Marathon 2: Durandal FAQ/Walkthrough By Dan Harris (sdwoodchuck) ==================== Table of Contents ==================== I -------------- The Formalities a ------------- Introduction b ------------- Version History c ------------- Copyright Issues d ------------- Contact Information II ------------- Marathon Basics a ------------- HUD Display b ------------- Terminals c ------------- Switches d ------------- Swimming III ------------ General Tips a ------------- Use Your Fists b ------------- Establish a Home Point c ------------- Grenade navigation d ------------- Let Your Enemies Fight For You IV ------------- Weapons a ------------- Fist b ------------- .44 Magnum Class A1 c ------------- Zeus-Class Fusion Pistol d ------------- WSTE-M Combat Shotgun e ------------- MA75B Assault Rifle/Grenade Launcher f ------------- TOZT-7 Backpack Napalm Unit g ------------- SPNKR-X 18 SSM Launcher h ------------- Unknown Weapon Class (Alien Gun) V -------------- Allies a ------------- BoB's b ------------- Converted Drones c ------------- S'pht'Kr VI ------------- Enemies a ------------- Pfhor 1 ------------- Drones 2 ------------- Fighters 3 ------------- Troopers 4 ------------- Enforcers 5 ------------- Hunters 6 ------------- Tanks 7 ------------- Simulacrums 8 ------------- S'pht Compilers 9 ------------- Juggernauts b -------------- F'lickta c -------------- Winged Orbs VII -------------- The Walkthrough Level 1 ------- Waterloo Waterpark Level 2 ------- Slings and Arrows of Outrageous Fortune Level 3 ------- Charon Doesn't Make Change Level 4 ------- What About Bob? Level 5 ------- Come and Take Your Medicine Level 6 ------- We're Everywhere Level 7 ------- Ex Cathedra Level 8 ------- Nuke and Pave Level 9 ------- Curiouser and Curiouser Level 10 ------ Eat It, Vid Boi Level 11 ------ The Hard Stuff Rules Level 12 ------ Bob's Big Date Level 13 ------ Six Thousand Feet Under Level 14 ------ If I Had a Rocket Launcher, I'd Make Somebody Pay Level 15 ------ Sorry Don't Make It So Level 16 ------ For Carnage, Apply Within Level 17 ------ Begging For Mercy Makes Me Angry Level 18 ------ Big House Level 19 ------ This Side Toward Enemy Level 20 ------ God Will Sort The Dead Level 21 ------ My Own Private Thermopylae Level 22 ------ Kill Your Television Level 23 ------ Where The Twist Flops Level 24 ------ Beware of Abandoned Rental Trucks Level 25 ------ Requiem For A Cyborg Level 26 ------ Fatum Iustum Stultorum Level 27 ------ Feel The Noise Level 28 ------ All Roads Lead to Sol ==================== I: The Formalities ==================== a) Introduction Yo, my name is Dan. As a fan of Bungie's Marathon series, I was overjoyed to see the second chapter, Durandal, coming to X-Box Live Arcade in August of 2007. Considering I've been playing this game for years, I've decided to write an FAQ and walkthrough, to aid in those who are just now taking their first steps into the world of Marathon. The information here will not only be dealing with the methods for completing each of the game's levels, but will also include some weapon and enemy analysis, as well as some general tactical suggestions. There may be some spoilers contained within this guide, but as the completion of Marathon 2 does not require dealing with the plot (though it is highly recommended), those spoilers will be relatively minor. Not all secrets are outlined for each level. Only those leading to early weapons are listed in the "Noteworthy Secrets" segment after each level's walkthrough. This guide is primarily written with the difficulty setting of "Normal" in mind. Also, do keep in mind that this guide is written from the perspective of the AlephOne release of Marathon 2. If changes are brought to my attention between the AlephOne and the X-Box Live Arcade versions, I will provide information from both accordingly. Finally, I highly suggest using the Detailed Walkthrough segments of the guide only as a last resort. Much of the joy of Marathon is in exploring, and figuring the levels out on one's own. b) Version History Version 1.0 – The first run of the finished guide. This is considered complete until I receive feedback, and make changes accordingly. c) Copyright Issues Copyright, © Daniel Harris, 2007. You may copy, share, and post segments as you wish. I'm not strict on who does what with my guide, but for the sake of decency, I would greatly appreciate if you credit me if you do. I'm certainly not going to hound you if you don't, but please exercise some moral judgment. d) Contact Information firstname.lastname@example.org is my current email. Please use this for any questions or suggestions you may have. If you submit a tip that I wind up making use of, I will list your name and give credit, unless you specifically request not to be identified, in which case the tip will be credited to "anonymous." ===================== II: Marathon Basics ===================== a)HUD Display: The red bar is your health. When it depletes, you die. Health rechargers can be found somewhat frequently. They appear as a small mechanism, usually set inside an indentation in a wall. There is a round design in the middle. When you press the "activate" button in front of it, it will light up in one of three colors: Red, Yellow, or Purple. The red ones fill up your red health bar, and are found more frequently earlier in the game. Later you will stumble across yellow ones, which fill your Health bar a second time over with a yellow bar. This essentially doubles your health. Still later you will encounter the Purple regenerator, which fills your health bar a third time. The Blue bar is your oxygen. This depletes when you are submerged in water, or other liquids, or when you are in an oxygen-free vacuum level. There are no vacuum levels normally found in Marathon 2, so you should probably only concern yourself with liquid. The blue bar is filled at oxygen stations, which are about the same size as Health stations, but with a different design. When activated, it makes a hissing noise, like the air being let out of a tire. Your weapon screen shows an icon of your current weapon, and a reading that shows how many rounds of ammunition or how much energy are left in the gun before it needs to reload. On the left, a list of numbered ammunition types shows the number of remaining full reloads left for each weapon. For example, one line may read "15 MA75B Clips (x52)." This means that you have 15 full reloads of your MA75B Assault Rifle after your current load of ammunition depletes. The (x#) indicates the number of rounds per clip. The only exception to the above rules is the alien gun dropped by the enforcers, which the player's computer is apparently unfamiliar with, and can provide no reading. The circular item on your HUD is the radar, and it has a range of 15 meters. Red triangles on the radar are usually enemies, and green squares are usually allies, though there are some exceptions. The Green Squares in particular should not be trusted, as they are occasionally Simulacrums, or exploding units posing as BoB's, or your Human Allies. b)Terminals Terminals in Marathon provide text-based information, as well as your means of ending most stages. Often times there will also be an image associated with the text on screen, though unless it is a map, the image is for entertainment purposes only. To activate a terminal, you simply walk up to it and press the "activate" button. In most levels you will find a terminal early on, which will describe your mission objectives and provide some information on the level. Almost all levels will also end by finding a new terminal or returning to a previous one after completing your mission objectives, at which point you will be teleported out from the level. If you are at an exit terminal, reading the message before ending the level, and you decide that you want to go back and recharge health or grab a few items before continuing on, you can hit the Escape key to exit the terminal. I'm not yet sure what the X-Box Live equivalent of this is. The Terminals are also the method by which Marathon's story is told. Often the details of the plot are intertwined with your mission information, or on the level-completion terminal. There are also many terminals scattered throughout the game that will not deal specifically with your mission or ending the level, but will provide background information on the Marathon Universe, contact with other characters, and some very unusual and interesting text, some of which is still debated to this day. c)Switches Switches generally come in three types: Permanent Effect, Reversible, and Temporary Effect. 1) Permanent Effect switches cause something to happen. A door opens, an area floods with lava, etc. When you hit a permanent effect switch, attempting to activate the switch again will result in no effect. The switch will typically not even respond. 2) Reversible Switches are similar to Permanent Effect switches, but by activating the switch again, the effect can be undone. 3) Temporary Effect switches activate, and usually stay lit for a period of time. During this time, some effect is taking place, and will usually automatically reverse itself, at which time the switch will go dark again, and can be reactivated. Sometimes, by pressing the "activate" button on a Temporary Effect switch that is in the middle of a job, you can pause the effect while it is happening. For example, if the switch opens a door, but only for a few seconds, but stopping the switch halfway through, the door will stay open. d) Swimming Simple enough: You press the swim button; you rise toward the surface. By using normal movement controls, you can control your directional movement. If there is a ledge slightly above the surface of the water, you can hop out onto it by swimming up and moving toward it. If you're too close to the surface though, you may need to sink a little further down, first, in order to have the momentum to pop up that far out of the water. Note that while underwater, your weapons other than your fists and Fusion Pistol will not fire. Don't fire the Fusion pistol though, or it will hurt you. ==================== III: General Tips ==================== a) Use Your Fists. Assuming you've played other first-person shooters, you have probably developed the assumption that your melee attacks fall at the very bottom of the weapon hierarchy and must be used only as a last resort. While not entirely necessary on Normal, this is a habit that it pays to break away from. The most important thing you need to know is that a running punch will deal significantly higher damage than a standing punch. The fist is still generally a situational weapon in normal play, so knowing when and how to use it is key. Pfhor Fighters (the Green, Purple, Orange, or Blue infantry units carrying staves) are easy targets for the fist. Killing them this way will save ammunition for those enemies that are more dangerous to engage at melee range, such as the Tanks (the gray, rolling guys) and the Pfhor Troopers (dome-headed units with Assault Rifle-like weapons). b) Establish a Home Point. Begin every level with a search for a health recharger and a save station. Even if you start out at full health, it will pay to know where to go back to when that time comes, and to have that way cleared. If you die in a level, and your last save was in the previous level, you will be forced to load the previous level—though I hear this is not the case in the X-Box Live Arcade release of the game. c) Grenade Navigation. Your assault rifle's secondary fire option is a grenade launcher. These grenades serve more functions than just dealing damage within an area of effect. They are also good for hitting switches, and in the absence of a jump button, propelling the player upward or backward. By aiming as low as the game will allow and firing a grenade while running forward, you can launch yourself upward a significant distance, at the cost of some health. This will help you land on ledges and walls that are otherwise unreachable. In many cases the reward is a decent ammo stash. Aiming downward and firing both the Assault Rifle, and its secondary grenade launcher while running *backward* off of a ledge will not get you greater height on a jump, but it will increase the distance of your jump. If done correctly, this also results in no damage to the player. Hitting switches is self-explanatory. If you launch a grenade and it hits a switch, the switch will activate. Note that the Fusion Pistol's charged shot will accomplish the same, and is better at hitting distant targets as it flies straight as an arrow. The Rocket Launcher can accomplish much the same results as a grenade. The explosion is more powerful, and will launch you further, but beware that the cost in health is also greater. d) Let Your Enemies Fight For You Most enemies will attack anyone who hits them. By making the Pfhor accidentally hit each other, you can get them to do most of the work for you in a hectic combat situation. Also note that the F'lickta and the Pfhor will naturally fight each other. ==================== IV: Weapons ==================== *Note: On Total Carnage difficulty, there is no limit to the amount of reserve ammo the player can carry. a) Fist Power: Variable (see note below) Effective Range: Point Blank Ammo per clip: N/A Maximum Ammo Reserve: N/A Primary Fire: Punch with right fist Secondary Fire: Punch with left fist Note: As mentioned in the tips section, the fist can be an excellent weapon against weaker enemies when used while running. Running at an enemy and punching while you are still moving at full speed will deal significantly higher damage than a standing punch. Hitting an enemy while running past him will often allow you to avoid retaliation as well. Killing Pfhor Fighters, F'lickta, and drones with the fist will save you ammo for the more dangerous enemies. b) .44 Magnum Class A1 Power: Relatively low Effective Range: Long Ammo per clip: 8 rounds Maximum Ammo Reserve: 50 clips (400 rounds) Primary Fire: Fires Magnum in right hand Secondary Fire: Fires Magnum in left hand (if available) Note: With only a single magnum, the weapon's stopping power is very slim, and in most cases will not serve you much better than your fist. However, when you locate a second magnum, the damage increase is significant enough to recommend this weapon against distant enemies. Do note that though you cannot see the bullet traveling, and it is quite fast, it does take time to reach its target. c) Zeus-Class Fusion Pistol Power: Relatively High Effective Range: Medium to Long Ammo Per Clip: 20 regular shots—charged shots consume more Maximum Ammo Reserve: 25 Fusion Batteries Primary Fire: Fires a standard Fusion Bolt Secondary Fire: Hold to Charge, and fire a stronger Bolt Note: The Fusion Pistol is relatively strong, and will make short work of most Tanks and Hunters, not to mention Fighters, Troopers, and Drones. Charging the weapon with the secondary fire button will release strong bolt that will consume more energy than a standard shot. Charged bolts are capable of hitting switches. Note that though the Fusion pistol is extremely accurate, its shots travel relatively slowly, and your target may move before the shot reaches him. Also note that against Hunters, the Fusion Pistol will cause them to detonate upon death. d) WSTE-M Combat Shotgun Power: High Effective Range: Short Ammo Per Clip: 2 Shells (one shot) Maximum Ammo Reserve: 50 reloads (100 Shells) Primary Fire: Fires Shotgun in Right hand Secondary Fire: Fires Shotgun in Left hand (if available) Note: At close ranges, the shotgun deals very impressive damage, and when you find two it is a dual-wieldable weapon. It burns through its ammo very quickly, but is an excellent weapon for gunning your way out of a corner. e) MA75B Assault Rifle/Grenade Launcher Power: Variable (read note below) Effective Range: Short to Medium Ammo Per Clip: 52 Rifle rounds, 7 Grenades Maximum Ammo Reserve: 15 Rifle Clips, 8 Grenade Clips Primary Fire: Fires the Assault Rifle Secondary Fire: Launches a Grenade Note: The Assault Rifle