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: a vanished civilization, in the shadow of alien mountains. wading in the shallows or submerged in the depths of lava pools and waterways. 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. 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: 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 TAB9. 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 doesn9t 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 opponent9s 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: Don9t 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. |