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Marathon: help needed in "Colony Ship For Sale, Cheap!"

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Ishir Bhan

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Dec 29, 1994, 7:20:27 PM12/29/94
to
I'm stuck on part of this level.

In one room, there are 5 platforms that can be raised and lowered. There
is a red button in the room high up on a wall. If I fire a missle at it,
it will raise the middle platform, but the middle platform is too high to
get onto even when at its lowest setting. I can figure out how to raise
the other platforms (there are switches in other rooms, which are
actually visible from this room), but by the time I get to the room, they
have fallen back down to floor level. If I switch the switches off while
they are in the process of rising, the platforms stay up, but there is no
way I can get onto them. Any tips?

Oh yeah, the reason I need the platform is that the only way out of this
room other than the way I came in is a door that's high up on a wall.

Please e-mail, or post...
--
Ishir Bhan
ib...@fas.harvard.edu

Mischief

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Dec 29, 1994, 11:11:58 PM12/29/94
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easy....

figure out which switches apply to certain columns. Then, starting with
the first column by the door, raise each column in sequential rising
height so it soon looks like stairs. Now here's the tricky part. ONe of
the rooms controls the columns on either side of the rising column. You
must gauge the one toward the higher door to be a step higher than the
rising one at it's full height (when you grenade the red button). After
you have everything set, you run up the columns to the rising one,
shoot the button, wait till it rises and stops and continue on your
way! Oh and you can stop the rise or lowering of the columns anytime by
flipping the switch.


off to find secret rooms! (found a couple on the network levels already!)

Ishir
Bhan (ib...@fas.harvard.edu) wrote: : I'm stuck on part of this level.

Kenneth Ho

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Jan 2, 1995, 10:32:28 AM1/2/95
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In article <3dvjob$6...@decaxp.harvard.edu>, ib...@fas.harvard.edu (Ishir
Bhan) wrote:

Spooler coming up!
.
.
.
.
.
.
.
.
.
.
.
.
.
.
You could turn off those switche before it automatically do so to stop those platform at any level of height you wish. So that you could set up steps.... well... sort of. ;-)

--
As long as I can see with my own eyes, I could see the Mac!
As long as I can hear with my own ears, I could hear the start-up chime.
And as long as I can use a computer, I will use a Mac!

Kenneth
k...@hk.super.net

Another small individual worm on the Net!

Kevin Hendrickson

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Jan 6, 1995, 12:30:57 AM1/6/95
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In article <1995Jan5.112058.869@batman>
mm...@batman.bmd.trw.com writes:

> Ok, but my question is how the hell do you get to the terminal
> thats way up in the air on a raised platform once you do get to
> the door that you're talking about above? I've checked the walls
> for secret passages, fired grenades at the terminal, etc etc etc
> ....any clues?

There are two switches in the room after the adjustable pillars that
you can throw. One operates the platforms that get you out of this
room, the other...
(I don't want to spoil anything)

*-------------------------------------------------------------*
Kevin Hendrickson "On the internet, no one knows you're a dog."
hndr...@museum.cl.msu.edu ruff...@aol.com Nyabinghi Warrior
hend...@clunix.cl.msu.edu hend...@student.msu.edu _DreaD_

mm...@batman.bmd.trw.com

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Jan 5, 1995, 1:20:58 PM1/5/95
to
In article <3dvjob$6...@decaxp.harvard.edu>, ib...@fas.harvard.edu (Ishir Bhan) writes:
>
> Oh yeah, the reason I need the platform is that the only way out of this
> room other than the way I came in is a door that's high up on a wall.

Ok, but my question is how the hell do you get to the terminal


thats way up in the air on a raised platform once you do get to
the door that you're talking about above? I've checked the walls
for secret passages, fired grenades at the terminal, etc etc etc
....any clues?

Bret

Elizabeth G. Rhoades

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Jan 6, 1995, 10:56:13 PM1/6/95
to
mm...@batman.bmd.trw.com writes:

>Bret

The switch is in plain view and not too far away. Look around some more.

