Welcome to the Devil in a Blue Dress FAQ! Here you'll find answers to general questions and some spoilers (it's not really a spoiler guide, but there are a few spoiler-type questions that have flustered enough people to warrant the inclusion of their solutions) for the Marathon 1 add-on scenario from the Marathon Map Makers' Guild. Any more detailed questions can be directed to Thomas Ytterberg , the author of this FAQ, or Claude Errera, janitor, html-izer, and basic nuisance.

This is the first release version, 1.0, dated March 18, 1996.

You can download a text version (with pictures) here.


Questions Answered by this FAQ:

GENERAL QUESTIONS
How much memory do I need to allocate for Marathon to play Devil?
How do I change Marathon's memory partition?
I don't have enough free RAM! What can I do?
This scenario is very hard! Couldn't you've made it somewhat easier?

QUESTIONS ABOUT SPECIFIC LEVELS
Hostage
You, That's Who!
Who Put the Crack.../You, That's Who!
Click
Skinner Box
Let the Lava Lead You
With A Little Help
Bavarians at the Gate...
Let's Get Out of Here!
Free Falling
Sensori Overlord
Tower of Babel
Aye Matey!
Bats in the Belfry
End of the Game

GENERAL QUESTIONS

Q: I often get dumped to the Finder by Marathon. It complains about low memory settings. How much memory do I need to allocate for Marathon?

A: DiaBD, because of its large and complicated maps, put more strain on the game engine then Bungie's original scenario. If Marathons memory partition is too small, you'll experience sudden quits or even freezes (especially when trying to access terminals). Most people get away with a 5000 - 6000 kb partition. Sometimes even more.


Q: Huh? Memory partition? What's that? How do I change it?

A: The amount of memory an application has reserved for its use. Too much usually has no added benefits, too little causes crashes, unexpected quits and general instability. To change it, select the Marathon application icon, choose 'Show info' (Cmd - 'I') from Finders 'File' menu. In the bottom of that little window that appears you can change the amount of memory allocated for its use. Change the preferred size to something higher (5000 or more in this case).


Q: But I don't have that amount of RAM free! Only 8 Mb of real RAM and my system steals away nearly 4 Mb. What can I do?

A: To reduce system overhead: With system 7.5.x you can use the control panel 'Extensions Manager' to make a profile with only the necessery extensions and control panels. Those you want to keep are QuickTime, QuickTime PowerPlug and Sound Manager 3.x (if you're on a PowerPC equipped Mac, version 3.1 is the way to go).

If you use earlier systems, you have to manually remove the files from your extension and control panels folder and reboot your mac. Or you might want to try the Now Utilities Demo (available on all info-mac archives all over the world). This package provides you with a better replacement for sys 7.5's Extension Manager as well as other nifty utilities. Remember that it is memory hungry by itself so don't install everything, just the StartUp Manager part.

You might also want to lower the amount of RAM cache using the 'Memory' control panel. As a last resort, Virtual Memory might be turned on. But just add enough to run Marathon without any fuzzes. VM has a tendency to slow things down. RAMDoubler works as well and is often better than VM.

If done right, the system takes away only 1 or 2 Mb. A PowerMac, especially PCI-macs might take some more, 2 - 3 Mb.

Tuning some of Marathon's preferences helps to lower the memory requirements. Skip the background music, switch to 8-bit colour, lower resolution, turn off sound channels and so on.


Q: This scenario is very hard! Couldn't you've made it somewhat easier?

A: The idea was, (almost) everyone playing Devil will have already gone through the original Bungie levels. We didn't want to make this a map you could breeze through in a day (although I'm certain there are people who can do it, and probably people who have).


SPECIFIC LEVELS

Hostage

Q: How do I finish this level? The terminal says the exit is behind a door that doesn't open.

A: Did you waste the bob? He's the only guy who can open that door for you...


Q: Of course I wasted the Bob! Now, how do I get out of here?

A: Go back to the term in the bob's cell. It'll have further instructions for you, if you really finished everything else. And I'm telling you, you really shouldn't have let him die...


You, That's Who!

Q: Aarrghh!! Why is it so difficult? Troopers already? Where are the rechargers?

A: You really, really shouldn't have let the Bob die... ;-)


Who put the crack.../You, That's Who!

Q: Whoaa!!! A Juggernaut here? I've only been playing for half an hour and you're already sending in the biggest baddies. Is there a SPNKR that I missed or what?

