 Fell v2.0 Info


Tengwar-Gandalf


                       In Time

          Time will purify the soul.
          Endless winds will bleach the bones.
          Scorching fires will cauterize the flesh;
                 and small living things
                 will gnaw and feast upon it.
          Endless rains will seep and rot.
          Endless snow will hide.
          Endless dust will bury, and then
                 it will be under the ground.
          Time will purify.


Introduction
Marathon: Fell v2.0
Story:

The year is A.D. 2157. You are in command of the U.E.S.G. Tethys, 29 million miles from Epsilon Eridani, a star system with 3 class-H planets and one possible class-M moon. Humans have never travelled this far out of the Local Cluster before, and you feel a sense of apprehension. Systems operations has been routine, and you have dwealt on the minutiae all the way from the Sol system. As you cut the ion drives, you feel a jolt and the grinding of metal on metal. Warning klaxons and sirens wail about you as the sensor data feeds into your terminal. 3 small ships of unknown configuration have descended upon your vessel. Life support has failed  you must rely on your suit reserves. You try to return fire but your weapons are damaged beyond repair. Proximity detectors blare as the aliens begin teleporting onboard. As you hear the oxygen tanks vent and the bulkheads rupture, you reach for your side-arm and head for the hatch...

After the battle, you are transported from your now defunct ship to 
a small craft by an AI called Balapoel.


Orign: AI-4378 autoinfilU MK-VII desgn: Balapoel
Destn: Subfile x-122 - 'Cmdr., UESG Tethys
Re: termin. ord. GF - 0x-122-z
Com:______________________________________securefeed:::::
CMDR: I am an artificial intelligence from what you would term the future. I am an autonomous infiltration unit MK-VII, constructed by UESC in AD 3159. What you have witnessed today is a direct result of spacetime distortion technology. Our grasp of this technology is not complete and our inexperience has led to grave errors in judgement and execution. You should have died 12 years ago in a ground vehicle accident on Mars, but one of our operatives caused a paradox and the result included your survival. You subsequently joined FlightCorps and were tapped to lead this mission. The astronaut who originally had this command made a fatal error and the Tethys fell into Alpha Proxima 2 days ago. Humans should have never reached this system. You are here far sooner than otherwise should have been.  First contact between humans and the Pfhor empire was AD 2794 on the colony ship UESC Marathon. We regret the mistake and there are those from this agency who feel that this vessel should be destroyed with all on board, but we have need of a man 'out of time'. The Pfhor have also developed spacetime distortion capabilities. We need to eliminate this technology. They have had help and we don't know who is in league with them. The Jjaro did not possess this type of technology and it is beyond the S'pht, Nar, or re-introduced Nakh.

You must help us uncover the conspirators and destroy this technology; 
you have no choice...
termfeed::end___________________________________________



Marathon: Fell
Levels:

Obsolescence
As a Petal Nears the Water
A Merging of Shadows
No Whisper a Man Could Hold
Nocturne Brevis
We Corpses All Sing...
Nox Quondam
The Face Below the Puddles
Vessel in the Depths
Marooned
Ny'alth Vesikeph
The Felt Need
Eine Kleine Nachtmagisch
Phaidros' 8th Guest
How the Stones Were Placed
Shade
The Motion-Seeming Things
The Vessel Transparent
A Small Thing
Tombs
The Value of Dust
The Company Gathered
The Pen in the Now-Empty Room
No Path Sought
Small Breaths
Shadow in the Cave
The Long Walk
Oubliette
Sonaten
Cal'or Prime
Nocturne Magne
Am Ende
One Chance
For Want of a ...
Finis



Level Progression: READ THIS!

For full enjoyment of this scenario:

1) Play on normal or higher difficulty level. This scenario was developed to be challenging on 'normal'.

2) If you get stuck, use your automap, if you're still stuck, look at the maps following this chapter. However, there are spoilers, so only use them as a last resort. It is more fun to win through with perserverance.

3) There are secret areas. Look for differential lighting, etc.

4) Conserve ammunition. Try to use the appropriate ammo per monster (i.e. fusion for hunters). That will leave you a surplus in most cases.

5) Save often.

6) There are very few areas which could be considered death traps. However, all of these are avoidable with common sense (i.e. don't jump in the lava river unless you have exhausted every other option). Also, on 'How the Stones Were Placed' and 'Phaidros' 8th Guest' -don't jump down into the spaceframe bays. Only one of them has an elevator back out. There are no secrets on the 
bottom.

7) There are a few ships with some 'bouncy' walls. These are due to the close nature of the vessels. These can't be re-engineered and keep the integrity of the levels they are on. 

8) I tried to follow these rules:
a) adequate ammunition to deal with enemies
b) no gratuitous use of 'rebellion' setting
c) no gratuitous use of light level 20
d) decent spelling and grammar
e) no blocky, linear levels (i.e., the freedom to explore)
f) no overuse of locked doors
g) no weird building structural changes which have no basis in the storyline.
h) appropriate firepower for the enemies (i.e. no pistol vs. blue hunters)
i) no weird physics or behavioral changes unless acknowledged in the storyline
j) no  gratuitous use of hidden doors that look absolutely identical to any other patch of wall.

This scenario was created and play-tested on a Performa 6214 CD.
The following programs were used in its creation: Forge, Anvil, Hex, MapInfo, Photoshop, ScreenCatcher, Statview SE, DropStuff, Stuffit Expander, and ClarisWorks.

Obsolescence:
The trick to get through the onrush of Pfhor at the beginning is to retrieve the pistol from the upper deck before opening the door to the main ship. Also, let your lieutenant take a a few out. There are no secrets on this level.

