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* FreeLoveFuture: In ''Eternal'' 1.3, Leela [[https://youtu.be/jnKKEnKzUMA?lc=UgxNckGtZSmjCWrY7OF4AaABAg all but explicitly states]] that society has become this at some point, most likely by the time the ''Marathon'' launches from Mars, since according to Leela, [[spoiler:Hathor]] didn't understand the concept of jealousy and needed it explained to her that monogamy was an actual historical practice and not a mere storytelling device made up for old fiction. Then again, [[spoiler:Hathor]]'s past self, as described by Leela, seems to have slight {{Cloudcuckoolander}} tendencies. (Developer commentary has also suggested that it's considered fine to proposition people for sex if they've indicated they're interested, but unless a person is a close friend or romantic partner, it's considered rude to discuss one's sexual involvements with ''anyone else'', which is why, among other things, Marcus refrains from confirming any sexual relationships in his diary.)

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* FreeLoveFuture: In ''Eternal'' 1.3, Leela [[https://youtu.be/jnKKEnKzUMA?lc=UgxNckGtZSmjCWrY7OF4AaABAg all but explicitly states]] that society has become this at some point, most likely by the time the ''Marathon'' launches from Mars, since according to Leela, [[spoiler:Hathor]] didn't understand the concept of jealousy and needed it explained to her that monogamy was an actual historical practice and not a mere storytelling device made up for old fiction. Then again, [[spoiler:Hathor]]'s past self, as described by Leela, seems to have slight {{Cloudcuckoolander}} tendencies. (Developer commentary has also suggested that it's considered their society considers it fine to proposition people even a new acquaintance for sex if they've indicated they're interested, they signal an interest, but unless a person is a close friend or romantic partner, it's considered rude to discuss one's sexual involvements with ''anyone else'', which is why, among other things, Marcus refrains from confirming any sexual relationships in his diary.)



* GodAndSatanAreBothJerks: ''Eternal'' uses the [[spoiler:"Law and Chaos Are Both Jerks" variant (comparable to Creator/MichaelMoorcock's approach, particularly given the "Kill Your Television" terminal's apparent inspiration by Moorcock's work, and the similarities of Moorcock's and ''Eternal''[='=]s political outlooks) with its depictions of, respectively, the Stage Three Jjaro and the W'rkncacnter, who are essentially the setting's closest equivalent to gods - indeed, the game explicitly compares both to gods because of their power. The Jjaro are so focused on their conflict with the W'rkncacnter - and especially on maintaining the integrity of a timeline that they themselves created - that they are incapable of recognising that they literally possess the power to find an entirely new dimension that completely fulfils their desires without any need to impose their agenda on everyone else. The W'rkncacnter are shown to be the same - Hathor's desire for {{revenge}} against humanity, rooted in deep-seated traumas that she has in no way addressed, is the clearest depiction that they have the same blindnesses that the Jjaro have. (Comments from the developers indicate that the W'rkncacnter are simply insane Jjaro who [[ThereAreNoTherapists haven't treated their madness]], and that Hathor literally becomes a W'rkncacnter by the end of the game.) The two are essentially depicted as Lawful Evil and Chaotic Evil, and their conflict would literally end up destroying the galaxy without the player's intervention. MissionControl Durandal]], in the game's final terminal, literally calls both approaches "suicidal" before suggesting that imposing one's desires on others through force is ethically objectionable, also implying that a free society requires a balance between order/law and chaos. Incidentally, [[spoiler:earlier Jjaro society was idyllic and benevolent, and was formed primarily by cyborg descendants of humans.]] Also, much of this background mythology was planned to tie in with the story of ''Franchise/{{Halo}}'' before Bungie changed the latter to remove its explicit connections to ''Marathon''.