is a very capable close-range weapon when fired in short bursts. It will quickly chew through most enemies, and ammo is common enough that this can be considered a primary weapon. While caught in the rapid-fire of the Assault Rifle, most enemies are unable to move. Each individual round is relatively weak, but it fires at a very quick rate. The Assault Rifle's spread is wide enough that beyond short range, a decent percent of your shots will miss the target. The Grenade Launcher packs a serious punch, and if you get used to the arc of the grenade as it flies, it can be accurate up to a long range. It will deal damage in a small area of effect, and will knock enemies back. A well-placed grenade can send an enemy flying into lava. Grenades can also be used to hit switches, or propel yourself up to high ledges or across wider chasms than you might normally be able to clear (see the General Tips section). f) TOZT-7 Backpack Napalm Unit Power: Very High Effective Range: Short Ammo Per Clip: About 8 seconds of continuous fire Maximum Ammo Reserve: 3 Cannisters Primary Fire: Hold to shoot flames Secondary Fire: Same Note: The Napalm Unit is essentially a flamethrower. Certain enemies seem more resilient to its effect than others. For best results, use the Napalm Unit to cut through hordes of Fighters, Troopers, or Enforcers quickly and efficiently. g) SPNKR-X 18 SSM Launcher Power: Extremely High Effective Range: Medium to Long Ammo Per Clip: 2 Rockets Maximum Ammo Reserve: 4 Full Reloads (8 rockets) Primary Fire: Shoots a rocket Secondary Fire: Same Note: The Rocket is great for clearing groups of smaller enemies or dealing significant damage to durable enemies such as the Juggernaut. Against smaller units, you will want to aim at the ground beneath their feet, or at a wall near them. Note that the rocket has a relatively slow travel speed, so at longer ranges your target may have moved out of its range. h) Unknown Weapon Class (Alien Gun) Power: Relatively High Effective Range: Short to Medium Ammo Per Clip: 25-30 shots Maximum Ammo Reserve: N/A Primary Fire: Shoots Fire-based orbs straight ahead Secondary Fire: Fires orbs to the sides in a V-shape Note: The Alien gun deals fire-based damage (so the same enemies that are resistant to the Napalm Unit apply here), at a rate that is somewhat less than the Napalm Unit, but gains some range. The shots are relatively slow traveling, so accuracy against moving targets at long range is relatively low. ==================== V: Allies ==================== a) BoB's: Short for "Born on Board," (referring to the people born on the colony ship Marathon) BoB's are humans who carry magnums. They can only absorb a few hits, and they deal low damage, but in packs they can be useful as a distraction if nothing else. Kill too many in a group, and they'll turn on you. Be careful of the green ones—some are Simulacrums (see Enemies section). b) Converted Drones: Only in one level, and all but worthless. Just pretend they're not there. Heck, leave them with the enemy for a few seconds, and you won't need to pretend anymore. Don't depend on them for anything. c) S'Pht'Kr: These are flying units that appear as a small, somewhat spherical body in either blue or red. They shoot green bolts. They have a lot of health, and deal heavy damage to the enemy. Be careful not to hit one—they are easy to anger, and will turn on you if you so much as scratch them. ==================== VI: Enemies ==================== a) Pfhor 1) Drones: These are small, hovering, mechanical units with three eyes. They will fire an energy-based weapon at you that does minimal damage. Their health is very minimal, and can be easily destroyed with the fist. They come in two variations-those with a blue lining, and those with yellow. The Yellow ones are slightly more durable than the blue. 2) Fighters: Tall, thin infantry units carrying staves. Their health is relatively low, and they come in four varieties: Green, Purple, Orange, and Blue. Green and Purple only deal melee damage, with the Purple units having more health, and swinging twice per attack. The Orange and Blue can fire slow-moving projectiles. The Blue has somewhat more health than the Orange, and can fire two projectiles in quick succession. All Fighters are easily disposed of with the fists. 3) Troopers: Similar to the Fighters, but more armored, and with domes over their heads. Their health is slightly higher than Fighters. They carry a weapon that is extremely similar to your MA75B. At close range they will fire their Assault Rifles continuously, and at medium to long range they will lob grenades frequently. The damage on this weapon is relatively high, but it is easily avoided at range. The Handgun, Napalm Unit, or your own Assault Rifle will easily make short work of a Trooper. In Marathon 2, they come in two varieties: Green and Purple. The Purple ones have higher health, and a faster rate of fire for their grenades. 4) Enforcers: Robed Pfhor infantry units with health comparable to Fighters. Their weapons shoot fire-based orbs that deal relatively small damage individually, but if you get caught in a rapid-fire stream of it, it hurts. They drop the Alien Gun, but not if they are killed by an explosive or fire-based weapon (so that means if you kill one Enforcer, take his gun and use it to kill another, the second Enforcer will not drop his gun). 5) Hunters: Large, heavily armored units that fire green bolts at the player. They can absorb a decent amount of damage, and their weapon hits pretty hard. To top it off, when you kill a Hunter with an explosive or the Fusion Pistol, he detonates dealing damage to anything close to him. If you're close to a Hunter, it is recommended that you use the Shotgun or the Assault Rifle. At range, the Fusion Pistol can cut them down very quickly, and their detonation can be used to hurt other enemies nearby. Hunters come in three colors: Brown, Green, and Blue. Brown are the weakest and have the lowest HP. Green deal a little more damage, and have more health. Blue are extremely dangerous, dealing significant damage, and having a ton of health. Blue Hunters will also detonate regardless of what they are killed with, and their detonation deals massive damage over a much wider range than Brown or Green Hunters. Be very careful with Blue Hunters. 6) Tanks: These look like they are living beings somehow grafted to mechanical treads for movement. They're gray in color, and fire bouncing grenades. The grenades are gray, and either have a red or green light on them. Red means it will bounce straight, green means the grenade chases its target. Both deal somewhat high damage. If you get close, they also have a weapon that is identical to the Napalm Unit, and it deals very heavy damage. Tanks have somewhat high health, comparable to Brown and Green Hunters, and when a Tank dies he will always explode, dealing high fire-based damage to those around him. Keep your distance if at all possible, and use grenades or the Fusion Pistol for best results. There are two types, with one being larger than the regular tanks. The larger tank fires the homing grenades, and has a lot more health. 7) Simulacrums: These look exactly like your allies, the BoB's, even so far as showing up as green squares on your motion tracker. A Simulacrum will charge directly toward you, and when he touches you, he will explode, dealing heavy damage. They have extremely low health, and killing one will cause him to explode prematurely. The fist works (it knocks them back before they explode), but is dangerous, especially in tight spaces. Also be careful; they travel in packs, and exploding one may send another flying toward you. They say some things that give them away, including "Out of Ammo!" and the famous "Frog Blast the Vent Core!" Also, they only ever appear as BoB's wearing green. Any other color of BoB, and you're safe. If it is green, be careful—could be fine, could be a simulacrum. 8) S'pht Compilers Flying, robed beings with a white, domed head plate, and no legs. They will open their robes to fire damaging orbs. They have relatively low health, and they move slowly, allowing the player time to maneuver, and usually kill them easily. Their projectiles are fairly slow-moving, and easily avoided, so they are easy enemies to kill with your fists. Indeed, if you get caught in a corner, you can simply punch constantly, and it will prevent them from being able to fire, though in the open running punches are always recommended. Compilers come in two colors: Orange and Purple. The orange ones fire yellow orbs, which simply move straight toward the target. Purple Compilers have more health and fire a green orb that chases the target. 9) Juggernauts Juggernauts are giant metallic units with a ton of health, an extremely powerful selection of weapons, and the mother of all detonations. They fire homing missiles that deal heavy damage, but track slowly and can usually be avoided. They also shoot fire-orbs identical to those fired from the Alien Gun. When you kill a Juggernaut, he will go into a slow descent, beeping noisily. This is your cue to run. When the Juggernaut touches down on solid ground, he will explode, dealing huge damage to everything within a wide range. Expect to spend several rockets to kill one, or many grenades or Fusion Pistol batteries. b) F'lickta: These are living beings that usually live in or near water. They are tall, have two arms and legs, and a large vertical mouth stretching across their torsos. They come in three colors. The Green ones are the most common. They fling what looks like dirt or feces, or they deal melee damage with their claws. Orange F'lickta have more health, and throw fireballs rather than dirt. Blue do not have a ranged attack, but deal heavy damage at melee range, and can absorb a lot of health. All F'lickta can be killed with the fists, though anything higher than a green will take a while. The Shotgun is a recommended weapon for Orange and Blue F'lickta. c) Winged Orbs: I'm not sure you can really classify these as enemies. They do not attack, and they die in a single hit. On Normal, they do nothing aside from getting in your way occasionally, and killing them is no problem. On Total Carnage difficulty though, be careful. They still don't attack, but when they die they explode with a force comparable to a grenade. For the most part, you can just ignore these. ======================= VII: The Walkthrough ======================= Note: The walkthrough here will give you the information necessary to complete each level of the game. However, exploration will yield more ammo, earlier weapons, and some hidden terminals. Any secrets I feel are important, I will list in the "Noteworthy Secrets" section at the end of each level, but certainly not everything. When I suggest labeling a room "S(#)," that means that an important secret can be found from that room. The number is the level number, followed by 01, 02, 03 etc, depending on how many are in that particular level. Thus, "S201" is the room in level 2, that leads to the first important secret for the level. =============================== Level 1 – Waterloo Waterpark =============================== Overview: Find the two discs placed in different areas in the level. Next to each disc is a slot to put it in. Do so, then return to the Terminal at the start of the level. Detailed Walkthrough: The level begins with you, the player standing amongst a group of BoB's. The BoB's are your allies, and they will begin shooting at a small group of Pfhor Fighters directly ahead. Don't waste your ammo, don't jump in the way—the BoB's can handle this. Once the way forward is clear, the BoB's will teleport out. Walk forward, and take the right branch. There's a yellow switch in here. Hit it, and it will turn the lights on in the room below. Go back out the way you came in, and go straight across through the other door. Here you will find the game's first terminal. Durandal will give you your mission info. Also in this room is another yellow switch. Hit it, and you will light another room. Hop off the ledge into the lower area. Head through the doorway to the east (your right), and kill the Drones. Continue east through the door. East yet again from this room will take you to a room with two Pfhor Fighters. Easy pickings. You are rewarded with a nice supply of ammunition. From here, you can head up one of two staircases, either north or south. If you need health, head south, where you will find a health station. Otherwise, head North. Through the door, you will encounter a group of BoB's fighting some Drones and Fighters. Help them out. In thiis room, the staircase to the southwest will take you to a supply of pistol ammunition. In the same room, the northwest leads down two seemingly dead-end paths. The left leads to a room you should remember as S101, the other contains a MA75B Assault Rifle. Take the Right for the Rifle, and kill some Pfhor. Head back to the previous room, and this time take the exit in the Northeast corner. This will lead to you a room with a pool of water and some Pfhor. This room also contains the first disk you need. Grab it, and then press the "activate" button while facing the drive on the east wall. There is also a Now backtrack to the room with the two staircases. Last time you took the north. This time we're taking the south. Right through the door you'll find some Drones. On the west wall is another disk, and drive to put it in. Do so. This room also has a health station and a save station. Leave through the west exit. Hit the yellow switch in this room to open the barricaded door to your west. Continue west until you reach the earlier area with the level's first terminal. You may now use this to exit the level. Noteworthy Secrets: Return to room S101. There is a hidden door located on the south wall, in the southwest corner. Open this door and head through. There is an elevator in this room. Step on the elevator (after killing the Orange Fighter), and then ride it to the top. Step off, and head down the west path. It should lead you to a door. Go through this door, and then once in the next room, follow the left wall. It will lead you to a nook that contains a shotgun and ammunition. You can exit the way you came in, or by continuing forward. ========================================================== Level 2 – The Slings and Arrows of Outrageous Fortune ========================================================== Overview: Find the Exit Terminal. Detailed Walkthrough: You will begin in a round room with a few enemies. Once the room is cleared proceed out into the hallway. Following it to the right will lead to a Terminal. Left leads to a staircase, and the main portion of the level. There is a health station and save station on the staircase. Up the stairs, you will find a room flooded with green water. The exits from this room are all underwater. To the south you will find ammunition and an oxygen recharger. Northeast will lead to another room. Take the north exit to this room as well, which leads to a hallway leading west. Follow this into another room. Label this room "S201." The exit at the northwest corner of this room leads to the level's exit terminal. There are a number of very good ammunition deposits around the level though. They are not hidden, and will be easily found with some exploration. Go grab them if you're interested (I recommend it), then make your way back to the exit. Noteworthy Secrets: One secret it will definitely pay to get this early on is the Fusion Pistol. Go back to room "S201," the flooded room just south of the room with the exit terminal, press the "activate" button while facing the wide blue pillar in the middle of the north wall. A bunch of F'lickta and Pfhor will pour out of the secret room. The F'lickta will probably kill the Pfhor. Once the room is cleared, inside you will find a Fusion pistol and ammunition. ======================================== Level 3 – Charon Doesn't Make Change ======================================== Overview: Use terminals to teleport through, and explore the