Fell



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


levels


Obsolescence

Obsolescence



Objectives. eliminate Pfhor boarding party, insert chip into recepticle, transport to Balapoel’s ship

Notes. This level is straightforward. Go to the uppermost level (the elevator on your right as you head from the bridge) and retrieve the second pistol before you open the main door. Your Lieutenant will help at the beginning -try not to shoot him. Grab the chip at location A and insert into recepticle. Transport to Balapoel’s ship and read the term. This term gives you the basic plot exposition. Teleport to level 2.

Secrets. None

As a Petal Nears the Water

As a Petal Nears the Water


Objectives. eliminate the Pfhor of the base, find AR rifle, hit the switch in the observation tower to access elevator in the control tower, destroy relays.

Notes. Use the alien weapon you (hopefully) kept from the first level to kill the Pfhor fighters at the beginning. There are two small ammo dumps if you take the first right in the tunnel. Keep taking rights after the first turn and you’ll come to a room guarded by a cyborg. There is a secret door revealing some ammo. In the caverns there are a few small ammo dumps and the AR is in the furthest east part of the cavern complex. You will come to a place where there are small pools to your left. There is a stockpile of AR ammo in one of the pools. Go up the elevator, go into the compiler room and flick the switch at location A -this opens the next door. Through that door, you will come to a cross-roads. The level can be completed from here in many different ways. One way is to turn right and take out the communications team. Then turn left -across the sewage-flooded room- and retrieve the SPNKR at location B. Then go straight ahead and retrieve the ammo in adjacent rooms and towers. The shuttle area is the hardest part of the level. Run in and start firing and several more aliens will appear. Retreat to the doorway and take them out one by one or just go to town. Once you clear the shuttle repair area, flick the switch in the tower at location C. This opens the door in the control tower -to the far upper-left portion of the map. Go there and destroy the wiring at location D. Each destruction will enable another door. Proceed to the top where you are teleported to level 3.

Secrets. See above. There is also a 3x powerup in the base of the communications dish.


A Merging of Shadows

Merging of Shadows


Objectives. activate the temporal node

Notes. Make your way to the control room and flick the switch at location A. This opens the door to the observation deck. Once you’re there, shoot the control for the power monitoring chamber access from location B. Descend and deactivate the forcefield on the quantum distortion chamber at location C. Enter the chamber. Teleport to level 4.

Secrets. None

No Whisper a Man Could Hold

Couldhold


Objectives. Disable the cruiser, commandeer the destroyer

Notes. You must retrieve 2 interlink chips to access the umbilical to the station. One is in a cargo holds at location A. The other is on the bridge at location B. Read the term on the bridge. In order to gain entry to the destroyer you must destroy the power junction nodes on the station at location C. You can then proceed to the destroyer -the door is at location E. Ammunition can be found in the docked fighters at location D.

Secrets. There is an invincibility powerup in another docked ship in the a pool.

Nocturne Brevis


Brevis


Objectives. read terminal

Notes. Restock ammo and proceed out of the door. I would then retreat and begin blasting the S’pht with the AR or the Fusion pistol.

Secrets. None

We Corpses All Sing...

AllSing


Objectives. Destroy main power controls of the temporal node

Notes. You must first retrieve the uplink chip at location A and upload it into the receptor at the bow of your shuttle at location B. This activates the elevator at location C. Proceed down it and find the second chip at location D. You must first hit the switch at the lowest level of the tower to activate the elevator. This opens the door to the reactor subprocessor control room. Destroy the wiring at location E. This lowers the security field and allows you to access the main power grid. Destroy the wires at location F. Return to the shuttle. Teleport to level 7.

Secrets. None

Nox Quondam



Nox Q


Objectives. eliminate Pfhor garrison, access Pfhor computer system, assimilate information

Notes. Leave the drop ship and swim to the western tower at location A. Proceed to location B and destroy the wiring. This opens the door at C. Enter the eastern tower and jump down into the main shaft. Go up the elevator at D. Here you have 2 options. You can jump down to your right, retrieve the chip at location E and insert it in location F. This opens the tower doors. Access the elevator and jump across to location G. Read the term and teleport to level 8. Option 2 is to run to the dam towers at H and retrieve some extra ammo, then repeat the first option.

Secrets. By grenade-jumping the bridge to the north you will find an extraordinarily huge cache of weapons and sundry powerups at location I. In the first tower, there are 2 rooms with ammo and powerups (J, K).

