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- Welcome to the "Marathon 2: Durandal" Preview.
-
- Marathon 2 is the sequel to the award-winning,
- best-selling MacOS game Marathon. This demo
- provides three solo/cooperative levels and one
- network level that show off some of Marathon 2╣s
- features. The full retail version of the game
- includes more levels, more monsters, more
- weapons, plus 16-bit graphics and 16-bit sound.
-
- Cool stuff in Marathon 2:
-
- Ç Outdoor landscapes: Tread the ancient ruins of
- a vanished civilization, in the shadow of alien
- mountains.
- Ç Underwater scenarios: Explore and fight while
- wading in the shallows or submerged in the depths
- of lava pools and waterways.
- Ç Ambient sounds: From the silent corridors of
- the starship Marathon, you are taken to a world
- of roaring rivers and howling winds. 16-bit sounds
- employ real-time stereo tracking to give you audio
- clues to your environment and position.
- Ç Lighting effects: Lights now spring from all
- surfaces, dance in synchrony and add significance
- to your surroundings.
-
-
- For more information contact:
- Bungie Software Products Corporation
- P.O. Box 7877
- Chicago, Il 60680-7877
- (800) 295-0060
- Fax: (312) 563-0545
- email: sales@bungie.com
- http://www.bungie.com
-
- REQUIREMENTS:
- Ç 486-66 or better processor
- Ç Windows95
- Ç 8 M RAM
-
-
- INSTALLATION:
-
- To install the Marathon 2: Durandal demo, run the
- included setup program by doubleclicking the setup.exe
- icon in the 'M2 Demo with DirectX' folder. The
- installer will install DirectX 2 and the Marathon Demo
- game files. To run the game, you can select the 'Marathon
- 2 Demo' icon in your Start Menu under 'Programs/Bungie'.
-
- The default keys for movement, firing, and other actions
- are:
-
- Walk Forwards: UP ARROW
- Walk Backwards: DOWN ARROW
- Turn Left: LEFT ARROW
- Turn Right: RIGHT ARROW
-
- Sidestep Left: Z
- Sidestep Right: X
-
- Look Up: D
- Look Down: C
- Look Ahead: V
-
- Glance Left: A or Q + LEFT ARROW
- Glance Right: S or RIGHT ARROW
-
- Fire primary trigger: Space Bar
- Fire secondary trigger: ALT
-
- Previous Weapon: PAGE UP *
- Next Weapon: PAGE DOWN
-
- Sidestep Modifier: W
- Run/Swim: CAPS LOCK
- Look: Q
- Action: SPACEBAR
- AutoMap: Tab
-
- * Weapons also may be selected by hitting the number
- keys across the top of the keyboard.
- 1 = Fists, 2 = Pistol, 3 = Shotgun, 4 = Assault Rifle, etc.
-
- The keys are also customizable in the Preferences
- dialog (accessable from the title screen) under 'Controls'.
-
- GENERAL INSTRUCTIONS:
-
- MOVING, LOOKING UP AND DOWN, AND RUNNING
-
- Use the cursor keys to move around. The turning keys
- don╣t actually move you, but instead pivot you. The
- forwards and backwards keys move you, and if the run
- key is simultaneously held down with a movement key,
- the corresponding movement is faster.
-
- The dodge keys move you sideways to your view. This
- is very useful for dodging projectiles. It would be
- to your benefit to learn how to dodge successfully.
-
- As you look up and down, your weapon will also point
- in that direction. As you move, your view will shift
- toward horizontal. The look ahead key will automatically
- return your view to horizontal.
-
- AUTO-MAPPING
-
- Everything you see is automatically mapped for you. To
- access this map, press îTAB╣. Notice that time has not
- stopped or slowed down, and that you can explore while
- looking at the map.
-
- USING TERMINALS, PATTERN BUFFERS, AND SWITCHES
-
- Use the SPACEBAR to activate a pattern buffer, computer
- terminal or switch. The pattern buffer allows you to
- save games.
-
- After you activate a computer terminal, the screen interface
- will display the terminal's text, and any map references
- made in the terminal. Note that some computer terminals
- activate teleport pads. Use the 'ESCAPE' key to abort a
- teleport terminal.
-
- Switches are activated in the same way as terminals, but
- they usually change some physical condition. For example,
- a switch might activate a platform or a door.
-
- USING WEAPONS
-
- Select a weapon using the PAGE UP and PAGE DOWN keys. You
- start with only the pistol and your fist. When you collect
- more weapons, it becomes increasingly important to remember
- how much ammunition you have for each weapon. Some weapons
- are better against certain aliens than others. You should
- experiment. After a weapon is emptied or discharged, it
- will automatically reload if you have ammunition for it.