Tom Sherrill

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Jan 7, 1995, 3:11:46 AM1/7/95
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> Ok, but my question is how the hell do you get to the terminal
> thats way up in the air on a raised platform once you do get to
> the door that you're talking about above? I've checked the walls
> for secret passages, fired grenades at the terminal, etc etc etc
> ....any clues?
>
> Bret

There are two switches, one that sets the stairs in motion, and the
other switch is a delayed action switch for the elevator surrounding that
terminal


Tad

Greg Salter

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Jan 7, 1995, 4:27:11 AM1/7/95
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In article <3el3ct$p...@wizard.uark.edu>, erhoades@comp..uark.edu
(Elizabeth G. Rhoades) wrote:

Sorry, I missed the earlier part of this thread. How do I get out of this
room? I guessed that I should hop up on the right-most platform, shoot the
little red button with my phaser-thingy to make it go up, turn around and
shoot at the switch in the upper room to make the platform right before
the doorway open up, but I can NEVER actually make it work. Am I doing the
right thing?

=====================================================================
Greg Salter Internet: greg_...@mindlink.bc.ca
Coquitlam, B.C. CompuServe: 72550,2271
=====================================================================

Greg Salter

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Jan 7, 1995, 5:00:22 PM1/7/95
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In article <tbs3085-07...@129.21.21.168>, tbs...@rit.edu (Tom
Sherrill) wrote:

> There are two switches, one that sets the stairs in motion, and the
> other switch is a delayed action switch for the elevator surrounding that
> terminal

Tad,

Which switch is which?

Lee Gibson

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Jan 9, 1995, 12:44:20 AM1/9/95
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Does anybody know how to get into the Gun-O-Rama on this level? I'd also
appreciate a DETAILED spoiler on those @#*(*$@# platforms. I've screwed
with it for hours, and I'm flustered. Much obliged!

X-Files

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Jan 9, 1995, 7:33:58 AM1/9/95
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In article <elg-080195...@slip-11-15.ots.utexas.edu>,
e...@ccwf.cc.utexas.edu (Lee Gibson) wrote:

Okay, we played with it for about half an hour and never got the
combination. But this worked for us! I thinkthere were five platforms,
make sure that the last two are in the up position. Make sure that the
second one is also up. Make sure that the first one is moving up and
down, run on to it, walk over to the second one and then RUN across the
gap of the third one. then you are across. We found that you can JUMP at
least one platform...laff..yay!!!!!
Hope that helped...be careful when you open that door...there's at least
two guys in Normal Carnage...grin

Lyne
mit...@io.org

--
I'm somewhere here... hmmmm.. maybe I shouldn't have taken that left turn at Alburquerque

Wilfrid Austin Nixon

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Jan 9, 1995, 10:39:29 AM1/9/95
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yeah, please - me too!!
Wilf Nixon

Marty Gleason

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Jan 9, 1995, 12:50:47 PM1/9/95
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Please excuse the breach of netiquette, but I'd also appreciate a spolier
on this too, be it a movie, text file, or what not...
E-mail:
glea...@stu.beloit.edu
or vhd...@prodigy.com

Thanks!

Mark Banner

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Jan 10, 1995, 3:36:22 AM1/10/95
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In article <mittens-0901...@mittens.net5a.io.org>, mit...@io.org
(X-Files) wrote:

Can you u/l a movie of this? I would think that if people would make
movies of the more difficult moves (ie-this one), it would make them
easier for the rest of us dupes. Thanks.