The Face Below the Puddles



faceb


Objectives. stop the Pfhor from leaving the planet with the data

Notes. You must stop the Pfhor before they can lift off the planet from the shuttleport on top of the eastern tower. However, they have locked the way. You must retrieve the chip at location A and insert at location B. This gives you access to the western tower. Retrieve the chip at location C. and insert at location D. Smash the wires at location E. This gives you access to the top of the western tower. Proceed to the top and eliminate the Pfhor. Enter the shuttle at location F. Transport to the drop ship and teleport to level 9.

Secrets.


Vessel in the Depths

Depths


Objectives. upload virus to the mass drivers, commandeer the cruiser

Notes. Make sure you arm yourself from the secyre’s lowest deck. Then jump out of the ship. Make your way to the top level of the br’sai and flick the switches noted on the map. Then head to the bridge and read the term. Teleport to level 10.

Secrets. None that the observant would not be able to deduce.

Marooned

marooned


Objectives. get on board the shuttle

Notes. Let the enforcer’s do the work. Jump in the shuttle and teleport to level 11.

Secrets. There are two ammo stashes at location A and B.


Ny'alth Vesikeph

Vesikeph


Objectives. access the teleporters south of the station

Notes. You must override the main power generator located at A. There are three chips you must find, at locations B, C, and D. Proceed to the southern teleport site. Teleport to level 12. 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.

Secrets. There is a small ammo stash in the pool at location E.

The Felt Need

need



Objectives. disable reactors, open shuttle bay doors, activate teleporters.

Notes. Disable the reactors at locations A and B. Proceed to the command deck and hit the switch at location C. Go to the docked Enforcer ship and retrieve the chip there at location D. Insert the chip at location E. Open the shuttle bay doors by hitting the switches at F and G. Activate teleporter systems at H where you teleport to level 13. Watch your oxygen -this is a big level.

Secrets. There is a secret stash of ammo at location I.

Eine Kleine Nachtmagisch



ek


Objectives.    restart engines, egress to orbital platform

Notes. You must restart the engines with the captain's key, located on the upper deck at A. Insert this chip at B. The engines will restart and a teleporter pad will open in the hallway directly outside of the engine room. Jump through it.

Secrets. 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

guest
 

Objectives. disable power generator

Notes. You're in the drydock facilities where the Pfhor alliance is constructing new vessels. Your job is to destroy it. The main task is to disable the power generators. The chip you will need to access the generator room is located at A. Insert this chip at location B. This opens the door to the power turbines. Turn on both turbines at C. This overloads the power distribution system and you can access the rest of the station.

Secrets. There is a secret room with a 3x recharger -look for a lighting change.

How the Stones Were Placed


stones


Objectives. gain access to powerplant assembly area, destroy facility

Notes. You must enable the thermal vent lockouts to access the powerplant assembly area., Essentially three access chips are needed for this. Each successive chip will give you access to more of the installation. The first chip is located at A -insert at B. The second chip is at C -insert at D. The third chip is at E -insert at F. The systems subprocessor control room can be accessed by inserting three chips, located at G, I, and K. These chips are inserted into H, J, and L. Destroy the circuitry at the systems subprocessor control room at M. The door at N is now open. Proceed there and teleport to next level.

Secrets. There is a 2x powerup and several shotgun shells inside the waterfall (plasma constriction).


Shade



shade


Objectives. commandeer ship

Notes. You teleport to the lowest deck. There is a 3x powerup to help you. You must retrieve the chip found at A on the third (highest) deck. Insert this into the receptor on the lowest deck at B. The doors to the engine room will open. To restart the engines you must open the panel at C and activate the wires. The engineering terminal will then activate.

Secrets. 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

motion seeming

Objectives. destroy resistance at the station, lower shields, hitch a ride on a supply tender

Notes. You must close down the initiator safeties to lower the shields. Activate the switches at A, B, C, and D. This shuts down the safeties. To reboot fusion reactor, you must hit D again. The door to the teleport terminal should be open now.

Secrets. 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


vessel



Objectives. commandeer vessel

Notes. You need to gain access to both main engine cores. Enter the plasma streams and enable them. The first stream is at A, the second at B. The resulting influx of energy should blow the computer lockouts and the ship systems should reboot. Make your way to the bridge and take control.

Secrets. 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


small


Objectives. access information, explore, find a way into the sewers

Notes. Destroy the panel in the observation tower at A. Gain access to the main hangar. To activate the engines, insert the servo chip at B into the engines at C. The intrastation sensors should detect the exhaust and automatically open up all 2nd level secure doors. In the caves south of the installation, there is a secondary override for the 3rd level secure doors. There is a chip at D which you must insert at E to open the outer doors. There is a second chip at F in the caves which you must insert at G. Once you have access to the upper area, there is a final override for the 4th and highest level secure doors. The chip is located at H (you have to ride a small elevator). Insert at I. You can now access the elevator to the sewers.