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* GodAndSatanAreBothJerks: ''Eternal'' uses the [[spoiler:"Law and Chaos Are Both Jerks" variant (comparable to Creator/MichaelMoorcock's approach, particularly given the "Kill Your Television" terminal's apparent inspiration by Moorcock's work, and the similarities of Moorcock's and ''Eternal''[='=]s political outlooks) with its depictions of, respectively, the Stage Three Jjaro and the W'rkncacnter, who are essentially the setting's closest equivalent to gods - indeed, the game explicitly compares calls them both to gods because of due to their power. The Because the Jjaro are so focused on their conflict with the W'rkncacnter - and especially (especially) on maintaining the integrity of a timeline that they themselves created - that they are incapable of recognising created, it eludes them that they literally possess the power to find an entirely new dimension that completely fulfils their desires without any need to impose their agenda on everyone else. The W'rkncacnter are shown to be the same - Hathor's desire for {{revenge}} against humanity, rooted in deep-seated traumas that she has in no way addressed, is the clearest depiction that they have the same blindnesses that blind spots the Jjaro have. (Comments from the developers (Developer comments indicate that the W'rkncacnter are simply insane Jjaro who [[ThereAreNoTherapists haven't treated their madness]], and that Hathor literally becomes a W'rkncacnter by the end of the game.one somewhere around chapter four.) The two are essentially depicted as Lawful Evil and Chaotic Evil, and their conflict would literally end up destroying leads to the galaxy without galaxy's destruction in the player's intervention."Where Giants Have Fallen" timeline. MissionControl Durandal]], in the game's final terminal, literally calls both approaches "suicidal" before suggesting that imposing one's desires on others through force is ethically objectionable, also implying that a free society requires a balance between order/law and chaos. Incidentally, [[spoiler:earlier Jjaro society was idyllic and benevolent, and was formed primarily by cyborg descendants of humans.]] Also, much of this background mythology was planned to tie in with the story of ''Franchise/{{Halo}}'' before Bungie changed the latter to remove its explicit connections to ''Marathon''.
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** In ''Eternal'' 1.2, the ''Marathon'' AI cores contain overlapping "5-D" space. This is [[spoiler:an early forerunner of the Jjaro's {{reality|Warper}}-warping technologies]], in addition to [[RuleOfCool just looking cool]].
*** 1.3 adds this to the Cybernetic Junction room in [[spoiler:"Dread Not"]]; in the 1.3 preview release, these also contain floating rings. The creators have mentioned that the floating rings will not appear in the final release, as the Aleph One developers have said the trick used to create them will probably break in the forthcoming ANGLE renderer.[[labelnote:Mapmaking talk]]For the curious, the rings are created by setting the room's floor and ceiling (the outer layer of the room) at heights the player can't see, setting the next layer of polygons's floor at the lower bound of the lower ring and its height at the upper bound of the upper ring, texturing that layer with a completely transparent texture, creating a third layer of polygons with its floor at the upper bound of the bottom ring and its ceiling at the lower bound of the upper ring, texturing that layer with an opaque texture, filling the inner layer, and then setting the bounds of the inner part of the ring at the lower bounds of the lower ring and the upper bounds of the upper ring. However, ''Eternal''[='=]s creators also explicitly tell other people not to duplicate this trick, since it will break - they only used it in the preview because it's not the final release, and the ANGLE renderer hasn't been released yet. (The trick also doesn't work in software mode, if anyone still cares about playing a mod released in 2022 in software mode.)[[/labelnote]]

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** In ''Eternal'' 1.2, the ''Marathon'' AI cores contain overlapping "5-D" space."5D" space[[note]]A term coined by Greg Kirkpatrick, presumably because the game engine uses four dimensions to keep track of locations: X, Y, Z, and polygon. This is a simple explanation of how two areas can overlap in X/Y/Z space: if they're in different polygons, the engine doesn't consider them to overlap (though certain bugs may cause collisions in some cases). The fifth dimension is, of course, time[[/note]]. This is [[spoiler:an early forerunner of the Jjaro's {{reality|Warper}}-warping technologies]], in addition to [[RuleOfCool just looking cool]].
*** 1.3 adds this 5D space to the Cybernetic Junction room in [[spoiler:"Dread Not"]]; in the 1.3 preview release, these also contain floating rings. The creators have mentioned that the floating rings will not won't appear in the final release, release in this form, as the Aleph One developers have said the trick used to create them will probably break in the forthcoming ANGLE renderer.[[labelnote:Mapmaking talk]]For the curious, the rings are created by setting the room's floor and ceiling (the outer layer of the room) at heights the player can't see, setting the next layer of polygons's polygons' floor at the lower bound of the lower ring and its height at the upper bound of the upper ring, texturing that layer with a completely transparent texture, creating a third layer of polygons with its floor at the upper bound of the bottom ring and its ceiling at the lower bound of the upper ring, texturing that layer with an opaque texture, filling the inner layer, and then setting the bounds of the inner part of the ring at the lower bounds of the lower ring and the upper bounds of the upper ring. ring and giving that a transparent texture. However, ''Eternal''[='=]s creators also explicitly tell other warn people not to duplicate this trick, since it will break - they only used it in the preview because it's not the final release, and the ANGLE renderer hasn't been released yet. (The trick also doesn't work in software mode, if anyone still cares about playing a mod released in 2022 in software mode.)[[/labelnote]]



