One thousand thousand slimy things

Design Credit:  Chris Geisel & Greg Kirkpatrick
Double Aught Comments:  Read
Spoiler Guide:  Read
Vidmaster Tips & Tricks:  Read

There are four terminals on this level. You can see their in-game order on this in-game map.

While reference is made to a volcano it is not immediately obvious. However the hexagonal columns found throughout this level are indicative of volcanic activity.

Find out how the  Bridgework  was done on this level. This was featured in Hastur's Workshop.


One thousand thousand slimy things (Terminal 0)

This opening message explains the odd sight of Pfhor trapped in a pit and the Bobs shooting them. Take no prisoners.

    

Fortunately for you the Bobs didn't get a chance to destroy the munitions in a locked room nearby.

There are two ways to get into this locked room. The standard way and the secret way. See below.


Opening Connection to ß.4.5-23 05.10.2337
CAS.qterm//CyberAcme Systems, Inc. <931.461.60231.14.vt920>

UESCTerm 802.11 (remote override) 05.10.2337





Pfhor strike teams have entered the base.
All personnel are ordered to fall back through the tunnels and regroup at the western edge of the crater.

Eliminate the captives and destroy munitions likely to fall into enemy hands.
PgUp/PgDn/Arrows to Scroll Return/Enter to Acknowledge

Disconnecting... 05.10.2337

connection.reset
CAS.qterm//CyberAcme Systems, Inc. <931.461.60231.14.vt920>

One thousand thousand slimy things (Terminal 1)

This is an intralevel teleport terminal.  It takes you from here to here. Note the clue in the terminal image about how to access the locked munitions room.


Opening Connection to ß.4.5-23 05.10.2337

jump.term7a
CAS.qterm//CyberAcme Systems, Inc. <931.461.60231.14.vt920>

UESCTerm 802.11 (remote override) 05.10.2337





jump terminal 7a
authorization key required
priority transports only
magnetic seals and coils prohibited

observe radio silence at all times
...
PgUp/PgDn/Arrows to Scroll Return/Enter to Acknowledge

Disconnecting... 05.10.2337

jump.powerup7a
CAS.qterm//CyberAcme Systems, Inc. <931.461.60231.14.vt920>

One thousand thousand slimy things (Terminal 2: 1st Message)

This is an intralevel teleport terminal.  It takes you from here to here. Note the clue in the terminal image about how to access the locked munitions room.


Opening Connection to ß.4.5-23 05.10.2337

jump.term7b
CAS.qterm//CyberAcme Systems, Inc. <931.461.60231.14.vt920>

UESCTerm 802.11 (remote override) 05.10.2337





jump terminal 7b
authorization key required
priority transports only
magnetic seals and coils prohibited

observe radio silence at all times
...
PgUp/PgDn/Arrows to Scroll Return/Enter to Acknowledge

Disconnecting... 05.10.2337

jump.powerup7b
CAS.qterm//CyberAcme Systems, Inc. <931.461.60231.14.vt920>

One thousand thousand slimy things (Terminal 2: 2nd Message)

This 2nd message is only displayed after you activate the door switch at location A. If you trek back to this terminal it will now teleport you from here to here. This is the previously inaccessible munitions room. The image in the terminal indicates this new teleport destination.

There is a secret to getting into the locked munitions room in advance of reaching the end of the level. At point A on this in-game map there is a rock column coming out of the water. If you step on this it will trigger the door to the munitions room (point B) to open for a short period of time. If you are quick you can make it inside.


Opening Connection to ß.4.5-23 05.10.2337

jump.term7c
CAS.qterm//CyberAcme Systems, Inc. <931.461.60231.14.vt920>

UESCTerm 802.11 (remote override) 05.10.2337

jump.term7c

jump terminal 7c
authorization key required
priority transports only
magnetic seals and coils prohibited

observe radio silence at all times
...
PgUp/PgDn/Arrows to Scroll Return/Enter to Acknowledge

Disconnecting... 05.10.2337

jump.powerup7c
CAS.qterm//CyberAcme Systems, Inc. <931.461.60231.14.vt920>

One thousand thousand slimy things (Terminal 3)

This is the exit terminal at the end of the level.

Reference is made to a lava floe. Technically a volcano produces a lava flow. Ice floating on water produces a floe.


Opening Connection to ß.4.5-23 05.10.2337

handl.remote
CAS.qterm//CyberAcme Systems, Inc. <931.461.60231.14.vt920>

UESCTerm 802.11 (remote override) 05.10.2337

rogue conditioned unit
origin:
High Admiral Tfear (Command)
destin:
rogue conditioned unit
ref:
genocide
stamp: leniency

Very impressive. The primary function of intelligence is the subordination of our instinctive desires, the mark of a strong species. Which is why your kind will serve well the needs of the Hindmost Creche. The Hindmost is of an intelligence so vast, it encompasses the span of the Pfhor, and to those privilege to serve Her, appears insane. That is the final function of the Commanding Rank, the thought that we keep forever in our minds, that we deny our selfish, willful needs, so that the Empire will survive.
PgUp/PgDn/Arrows to Scroll Return/Enter to Acknowledge

UESCTerm 802.11 (remote override) 05.10.2337

rogue conditioned unit
origin:
High Admiral Tfear (Command)
destin:
rogue conditioned unit
ref:
genocide
stamp: leniency

The humans are escaping through the cone of the volcano, where they have activated containment fields to suppress the lava floe. I want nothing more than to cut them off so they can be captured, for long, useful lives in the conditioned ranks.

The containment fields are powered by multiple, redundant sources throughout the cone. You will have to deactivate them all.
PgUp/PgDn/Arrows to Scroll Return/Enter to Acknowledge

Disconnecting... 05.10.2337
CAS.qterm//CyberAcme Systems, Inc. <931.461.60231.14.vt920>

Go with the flow


Go Back to Marathon's Story Home Page
***TRANSPORT WHEN READY***


Collating and stapling: Hamish Sinclair <Hamish.Sinclair@tcd.ie>
Last updated Feb 1, 2003
Project: Found Delivery terminal reformatting -