Secrets. Near the final term, there is a secret door which will offer a surprise (J).


Tombs


tombs


Objectives. ending 1 -leave with Parael (ending 2 -retrieve data, flood sewers)

Notes. ENDING 1: Go to the southern river and collect chip at A and insert at B. The subterranean river should overflow the reservoir, automatically opening the door to the data core. Rather than going any further, AI Parael offers an alternative. Step into the teleporter and proceed to Small Breaths (level 25).

ENDING 2: Go to the southern river and collect chip at A and insert at B. The subterranean river should overflow the reservoir, automatically opening the door to the data core. Flip switch at C to activate elevator at D. Collect the chip and insert in the bypass control chamber at E. This enables the switch at F to raise the influx gates. The whole system floods. Read the data core term and go to the pump control room at G and enable the pump commands. Proceed to the pump room and flip the switch H. This opens the door to the teleport term. You can then proceed on to The Value of Dust (level 21).

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


The Value of Dust


Dust



Objectives. access vessel log, destroy station

Notes. Find your way to A and transport over to the ship. Find the chip on the vessel -it is located on the upper level at B. Access the ship's terminal at C and transport back to the station. Insert chip at A. The large northern elevator works now. Descend to the bottom level of the main station tower at D. Go through the sequence of wire destructions until you get an open receptacle for the chip. Take the chip which is teleported there. Insert the chip. Return to A and teleport.

Secrets. Near the centerline of the ship there is a secret compartment with aid.


The Company Gathered



company

Objectives. escape from the prison

Notes. You have been taken prisoner by Parael. Balapoel helps you escape. The switch at A opens the doors to the coolant influx tunnels. Go into the tunnels and flip the switch at B. This opens the door to a chip at C (follow arrow for insertion). This opens the door to the main control room. Go there and flip the switch at D. Return to the tunnels and flip the switch at E. Retrieve the chip at F (follow arrow for insertion). This opens the door at G. Proceed into the main chamber and exit. There is a 2x recharger in the tunnels under the complex. Use it and save often.
   
Secrets. Use it and save often.

The Pen in the Now-Empty Room



pen


Objectives. destroy the Pfhor-UESC alliance temporal chambers

Notes. Flip the switch at A on the third floor of the tower. This will enable access to the power relay tower. There are four chips to insert to lower bulkheads to access main distortion nodes. The chips are at B, C, and D (follow arrows for insertion). You must flip the switch at E to lower the forcefield around the 4th chip at F. You must depress the switch at G to access a recharger and the southern part of the map. Enter each node (H, I, J, then K) and press once to reboot each subsystem. Allow 5 seconds for the virus to infect the system before depressing each switch a second time. On the fourth node (K), depress the switch only once. The force field for the final power switch should be lowered. Once the final power switch has been flipped at L, head for the northeast tower.

Secrets. 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


path

Objectives. Ending 1 (AI Balapoel wins [well, actually he loses], and the 'Eodens' win)

Notes. Simple run through -just jump out of the aft section of the Tethys.

Secrets. No secrets.


Small Breaths

smallb

 

Objectives. allow the 'eodens' to capture you

Notes. Read the term at on the shuttle. Step into the teleporter at A. Once you're on the alien ship, proceed into the cell (automatic exit). Don't fight -you wouldn't survive.

Secrets. No secrets.

Shadow in the Cave



cave




Objectives. be a good 'eoden' doggy (i.e. kill the Pfhor)

Notes. You emerge in your cell. The aliens have recently captured a Pfhor long range scout and are doing unspeakable things to them in the dungeons. Aliens will watch you as they allow you to escape, gather weapons and kill the Pfhor they have rejected (for whatever reason). Give them a show. Hit the switch at A (upper level). Read the term. You have to retrieve a servo link to access the lower chambers. Clear the station and powerup before you enter the teleporter at C. Retrieve the chip at B (actually it's on the uppermost level [i.e. top] of the ship -look out for Enforcers though). Insert the chip at C. This opens the door at D. Hit all the switches at E and proceed back to the cell (ahem, room) at the End.

Secrets. Ammo and powerups along the ship centerline.