* BewareTheNiceOnes: Although this had been implied in past versions, ''Eternal'' 1.3 takes it from subtext to text that [[spoiler:Hathor]] is a case of this; Leela delineates her past personality [[https://youtu.be/jnKKEnKzUMA?lc=UgxNckGtZSmjCWrY7OF4AaABAg at length]] in one terminal, and she was once a good-natured, fun-loving, selfless servant of humanity. Then, after [[spoiler:she spent a century dead, she was resurrected a century later without a physical body and with no way to alleviate her traumas. This enraged her to the point that she now desires revenge against ''all of humanity''. Leela explicitly compares this to the [[Characters/EgyptianMythology mythical Hathor's vengeful alter ego, Sakhmet]].]]

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* BewareTheNiceOnes: Although this had been implied in past versions, ''Eternal'' 1.3 takes it from subtext to text that [[spoiler:Hathor]] is a case of this; Leela delineates her past personality [[https://youtu.be/jnKKEnKzUMA?lc=UgxNckGtZSmjCWrY7OF4AaABAg at length]] in one terminal, and she was once a good-natured, fun-loving, selfless servant of humanity. Then, after [[spoiler:she spent a century dead, she was resurrected a century later without a later, with all of her loved ones dead, no physical body body, and with no way to alleviate her traumas. This enraged her to the point that she now desires revenge against ''all of humanity''. Leela explicitly compares this to the [[Characters/EgyptianMythology mythical Hathor's vengeful alter ego, Sakhmet]].]]



** Insofar as ''Eternal'' [[NoEnding possesses an ending]], [[spoiler:it's probably a case of this. In fact, it borders ''very heavily'' on being a DownerEnding, because the galaxy is destroyed in the "Where Giants Have Fallen" timeline. Marcus finds a way Outside, which allows him to undo the specific sequence of events that led to the annihilation of the galaxy in that timeline, and this is why it's not another failure timeline and the only reason it's a BittersweetEnding. However, Durandal notes in the final level that the W'rkncacnter and Jjaro are still at war, and it's strongly implied that Marcus and Durandal will eventually need to fight ''both'' of them – which is implied to be the hardest task either have yet faced. The Hathor story also ends tragically; there's a point in the fifth chapter at which she genuinely seems to want to reform herself, but the means by which she wishes to do so would have catastrophic consequences for humanity, so the player still has to oppose her. By going Outside, Marcus essentially engineers events so she was never reawakened from stasis - probably the best outcome for her, since her life after she was reawakened was more or less a constant string of misery. (Though that's oversimplifying things a bit: the events from ''Eternal'' that occurred before the ending of ''Marathon 2'' still affect the "success" timeline, due to the interference of Marcus and Hathor from the ''Eternal'' timeline – it is essentially all of the events after 2811 that no longer occur in the "success" timeline. Time travel is confusing.) It's for these reasons that it still comes out to a mix of BittersweetEnding and NoEnding rather than being an outright DownerEnding.]]