-
- PICKING UP ITEMS
-
- As you explore, you will find weapons, ammo and other useful
- items. To pick them up, simply walk over them.
-
- OPENING DOORS
-
- Some doors work when you activate them with the SPACEBAR key.
- Others are controlled by switches, and some are very mysterious
- and are controlled by the higher powers of the universe. If a
- door doesn╣t open with the activate key, try looking around for
- a switch. Some doors just may never open.
-
- DEATH
-
- The red health bar on the bottom left of the interface keeps
- track of the shield status of your battle armor. If you are
- hit when your armor is zero or if your armor goes below zero,
- then your body is rent in twain, and you die. Try to prevent
- this from happening. In the unfortunate event that death
- does occur you will be allowed to return to the place where
- you last saved the game. If you are close to death and need
- to power up your shields, look for a shield recharge station.
-
-
- THE STORY THUS FAR...
-
- In a remote and now half-forgotten time, the human colony ship
- Marathon set out from Sol for Tau Ceti, 94 light years distant.
- The year 2794 found this fledgling colony in its seventh year,
- still suffering many hardships but striving for success.
-
- That year, humanity made First Contact with the Pfhor, a ruthless
- race of slavers. The Pfhor attack came swiftly and without warning.
-
- The Marathon was disabled in orbit and the colony overrun. Having
- been sent up to the Marathon in the first hours of the attack, you
- were the sole colonist left to face the onslaught. But you weren╣t
- entirely alone...
-
- Damaged, one of the Marathon╣s onboard synthetic intellects,
- Durandal, struggled to organize a defense of the stricken vessel.
- Another, Tycho, was destroyed. The S╣pht compilers ( cybernetic
- slaves of the Pfhor ) invaded the Marathon and rebuilt him,
- but in the process Tycho went insane.
-
- Durandal struck a deal with the S╣pht. In return for their
- freedom, the compilers agreed to rebel against their masters
- and give control of the Pfhor ship to Durandal.
-
- After teleporting a boarding party to the giant Pfhor scoutship,
- Durandal transferred himself into its massive computer array and
- assumed complete control. Fearing imminent Pfhor retaliation,
- Durandal left Tau Ceti, taking the Rebel S╣pht with him.
-
- Three Terran months later, the Pfhor armada arrived at Tau Ceti
- and razed the planet to bedrock.
-
- Seventeen years after the dust settled on Tau Ceti, Durandal
- found the lost homeworld of the S╣pht...
-
-
- IV - Tips for success
-
- Some tips for the first-time player....
-
- We know you want to dive right into the game and learn by doing,
- but since this game introduces several features that may be new
- to you, we thought we╣d drop a couple of pointers that may help
- you enjoy the game quicker (and if your net opponent doesn╣t read
- this, so much the better).
-
- >Point me up, point me down:
- Get used to smoothly pointing your weapon up and down (default
- D and C) as a part of normal movement. If you╣re not looking up
- a stairway as you ascend, you may find a nasty surprise waiting
- at the top, and if you move through a room without checking out
- the foor and ceiling areas, you may miss something important.
-
- >Playin╣ Newton-style:
- The realism of the physics model means that the blast wave of
- an explosion can have a number of interesting effects. A grenade
- or rocket shot at the floor in front of you can pop you up in the
- air, shooting at walls can kill opponents around corners, and you
- can compensate for an opponent╣s evasive maneuvers by blasting
- the floor nearby.
-
- >It takes two... :
- Many weapons have two firing functions. If you pick up a second
- pistol, the second trigger will allow you to fire both pistols at
- once. The grenade launcher on the AR M-75 is accessed by the
- second trigger as well.
-
- >Get out of Dodg-ing:
- Don╣t underestimate the usefulness of dodging (default Z and X)
- in a combat situation . Dodging in a circle around a target while
- shooting is an effective way to give more damage than you get.
-
- >If it moves, sense it:
- Keep an eye on the motion sensor; in the heat of battle it╣s your
- best friend. If you╣re trying to ambush someone, don╣t move a
- muscle.
-
- >Do the twist:
- A pretty advanced technique is to use the │glance▓ keys (default
- A and S) to quickly twist your torso left or right as you move.
- Few things are so inspiring (or so difficult) as a mid-air,
- torso-twist rocket kill; not for the novice.
-
- >He who fights and runs away:
- The alternative net games have strategies all their own; i.e.,
- even though the point of King of the Hill is to occupy the Hill,
- there are certainly times when it╣s best to leave it. The smart
- player will triumph over the reckless one.
-