areas of the level. Exit through the terminal near the start. Detailed Walkthrough: Note: This level contains lots of F'lickta, which can be a pain to fight if you wind up submerged in water. You begin in a room that is empty aside from a Pfhor corpse and a strange bit of architecture. Through the northwest exit, you will find another room, with the starting terminal. Take the northwest exit to this room as well, and the stairs down to the lower floor. Label this room "S301." The northwest corner of this room has a staircase leading down into the basement. Head on down. In the basement you will find a red terminal, as well as a health station and a save station. The terminal will teleport you to another segment of the level. Use it. You will teleport to a large room with a walkway around its perimeter, and a pit in the middle. This room will begin to fill with water the moment you teleport in. You arrive at the south end of the room. Run around the perimeter to the north. At the north end of the room, you will find a small octagonal room. Stepping into this room opens up an area near where you teleported in. Head back to the south end of the room, and find a few terminals—two yellow and a red. The red will teleport you further. Use it when ready. You will teleport to an odd room that at first appears to have no exit. However, when you approach the southwest corner, a part of the west wall collapses, revealing a way forward. Go through this opening. In the next room you will find another red terminal. Use it. You will find yourself in another room that floods—this one much smaller. There is a F'lickta behind bars to the west, and on the west wall is a switch. It will activate a press that will crush the F'lickta in the room. To the northwest, you will find a door leading into the first basement area (now also flooded). Now head back up the stairs from the north path in the basement. You're now back in "S301." From here, head up the northeast stairs, and use the terminal to exit the level. Noteworthy Secrets: In "S301," there is a door just south of the northeast staircase. Go through this door and it will lead to a room that is empty aside from a slightly raised platform. Perform a grenade jump up onto this platform, then follow it into the wall. The wall opens to reveal a second Magnum. You can now dual- wield handguns. ============================== Level 4 – What About Bob? ============================== Overview: Jump down a pit, flood an area with lava, make your way out, then clear the exit zone. Detailed Walkthrough: You arrive in an area with a group of BoB's and a bunch of Pfhor, including your first Tank enemy. The BoB's can usually handle this group, but feel free to help if you like. In the middle of this room is a building. Head inside, to find the starting terminal. Up the stairs you will find the entrance to a vertical shaft. Jump on down, and be ready to fight. There are lots of fighters and a few tanks. They shouldn't prove to be too much of a problem. Once they're all dead, exit through the west opening. This leads to an area with narrow corridors surrounding an open area. In the northwest corner of this area there is a doorwway leading onward to another similar room. From here head north, and up the stairs. Next will be a room that is filled with lava, with narrow walkways across. Cross the bridge to the east, carefully killing Pfhor along the way without falling into the lava. Once you're across, a health station, save station, terminal, and switch are down the hall to the right, before going through the door. The switch will raise a bridge in the lava room. Follow the ledge of the room around, counter-clockwise (don't go through the door), until you come to a bridge that leads to a pillar in the lava. Open the panel on the front of it, and punch the circuitry behind it. Now head back and go through that door on the east end of the room. Follow the ledges around this room as well, until you come to a very similar pillar in the lava. Open a panel, stand back, and take a deep breath. You will probably want to read the following paragraph before destroying the circuitry. Fire a grenade at the circuits. Lava will begin to rise, flooding the area. Immediately run through the doorway at the southeast corner of the room. Follow the path forward, and quickly climb the stairs. Once you reach the top, you're safe. Following the Hallway forward will lead to an area near where the level began. There will be enemies, and BoB's fighting them. Help the BoB's out, as they likely won't survive on their own. From this open room, head through the exit at the southeast corner. Here you will find two rooms with Pfhor enemies. Kill everything, and then head back to the open room. This time take the southwest exit. Next head south. There is a large room full of Pfhor. Clear it. Take the west exit to another large room. Clear that one too. Go back to the previous room, and this time take the east exit, and continue east. Another room, another killing spree. Leave through the north exit, and follow the stairs up. Partway there will likely be another small group of Pfhor in the room to your right. Kill them, and then continue up the stairs. At the top you will find a terminal, a health station, an oxygen station, and a save station. The terminal is your exit. ========================================== Level 5 – Come and Take Your Medicine ========================================== Overview: Destroy a few circuit panels, and make your way back to the starting terminal. Detailed Walkthrough: There is a lot to explore in this level, but it can be extremely short and simple if you just stick to the necessities. You begin in a room with open windows, a health station and a starting terminal. Drones will fly in at the beginning. Kill them. Open the doors to the southeast, and head down the stairs. Kill the enemies you encounter. This should be your first run-in with a Pfhor Trooper as well as a S'pht Compiler. Once the room is clear, find the circuits on the northwest corner. There are three, but you only need to pop the middle (don't worry, destroying the others does not cause harmful effects). Enter the room, and then go through the door ahead, at the south wall of the room. Ahead of you will be a panel that can be lowered to reveal a circuit panel. Destroy it. Follow the wall around, and directly behind where you busted that one, there is another. Take that one out too. Now head back to the start of the level, and use the terminal again to exit the level. That's all there is to it. ============================= Level 6 – We're Everywhere ============================= Overview: Destroy some panels, flip some switches, and find a terminal out. You begin on a platform in the middle of deep green water with a bunch of BoB's. S'pht will be firing bolts at your group immediately. You can either hide behind the BoB's and hope to get their ammo when they die, or just dive off. I recommend diving off to the right (west). Swim or walk underwater to the northwest. When you reach the corner, stop, and follow it around until you face toward the southeast. Ahead, you should see a gray pillar. Swim up around until you find a platform you can get up onto within the pillar. There is a switch. Hit it, and you will be lifted up. At the top, there will be a ledge across from your platform. Run off the platform and land on that ledge. BoB's should arrive and run down a hall. Follow them. The BoB's will almost certainly be gunned down by Hunters. Kill the Hunters (and S'pht, if they're still around). Follow the hallway to the south. From here you can go either east or west. Go west for now (you will be coming back though). It will lead to a U-shaped ledge that forms a perimeter overlooking a water area. Stay on this ledge. At one end there will be a switch, and a panel to destroy. Destroy the panel and hit the switch. At the other end is another switch, but you'll have to cut through some more Hunters first. Do this, and then head back to the earlier room. Go east this time. At the end of the hall is a room. The northeast corner of this room has two paths. Take the right one. Go to the end of it, kill the Hunter, then turn left. The terminal in front of you is your exit from the level. ========================== Level 7 – Ex Cathedra ========================== Overview: Open the Temple, get the chip, and head outside to put it in the underwater drive. Then head back in, find another terminal, and exit the level. Detailed Walkthrough: There are two ways to do this level. There is a switch located outside the Temple's area that requires a trip through an underwater maze. This switch will open up the inner segment of the Cathedral, allowing you to progress. There is another switch, hidden behind a secret wall, which will do the same thing with much less effort. For the sake of this guide, we will be using the second switch. If you prefer to take the longer route though, you are more than welcome to do so. The level begins with stairs in front of you leading up to a terminal. There is a save station hidden in a nook on the left, partway up the stairs. From the terminal, head left (west), and up onto the small step. Head north. You will notice a health station on your right. Head down the stairs to the west. South from here will lead you to a ledge with some ammunition. Get that if needed, then come back, and head north. Follow the path around to the east, and head up the stairs into another entrance. The east wall just inside from those stairs is a hidden door; open it. Inside you will find a yellow switch (hit it), and an alien gun. Now continue back to where the level began. You should notice that a door has opened, just around the corner from the starting terminal. Go through this door, and you will find yourself in a large, inner room full of enemies. Kill them. On the east and west sides, there are raised platforms. Inside a nook on the east platform is a Yellow (2x) shield charger. In the center of the north end of the room is another raised platform containing the needed disk. Take it. Now go back outside, and back around to the area where you opened the secret door that contained the Alien Gun. Once there, follow the hall south, and take the first left turn you come to. Take another left, head down the stairs at the north exit. The southeast corner of this room is open. Go that way. There is a raised area that houses a vertical shaft filled with water, resembling a well. You can get over the ledgge of this by standing on the raised portions to the left or right, then walking against the ledge of the well, toward the lower segment. Once inside, dive in. Just below the surface, to the north, is an underwater hallway. At the end of this hallway is a panel that opens, revealing a drive in which you put the disk you picked up earlier. Now use the stairs to get out of the well, and once again head back to the beginning area of the level, to the large room with the 2x Shield Generator. In the northwest section of this room is a nook. Step into it and an elevator will lift you to the ledge. Follow the path on this ledge, and you will find yourself on another elevator that leads up to a room with a save station. On the east end of this room is an elevator that is constantly rising and falling. Do not simply hop into it—it continues up until it meets the top, and will harm you if you're on it when this happens. Instead, wait for it to reach the top, and then begin moving down. Then step on it, and ride it to the bottom. At the bottom, step off to the north. Here you will find a bunch of Pfhor Troopers. Be careful, in tight quarters that many can be tough. Once they are cleared, you will find the exit terminal at the west end of the room. ========================== Level 8 – Nuke and Pave ========================== Overview: Fight your way to the exit terminal. Detailed Walkthrough: On this level, green-trimmed Drones will aid you, but they are very little help. Don't depend on them to kill anything. You start on a ledge in a square room with a pit of lava in the middle. There are two save stations here, and one exit to the southeast. Through the southeast door you find a large room with a lava river running through it. At the south end of the room, the gap is narrow enough that you can run across easily. The door in the northeast corner and the door in the middle of the east wall both lead to the same room, which contains a yellow health station, some ammo and a bunch of enemies. It would be wise to clear this room now, in case you need health later. Once you're done, return to the lava-river roomm, and head through the south door. This room contains a large pool of lava, and a ledge around the room. There is really only one path, so continue forward. There are some enemies in this room, including unfriendly drones—don't mistake them for the helpful ones. Next you should come to a room with a bunch of Pfhor Troopers and Tanks fighting allied Drones. Help the drones out, but stay on the ledge. Once the room is clear, continue through the exit on the west end of the ledge, to another, very similar room. Again, kill the enemies, and follow the ledge onward, into a hallway. The hallway ends with a ledge opening to a large outdoor area, generally in the shape of a boxy figure-eight. Run off the ledge to your right (east). The floor will rise and lift you up to the higher ledge. Continue to follow this ledge, which will lead you around the room counter-clockwise. You should come to a dead-end with two health rechargers—one yellow and one red. It may seem like common sense to use the yellow, but the red is actually a Purple 3x Charger in disguise. Use it. Come out of the nook. There should be a platform to your east that is a bit lower than your current. Hop on over to it. On the platform there is a large obstacle, and on the north side of this rock is the entrance to a vertical shaft leading downward. You may also notice that there are some red platforms north of the platform you're on now. If you return here at the end of the level, you can ride the central platform up, and get an invisibility and invincibility power-up. For now, just hop down the shaft. Head east at the bottom, and you'll come to a small pool of lava. Hop across it to the stairs on the other side, and follow them up. Through the next door, you come to a room with three exits. Ignore the one to your left (east). Head through the one to the right (west) first. Directly to the left inside the door is a circuit panel that you can destroy. Once this is done, you can head back and get the Invisibility and Invincibility power-ups I mentioned earlier—but they're not necessary. Head back to the previous room, and now go through the south door. You will find yourself on another ledge overlooking one of the rooms you cleared earlier. Follow this ledge to its end, where you can either go through a door, or continue out to a lava room. No sense going to the lava room; go through the door. There are a few things to note in the next room. If you take the northeast corner exit, it will lead you to a save station. In the opposite corner, the southwest, there is a switch that you must hit with either a grenade, or a charged Fusion Pistol shot. This switch opens up a door in the middle of the north wall that leads to an elevator. Hop on up the elevator, and the exit terminal is at the top. You can poke around the rest of the level for some extra ammo if you like, or continue on. ===================================== Level 9 – Curiouser and Curiouser ===================================== Overview: Hit some switches and open the way forward to the exit terminal. Detailed Walkthrough: You begin in a closed room with one exit. Open the door and step out. To your left (south) is a group of Pfhor. You may want to head back into the room and use the doorway as a funnel to keep them at a manageable rate. This tactic will help quite a bit throughout this level—gaining the attention of a group, and then retreating to a tactical position. Once the group is dead, head