A: The terminal at the beginning gave you some hint how to deal with it. You actually don't have to fire a single grenade at it.


Click

Q: I'm sure I've hit all of the switches. But one of the doors leading to the exit term has stuck halfway open and I can't reactivate any of the switches.

A: Sorry! We missed that. You've managed to hit one of the switches twice in rapid succession, which lead to a permanently stuck door... You'll have to go back to a previously saved game. This is fixed with the DiaBD release 1.5.


Skinner Box

Q: I'm really low on ammo here. Is it supposed to be this way?

A: No. Generally, the ammo in DiaBD is not put in front of your feet, but rather stacked away for the exploring players. If you're having troubles with lack of ammo on *this* level, look carefully around near the first comm terminal...


Q: There is this door here that won't open and I havn't seen any new switches yet.

A: Many of the essential switches on this level are later revealed at places you've already been to. Backtrack and look for changes.


Q: I've done that, but the door to the right of the 'lava-fall' is still closed. How do I open It?

A: In the spiral staircase right after you go up the wave-like stairs, there is an alcove. A secret door will be opened there after you walked a certain distance down the appending corridor. In that secret room, you'll find the switch.


Q: I'm past the 'stomach' area and have entered the place where you find a lot of Bobs. There are two fast moving elevators here. One that takes you back to where you come from and a second that won't move until I step off it. This one leads to unexplored areas. How do I get up there?

A: Either you'll have to practice how to step off and move back quickly enough to catch the elevator on the way up - or shoot an overloaded fusionbolt with high precision at the switch down the corridor.

Yes. We know it ain't easy. But that never was the point either. :-)


Q: This level crashes/freezes/quits every time I play it. Is there a bug around here?

A: No. It's a memory problem. This is a big and complicated level. You might need to up Marathon's memory partition.


Let The Lava Lead You

Q: In the room, right after you jump down in the lava, there is an unreachable ledge with an 3x recharger. Are you supposed to go there?

A: Nah. It was left by mistake. To get there you'll have to make a good grenade jump, but because of another leftover it might well be worth it... Since it's nothing supposed to be there in the first place, we've removed it all in DiaBD 1.5.


Q: I've gone past the room with unopenable door, up the stairs and the save terminal. Further ahead is this room that contains a lot of teleporter areas. But all those areas are up on the ledges. How do I reach any of them?

A: Near the entrance of that room, you'll find a not-so-secret door that will provide access to the teleporters.


Q: When I'm being teleported I end up in a room filled with mean pirates that always blow me into pieces. Is there a secret that I've missed?

A: No. Just use your skill to kill them before they kill you. My favourite tactic is to head for the stair at once, before the aliens walk down. While you're there it's easy to pick them of one by one since they practically are lined up. Once you cleared the stairs you can walk up to the 3x recharger and deal with the ones that are left over. (A second tactic is to quickly take out the compilers, then hide under the stairs until all the aliens have killed each other. This will leave you with one hunter to deal with.)


Q: In the middle of the lava corridor, there's a switch. What does it do?

A: Opens a door to a secret term... Now you just have to find it.


Q: Why are the troopers just standing there in the stairs, without moving or shooting at you?

A: They're just there to show you the superior flexibility of Windows95!


With a little help

Q: I've gotten the Bobs to open the first door, but not the last one and now all are dead or far away staring into a wall or something. How do I finsish this off?

A: Bobs are set to regenerate (slowly though) just because of this possible situation. So a few will return sooner or later. Here's a strategy for this level:


Q: How do get past these #&*%! elevators?

A: Look at helphelp.gif (you might want to open it in a separate window):

It shows you all 9 elevators, each with its own number. Several of these are activated by various triggers, shown with the number (in smaller caps) of the platform it activates. Those that has no triggers associated with them (6 & 7) are activated by stepping onto them. Elevator 2 also has a switch that activates it. There are also 3 teleporters, all leading to elevator 1 (which is only activated once and only by Bobs). Elevators 3 and 9 are not really elevators at all and will not move.

