The KKV-7 10mm SMG (SMG for short) is a very nice weapon, providing
the speed of the MA75 in vacuum or underwater enviroments. It's bullets
can pass through water, so you can shoot at enemies through the water
or other liquids.
Note that with the ability to includes different physics models on each
level, there can be various loyalities of the enemies for each level.
At the beginning of each level, watch for who attacks you, and who attacks your enemies. However, the Fl'ckta (the sewage beasts) will usually attack anyone, and thus, can be shot down quickly and easily.
With the non-linear format of Marathon Infinity, you'll find that you'll
start several levels with no ammo and low health. This is unavoidable.
Thus, saving ammo is not as important as it was with Marathon or Marathon 2. In general, there is a sufficient amount of ammo to use for
Marathon Infinity.
===========
=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.
In order to get to the upper door in the room with "The Wave",
you need to use the last elevator (the one closest to the wall)
to get in, but you need to activate the first platform (the one
farthest from the wall) in order to get this going. In this
case, stand just in front of the Wave, hold the run key, and run
forward. The first platform will rise, but you'll end up on the
last platform, facing the wall. Turn off the run key, and as your
platform rises, just press forward and you'll get off the
platform into the doorway without being harmed.
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.
[Actually, killing a Bob on this level will not affect gameplay
for the rest of the game. This will only give you a different
message on the final term of the level]
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 is a 2x sheild regenerator on the southeast corner of the
map, near where there is extra ammo.
************************
=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
lava, 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.
There are also two other ways to get at the save term. From the
ledges in the first room, if you step off the ledge far enough, you
can see the save term, and you can jump down into the forementioned
room. Also, you can use the niche that leads to the water system (with
an automatic elevator) to swim a short distance to another niche that
leads into the room with the save term. Be warned, however, that there
are two Troopers and several flying drones ready to take you out as
soon as you get to this room.
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 hexagonal pillars in it, and several switches.
Before you can attempt to enter this room, you need to destroy
the grid-like panel that is near the shuttle bay doors. Once this
switch is destroyed, return to the above room, and hit the switch in
the southeast corner of the room (the one that is nearly
halfsubmerged in the sewage), 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. 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 (specifically, shotgun shells). However, the trick
is that you have to bob yourself out of the water, and then use
something with a recoil to push yourself onto the ledge. Grenades
appear to be the only (non-cheating) solution in this case.
****************
=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, including a shotgun,
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. There
is also a set of submerged stairs that lead to a secret door that will
get you out of this level as well.
************************
=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.
On the sides of the lava moat that surrounds the base, there are two
raised areas. Using a rocket launcher, you can boost yourself up onto
these areas, and pick up, er, another rocket launcher! and more ammo
as well. You can actually do this as well with some fancy grenade
hopping as well.
**************************
=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