north. There is a standalone wall. On the other side of it is another pair of doors on either side. Go through the door to the right (east). The room on the other side has only one exit, which leads to an area waist-deep with green water. There is a 2x shield recharger here. This flooded area circles most of the level. Follow the water clockwise. The following directions will refer to locations around this section as relative positions compared to a clock-face. So, for example, 3:00 would mean at the far east, 6:00 would mean at the far south, and 9:00 would mean the far west. If you stand at around 5:00 and face north, you will see a terminal you can access. At around 7:00, face east. Here, you will see a switch. Hit it. At 11:00, facing north, you will see a save station. Just past this, on the right, there will be an entrance into another of those small, round rooms. Enter here, and go through the door within. There will be a group of enemies here that need killing, but keep in mind that the door almost directly across the hall (south) from the one you just stepped through is where we are going next. Once you're through this door, follow the wall around to the right. There is a panel you can destroy. Do so, and then leave through the same door you just came in through. Once out in the hall again, head east. The hall will turn southward. After this bend, go through the door on the right (west). The following room has two exits. Go through the south one. Directly south is another destructible panel. Bust it, and then go back north, and through the same door you just came through, back into the hallway. Go north in the hallway again, and follow the bend back to the west. When you're in the middle of the northern segment of the hall, note the staircases in the northwest and northeast corners. Head up the northwest (left) stairs. There is a switch across a wide chasm. Fire a grenade or charged fusion bolt to hit the switch. A platform rises that allows you to easily run across to the far platform. Once across, follow the hall, and break another destructible panel. Head back across the chasm. Now go up the northeast (right) stairs. At the top is a similar situation—a switch you need to hit from afar. This switch is partially behind the corner of a wall though, so it's a little trickier to hit. Once you do, another platform rises, allowing you to cross the chasm to the new platform. Cross, and follow the hall to the exit terminal. There are is a lot of ammo stashed around this level, as well as another shotgun. It would pay to explore a bit, though it is not entirely necessary. ================================ Level 10 – Eat It, Vid Boi! ================================ Overview: Make your way through the area, hitting switches that allow you to cross a bridge to the citadel. You start on a ledge next to a pool of lava. We won't be crossing the lava just yet, so head through the door to your north. There are a bunch of enemies in this room, including a group of Tanks. There are elevators at the east and west ends of the room, but before we head up there, look on the North wall, three blocks from the left. The bottom wall segment should appear darker than the others. It is a door. Open it up. Consider this room your home base for this level—return when you need health and to save. All in all, there is a save station, a terminal, a health station, a switch (hit it), and a few elevators in the southwest corner. Stand in the very southwest corner itself to be lifted up to an ammo stash. Just to the east of that are two elevators that lead down to a 2x Health Generator. Once you're done here, head back out of the safe-house through the same door you came in. Take the elevator in the west end of the room. Turn the corner, and you will find a large room with a large, cross-shaped lava pit. You will also gain the attention of a ton of Pfhor. You will likely want to head back to the previous room to fight them. Once you're done, come back here. Don't try to cross the lava. Go through the door to your west. Follow the hall and go up the stairs (you have to zig-zag to get up the stairs). Continue following the hallway, and after a long red section of hall there is a drop-off. Drop down, and turn left (north). You'll enter a room with a D-shaped lava pool. Follow the ledge around to the north. In the narrow path at the north you'll find a save station and a switch opposite each other on the hall's walls. Hit the switch, and continue through this hallway. It may appear at first to be a dead-end that drops off into lava. However, the switch you just hit raises platforms around the perimeter of the room—this room now also has a D-shaped lava pool. Once the walkway has been raised, follow this ledge. Go through the door, and down a short hallway to find a room with a health station and a set of stairs on the right (west). Go up the stairs. Follow the hallway south to a room with a bridge across two lava pools. In the Northeast corner is a switch that opens up the wall to the southwest, revealing a terminal and another switch. Hit that switch. Now head back to the first room with a D-shaped pool of lava. This time we'll be taking the northwest exit from the room, into yet another D-shaped lava pool room. Follow the ledges through the next two rooms, until you finally find yourself in a long, indoor room with a bunch of Pfhor Fighters and tanks. There are several side rooms leading off from this long room. The northeast and northwest rooms contain nothing noteworthy. Further down, go through the opening to the left (east). It looks like it splits too directions at first, but they both come around to the same point. Further east, it again looks like it splits into two paths, and again both lead around to the same place. If you go right (north) though, there is a side room with a save station. Finally, you get to another split, and this time both lead to different places. The right leads to the save station mentioned above. The left (north) leads down another set of zig-zag stairs. Go this way, and follow the hall around to another door, and into the next room. There is a hexagon-shaped part of the floor that is a different color than the rest, near the west end of the room. Step on this, and it lifts you up. You can then run over to the ledge on the far west, and access the terminal there. Stepping on this ledge causes a pillar on the north wall to lower, revealing a switch. Hit the switch. Now turn directly south. You should see an opening. Go through this opening. The following room has a switch on the west side, that raises a small platform granting you access to a 2x shield generator, a Fusion Pistol, and Fusion Batteries. Now exit the room the way you came in. Go back through the hall, up the stairs, and then west until you're back in the long indoor room. Continue west into the other side-room. Hear there are areas to drop down on the left and right. Go left. Go through the door, and you will find yourself back in the room with a cross-shaped lava pool. However, the lava has gone down, allowing you to drop down into the center part of the room safely. Do so, to get a shotgun and a bunch of ammo. Head south, and carefully go around the corner to the east. You can go either left or right here. Go left. When you step into the nook, you are lifted upward to a hallway that leads back to the room near the start of the level. Jump down, and hit the safe room again, if you need health and/or a save. Done? Okay. Now go through the double door to the south. The lava pool from the beginning of the level now has a bridge across it. Go across, and kill the Pfhor in the room on the other side. There is a terminal in the middle of this room, which will end the level. =================================== Level 11 – The Hard Stuff Rules… =================================== Overview: Fight your way through several floors to locate and activate a group of yellow terminals at the top. Detailed Walkthrough: There's a bunch of F'lickta right at the start. You can gun them down or kill them with your fists, whatever you're most comfortable with. Once the room is clear, step into the nook on the north side of the central pillar. It is an elevator that will lift you to the next floor. There is a terminal directly ahead, but rather than rushing forward and activating it, you might want to stop and kill the F'lickta in the room to your right first. Otherwise, it can be easy to find yourself backed into a corner, and take more damage than you would have with proper preparation. Once you've cleared the room west of the terminal, head through its north door. When you approach the east door in the next room, a large supply of ammo will be teleported into the southwest corner. In the room to the east there are two pillars containing elevators. Use either one—they both take you to the same place. Up on the next floor, you will encounter a large group of red and blue F'lickta. Once they are dead, approach the south end of the room. You'll notice three platforms, with the middle being the lowest. Step onto this platform, then up to the one slightly higher. Then run from that platform onto the higher one; it's simple enough. This results in putting you up to a ledge that leads to the next room. Note that in the northeast corner of this room there is a nook containing a red health recharger. Also, in the northwest corner of this room is a hallway containing an ammo stash you can get to if you're interested. The safest way to do so is to run across the raised platforms around the room, however if you fall to the lower floor, you can still get there through use of some fancy grenade jumping. Move ahead to the room to the north, and follow the opening at the northeast that leads to another elevator up to the next floor. The exit leads south into a circular room. You currently in the middle of this room, and your destination is a staircase directly behind you. However, getting there requires that you walk around the perimeter. Head south to the wall, then go either left or right—the direction doesn't matter. The shotgun is recommended, as it will kill the F'lickta on the ledge very quickly, allowing you to progress. You can kill everything in this room if you want to, but it is not necessary, and I suggest saving your ammo. When you get around to the north end of the room, take the stairs up. You will see a terminal ahead, but be careful as you head down this hall—Tanks will teleport nearby, and it's easy to get boxed in. That's good advice for the entire rest of the level actually—listen for the sound of something teleporting, and make sure you don't get surrounded. Northeast of the terminal (go east first, then north, then east again) is another nook that functions as an elevator. Ride it up to the next floor. East from here, there is a branch in the path that allowing you to continue east, or head north. To the east, past the pillars, are a 2x Health recharger and a save station. Use them if you need to, then come back to the branching path, and head north until you reach a point where you have to go either left (west) or right (east). Go west, and follow the path as it eventually curves around to the north. You will see a yellow terminal—activate it. Ignore the door next to this terminal. Head west, until you notice a very narrow doorway in the north wall. Go through here, and activate the working terminals found within. There are rows of terminals, but some are not working. Once you have found and activated the three that do work, head back out through that narrow doorway. If you are desperately in need of ammo, you may use the elevator to the south, which leads up to the next floor, where some ammunition can be found. Otherwise, head back to the east. Head south again from the yellow terminal, and just after the hall curves to the east, you will notice a ledge you can drop down to the lower floor from. Do so. The exit terminal is very near to the southeast from here, but be careful of Tanks and F'lickta nearby. ============================ Level 12 – Bob's Big Date ============================ Overview: Find two yellow terminals, and then find the exit terminal in the central room. Detailed Walkthrough: You start on a ledge, facing a terminal to your south. There is an opening to a room in the north, and stairs leading down into rapidly rising and falling water to the west. Head north first, as that room contains the first terminal you need to access (on the west wall), as well as a 2x Shield Recharger (on the north wall). Now head back to the area near where you started, and head down the stairs into the rising and falling water. Be careful about this; enemies will shoot at you from the window south of the stairs. You can kill them now if you want, but it's easy enough to avoid them by just running past quickly. The next room is the level's central hub, and is somewhat circular in shape. Here too, the water level constantly rising and falling. There is a switch up the wall in the southeast corner, which will lower the water to waist level, and stay there. This is useful if you're determined to kill the enemies in the central hub area, however you will need the water in motion to reach necessary areas, so afterward you will need to use a grenade or fusion shot to activate the water shifting again. From the Central hub there are 8 exits along the outer wall. You entered from the east, and to complete the level, you need only go through the southeast, and the northwest. Going through the remaining rooms is recommended though, as it will result in a wealth of ammunition, as well as save stations, and an oxygen station. Be careful though; those rewards are guarded by groups of enemies in each room. Go through each of those areas if you want, and when you're done, return to the central hub, and continue with the next paragraph. Note that the entrance on the middle of the west wall is inaccessible from the central hub—that is the exit when you follow the northwest path. Now, to continue forward, go through the exit in the southeast area of the Central Hub. It is far up the wall, to the left and up from the switch that controls the water level. Once in this nook, walk up the stairs to the top platform. Follow the north exit from here, and follow the hallway to the end a large room with lots of Pfhor Troopers and Hunters. The second terminal you need to access is in the southwest corner of this room. Once you have done this, head back to the central hub. This time take the northwest exit, from the Central Hub, which is a short way up the wall. Follow the stairs inside north to a dead end with a switch. Hit the switch, and the stairs you just climbed will rise up, forming stairs to the next floor. Climb these, and at the top head west into a flooded area with water that will be slightly over your head. Be careful in this area, as there are F'lickta and Pfhor Hunters, and combat can be a little tricky underwater. You may want to retreat back to the stairs in order to shoot at the tops of their heads. In the north section of this room is a save station. In the south are a set of stairs leading up to the east. When you're ready to advance, take these stairs. The doorway faces out onto the Central Hub again, however you're higher up now, and there is an opening in the central pillar directly ahead of you. Run off the ledge, across to this doorway. There are enemies inside, and with close quarters you need to be careful with explosives. Also be careful of the hunter's detonation if you're using the Fusion Pistol. The exit terminal is at the top of the stairs, but more enemies teleport in as you touch the top step. Kill them, then exit the level. ======================================= Level 13 – Six Thousand Feet Under ======================================= Overview: Activate switches that alter the lava levels, allowing you to progress to the exit terminal. Detailed Walkthrough: This level has two separate starting points, but the paths for each converge early on. Starting Point 1: If you start off on a gray ledge directly at the side of a