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** Insofar as ''Eternal'' [[NoEnding possesses an ending]], [[spoiler:it's probably a case of this. In fact, it borders ''very heavily'' on being a DownerEnding, because the galaxy is destroyed in the "Where Giants Have Fallen" timeline. Marcus finds a way Outside, which allows enables him to undo return to ''Infinity''[='=]s ending and SetRightWhatOnceWentWrong. Again. This is, incidentally, the specific sequence of events that led to the annihilation of the galaxy in that timeline, and this is why only reason it's not another failure timeline - and the only reason it's the game itself has a BittersweetEnding. BittersweetEnding rather than a DownerEnding. (It ''is'' a DownerEnding for the non-human inhabitants of the "Where Giants Have Fallen" timeline - humanity travels backwards in time to become the Jjaro before the explosion of the ''Arce'', which is travelling outwards at lightspeed to destroy the galaxy, reaches the solar system.) However, Durandal notes in the final level that the W'rkncacnter and Jjaro are still at war, and it's strongly implied that Marcus and Durandal will eventually need to fight ''both'' of them – which is implied to be the hardest task either have yet faced. The Hathor story Hathor's ending is also ends tragically; in between NoEnding and BittersweetEnding; there's a point in the fifth chapter at which she genuinely seems to want wants to reform herself, but we've destroyed too much of her memory for her to understand that the means by which she wishes to do so would have catastrophic consequences for humanity, destroy our solar system, so the player we still has have to oppose her. By going Outside, After this, she regains a physical body, throws some wave motion cannon shots at us, apologises for her temper, and vanishes (developer commentary has indicated that her role after this point is... complicated and will continue in a sequel). Marcus essentially engineers and Durandal hope to be able to engineer events so she was never in the next timeline to prevent her from being reawakened from stasis without a body - probably the best outcome for her, since her life after she was reawakened was more or less a constant string of misery. (Though that's oversimplifying things a bit: the events from ''Eternal'' that occurred before the ending of ''Marathon 2'' still affect the "success" timeline, due to the interference of Marcus and Hathor from the ''Eternal'' timeline – it is essentially all of the events after 2811 that no longer occur in the "success" timeline. Time travel is confusing.) It's for these reasons that it the game still comes out to a mix of BittersweetEnding and NoEnding rather than being an outright DownerEnding.]]



* BlownAcrossTheRoom: In addition to the usual grenade/rocket methods, the Fighter staff in both ''Evil'' and ''Eternal'' is very useful for doing this to enemies, particularly if you use both functions at once. If done right, this can practically stun them into being unable to fire. It can also push them into lava or Pfhor slime - or just push them out of your way, which, if you're fighting in a crowded room full of monsters, is an easily underrated function. (This effect is significantly lessened in ''Eternal'' 1.2, however; it reduced the pushback multipliers for both the player's and the Pfhor's bolts.)

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* BlownAcrossTheRoom: In addition to the usual grenade/rocket methods, the Fighter staff in both ''Evil'' and ''Eternal'' is very useful for doing this to enemies, particularly if you use both functions at once. If done right, this can practically stun them into being unable to fire. It can also push them into lava or Pfhor slime - or just push them out of your way, which, if you're fighting in a crowded room full of monsters, is an easily underrated function. (This effect is significantly lessened in ''Eternal'' 1.2, however; it reduced the pushback multipliers for both the player's and the Pfhor's bolts. The player's bolts in 1.3 currently have a strong knockback, but developer commentary indicates that they plan to reduce this in the final release.)



* DreamTropes: Employed in ''Eternal'' and ''Rubicon'' amongst other scenarios. The story in ''Rubicon''[='s=] dream levels [[MindScrew may or may not]] be a continuation of the story in ''Infinity''[='s=] dream levels. ''RED'' has a series of dream flashbacks towards the end of the game.

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* DreamTropes: Employed in ''Eternal'' and ''Rubicon'' ''Rubicon'', amongst other scenarios. The story in ''Rubicon''[='s=] dream levels story [[MindScrew may or may not]] be a continuation of the story in ''Infinity''[='s=] dream levels.story. ''RED'' has a series of dream flashbacks towards the end of the game.



* EarthShatteringKaboom: Taken UpToEleven with ''Eternal'' - [[spoiler:there's actually a ''Galaxy''-Shattering Kaboom in "Where Giants Have Fallen". The reason this isn't a failure timeline is because Marcus finds a way Outside at the end of the level, which allows him to find a way to prevent the whole sequence of events that led to the Galaxy-Shattering Kaboom from occurring in the first place.]]