Elevator 8 is the one you want to take a ride down with to reach the last terminal. Here's a way to accomplish this:

  1. Make sure one of the Bobs activate (1) i.e. lowers it.
  2. Proceed to (2) and activate it by flipping the switch.
  3. Take a ride almost all the way up and jump off to (3)
  4. Proceed to (6). Let the elevator rise and go down again.
  5. Move quickly into (5) and move up with it.
  6. Move off into (4) and immediately try to get to (7) near the bottom.
  7. Failing that, wait for it to move back.
  8. When (7) has risen, move into the trigger for (8)
  9. On the way down, move into (8) which now should be descending.
If that doesn't do it for you, here's an alternative set of instructions (these have been shown to several people, and some found the first set easier, some found the second set easier... you decide).

Big numbers are octagon numbers. Small numbers correspond to the octagon affected by the trigger/teleporter/switch in question. (So the bottom right octagon is octagon 9, and a platform trigger that affects octagon 5.)


Bavarians at the Gate...

Q: This level freezes from time to time, especially when I overlook large areas. I've also discovered some places where you get bounced away. Is there a bug?

A: Yes. This level has been troublesome but hopefully, we fixed them all but one with DiaBD 1.5. (That last one is only present on 68K machines, and can be circumvented with the small program called Ignore Zero Divides, available at Marathon sites everywhere, or included with the DiaBD 1.5 release package.)


Let's get out of here!

Q: The elevator in the center of the map that has 5 additional entrances, there is this door in the middle that won't open. I've looked everywhere for the switch! Where is it?

A: Remember 'the Tardis'? This is a very complicated area containing 5D-space. If you explore this enough you'll find the switch.

BTW, if you've got trouble finding your way out of 'the Tardis', just follow the paper trail. But you knew that already because you read it in the terminal, didn't you?


Q: I think I've hit all of the switches. All of the doors connected to the elevator has opened, but there's a one door that is only partially open. How do I open it?

A: Sorry! It's another miss with the switches. You've managed to hit one of them twice in rapid succession, which leads to a permanently stuck door... You'll have to go back to a previously saved game. This is fixed with the DiaBD release 1.5.


Free Falling

Q: I've gotten into the maze but I can't get any further here. I've found one switch in the rightmost part of the map but It don't seem to do anything. What shall I do?

A: It opens a door that is very near that switch, but to get there you must backtrack to the dead end in the upper part of the maze.


Sensori Overlord

Q: Hey! I don't understand this level! What am I supposed to do?

A: Read the first term carefully. It'll give you instructions as well as the location of other terminals with further information.


Q: Hey! I don't understand the terminals! What am I supposed to do?

A: Basically, running around looking for switches to flip. But things are a bit more complicated than just that.

If you're really lost, check out sensorihelp.gif. (You might want to open it in a separate window.)


Q: Alright, I've reached one of the control switches, but it won't flip and buzzes at me. What's up?

A: You havn't found its enabler yet. Whenever a switch is darkened it's not enabled yet.


Q: How do I get to elevator c? (Labeled per sensorihelp.gif)

A: By intelligent use of the drop shaft b.


Q: How do I manage to get through this level without going insane?

A: You can't! ;-)


The Tower of Babel

Q: I'm in this area with all the stairs and columns and there are a lot of compilers here that keep regenerating. How do I finish this?

A: There are several linked switches that need to be flipped, i.e. flip one and another one will be revealed, which in turn should be flipped to reveal another switch, etc. When all are flipped, an opening with the exit terminal in it should appear.


Aye Matey!

Q: I'm trying to use the 'Captains Chair'. What gives?

A: Just take a look at the back of the chair. You'll find something that's begging to be hit by a grenade or fusion bolt...


Bats in the Belfry

Q: I've explored every inch of this level, but I can't get into the center part. I've opened the big door and everything. What shall I do?

A: Check carefully for discolored panels in the hallway which you entered when you left the damage hallway. There's a secret door there... might just get you through to the other half of the level.


Q: 'damage hallway' - what's that? I havn't noticed any such thing yet. BTW. I'm stuck in this place with a lot of locked doors!

A: In the 'southeast' area right after the door that opens from one side but not from the other (yours), there are two doors in the corners of the eastern wall. These doors lead to two rooms, one of which has a secret door that leads to an unexplored part and then back to previous areas.


Q: There are several doors here that won't open at all. Is it a bug?

A: No. It's a feature!
(Really, there is nothing behind them)


After the last level

Q: Cool! Will the MMMG ever do anything more like this?

A: Yes! Look out the sequel to Devil in a Blue Dress, called 'Excalibur - Morgana's Revenge', due late this spring!