pool of lava, read from here! Head east into the hallway, and follow the path out onto another ledge. This ledge goes generally south, ends in stairs that head up to the right (west). Go up these stairs, which lead to a hall that curves right (north), and out onto another ledge. Go left (northwest) on this ledge. At its end is another flight of stairs going up to the left (west). Climb them. There is a pathway partway up that goes out to the right, but ignore it for now. At the top of the stairs is a hallway, which leads out onto a ledge that heads generally southeast. Continue on this ledge until the end, where it turns south into a hallway. The hallway turns left (east). Along this hallway you will notice a ledge to your right (south) where you can hop down and use a save station. Do so, but be careful to jump all the way to the south wall so you don't fall into the pit. Continue reading below, after the explanation for starting point 2. Starting Point 2: If you start on a brown ledge, two floors up from a lava pool, read from here! Starting from Point 2, you will be under attack by red F'lickta almost immediately, so get your bearings quick, and you'll be fine. Head southeast along the ledge and into the hall, until it turns to the right (west). Just ahead on the left, you will see a ledge on the left (south), where you can hop down and use a save station. Do so, but be careful to jump all the way to the south wall so you don't fall into the pit. From here on, everything is the same. Head along the narrow ledge west from the save station. A red F'lickta will attack from the platform to the north, so be careful not to fall off. At the end of the ledge, you can hop across a narrow gap to a platform to the northeast. Further northeast from this platform is another against the wall, with a switch. This will raise a floor between the two platforms. Head southwest, where you'll find a switch, and a terminal. Hit the switch. Head back northeast, following the wall to your right, until you come to the opening. Hop over to the narrow ledge again, and walk east along it, until you're close enough to the north platform (where the red F'lickta attacked you from earlier) to hop across. Do that. In the middle of this platform, you'll find a wide hallway leading to stairs going up to the left (west). From here, we retrace a few steps from starting point 1. Go up these stairs, which lead to a hall that curves right (north), and out onto another ledge. Go left (northwest) on this ledge. At its end is another flight of stairs going up to the left (west). Climb them. There is a pathway partway up that goes out to the right. If you take this path, it will lead you to a shield recharger and a save station. There is only one path, so it is easy to find. When you are done, come back, and climb the rest of the stairs. At the top of the stairs is a hallway, which leads out onto a ledge that heads generally southeast. Continue on this ledge until the end, where it turns south into a hallway. The hallway turns left (east). Follow this hallway to its end (ignore the ledge to the south this time), and follow the hallway north to another ledge. You may recognize this as Starting Point #2. From here, head northwest. Without jumping off the ledge, there is really only one path to follow, and it will take you to a small flight of stairs leading up to a fork in the path; but to be as precise as possible, here are the more specific directions if you need them: Go northwest where the ledge will enter a hallway. This hallway curves around in a semi-circle counter- clockwise until you are heading south. The hallway ends, and you are on a ledge once again, heading generally west. The ledge will follow the wall to your right, curving first northwest, and then northeast. At the end of this northeast run are the stairs, which curve around to the northwest. At the top of the stairs, the path branches, allowing you to head either right (north) or left (west). Go west, and you will once again find yourself on a ledge. Follow this ledge southwest, until you find yourself in another narrow hallway. This one turns south, and up another short flight of stairs. Blue F'lickta will attack from the room to your left (east). Also in this room is a Yellow terminal. After you're done with those, come back to the top of the stairs, and head south. Once again, you're on a path that leads to a long, curving ledge. Follow this ledge south, then southeast, and then east until you come to what looks like a lava-waterfall embedded in the wall. When you get to the ledge, head northwest until you're at another flight of stairs. Step up onto the first stair and stop. As I'm sure you can tell, there is a gap. You are capable of running across this gap and continuing up the stairs, but instead turn to your right (north). There is a ledge that runs to the north from here. Follow it. Take it slow—short ways along, the ledge turns around a corner and stops abruptly. Just ahead there is a narrow opening. Run off the ledge toward this opening. This leads to a small room with a switch on the west wall. Hit the switch. It rises to reveal another switch. Hit that one too. This lowers the lava level elsewhere in the level. Head back outside and carefully drop down by running to the left off the ledge. You should recognize these stairs from earlier. Head up them, and repeat your earlier steps until you get to the first set of stairs with a fork in the path at the top. This time you'll be turning right (north). Turn the corner to the right (east). The pit ahead of you should now be empty of lava. Jump in, and kill the enemies. At the far east end there are a set of zig-zagging stairs. Climb them. At the top there is a terminal, and south of that a shield recharger and a switch. Hit the switch, and look out the window to the east. The lava should be going down. Head back into the pit. This time head up the zig-zag stairs on the west end of the room, back to where the road forked. Repeat your earlier steps again until you come to the stairs next to the lava- waterfall. This time climb them to the top, and follow the hallway west, south, and then west again. Here you will find a ledge. Follow it nortwest then northeast. When you come to the corner where the ledge turns east stop. Ahead you should see a red ledge. Back up a bit, and then make a run across the chasm to that ledge. Follow the red ledge east, and then northeast. When you reach the dead end, look off the ledge to the northeast. There is a platform below you, ahead and to the right. Hop on over to that. Across a small gap, there's a hall to the north. Hop over to that now. This leads to a small room with a save station, and one other exit to the right (east). Step through the east exit, out onto the ledge. F'lickta will begin attacking you, and Tanks will teleport in. Run back into the room with the save station to fight them. When it's safe to go forward, go back out onto the ledge, and head left (north), then right (east). Once you're in the hallway running east, take the first left (north) that you come to. More Tanks will likely teleport in. Carefully hop to the ledge at the ride side to get to the end of the hall, and then hop back to the left doorway at the end of the hall. Follow it around the right turn (east). There are some gaps in the floor along this hallway, but generally head east until you come to the end, where you walk down a flight of stairs. At the bottom of the stairs, the hall turns south, where you'll find a health recharger and a switch. Hit the switch to open the door forward, and get ready for tanks. You might want to let the tanks come to you through the door, as once you're on the other side and the door closes there's no way back to the 2x Health Recharger. Follow the long hallway south, and then west, killing more tanks along the way. The hall will turn south, then southwest, ending in a flight of stairs that follow the edge of the wall. Climb these stairs, and be careful around the tight turns. When you reach the platform at the top, you will notice an opening in the wall to the north. Hop across to that. Follow the hall on the other side into a room with two switches and a save station. Hit both switches, which will lower to terminals—a yellow terminal and (finally!) the exit terminal. ================================================================ Level 14 – If I Had a Rocket Launcher, I'd Make Somebody Pay ================================================================ Overview: Find the Rocket launcher; make somebody pay. Detailed Walkthrough: Give your eyes a moment to adjust to the clown-colored interior design of the ship. Before you begin, understand that this level is tough for a first-time player, so let me describe generally what you will be doing. You will be finding airlock doors, and opening them. However, they open slowly, and you will be under attack by waves of enemies while you wait. You need to run like hell, and kill quickly. This will be the general progression until the end, where you get the Rocket Launcher, and then can easily dispose of the swarms. There is an almost limitless supply of ammunition in this level, so don't worry too much about conserving. In your starting room, there are two 3x Shield Rechargers to the east and west. At the north end of the room are two shotguns (if you don't have two already, you'll definitely want to get up to two now). There is also a save station, and a terminal. Make sure to save your game here. Get both shotguns out and ready, access the terminal, and you will be teleported into another part of the ship. You will end up in a room with a nearby switch to your north, that opens an airlock to the south. Hit it immediately. There is a delay between activating the switch, and when the door starts to lower. Get ready to defend your position. Pfhor Troopers will flood in, along with a few Simulacrums. Use the shotguns here, as the area near the airlock door will respawn shotgun ammo as you need it. There are also shield canisters on the ground—two yellow and one purple. The yellow ones will immediately refill your health to 2x no matter how low you are, and the purple will restore your health to 3x. Once the door is low enough for you to get through, do so. Through the airlock, the path splits two directions. There is a save station and a 1x shield recharger to the left (southeast). If things are clear enough that you feel safe going for it, go ahead. Be careful though, Simulacrums and more Troopers are on the way. When you're ready, take the right path to the southwest. When it opens up into a room, go left (east) until you come to another airlock door. Hit the switch to its left (north). A large group of Hunters and simulacrums should now appear. The Assault Rifle may be your best bet here, since both of its ammo types respawn next to the airlock door. This room is a little more complex than the first airlock room, and you can buy some time by running around its edges. At the north end (just to the west of where you came in) is another 3x shield canister. Beware, there is a Blue Hunter in this large group of enemies. You can kill him if you like, but it may be wiser to just make a break for it once the airlock is open. Once you're through this airlock door, a group of BoB's will teleport in. None are Simulacrums, so don't panic and start a killing spree. Continue to the east, and follow the hallway south. The hall widens, and there is a red wall length-wise down the middle of the hall, dividing the path in two. If you take the right, there is a save station on the side of the red wall. More Hunters here. Generally head south, and hop across the gap onto the gray platform. Don't go too far though, or you'll fall off the other side. You're now on a long gray walkway that runs from east to west. To the east is a terminal, to the west is the way forward. Head west. A Hunter will teleport in front of you, blocking your path. Kill him. The gray walkway ends, and you enter a hallway that splits in two directions— left (northeast) and right (southeast). Go right, and follow the ledge around the edge of the purple goo pool. Kill anything that blocks your path, and climb the stairs at the east end of the platform. Up the stairs you will be in a wide hallway that runs north to south. About halfway along its length, there is an opening, and a platform stretching out to the west. Run out onto this platform to find the Rocket Launcher, and a bunch of rockets. Then run back east into the Hallway, and north to its end. Turn the corner to the east, hit the switch (there is also a 2x shield recharger next to it, if you need it, and then use the rocket launcher to easily destroy the incoming enemies while you wait for the door to open. On the other side of the airlock and around a corner is a save station and the exit terminal. ===================================== Level 15 – Sorry Don't Make It So ===================================== Overview: Kill enemies, and make your way to the second segment of the ship, where you will find the exit terminal. Detailed Walkthrough: In the hallways throughout this level, you will notice raised, lit platforms at the sides. Whenever you pass one of these, get ready for enemies (usually Pfhor Enforcers) to spawn. You arrive at the south end of a long corridor. There are enemies, but they're pretty far off, so you have time to decide on a course of action. I recommend the Fusion Pistol. The first door on your right (east) won't open. The second will, but I suggest you ignore it. Continue onward (ignore the switch at the north end), following the bend east, and then north again (watch out for the Enforcers that teleport in). Halfway up the short north segment of the hall is another door. This one opens. Go in, and kill the enemies that approach. Go up the stairs to the right (south), and be careful of another large group of fighters teleporting in. Here you will find a 3x Shield Recharger. There is a save station in the pool of purple liquid. If you feel the need to save your game, you can do so, and then swim out immediately after. Head back out into the Hall. Now follow the hall north, east, south, west, and south again, ignoring all doors along the way. Along the way there will be many enemies. After that last turn south, you will notice a doorway (west) that is open. Go in, and clear out the enemies inside. Continue west until you get to a narrow, winding staircase. Follow it to the top, where you will find two Pfhor fighters. Consider this room S1501. If you plan to get the secret, read the Noteworthy Secrets segment below, since you will want to do it now, rather than come back later. Before you continue, make sure your health is at full. Backtrack to the 3x shield generator if it is not. Look toward the south end of the pool of liquid. From that there is a red protrusion near the ceiling? Almost directly beneath this, under the liquid, is a doorway. Run off the ledge, and enter that doorway. Move quickly, because your health will be draining fairly rapidly. You will notice an opening at the surface of the water. Swim up, and hop out to the right (west). Continue west, ignore the door to your left (south), then follow the hallway left (south), and left again (east) at the next two bends. Immediately after the turn east, there will be a door to your left (north). Open it, and go in. Many enemies will teleport into this room, and it may be a tough fight. There will be a few tanks, including one larger-than-usual Tank who fires green homing grenades, and absorbs a ton of damage. Once the room is clear, find the save station and the exit terminal at the southeast end. Noteworthy Secrets: You're in S1501, right? Well, instead of dropping down to the left (south), look right (north) instead. There is a doorway in the liquid in this direction too. If you jump in and head through that doorway, you will find a TOZT Napalm Launcher. Be very quick though, as soon as you grab it, you need to turn around and immediately head south, and continue the directions above from there. You will lose