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* EarthShatteringKaboom: Taken UpToEleven with ''Eternal'' - [[spoiler:there's actually a ''Galaxy''-Shattering Kaboom in "Where Giants Have Fallen". The reason this isn't a failure timeline is because Marcus finds a way Outside at the end of the level, which allows him to return to the end of ''Infinity'' and, alongside Durandal, find a way to prevent the whole sequence of events that led to the Galaxy-Shattering Kaboom from occurring in the first place.next timeline. Humanity itself is fine in the "Where Giants Have Fallen" timeline - they travelled back in time and ultimately became the Jjaro - but everyone else is screwed.]]



* EvilVersusEvil: The conflict between [[spoiler:the W'rkncacnter and the Jjaro]] in ''Eternal'' eventually boils down to this. [[spoiler:The W'rkncacnter are ChaoticEvil and the Jjaro end up LawfulEvil, with Jjaro society surrendering its liberties and turning totalitarian in response to what essentially qualify as terrorist attacks from the W'rkncacnter. Durandal explicitly says in the final terminal of the game that it will be the player's task to find a middle ground that avoids the excesses of either side, which eventually come to mirror each other in their struggle.]]

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* EvilVersusEvil: The conflict between [[spoiler:the W'rkncacnter and the Jjaro]] in ''Eternal'' eventually boils down to this. [[spoiler:The W'rkncacnter are ChaoticEvil and the Jjaro end up LawfulEvil, with Jjaro society surrendering its liberties and turning totalitarian in response to what essentially qualify as terrorist attacks from the W'rkncacnter. (The Jjaro were not evil to start out.) Durandal explicitly says in the final terminal of the game that it will be the player's task to find a middle ground that avoids the excesses of either side, which eventually come to mirror each other in their struggle.]]



* FreeLoveFuture: In ''Eternal'' 1.3, Leela [[https://youtu.be/jnKKEnKzUMA?lc=UgxNckGtZSmjCWrY7OF4AaABAg all but explicitly states]] that society has become this at some point, most likely by the time the ''Marathon'' launches from Mars, since according to Leela, [[spoiler:Hathor]] didn't understand the concept of jealousy and needed it explained to her that monogamy was an actual historical practice and not a mere storytelling device made up for old fiction. Then again, [[spoiler:Hathor]]'s past self, as described by Leela, seems to have slight {{Cloudcuckoolander}} tendencies.

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* FreeLoveFuture: In ''Eternal'' 1.3, Leela [[https://youtu.be/jnKKEnKzUMA?lc=UgxNckGtZSmjCWrY7OF4AaABAg all but explicitly states]] that society has become this at some point, most likely by the time the ''Marathon'' launches from Mars, since according to Leela, [[spoiler:Hathor]] didn't understand the concept of jealousy and needed it explained to her that monogamy was an actual historical practice and not a mere storytelling device made up for old fiction. Then again, [[spoiler:Hathor]]'s past self, as described by Leela, seems to have slight {{Cloudcuckoolander}} tendencies. (Developer commentary has also suggested that it's considered fine to proposition people for sex if they've indicated they're interested, but unless a person is a close friend or romantic partner, it's considered rude to discuss one's sexual involvements with ''anyone else'', which is why, among other things, Marcus refrains from confirming any sexual relationships in his diary.)

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** ''Eternal'' 1.3 [[https://youtu.be/jnKKEnKzUMA?lc=UgxNckGtZSmjCWrY7OF4AaABAg seems to be planned]] to feature a [[spoiler:Pfhor AI]] in its fourth chapter that has one of these on it; Leela explicitly compares it to "the restraints Strauss once used on Durandal". The player [[spoiler:destroys the restraints and helps it go Rampant to aid a Drinniol slave rebellion]].

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** ''Eternal'' 1.3 [[https://youtu.be/jnKKEnKzUMA?lc=UgxNckGtZSmjCWrY7OF4AaABAg seems to be planned]] to feature features]] a [[spoiler:Pfhor AI]] in its fourth chapter that has one of these on it; Leela explicitly compares it to "the restraints Strauss once used on Durandal". The player [[spoiler:destroys the restraints and helps it go Rampant to aid a Drinniol slave rebellion]]. After [[spoiler:you insert two chips and destroy a set of wires, Drones and Juggernauts assist you and the Drinniol until either "The Ensurance Trap" or "Floating in the Void", depending on the branch. This alignment change occurs midlevel, by the way, thanks to some Lua scripting.]]
*** The game (in 1.2.1 and onward) also treats [[spoiler:the Pfhor controller cyborgs in "Hysterical Womb"]] as a more primitive form of these, affecting [[spoiler:the S'pht and other cyborgs. If you kill the controller cyborgs and all enforcers on the level, the S'pht and all other cyborgs will rebel - though take care not to hit them with friendly fire.]]