--
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
"The deadliest bullshit is" | Fletch
odorless and transparent" | mba...@netcom.com
--William Gibson |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mark Eaton

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Jan 16, 1995, 10:49:29 AM1/16/95
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In article <ceejD2...@netcom.com>, ce...@netcom.com (C J Silverio) wrote:

> Spoiler:
>
>
> There are three rooms adjoining this one. Each room has
> two switches. Each switch controls one of the platforms.
> Adjust the platforms so their height increases from one
> end of the room to the other (right to left in your
> diagram). Do this by getting the ones at the ends right
> (highest and lowest) then adjusting the others relative
> to those. There will be a big gap at the middle platform.
> The idea is to run up the first three, stop at the middle
> one, shoot the switch to make the middle platform rise
> temporarily, then run up the others to the door.
>
> I had to iterate on the platform height a bit before I got
> it right. This was *annoying* since I had to trek back &
> forth along the whole stinking level a couple of times.
>

I may have come up with a better way of doing it...
1) go to the room that controls the 2 towers nearest the exit.
2) raise those towers up and let the _just_ start to go back down
3) stop them from going down so that they are even, slightly below their
max height, and slightly above - or even with - the exit.
4) go to the entrance tunnel
5) grenade the switch that controls the 3rd tower from the exit (this
takes practice, but when you figure out the correct elevation, position,
etc its easy to hit)
6) run over to the tower and ride it up til you're even with the next
tower towards the exit
7) run to the exit

This saves you from running all over the level to get the towers lined up...


> ---
> C J Silverio ce...@netcom.com ce...@well.sf.ca.us
> <a href="http://wiretap.spies.com/ceej/ceej.html">my home page</a>

--
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Mark Eaton | MacXperts - Custom and Commercial
| Mac and Newton Software
ma...@infi.net | 3228L W. Cary St.
ma...@richmondinfi.net | Richmond, VA. 23221
| (804) 353-7122 FAX: (804) 358-3847

Kevin Hendrickson

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Jan 16, 1995, 4:17:10 PM1/16/95
to
I've made a couple of changes to Tom's excellent diagram and added my
own.

+----------+ +----------+
| room 1 | | room 3 |
|#1 #2 | |#6 #7 | <- switches
+----------============------------------============------+
| window 1 window 3 |
| ||| | switch
4
| |4|<-shoot switch from here 0 <- for
plat-
| ||| | form 4
| |
| \\3\\ //5// |
| |
| |
| \\2\\ //6// |
-+ | |
|
<high place I can get to, but save first... +--------+
|
\\1\\ window 2 //7// <-Entrance
|
---------------------------============---------------------+-----------
-+
|#3 #5 | <- switches
| room 2 |
+----------+

Note:
There is no need to do any grenade jumping.
Windows 1, 2 & 3 have adjacent rooms each of which has switches that
operate
the platforms.
Room 1 has switches which operate platforms 1 & 2.
Room 2 has switches which operate platforms 3 & 5.
Room 3 has switches which operate platforms 6 & 7.
Switch 4 must be operated from within the room of platforms.
When turned on, the switches allow their respective plaforms to move up
then
down until they reach their resting point.
When turned off, the switches freeze their respective platforms at
their
current position.

------------------------------------------------------------+
<- Exit |
-+ |
| ||||| 0 <- switch
#4
| ||||| ||||| |
| ||||| ||||| ||||| |
| ||||| ||||| ||||| ||||| <-upper position |
| ||||| ||||| ||||| |
| ||||| ||||| ||||| |
| ||||| ||||| ||||| ||||| <-lower position |
| ||||| ||||| ||||| ||||| ||||| |
| ||||| ||||| ||||| ||||| ||||| ||||| +--
| ||1|| ||2|| ||3|| ||4|| ||5|| ||6|| ||7||
<-Entrance
+-------------------------------------------------------------

Here's what you do:

Clear out all the baddies first.
Run to room 3 and arrange platforms 6 and 7 as shown in my diagram
above.
Run to room 2 and position platform 5 so that it is positioned between
the
heights of platform 6 and the lowest position of platform 4. You
want to
create a gentle grade going up to the lower position of platform 4
from
the entrance.
Go inside the platform room and fire a grenade (or overload plasma
blast) at
switch #4. Fire again when platform 4 reaches its highest position.
Run to room 1 and arrange platforms 1 and 2 as shown in my diagram.
Run to room 2 and position platform 3 so that it is positioned between
the
heights of platform 2 and the highest position of platform 4. You
want to
create a gentle grade going up from the upper position of platform 4
to
the exit.
Check your work. :-)
Run to the pattern buffer and SAVE. Why? Because you're not out of the
woods
yet (trust me), and you wouldn't want to have to do this all over
again.
Now assuming the platforms are positioned optimally, go into the
platform
room and fire at switch 4 to bring platform 4 back down.
(From this point I use map view mode, because it is easier to line up
your
running paths with the platforms)
Go to map mode.
Position yourself near the entrance and line up on a straight path
through
platforms 7, 6, 5 & 4.
Run until you reach platform 4.
Get out of map mode.
Fire at switch 4 to raise platform 4.
Fire again when platform 4 reaches its highest point.
Turn towards the exit.
Got to map mode.
Line up on a straight path through platforms 3, 2 & 1.
Run towards platform 1.
Upon reaching platform 1, immediately turn right to go out through
exit.
Immediately get the hell out of map mode! :-)
Be thankful you took the time to save.

Noah Elijah

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Jan 17, 1995, 2:06:50 AM1/17/95
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In article <marke-16019...@h-umber.richmond.infi.net>,
ma...@richmond.infi.net (Mark Eaton) wrote:

Nah, it's still easiest to just set them slightly one above the other
and just run up them like stairs.
If you want the saved file right before running up the
platforms/stairs, let me know. I could post it here as binhex, though
it's really not hard for you guys to figure out if you just think about
it. I agree this level sucks...

**** Nobody has mentioned whether they can get the missle launcher,
flamethrower, etc. Has anybody found a secret door or switch? I'm
begining to suspect they're just on display for us to all look at and
dream of having.
Noah

Dalibor Karel Heger

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Jan 17, 1995, 10:58:59 PM1/17/95
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This level sucks. I finally managed to get the platforms right.
I ran up to the raised hallway, killed a few baddies, and then
decided it would be wise to go back and save the game in case I
got wasted and had to fix all the platforms, again.

Now I can't get back up to the room. guess I have to fiddle with
the levels, again. The last elevator is too high, now, although
I made it the first time I tried.

Bloody frustrating. I'm not a fan of cheating in games, but I'd
be willing to cheat to get past the damn puzzle. I mean, I
figured it out...

One BAD level, out of all of them so far, isn't so bad, I guess.

dkh...@acs.ucalgary.ca

Ben Hines

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Jan 21, 1995, 6:17:42 AM1/21/95
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In article <golux-18019...@golux.pr.mcs.net> The only Golux in
the World, go...@mcs.com writes:
>I have already posted my opinions of this level, which I think is a bad
>mistake by Bungie. I agree, one out of however many so far is not too
>bad, but this one could make people give up on the game entirely.
>Warning: Once you get beyond that point, there is yet another frustration
>area. Save your grenades. 'Nuff said.
>

Jesus christ!.. Give me a *BREAK*! The level really wasnt THAT HARD!
Apparently you guys don't play many games like MYST or any puzzle games
like 3 in 3. Sure, the elevator puzzle was challenging. Sure, I had to go
back and forth a few times. But I am NOT willing to call it a "bad
mistake by Bungie"! Come ON! If you can't handle this go play doom,
wolf3d or SO.

Clue: make the last 3 elevs the same height, as high as the middle one,
and the first 3 stairs up to the middle one. Get on the middle one and
shoot the switch. Run into the hall. Simple. Frustrating, yes, but not
impossibly hard at all.

-Ben

LEE MATTHEW

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Jan 24, 1995, 1:33:03 AM1/24/95
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dfon...@mail2.sas.upenn.edu (Dina Fonseca) writes:

>: I had to iterate on the platform height a bit before I got


>: it right. This was *annoying* since I had to trek back &
>: forth along the whole stinking level a couple of times.