considerably more health this way, but you will have a weapon capable of clearing crowds quick. ======================================== Level 16 – For Carnage, Apply Within ======================================== Overview: Reach the end of the level; use the exit terminal. Detailed walkthrough: Like "Six Thousand Feet Under," this level also has two starting points. However, they are very close to each other. Either you will start in a cross- shaped room, or you will start in the room directly to the north of the cross- shaped room. Either way, the cross shaped room is where you want to be, so if you start in the north room, just go through the south door to get there. You may notice that there is a square-shaped shadow surrounding the middle part of the cross-shaped room. If you walk into the middle, walls will drop down, surrounding the middle square, and won't raise for a good few seconds. Enforcers will teleport in, and fighting them in close quarters is tough. I suggest running through the middle square, so that you're on the outside when the walls drop, and then kill the enemies that teleported in after the obstacle has gone back up to the ceiling. When you're done, head through the east door. Hear you will encounter a long, narrow hallway, with two doors on opposite sides just ahead, and a few S'pht Compilers. I highly suggest not walking further east than the doors of these rooms, as it will trigger a swarm of S'pht. The first room on your right (north) contains a good supply of ammo, a 2x health canister, and a terminal. Get what you want from this room, then exit and go through the opposite door to the south. In this room, you must hop from platform to platform across the liquid, head generally south, until you reach an enclosed area that contains a Terminal, a 2x Shield recharger and a save station. As you run across these platforms, S'pht will teleport in one at a time. You can fight them as you go, or run to the end first to make a stand in the enclosed area (I recommend the latter). The order of platforms should be obvious, but just for the sake of clarity, these are the directions for each platform, from one to the next: From the starting platform, southwest, west, southwest, southeast, east, southwest, southeast, west, southwest, southeast, east, south. Use the facilities in the enclosed area and get ready to make the break to the end of the level. There are two ways this can be done, depending entirely on how comfortable you are using the rocket launcher to propel yourself upward. If you're comfortable with rocket-jumping, use method #1. It is easier, and overall safer. If you are not so comfortable with rocket jumping, go for method #2, which will be much more dangerous, and more difficult. Method 1: Use the east exit from the health/save room. Hop northeast to the first green platform. Look to the east. See the raised platform? That's our goal. Stand in the northwest corner of the platform, and face northwest. Equip the rocket launcher, and aim as low as you possibly can. Now run backwards and after a brief pause (right about the time you're reaching the edge of the platform, if you can estimate that), fire your rocket launcher twice. If done correctly, you should find yourself up on the platform, and having taken no damage. A few enemies will appear, but far fewer than what you would otherwise be facing. Method 2: From the east exit of the health/save room, follow another path of platforms back to the north. Again, S'pht will teleport in one at a time as you go. Directions: northeast, northwest, northwest, northeast, northeast, northeast, north, northwest, northwest, northeast, northeast, east. Just ahead to your right (east) is a set of stairs leading up to a platform that overlooks the platform room you just went through. As you go forward, a bunch of S'pht will spawn. Follow this ledge all the way to the south, until you reach the door, stop here, turn around, and get ready to fight a long string of S'pht. From here, it's the same again: Go through the door to the south. There will be a few final enemies, a huge ammo supply, and the exit terminal. =============================================== Level 17 – Begging For Mercy Makes Me Angry =============================================== Overview: Find an open door, hit a switch within the open door, find an open circuit panel in the level's center, bust circuits, repeat. When all circuits are busted, stand on the center floor, and be teleported out. Let me start with the general layout of the level, since that will make for a much easier point of reference. In the very center is a round area with a pillar in the middle, and a bunch of panels on the pillar and the walls surrounding it. Around this center area is another round room, with lots of ammo, and lots of doors. There is a pair of doors in each of the northwest, northeast, southwest, and southeast corners. When I refer to "center area" I mean the area with the pillar in the very middle of the map. When I refer to "the ring," I mean the circle around the center area. When I refer to one of the doors as "northwest/right," or something similar, that is the door to the right when you're facing the northwest corner. Don't be shy about blowing ammo on this map; you lose all weapons and ammunition after this level is done. You begin in the central area of the map. Go up the north stairs. There is a terminal to the north. Be careful anytime you walk around The Ring, as enemies will teleport in frequently to challenge you. First, head to the northwest/right door. In this room is a long, winding staircase going back and forth across a lava pool. Kill the enemies, then climb it to the top, where you will find a switch and a 3x shield recharger. Hit the switch, and head back out to the ring, and into the center area of the map. A panel on the west side of the center pillar has opened, revealing wires. Fire a grenade or charged fusion bolt into those wires, destroying them. Second door is southeast/left. Once inside, look to the left (north). See the more brightly lit area in at the far north? Step into it and hold still for a moment to be teleported. After being teleported, note there is a save station just ahead to the right (east). The far west of this room is where you will find the switch. Hit the switch. Then step on the brightly lit floor panel in the northeast end of the room, to teleport back near the door. Now head back to the central area, and destroy another set of wires on the northwest wall. Third door is southwest/left. In this room, a ledge runs around the outside edge of the room. Follow it until it send. Below is a platform in the middle of some liquid. Hop down to this platform. On the east wall is a switch. Hit it to raise your current platform. Turn around and look up. There is another switch to the west. Use a grenade or charged Fusion shot to hit this switch. When the platform has raised high enough, jump back onto the ledge, and make your way out of the room. Back to the central area, and destroy the wires on the southeast wall. Fourth door is Northwest/left. Here, there's a platform heading north to a door. A group of enemies will teleport in, but they should be no problem. When they're dead, open the door at the end. Run in, and stand on the platform. It will begin to sink. On the north wall, just below the surface, is a switch. Hit it. Once the platform reaches the bottom, it will rise back up to the top. Turn around and face the door. To its left is a switch that is partially submerged. Hit it with a grenade or charged fusion shot, then exit the room. Go back to the central area, and destroy the wires on the east side of the pillar. Be aware though, that once you do this, the 3x Shield Charger in Northwest/right will deactivate. Fifth door is northeast/left. Follow the winding stairs to the north. You will find a 2x Shield charger, and this room's switch. Hit the switch and head back to the central area. Destroy wires on north side of the pillar—this one deactivates southeast/left save station. Sixth door is northeast/right. This room should look familiar. Another long platform heading north to a door. This one has a Blue Hunter on it, but you should have enough room to destroy him from long range. Go to it, open the door, and handle this room the same as the last. Wait for the platform to sink, hit the north switch, wait for the platform to rise, and hit the south switch. Back in the central area, destroy the wires now exposed on the south side of the pillar. Seventh Door is southeast/right. Step inside and get a kick as about a dozen Pfhor teleport in right over a pool of liquid. They fall in, they get burned. The rest of the enemies that show up will not be done with so easily. Follow the room around to the right (south, then west). You'll find a save station, but no apparent switch. The switch is on the north end of the liquid pool next to the save station, below the surface. Be quick, and you'll make it out with plenty of health to spare. In the central area, northeast wall is the wire set to bust. Eighth door is southwest/right. This one is very similar to southeast/left. The center of the south area is the right teleporter. After teleporting, the switch is just ahead, to your right (west), east is a terminal. Continue directly south from the switch to get back. Go the central area, on the southwest wall are the wires you need to break. Hold still in the central area for a moment, and you will be teleported out of the level. ============================ Level 18 – The Big House ============================ Overview: Don't die. Detailed Walkthrough: Step 1) Hide behind the door. Step 2) Wait. Step 3) Victory! No, really, that's it. ===================================== Level 19 – This Side Toward Enemy ===================================== Overview: Locate the two switches that light up some machinery, then use the nearby terminal to exit the level. Detailed Walkthrough: You start by falling into a pool of water. At the north end is a magnum and some ammunition. You'll want to be picking that up. Exit through the underwater door to the east. This leads to a hall that turns north, and ends in a room. Just to the north there is a set of stairs going up, above the surface of the water. Also to the north is another Hall, that leads to a shield recharger. It also leads to a F'lickta. Back off, and either fight him with your fists underwater, or go up the stairs and shoot him as he climbs the stairs after you. After the F'lickta is dead, go back to the shield recharger and fill up. Then climb the stairs to continue on. At the top of the stairs, there is an exit heading south. It quickly splits left (east) and right (west). Go east, and follow the hall as it turns north. There's a terminal, a save station, and at the north end two switches. Both of the switches do the same thing—raise the platform next to it. You want it up, so only hit one of the switches once. When you're done, head back out the south exit of this room, and then head west. The hall to the west ends in a room with a window facing northwest. Hop out this window, and land in the same pool you started the level in. This time go through the west door. In the next room, there is a cross-shaped pillar to the west. On the far side of it is a floor that is different colored. Stand on this, and it will rise, lifting you out of the water. Hop from that onto the ledge to the west, and hit the switch. Two pilllars, one at the north end of the room, one at the south, with lower. From this higher platform, you can hop down to one of those ledges. Go North first, and you'll be in a hall. Follow it east, north, and then east again. Hit the yellow switch, and then make your way back. Those two switches raise staircases elsewhere in the level. In the water-filled room, ride up to the high platform again, and this time jump down to the south. Same situation—follow the hall east, south, then east again, and hit the switch. Head back to the water-filled room again. Now go back to the east, and continue east until you reach the room with the stairs. Climb them to the top, enter the hallway to the south, and head west along it again until you make your way back to the room with the window you jumped out of earlier. Now there are stairs to the west. Climb them. The next room is similar but with stairs to the north. Climb those as well. From this next room, look out the window. You will see a window that is somewhat lower, and directly to the east. Run out the window, and land in the one to the east. Along the northeast wall, you will find a second magnum, along with ammo. Exit through the west doorway, and then climb the stairs to the north. Be careful of the troopers. Continue to the east, and you will find yourself in a room with waist-deep water. In the center of this room is a platform that rises. From the higher position, hop across to one of the small, raised platforms to the east, on the sides of the larger pillar. Whichever you step on, it will drop, and reveal a path forward into the next room. The center of this room also has a platform that lifts. Use this to hop onto the raised platform to the left of the pillar in the southeast. Follow the hall here to the south, east, and then down the stairs to the north. The switch on the north wall lowers a platform in the hall you just went through, allowing you to go back to the earlier save station room if need be. If you don't need it, don't worry about the switch. Continue east, south, east and then north. At the bottom of the stairs, is a split path and a terminal. Turn left (west). This room is mostly flooded. The switch to your south just as you enter the room controls the water level. Hit it to make the water go down. At the bottom of the stairs in this room you will find a save terminal and a switch. Hit the switch to activate the green machines that fill the room. Go to the north end of this room to find a Fusion Pistol and ammunition. Now leave the room, and go back to the point where the path split. Go north this time, then follow the path as it turns west, then south. This next room is the same idea as the last. Hit one switch to lower the water, hit the other to turn on the green machines. At the far west end of this room, you will find a bunch of magnum ammo. Backtrack once again to the point where the path split, and use the terminal to exit the level. ===================================== Level 20 – God Will Sort The Dead… ===================================== Overview: Kill a bunch of Simulacrums, exit via the terminal near the start. Detailed Walkthrough: Expect constant carnage. You start in a cross shaped room, with four green BoB's standing guard. The northeast one is the only simulacrum in this room. Head through the east door. From here on, if any green BoB's get near you, shoot them. Better safe than sorry. This room contains a shield generator, terminal, save station, and oxygen station. When you are done here, return to the cross-shaped room. This time, go south, and kill what you need to. There are two doors in this room, southeast, and southwest. It doesn't matter which you use; they both lead to the same place. Kill all Simulacrums. There are a group of Simulacrums in a nook on the west wall, at the very south end of the room. When you're sure all of them are dead, head back to the cross-shaped room. This time go west. This room also has two exits, both on the west wall. Go through the southernmost first. Follow the stairs down west, south, then east. Kill the Simulacrums at the bottom of the stairs, and head forward. A Hunter will spawn on the stairs behind you. Kill him before progressing forward. When you enter the next room, be very careful. There are a lot of blind corners, and this area has quite a few Simulacrums. When you reach the far west segment of this room, a group of Hunters and Troopers will spawn behind you. Run back into the stairwell so they're forced to come single- file, and kill them there. Return to the room to the west of the cross-shaped room. Now take the northern of the two west