** [[spoiler:Hathor]] in ''Eternal'' is obsessed with getting this [[spoiler:in ''our'' specific reality, to the point where it completely blinds her to the fact that, once she has travelled Outside, she can simply find an entirely new reality that conforms entirely to her wishes. Instead she just keeps time-travelling to different points in ''this'' reality attempting to get it, but the player always ends up thwarting her.]]

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** [[spoiler:Hathor]] in ''Eternal'' is obsessed with getting this [[spoiler:in ''our'' specific reality, to the point where it completely blinds her to the fact that, once she has travelled Outside, she can simply find an entirely new reality that conforms entirely to her wishes. Instead she just keeps time-travelling to different points in ''this'' reality attempting to get it, but the player always ends up thwarting her. A large part of her CharacterDevelopment in the latter half of the game involves her coming to terms with how futile, self-destructive, and even self-perpetuating her quest for revenge has been.]]



** Several levels in various mods have smaller sequence breaks. The developers of ''Eternal'' are aware of a large number of sequence breaks in their levels that haven't been patched out; in fact, one of the developers [[https://youtu.be/deA0R6pSQQE speedruns]] [[https://youtu.be/JPiCrYm1HcU the game]]. ''Phoenix'' also features several sequence breaks that are apparently intentional.

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** Several levels in various mods have smaller sequence breaks. The developers of ''Eternal'' are aware of a large number of sequence breaks in their levels that haven't been patched out; in fact, one of the developers [[https://youtu.be/deA0R6pSQQE speedruns]] [[https://youtu.be/JPiCrYm1HcU the game]]. ''Phoenix'' also features several intentional sequence breaks that are apparently intentional.breaks.



* ShoutOut: See [[ShoutOut/{{Marathon}} the franchise page]].

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* ShoutOut: See [[ShoutOut/{{Marathon}} the franchise page]].ShoutOut/MarathonExpandedUniverse.



* TheSlowPath: In ''Eternal'' 1.3, it is heavily implied that [[spoiler:Hathor travels back in time to become the Great Mother Crouched Behind the Throne - the Pfhor's god-empress, also referred to as "the Hindmost Creche" (which is actually the location from which she rules the Empire) - and spends some ''ten thousand years'' attempting to build the empire into a vessel for her {{revenge}} against humanity. None of this is explicitly stated in the game, but supporting evidence includes some shared verbiage between Hathor's terminal in "Flight of Icarus", in which she speaks of the "hollow world, the land in the sky, all of it floating in the void," and two new terminals in "[[https://youtu.be/ldyQfGBUjE0?lc=UgwIuGMAzetcVQt0SIx4AaABAg This Message Will Self-Destruct]]" and "[[https://youtu.be/nY_Bp-RVNHA?lc=UgzMoFFbL9nfcb6e41x4AaABAg Where Giants Have Fallen]]" showing that the Pfhor referred to the Jjaro Sphere (or [[GratuitousLatin/MarathonExpandedUniverse Arx]], as the Jjaro themselves call it) as "the Hollow World Floating in the Void" and its surface as "the Land in the Sky", even though they could never have seen its internal structure before Leela opened it. (These phrases have also been drawn to the player's attention by three dream levels called "The World Is Hollow", "The Land in the Sky", and "Floating in the Void", which provide previews of "Giants".) Leela seems to have figured out what is going on and obliquely hints at her suspicions in her "Giants" terminal, but doesn't explicitly state them (the co-author comments in the video description that it "isn’t Leela’s style" to make accusations without proof).]]
* SomethingCompletelyDifferent: Almost every ''Yuge'' level follows a specific pattern: It's created using procedural generation from any number of "Yugeparts" put together by human creators, and the player needs to collect a specific number of "failstaches" in order to complete the level mission. One set of monsters is allied with the player, and the level title is a number followed by two words created by a Markov chain generator. The opening terminal is a message from another character in the game (often, but not always, the player's MissionControl), and the last terminal is a message from Olmec consisting of a Markov chain generated from various forum input.[[note]]Actually, each level has two messages from Olmec - the "unfinished" message will be even more incoherent, with a bunch of random characters thrown in between the forum input.[[/note]] There are two levels that provide exceptions to each of these conceits:
** "27 - false eyelash". There are no failstaches; the level is instead an extermination mission. The opening and closing terminal are both message from [[MissionControl Doctor Epstein]], and the level is not put together from Yugeparts, but instead used a different form of procedural generation that put together a random assortment of squares into a rather mesmerising geometric pattern. (It was a variant of the procedural generation used to create the "[[http://simplici7y.com/items/yugepax YugePax]]" net maps that were the immediate predecessor to Yuge itself.) The player also doesn't have any allies on this level, and it's by far the shortest level in the game.
** "enter the DOUCHE" - level #30, the final level in the game. The level was entirely constructed by Windbreaker, and there are again no failstaches to collect; the level doesn't actually have a set mission, but to reach the final terminal, the player is required to [[spoiler:defeat DOUCHEMAN]]. The level name also lacks the preceding numeral found in every other level name, and it also contains the only capital letters to appear in any Yuge level name. It's also a lot harder than the preceding levels. Finally, while the closing terminal is still a message from Olmec, this one actually has a coherent conclusion: [[spoiler:Stop camping]].