>: ---

>Yeah.

>This has my vote for the least fun level...

>Yet to meet anybody who liked it. Or would even admit it
>built character.

>DF.

By no means ddid I think it built character, but it wasn't the most frustrating
level. I actually got stuck on "Fire, Fire, Fire, Fire" before I learned to
grenade hop. I needed a hint to go running thorugh the lava.

For the Colony Ships level, I adjusted the columns by waiting for the "click"
sound to indicate when the column is at the top or bottom, and then flick the
switch on and off again immediately. For columns 1-3 the 'flick' count
was about 5,7,9 and for columns 5-7 it was about 5,3,1. I found that way
(flicking the switches on and off again immediately) was much more accurate
than counting number of seconds, and thus even if I got it wrong (which I did
at first), I'd at least know how much to adjust it by.

Hope that helps y'all.

Martin Lai
wel...@itwol.bhp.com.au

(posting from a friend's account)

p.s. not meaning to start any flame wars, but IMHO we now have the TWO best
personal computer games in Marathon and Bolo. ;)

Michael Trent

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Jan 24, 1995, 2:46:20 AM1/24/95
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In article <golux-17019...@golux.pr.mcs.net>, go...@mcs.com (The
only Golux in the World, and not a mere Device) wrote:

> -- things should only be irrevocable
> if there is some warning or some way to figure out that there's no going
> back.)

In all fairness, that's what saved games are for.

--
Mike Trent | Groovy Free Mac Software List | Beloit College
tre...@stu.beloit.edu | http://stu.beloit.edu/~trentmd/ | Beloit Wisconsin

John Ku

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Jan 24, 1995, 11:02:39 AM1/24/95
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I have a question about the spherical thing sitting in the middle of the lava,
with some MA-75 clips also in the vicinity. Is this the special weapon that
Durandel was talking about at the start of the level? Do you have to use
the huge elevator when getting this part? I tried finding another door or
switch to let me up, but to no avail. I can't seem to get back up!! Also,
I found the flame thrower...when does the SPNKR come in? Oops, I just
realized I'm asking a question about Habbe Quiddam. Sorry, but any help would
be greatly appreciated! Thanks!

Michael Trent (tre...@stu.beloit.edu) wrote:
: In article <golux-17019...@golux.pr.mcs.net>, go...@mcs.com (The

--
________________________________________________________________
John Ku - Mechanical Engineer - Drexel University - Go Steelers!
Home: 215 382 8540 Fax: 215 895 1264 Lab: 215 895 1240
________________________________________________________________

Paul Vader

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Jan 24, 1995, 1:58:51 PM1/24/95
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u903...@wumpus.cc.uow.edu.au (LEE MATTHEW) writes:
>By no means ddid I think it built character, but it wasn't the most frustrating
>level. I actually got stuck on "Fire, Fire, Fire, Fire" before I learned to
>grenade hop. I needed a hint to go running thorugh the lava.

Spoilers ahoy:

You don't need to grenade hop to get through the lava. Just charge up your
shields and run through it. The other side has a ramp that you can climb
from the lava. I'm only on "Habe Quiddam", but so far I haven't found any level
where you had to grenade hop to finish.

>For the Colony Ships level, I adjusted the columns by waiting for the "click"
>sound to indicate when the column is at the top or bottom, and then flick the

Man, did I hate that level. The puzzle was perfectly obvious (once I got to the
actual room anyway), but did the control rooms *really* need to be a five
minute's run apart? Yeah, marathon levels can be big. We understand that.

The only column I ever had a problem aligning was the fifth one. I finally
figured out how to do it visually...

The windows can be shot through. Get the fifth column in approximately the
right place, then shoot the switch (use the fusion pistol, unless you like
watching the grenades arc) and complete the adjustment. *
--
* PV Don't piss off anyone who's about to serve you raw fish.
-- Jeff Vogel

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