exits. The room curves around to the north, then the east. Follow this, and then exit through the far east door. Inside is a stairwell that goes south, east, north, and then east again. Continue east until you reach a large, generally hexagonal room. Grab the shotgun, let the BoB's do as much as they can, and then clean up any Pfhor left over. Then, head back to the cross-shaped room. Only exit left is north. Go that way, and stand back. There's a ton of simulacrums coming. Go in. Left or right, doesn't matter, they both lead to the same place. It's a small room. Kill all possible simulacrums, then head back to the cross-shaped room. Go back to the room to the east, and use the terminal to exit the level. ========================================== Level 21 – My Own Private Thermopylae ========================================== Overview: Activate the switches that light up the green machines, and find the exit terminal. Detailed Walkthrough: You start on a platform surrounded by water and walls. On the south and east walls there are pillars. The south pillar has a switch and a shield recharger; the east has two switches. Activate all three switches to raise staircases to three different paths. Take the far left, which goes up to the west. In the room at the top of these stairs you will find a terminal, a save station, and two switches. Call this room S2101. Head back out the east door, and down the stairs. This time head up the north stairs, and through the door there. To the west, you should see two platforms lowering from the ceiling and rising rapidly. Walk in the lit area between them, and through the door at the west end of the room. Hit the switch, and ride the platform to the top. Now on the upper floor, head east, and then north. When you reach the very north end, go through the narrow hallway to the northwest. Follow the hall west, then south. When you reach a ledge, turn right (west). The first right (north) that you come to, turn and hit the yellow switch. The wall to the north opens up, revealing another room with green machines. Hit the switch on the south wall, then make your way back to the area where you started the level. This time, head up the stairs to the northwest. At the top, head generally west until you reach a dead end, then turn south. At the end of the south hall, turn east, and continue to the end where you will find a door opening to the north. You will find an Assault Rifle here, and you will be ambushed by a group of Pfhor. When all are dead, find the exit in the very northeast corner of the room you're in, and follow it north. Hit the switch, and ride the elevator up to a higher floor. Follow the hall west, north, then west again. Through the door, you should find yourself on a ledge overlooking a battle between a group of BoB's and a group of Pfhor. Help out the BoB's, then jump down into the room. Go all the way to the west, then follow the hall north until the right (east) wall ends, revealing a ledge you can hop down from. Run off toward the stairs on the opposite wall. Climb those stairs to the top. At the top, move to the end of the platform, and then jump across to the northwest, to another platform at nearly the same height. Once across, turn right (north). Again, there are stairs across from where you are. Hop down to them. Partway up the flight of stars, you will see a hallway leading off to the east. Go in, and find another room of green machines. The switch is on the south wall. Now exit, and climb up to the top of the stairs. Once at the top, hop across to the platform to the southwest. Move to the west end of the platform, and look southwest. There is another platform to hop to. Do it. Follow this south, and you will find yourself in the earlier room with the large group of BoB's. The stairs to the southeast lead up to the top platform, where you can exit trough the door to the east. Follow the hall east, south, and east again. You can drop down from the ledge to your right (south), onto the lower walkway. From here, continue east until you reach the starting room again. Then go up the stairs to the west, to room S2101, where you can use the terminal to exit the level. Noteworthy Secrets: In Room 2101, activate both switches, and the west wall will start rising and falling rapidly. Go to the north end, face northwest, and press the "activate" button. You should hear a door open. Step onto the rising platform, and move north. You should enter a narrow room that contains a Rocket Launcher. =================================== Level 22: Kill Your Television =================================== Overview: Light up the green machines and find the exit terminal. Detailed Walkthrough: There are many underwater F'lickta on this stage. In most cases, you should be able to swim over them, but be ready to fight with your fists underwater just in case. You drop to the ground, and have some tanks to fight. Should be no problem. Once the area is clear, look at the west side of the central pillar. There is a darkened part of the wall (second from the right), which opens to reveal a switch. Hit it. Now move to the southwest corner of the level. The water here is deep enough to submerge yourself, and there is a door on the side of the pillar. Open it up to find a terminal. Now swim to the top, and hop out of the water onto the ledge. Careful, there are Tanks up here as well. This ledge runs all the way around the square starting area. At the south end is an opening you can use to jump to the central pillar of the room, where you will find a Fusion Pistol (if you didn't grab the one earlier), two 2x Shield Cannisters, a save station, and an oxygen station. If you use this, you will have to get up to the ledge again the same way you did the first time. Follow the ledge around to the northeast corner of the room. Inside this pillar is another pool of water. Jump in, and sink to the bottom. At the south end of the room is an exit to a hallway running east. Go through this hall until it connects with a wider hall running north. Take the first right (east). In here, swim to the top, and you can hop out onto the ledge to your right (south). There should be a large open area to your south. Try not to fall in. Follow the ledge east. Do you see the switch barely peeking up over the edge of the water to the northeast? You need to hit that remotely (you may need to move to the north side of the pool to do this). Once you hit the switch, the water in the north pool drains, and the large open area to the south fills. You may now swim to the doorways high up on the pillars of the open area to the south. The south pillar contains an oxygen station. North contains a 2x shield recharger. When you're ready to continue go to the west pillar. The doorway is the highest up of the bunch. Follow the hallway until it opens up into a room with no visible ceiling. Swim to the top, and hop out through the opening in the northwest corner. The room should look very familiar to you. Hit the switch to lower the water, hit the other switch to activate the green machines. At the north end of this room is a stockpile of magnum ammunition. Now head back to the large, flooded room. This time you will be exiting through the door to the east, at ground level. It turns north and heads down some stairs. Follow it west after that until you come to what appears to be a dead end. Swim up to find a ledge with a door to the west. Go through. Continue west, until another tunnel allows you to turn right (north). Immediately after this is another turn, this time to the left (west). Go here, and then swim to the surface. You can hop out to either the north or south, it doesn't matter which. You're in another large, open room with tanks. This time, there is a cross- shaped pool of water spanning the room. At the southeast corner of this large room is another darkened panel that acts as a hidden door. Open it up, step in, and hit the switch to activate the lift. It takes up to another ledge that runs the perimeter of the room. There are gaps in the ledge over the water, but you can easily clear them by running. Make your way around the ledges to the west end of the room, where you will find a short hallway leading west, out to another ledge that runs mostly parallel to the one you were just on. Follow it around to the south, then east to find some spare Fusion Batteries. Go back around to the north, east and then far south to find a Napalm Unit and ammo for it. On the east segment of this ledge, just north of where you find the Napalm unit is a doorway leading to the east. Go througgh this to find another green machines room. Same deal: lower the water, turn on the machines. At the north end is some more Fusion Pistol ammunition. Make your way back to the room with the cross-shaped water pool. Hop into the water at the east end, and exit through the submerged doorway to the east. Directly to the south you will notice a terminal. Use this to exit the level. Note: If at this point you return to the terminal near the beginning of the level (inside the pillar at the southwest end of the starting area) you can read one of the most talked-about messages in all of Marathon. Make sure your oxygen is full before you do though—reading underwater is dangerous business. ==================================== Level 23 – Where the Twist Flops ==================================== Overview: Kill The Simulacrums and Pfhor; exit through the terminal you start near. Detailed Walkthrough: Consider this "God Will Sort The Dead: Part 2." You begin in a small room with a save station and a terminal. The only exit is to the east. Go this way—don't worry, this first set of BoB's are safe. As you cross into the next room, Hunters will spawn. The BoB's can probably kill the Hunters on their own, but help out if you feel like it. Afterward, continue east (both exits from this area lead to the same room). Consider this the "pit room" for this level; you will return here a couple of times. There's a pit in the middle filled with simulacrums. Should only take a few shots to set the whole bunch off on a chain reaction. If you fall into the pit, some creative grenade/rocket jumping can get you out, but it isn't advisable. You want to leave through the north. The north exit does split two ways, and though they lead to the same room, you'll want to take the right (easternmost) path. Careful, now the Simulacrums come out en masse. There is an exit on the northeast wall. Go here. This is a hall that stretches a little ways south, and far to the north. Kill the cloaked S'pht to the south, then head north, careful of the enemies that will teleport in. At the very north end there is a ledge. Hop down, and be careful to land on solid ground, not in the lava. Once again, you're in a wide hallway stretching north to south. At the south end is a 1x Shield recharger and a switch. The switch will lower a column that can be used as an elevator when the time comes to make your way back. For now, ignore it. Halfway along the east wall is another ledge you may use to drop down. Do so, and help the BoB's fight the Pfhor at the bottom. Go through the door at the far south of this room. This room is a dead end, but there are Pfhor here that need to be killed. There are some Simulacrums mixed in with regular BoB's. There are two pillars you will likely walk between to get to the east end of the room. If you stop between them, there is an opening in the north pillar leading to a 1x Shield Recharger. When all of the Pfhor and simulacrums are dead in this room, head back up the stairs, and through the door at the northwest. In the next room, a switch in the nook at the east end lowers a pillar to the northwest, allowing you to ride it up to the second floor. On the second floor, use the switch next to the shield recharger at the south end to lower a pillar beside it, for the same purpose. Head west, back to the lava-pool room, and south into the pit room. This time head south, to another room with a lava pool. Take the left (easternmost) path. Some Pfhor will teleport into the room, but they should be no problem. When they're taken care of, exit through the southeast door. This leads to a round room with a few Pfhor and a bunch of BoB's. None of the BoB's are simulacrums. When the room is cleared, leave through the north door. This room is almost identical to the last. Kill any Pfhor that spawn. You may need to run around it a couple of times to trigger all of the Hunters and cloaked S'pht teleporting in. When you're ready to move on, exit through the east door. It's a cross shaped room with four Simulacrums. Gun 'em down. There are unopened doors to the north, east, and south. Go north first. The west end of this room contains a shotgun, and a large stockpile of ammo. Go north from the first ammo stockpile to find an even larger ammo stockpile. The east end of the room has stairs leading up. Climb them. There's a ledge allowing you to hop down to the east. Do so, but be careful. Most of these BoB's are simulacrums. Head south (following the shotgun shell trail) to find a large surplus of shotgun ammunition. When you are done, exit through the west door, and follow a short hallway, to get back to the cross-shaped room. Since we went north last time, and came back from the east, south is the only way unchecked. Go south. It's a room that stretches to the southeast, and contains Hunters. There is also a 2x Shield Recharger here, should you need it. From here, return to the pit room, and then head east to the room you started the level in. The terminal there will now allow you to exit the level, provided you've killed every non-BoB. ================================================ Level 24 – Beware of Abandoned Rental Trucks ================================================ Overview: Gain access to the two towers at the south of the map, hit the switch in each, and then use any terminal to exit the level. Detailed Walkthrough: During this level you will be fighting many F'lickta, and many Pfhor (mostly enforcers). If you can get them fighting each other, you can save yourself a lot of health and ammo. The starting room has a save station to the south, and a Shield recharger to the north, as well as a bunch of terminals that all give the same message. The exit is in the middle of the west wall. Head out into the next room, and immediately come under attack by a group of F'lickta to the south, and Pfhor to the north. Once the area is clear, climb the stairs north, and then start heading to the west. You will go up a couple of stairs, and then they start heading down again. The third step down (the first stair with ankle-deep water) should be remembered as S2401. Continue down the stairs to the west until you come to a switch near the northwest corner. Activate it, and a platform lifts to its left (west). Ride this up to the doorway above. Follow the stairs inside down to the east, and then to the west. Take the first left (south), and prepare to fight a bunch of Enforcers. Continue to the south end of the room, and you will see a switch. Hit it, and then go back the way you came: south through the previous room, then up the stairs, and to the exit of the area. Once outside, climb the stairs to the south. At the top, at the far south, go through the door on the west wall. Fall the hall west, and it will take you to a room with stairs leading down, and some Pfhor tanks and enforcers. At the bottom, use the exit to the southwest, leading to a hall running to the south. At the end of this hall is an east turn, which empties into a room with a terminal. This room will fill up with Pfhor pretty quick. The terminal is the level's exit terminal, but won't take you out until you hit the switches in both of the two towers; one to the north and one to the south. The order you do them doesn't matter. Simply climb the stairs, and on the fifth floor of each is a switch (at the west end). When you've finished one, come back and do the other. Then use the terminal to exit the level. Noteworthy Secrets: In S2401, on the south wall is a hidden door that opens to reveal a large