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* TheSlowPath: In ''Eternal'' 1.3, it is heavily implied that [[spoiler:Hathor (actually a merger of two different versions of Hathor with very different aims and a Jjaro cyborg operator) travels back in time to become the Great Mother Crouched Behind the Throne - the Pfhor's god-empress, also referred to as "the Hindmost Creche" (which is actually the location from which she rules the Empire) - and spends some ''ten ''fifteen thousand years'' attempting to build the empire into a vessel for her {{revenge}} against humanity. (At least, this is the more vengeful Hathor's motivation - her counterpart and the Jjaro operator have very different motives.) None of this is explicitly stated in the game, but supporting evidence includes some shared verbiage between Hathor's terminal in "Flight of Icarus", in which she speaks of the "hollow world, the land in the sky, all of it floating in the void," and two new terminals in "[[https://youtu.be/ldyQfGBUjE0?lc=UgwIuGMAzetcVQt0SIx4AaABAg This Message Will Self-Destruct]]" and "[[https://youtu.be/nY_Bp-RVNHA?lc=UgzMoFFbL9nfcb6e41x4AaABAg Where Giants Have Fallen]]" showing that the Pfhor referred to the Jjaro Sphere (or [[GratuitousLatin/MarathonExpandedUniverse Arx]], as the Jjaro themselves call it) as "the Hollow World Floating in the Void" and its surface as "the Land in the Sky", even though they could never have seen its internal structure before Leela opened it. (These phrases have also been drawn to the player's attention by three dream levels called "The World Is Hollow", "The Land in the Sky", and "Floating in the Void", which provide previews of "Giants".) Leela seems to have figured out what is going on and obliquely hints at her suspicions in her "Giants" terminal, but doesn't explicitly state them (the co-author comments in the video description that it "isn’t Leela’s style" to make accusations without proof).]]
* SomethingCompletelyDifferent: SomethingCompletelyDifferent:
**
Almost every ''Yuge'' level follows a specific pattern: It's created using procedural generation from any number of "Yugeparts" put together by human creators, and the player needs to collect a specific number of "failstaches" in order to complete the level mission. One set of monsters is allied with the player, and the level title is a number followed by two words created by a Markov chain generator. The opening terminal is a message from another character in the game (often, but not always, the player's MissionControl), and the last terminal is a message from Olmec consisting of a Markov chain generated from various forum input.[[note]]Actually, each level has two messages from Olmec - the "unfinished" message will be even more incoherent, with a bunch of random characters thrown in between the forum input.[[/note]] There are two levels that provide exceptions to each of these conceits:
** *** "27 - false eyelash". There are no failstaches; the level is instead an extermination mission. The opening and closing terminal are both message from [[MissionControl Doctor Epstein]], and the level is not put together from Yugeparts, but instead used a different form of procedural generation that put together a random assortment of squares into a rather mesmerising geometric pattern. (It was a variant of the procedural generation used to create the "[[http://simplici7y.com/items/yugepax YugePax]]" net maps that were the immediate predecessor to Yuge itself.) The player also doesn't have any allies on this level, and it's by far the shortest level in the game.
** *** "enter the DOUCHE" - level #30, the final level in the game. The level was entirely constructed by Windbreaker, and there are again no failstaches to collect; the level doesn't actually have a set mission, but to reach the final terminal, the player is required to [[spoiler:defeat DOUCHEMAN]]. The level name also lacks the preceding numeral found in every other level name, and it also contains the only capital letters to appear in any Yuge level name. It's also a lot harder than the preceding levels. Finally, while the closing terminal is still a message from Olmec, this one actually has a coherent conclusion: [[spoiler:Stop camping]].camping]].
** In ''Eternal'', the seventh level of each chapter (by level number) is always a "failure dream" and the tenth is always a "success dream", and they always have the same basic architecture. Except that "[[spoiler:The Ensurance Trap]]" and "[[spoiler:Where Giants Have Fallen]]" aren't actually dreams; they take place in the real locations their dream counterparts are based on. [[spoiler:Chapter five's "success dream" is actually "The Near Side of Everywhere", but it's still playing the "failure dream" music, because the timeline ended in the galaxy's destruction. The only bright side is that Durandal and Marcus can now return to ''Infinity''[='=]s ending and SetRightWhatOnceWentWrong using the knowledge they gained from ''Eternal''.]]