The Long Walk


walk



Objectives. destroy the station and eliminate the Pfhor garrison

Notes. First, you must insert three servolinks to activate the main turbines. The first chip is at A. You lower the platform by opening the door directly to the north of A (follow the arrows for insertion). The second chip is at B (in the water). The third chip is at C. You now have access to the main reactor. Stand at position D and fire a grenade (or whatever) into the switch across the chasm. This will open up the exit term. Defeat the MOH and exault in your victory. ...and get back in your cell.

Secrets. No secrets.

Oubliette

oubliette


Objectives. free Balapoel and escape

Notes. Read terms directly to the south of your entry point. The chip is located at A (lower level). Insert this chip at B (upper level) to access the rest of the installation. Step on the teleporter at C. Hit the switch at D and retrieve the chip at E. Insert this chip at F. This gives you access to the teleporters at G. Step into the teleporter and destroy Balapoel's main memory core. Destroy the wires at H, I, J, and K. This will open up an elevator at L. Proceed to the terminal at the end of the strut.

Secrets. By grenade jumping over the center chasm, you can gain a fusion pistol and ammo and a 3x powerup. The upper ring around Balapoel's memory core contains ammo and powerups.

Sonaten


son



Objectives. help the UESC disable the Pfhor task force

Notes. Escape from your cell and run as fast as you can to the main door, take a right and enter that door and get some ammo. Clear the upper level of Pfhor and flip the switch at A. This opens the door directly below it on the lower level. Gather the two chips at B which disrupt the aliens' control over the infected Pfhor and insert them into the port and starboard forward sensor ports at C and D. You should have access to the transporter at E. Teleport to the troop carrier Flood the troop chambers with engine coolant (F, G, H, I, J, and K). Insert the three chips teleported to the bridge at L into the three ion drive maintenance control panels (see arrows). Find the transporter at M and eliminate the Pfhor on the escort. Insert the chip teleported in at N.

Secrets. No secrets.

Cal'or Prime

CalPrime



Objectives. destroy the alien artifacts, flood reaction chamber, flood central computer core

Notes. Retrieve the chip from A. Insert the bio-circuit into the research lab at B. Flip the switches at C and D to disrupt the artifact's link to the station's systems. You must flood the reactor chamber with the planet's magma. There are 2 activator links which must be uploaded into the system (E and F). A supervisor key must be obtained from one of the upper power flow regulator chambers (G). Follow the arrows to insert the chips. To flood the computer core, you must activate the portal override switch at H and I. Enter the tower and deactivate two force field generators at J and K. J is on the upper level (level 3), K is on the lowest level (level 1). Once K is depressed, you must high-tail it to the uppermost level (level 4) and teleport out (after killing the MOH of course).

DIFFERENT ENDINGS: In the computer room to the south are three terminals. The east one (Parael) takes you to an ammo room. The south one (Balapoel) takes you to 'Nocturne Magne'. The west one (Alien AI) takes you to 'One Chance.'

Secrets. There is a SPNKR somewhere -now where did I put that ... hmmm...

Nocturne Magne

noct

 
Objectives. escape with AI Balapoel

Notes. ENDING 1: Activate the upper magma pylon flooding their reactant coolant system. The switch is at location A. Grab the AR at location B. Retrieve Balapoel's chip at location C. Insert the chip in the transport docked at the west platform. Proceed to 'Am Ende'.

ENDING 2: Activate the upper magma pylon flooding their reactant coolant system. The switch is at location A. Grab the AR at location B. Find the second chip at location D. Swim over and pick up the invincibility powerup at location E. Swim through the coolant tunnel and insert the chip at F. Proceed to 'For want of a...'.

Secrets. No secrets (well finding the second exit is a secret I guess...)

Am Ende

ame
 

Objectives. Ending 2 (AI Balapoel escapes with you, though the 'Eodens' win). Your species is doomed to eternal servitude.

Notes. Read term.

Secrets. No secrets.

One Chance


onec

 
Objectives. Escape the rising lava.

Notes. The 'one chance' is to stay on the lowest deck and enter the opposite engine room and open the door that looks like a row of instruments. The 'lava cannon' will shoot you out into a small lava lake.  Swim over to the terminal and exit to 'Nocturne Magne'.

Secrets. No secrets, other than the big one.

For Want of a ...

want


Objectives. Ending 3 (you win and defeat the 'eodens') (way to go!)

Notes. Read term.

Secrets. No secrets.

Finis

forwant
 

Objectives. Ending 4 (AI Parael wins [well -he keeps the technology out of the 'eodens' hands] and you're sent back to AD 2157 as if nothing happened)

Notes. Read term.

Secrets. No secrets.


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.