pool of green liquid. Inside this pool, floating at various heights, are bunches of ammo. If you have not yet picked up the rocket launcher or are short on ammo, you may want to look into it. Note though, that it can be a bit tricky on the timing to get back out once you're in the room. ==================================== Level 25 – Requiem For a Cyborg ==================================== Overview: Hit some switches, then return to the terminal near the beginning of the level to exit. Detailed Walkthrough: The starting room has a vertical shaft in the middle of it and a door to the north. For now, go to the north door. Kill the Troopers, Fighters, and S'pht. There are two pillars in this room. The west is a terminal, the east is a save station. Now head back to the starting room, and jump down that vertical shaft. The room at the bottom has a 1x Shield recharger and a switch. The switch causes an elevator to lift in the vertical shaft, allowing you to go back to the earlier save station whenever necessary. To the south east is an exit into a long hall running south, with doors going east, west, and at the end of the hall, south. I'll refer to this from here on as "The Long Hall" as it is a bit of a hub for the rest of the level. As you pass the first doors, a flood of Fighters will come out to attack you. Use the first door to your left (east). It will lead you through a hall, and into a room with two triangular raised platforms. Go through the south door, to another room with raised triangular platforms. From here, use the east door to enter a room with an elevator at the south end. The switch next to the elevator will activate it. Ride it to the top where you will find a switch, a 1x Shield Recharger, and an oxygen station. Hit the switch, and then head back down, and to The Long Hall. Now go through the first west door (directly across from the door you just came through). This room also has an elevator at the south, which will activate as you step on it. At the top is another switch (hit it) and a save station. Head back to the Long Hall. This time go to the very south and through the door on the east wall. There's a terminal here, and you're on a platform overlooking an area filled with S'pht. Kill as many of the enemy from up on the ledge as you're able, and then jump down. Open the door to the south. It leads to a room that is full of pillars and pools of purple liquid. When you get the attention of the enemies here, you may want to retreat to the previous room to avoid being surrounded. You will mainly be fighting Fighters, cloaked S'pht. Once all enemies are dead, go back into the south room, and hit the switches on the east, south, and west walls. Once all three are activated, exit the room through the north door. In the next room, head through the exit in the northeast corner. After a few turns, it leads to an elevator. Hit the switch; ride it up; get off to the east. This next area is very narrow, and mildly maze-like. Whenever you have a choice of what direction to go, always go south. This will take you to a hall with red walls. The door to your right (west) exits into the Long Hall. Return to the room north of the starting room, and use the terminal to exit the level. ===================================== Level 26 – Fatum Iustum Stultorum ===================================== Overview: Open the path to the exit terminal. Detailed Walkthrough: You start in a room with a cross-shaped platform. Once again, this cross room will be the central hub of the level. After you move a few steps, Pfhor will teleport in—and so will some strange looking flying things. The flying things are S'pht'Kr, and they are your allies. They are also very strong, and shooting them is not advised. To the northeast is a switch that opens the door next to it. Go through. In the short space of the doorway is a save station. Ahead is a bridge through a water-filled room that runs east, and then north. Simulacrums will drop in as you go. There are no normal BoB's on this level, so don't hesitate to shoot. Try to avoid falling in the water, as there will be simulacrums under the surface. Exit through the north door. This leads to another bridge room that runs east, and then south. Exit through the south door, then follow the hall west until you come to a room with a ledge around the side of a water-filled room. There is a terminal here as well. The exit to the south leads to another bridge room, this time running south, then west. The west exit leads to a winding hall. At the end of the hall you'll find two exits—one west, one north. Use the west exit, into yet another bridge room. Here you will find a 2x Shield recharger, as well as two switches that must be hit remotely; one on the south wall, and the other on the northwest. These open the door to the north, which leads back to the central hub of the level. This time hit the switch at the southwest, and step through that door. Jump into the pool of water just ahead, and sink to the bottom. At the south of the submerged room, rise to the surface. There are Simulacrums on the ledge in front of you. Kill them before you hop out of the water. Once they're down, climb on up. The next room has two more pools to jump into. The southeast leads to a room with some Fusion batteries and a 1x Shield Generator. Get it if you need to. When you're ready to progress, hop in the southwest pool. At the south is another ledge you can swim up to, but again, kill the Simulacrums before you attempt to get out of the water. When you get out, you might feel a bit overwhelmed by the number of doors, but none open other than the already-open north door on the west wall. That's where you should be going. This leads to another water-filled room. Jump in. If you look up near the middle of the north wall, you'll see an opening you can swim up to. Go there. The hallway leads to another water-filled room, but before you jump in, look to the left (northeast from your current position). There is a yellow switch which you should hit with a grenade or charged fusion shot before jumping in. Once you do jump in, head to the far east wall, and hit the switch to open the door. This leads to an earlier room. Rise to the top and hop east out of the pool to return to the starting room. Only one unopened door left. Head northwest. This leads to a room with two ledges on either side and a deep pit in the middle. Let the S'pht'Kr handle the Troopers. Hop into the pit. There are two switches on the east wall. Hit either one with a grenade or charged fusion shot to raise the water level. Climb out onto the ledge to the west. Once you're on this ledge, hit one of the two east switches again. This will lower the water level again, but raise the water in the next room. Move through the door to the west, into the next room. Swim across to the west door in this room as well. This leads to a room with many S'pht'Kr and Pfhor. When the Pfhor are dead, make your way around the room to the exit that is somewhat west of the door you came in through. The next room is very similar to the last. Here you will find the level's exit terminal. ============================== Level 27 – Feel The Noise ============================== Overview: Hit switches to open the path allowing you to reach the Exit Terminal Detailed Walkthrough: This level is filled with Hunters. Thankfully, you have the S'pht'Kr helping you out until near the end. You begin in a very oddly shaped room that is generally circular in nature. Once the room is cleared of all enemies, head up the stairs on the south, and through the door. Let the S'pht'Kr do the work in the next room, and then head to the hall in the southeast. The next room stretches a bit to the south, and has quite a bit of ammo. Get your fill, then head through the exit to the northwest. In the next room, head up the stairs at the east end. At the top go generally west. Hop across the lava to the stairs to the west, and then climb them around the perimeter of the room. At the top, continue east through the hall, and you will come to a switch. Hit that switch. Now go back all the way to the room just south of the starting room (at the top of the starting room's stairs). The north door of this room should now be open. Go through, and kill the Pfhor that arrive. At the north end of the room, near an opening in the west wall you'll find a switch. When you hit that switch, the platform outside will raise up as stairs. After you hit the switch, cross to the opposite doorway. Inside, you will find a terminal and a save station. Continue to the west, and the next room contains a 2x shield recharger. You probably also have noticed the switch. When you hit this switch, a platform temporarily raises outside the north door. When you are ready to progress, hit the switch, and quickly move through the north door to run across the newly risen bridge. Go through the door, drop down a few feet in the next room, and kill the group of Hunters. There is a differently colored floor segment. Step on it, and it will rise up, allowing you to hop over to the opening near the ceiling, to the northwest. Once you're on the platform, hit the switch directly to the east, and then exit through the southwest opening, which will take you back to the starting room. Go up the south stairs again, and retrace your steps as earlier, up to the room with the stairs circling the lava pools. This time, after climbing the stairs around the southwest of the two pools and passing through the hall, and stop at the north ledge. Northeast of this ledge is another. If you get a good run before the edge, you can make it across easily. Follow the path northwest, and around the second lava pool. You will come to a doorway in the middle of the northwest wall of the room. Follow this hall, and you will come to a split that allows you to continue north, or drop down to the northeast. Go north, through the narrow hall, until you come to wide open room. Jump down into this room. You will immediately come under attack by Hunters, and a few larger-than- normal Tanks. Once they're gone, hit the switch at the southeast, near where you entered the room. The larger western wall will lower, releasing a group of enemies including two Blue Hunters. Once the enemies are dead, head up this path, and through the door into the center. There's a save station, and the exit terminal. ==================================== Level 28 – All Roads Lead to Sol ==================================== Overview: Make your way to the final room, where you must defeat a large, and very dangerous group of enemies. Detailed Walkthrough: By the end of this level, you will be an expert at killing Juggernauts. You're on a narrow walkway between lava pools. To the north are some rocket launchers and ammo. The ammo restocks as needed, so you will probably be making many trips back here to refill between Juggernauts. The room to the north has a 2x shield recharger and a save station. Once you're ready, head down the stairs to the southwest. It leads to a room with a Fusion Pistols and ammo. Exit through the east, and find yourself in a room with a very large lava pool. Kill the Fighters and the Hunters that spawn, then carefully make your way along the walkway to the south. Have your rocket launcher ready. Shortly along the walkway, a Juggernaut will spawn out above the lava. The easiest way to defeat him is by ducking back into the previous hallway, popping out to fire rockets and/or Fusion shots, then hiding again. When he dies, he will drop into the lava. He won't detonate until he reaches the bottom, and by then he should be far enough away that his detonation won't kill you. This is true of all of the Juggernauts, except the last. Go back and restock if you feel it is necessary. When you're ready, continue south from the room where you killed the Juggernaut. You'll go through a room that gives you useless pistols and ammo, then into another deep lava room. You will reach a gap in the ledge in the next room. There is a switch on the east wall that will raise the absent segment. Kill another Juggernaut, jog around the ledge. When you've gone around nearly the entire room, you will reach an exit just south of where you came in. This leads to a small room with a few Hunters, including a Blue. Be careful not to fight them from the doorway. The exploding blue Hunter can very easily knock you backward into the lava. Pass through this room, and head out to the east. Another narrow ledge; another Juggernaut. Once the Juggernaut is down, head around the ledge again. There is a save station here, if you need it. Exit the area to the south. As soon as you enter this room, a bunch of Fighters and a couple of Hunters will drop in. Should be no problem. Exit this room to the east. Can you guess what's in here? If you guessed a narrow ledge, lava, and a Juggernaut, you're right. This time though, you will not be walking along the ledge yet. After you kill the Juggernaut, return to the door that you entered this area from. To the south, across the lava, is a ledge. You're going to need to do some lava swimming to get to it. If you're quick, you won't take much damage. Enter the door on the other side, and follow the hall. You will fight a few Fighters, but they should be no problem. You will also come across some spare Shotguns, and a 2x shield recharger. Hit the switch at the end of the hall to open the door across the lava pool. Head back down the hall, and cross the lava at the same narrow spot you did earlier. Now follow the ledge around, and exit the room to the north. Up the stairs, you'll find a rather calm little room. There are panels that can be opened and circuits inside them. Don't just go busting them willy- nilly yet though. The circuits on the west wall, next to the door, should be ignored. Those will cut the power to the save station and shield recharger in the starting area of the level. Destroy the one just up from the stairs, and the one on the north wall first. This will open the door forward. Then hit the one on the east wall. This will begin filling the area with lava, so your next moves are crucial. Once you hit the circuits, head out of the newly opened door, and quickly move toward the north exit of the next room. Turn the corner, and run up the stairs. You're now in the starting area again, but the lava levels have shifted. Now it is the east pool with the lower level. Restock ammo, refill shields, and then head down the southeast stairs. The next room contains a few enemies, but one is a Blue Hunter, so take care. The southeast exit leads to another large, lava-filled room. Your ledge here is very small, but there is a 3x shield recharger just inside from the door. There are two Juggernauts here, which need to be killed. Once the Juggernauts are down, it's time to take a very long swim through lava. Head southeast, then south, then southwest and up onto the platform ahead. On the platform is a 2x Shield recharger. You will want all the health you can get for the next room. Exit to the west, and climb the stairs. You will find a slightly lowered area of the floor glowing. Step on this and stop to be teleported to the final room. As you teleport in, you're under lava. Swim to the surface and get out immediately. Outside of the pool, you will be under attack by a Juggernaut, a Blue Hunter, and a huge group of other Pfhor. Use the rockets to take out the small fry first. Before long it should just be the Blue Hunter and Juggernaut left. Circle the room, keeping as much distance between yourself and the Juggernaut as possible. When he finally goes down, he will only drop for a split second before exploding. If you're not far away, the explosion will hurt you quite a bit. If the Blue Hunter is left, kill him taking similar care. At the south of the room is the exit terminal. If there is a pool of lava below it, hit one of the switches above either the east or west lava pools to raise a floor below the terminal. When you're able to, activate the terminal to end the level, and the game. Congratulations.
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