampshire.edu
Dave Duarte dcd3529@rit.edu
Mike Elness mike@lmsc.lockheed.com
Claude Errera errera@ege.ogi.edu
Matt Evett matt@dryfly.cse.fau.edu
Richard Frankel richard_frankel@maillink.berkeley.edu
Rich Garrett rgg@telerama.lm.com
Jaron Ghani jaz@ghani.demon.co.uk
Nicolas Godbout nicg@godbout.interax.net
Ryan Gould rgould@cts.com
Harry Hahn hhahn@calshp.cals.wisc.edu
Kevin Hill kevin@coalhole.demon.co.uk
Christopher Hallstrom corbin@math.uchicago.edu
Robert James james@mte.ncsu.edu
Jek Kian Jin kiankin@ncb.gov.sg
Brian Jones bbjones@leland.stanford.edu
Eric Johnson ericj@vlsi.gsfc.nasa.gov
Richard Johnson johnsonr@hoshi.colorado.edu
Richard S. Keirstead rsk@paradigm.co.jp
David H. Klein davidhk@fr.com
Julian Yip-Khoon Koh julian@merle.acns.nwu.edu
Joshua D. Koppelman joshua@MIT.EDU
Nathaniel Lanza durandal+@cmu.edu
Matthew R. Liebhold liebhold@eniac.seas.upenn.edu
Bo Lindbergh d88-bli@nada.kth.se
John Mark bibendum@crl.com
Frank McIntyre frankmci@clark.net
John Moore jmooreda@freenet.scri.fsu.edu
Chris Murphy ---
Micah zeade@leland.stanford.edu
Kaz Ota kota@ok.icc.melco.co.jp
Robert Phelan centuri@rollanet.org
Jeff R. ruin@netcom.com
Matthew Russotto russotto@pond.com
Brent Schorsch schorsch@apple.com
Justin Sherrill jcs1589@ritvax.isc.rit.edu
Tom Sherrill tbs3085@rit.edu
Anthony R. Stevens STEVENSA@AUSVM1.VNET.IBM.COM
Bryan Sandlund bks@gene.com
Eskil Swahn tfh93esw@lustudat.student.lu.se
Debra Walker dwalk@primenet.com
Ben S Wang bwang@sparta.sjsu.edu
Conrad Wong lynx@netcom.com
Nobuhiko Yoshida nobuhiko@can.bekkoame.or.jp
Thomas Ytterberg thomas.ytterberg@mailbox.swipnet.se
I also want to thank Jameson Watkins (WATKINSJ%ESUVM.BITNET@VM1.NoDak.EDU)
for his proofreading and reformatting of the MSG before release, and
for Mike Byrne (byrne@cc.gatech.edu) for pointing out that a single
letter can make a big difference.
And of course, I must thank Bungie for making one of the best games
for the Macintosh in a long time, as well as their support for
the Macintosh.
******************************************
=COPYRIGHT INFORMATION & Other Legal Stuff
******************************************
The names MARATHON, MARATHON 2: DURANDAL and BUNGIE are property of
Bungie Software Production Corporation, Copyright (C) 1994. All
uses of these names within this document are assumed to be trademarked.
This document is Copyright (C) 1995 Michael K. Neylon. You may
duplicate, transmit, and save this document as long as it remains
intact with this copyright notice. You may include this document
on any software collection as long as the author is notified of such,
and that no money is charged for this document.

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