As a Petal Nears the Water:
There are various ammo stashes distributed on this level (i.e. don't be afraid to jump in the water).  You do not have to fight the first juggernaut or the MOAH. There is a 3x powerup in the communications dish.

A Merging of Shadows:
There are no secret areas, though there is a 2x recharger in an awkward place.

No Whisper a Man Could Hold:
No secrets here, though you can often 'trigger' monsters by firing one shot when entering a space. It will save you from being surrounded by many on all sides. Make sure you retrieve the ammo on the fighters -you'll need it.

Nocturne Brevis:
A good strategy is running out into the hall, running back in and standing on the bed firing continously at the door (after saving of course).

We Corpses All Sing...:
They'll be coming at you from all sides, so try to run to one edge of the map and turn to face the enemies (it narrows their field of fire and makes yours more efficient). Again a recharger is in an awkward place.

Nox Quondam:
There are several secret ammo stashes, one while your in the water, another
if you grenade jump off the bridge to the north, and three more in the western
tower (the first one you enter).

The Face Below the Puddles:
There is another ammo stash on the western side of the bridge and in several rooms in the western tower (lowest level).  A powerup is hidden near the main elevator.

Vessel in the Depths:
Make sure you load up on ammo on the 3rd deck before you jump out of the ship -you can't get back.

Marooned:
Let the rebel Enforcers take out as many Pfhor as possible for you -save your ammo.

Ny'alth Vesikeph:
After you insert the first chip, a door will open in the computer core -let the rebel Enforcers take out some of the Pfhor. The 3rd chip (and some ammo) is accessible in a couple of cubbyholes in the same room. Don't rush out at the southern part of the map. Run out, then back in and let the rebel Enforcers take care of the loyal Enforcers.

The Felt Need:
Watch your oxygen -this is a big level. There is one secret room here (hint -look at the symmetry on the first level you arrive on [with the reactors]) full of ammo and a 3x powerup.

Eine Kleine Nachtmagisch:
No secrets, but there is ammo spread throughout the crew's quarters and a flamethrower on the 3rd deck. When you're transported to the orbital platform, work with the rebel Enforcers.

Phaidros' 8th Guest:
There is a secret room with a 3x recharger -look for a lighting change.

How the Stones Were Placed:
Save often. There is a 2x powerup and several shotgun shells inside the waterfall (plasma constriction).

Shade:
Tight quarters and bouncy polys I know ;) , but it makes you think about your movements. Near the gun batteries, there are stashes of ammo. The 3x powerup should help at the beginning, and there is a 2x recharger elsewhere on the ship.

The Motion-Seeming Things:
No secrets. You do have to turn off the last switch and then turn it back on again for the final door to open.

The Vessel Transparent:
One secret -when you've flipped all the switches, go back to the front of the main deck of the ship. A previously closed door there is now open -grab the powerup.

A Small Thing:
I never knew my apartment was so small. There is one secret area -near the final terminal, there is a secret door which will offer a surprise.

Tombs:
No surprises, but do feel free to explore -there are a couple of ammo stashes.

The Value of Dust:
Near the centerline of the ship there is a secret compartment with aid.

The Company Gathered:
There is a 2x recharger in the tunnels under the complex. Use it and save often. No secrets.

The Pen in the Now-Empty Room:
If you jump down into an unpleasant place you will find some rockets (you will definitely need them near the end of the level. Also an elevator is present in the lava switch room . You can use it to jump over to the Hunter's ledge and grab the 3x powerup there.

No Path Sought:
No secrets here.

Small Breaths:
No secrets here.

Shadow in the Cave:
No secrets here.

The Long Walk:
No secrets here.

Oubliette:
No secrets here.

Sonaten:
No secrets here.

Cal'or Prime:
No secrets here.

Nocturne Magne:
No secrets here.

Am Ende:
No secrets here.

One Chance:
No secrets here.

For Want of a ...:
No secrets here.

Finis:
No secrets here.



Marathon: Fell
Features:

-35 solo levels
-original story
-new graphics
-rebellion
-treachery
-anarchy
-power-lust
-alien mind-control
-2 realistic  landscapes (thanks to Loren Petrich)
-the original Marathon Hunter (thanks to H. Sanderson)
-several Tempus Irae textures (thanks to Nardo)



Marathon: Fell
Credits:

Maps, Story, Terminal Pictures, Graphics, and Text by Ben Potter
Terminal Picts file clarified and Beta testing by Claude Errera
New textures (to Fell) courtesy of Nardo
Daytime and Nighttime landscapes by Loren Petrich
Port of Marathon 1 hunter into Marathon Infinity by H. Sanderson
Terminal Picts file constructed by Matthew Hershberger
Beta testing by Hippieman
Beta testing by Aaron Davies
Beta testing by Jane (Kj4jane)
Discovery shots from 2001: A Space Odyssey
Chapter screen picts from Hubble Space Telescope
Some terminal picture elements and Marathon 1 hunter  Bungie
Poem 'In Time'  1995 Ben Potter

with thanks to:
*Mjolnir 10, Ryan Govostes, and Paul Moran for advice.
*Bungie, for the obvious.



Marathon: Fell
Legal Stuff:	

Marathon: Fell is copyright  1998 Ben Potter.
All original artwork and texts  Ben Potter.

" 1996 in whole or in part Bungie Software Products Coporation. Created with Bungie's Forge and/or Anvil by: Ben Potter (ftbap@uaf.edu)"
No monies may be made from the sale of this product.