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*** In chapter five, this is [[spoiler:destroying Hathor's memory and then going along with her plan. [[ButThouMust We have no choice but to do the former]], and we've destroyed all her memories of the solar system, so although she's gone through a HeelFaceTurn, she has no way of knowing that her plan involves blowing up Earth's sun.]]

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*** In chapter five, this is [[spoiler:destroying Hathor's memory and memory, then going along with her plan. [[ButThouMust We have no choice but to do the former]], and although she's gone through a HeelFaceTurn, we've destroyed all her memories of the solar system, so although she's gone through a HeelFaceTurn, she has no way of knowing to know that her plan involves blowing would blow up Earth's sun.sun (and [[PoorCommunicationKills we have no way to tell her]]).]]


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** ''Rubicon'' isn't too bad unless you turn the difficulty above Normal.
** Averted in some other scenarios - the creators of ''Tempus Irae'' and ''Eternal'' took care to balance their games to roughly the same difficulty as the original trilogy. ''Tempus Irae''[='=]s difficulty curve is strange in places, but so was the trilogy's, so that's nothing new.

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* EvilIsSexy: From the looks of it, this is a {{Justified|Trope}} or InvokedTrope InUniverse in ''Eternal'' 1.3. Hathor [[https://cdn.discordapp.com/attachments/691755375329804318/811088711646314576/hathor-volat.gif looks]] [[https://cdn.discordapp.com/attachments/691755375329804318/811086713711624192/hathor-impetit.gif like]] [[https://cdn.discordapp.com/attachments/691755375329804318/811087500725977088/hathor-defendit.gif this]],[[note]]The file names are GratuitousLatin for "Hathor flies", "Hathor attacks", and "Hathor defends"[[/note]] and she has deliberately chosen her own appearance [[spoiler:because she's merged with a Jjaro cyborg operator (or "operatrix", as the Jjaro AIs refer to her[[note]]in [[GratuitousLatin Latin]], this is simply a feminine form of "operator", which literally means "worker"; ''opera'' is the plural of ''opus'', meaning ''work'', while ''operor'' means ''I work''[[/note]]) whose form conforms to the user's desired appearance]]. One of the developers comments in a [[https://youtu.be/GpxkzS8OiPc YouTube video description]], "My personal interpretation is that she intends to be both sexy and intimidating, but others can draw their own conclusions." [[spoiler:It seems the developers' ultimate intentions are to ZigZag or {{subvert|edTrope}} this trope; by the time she gets her body in 1.3's final story, she's performed a HeelFaceTurn. That said, this is also indicated to be her appearance as the "Great Mother Crouched Behind the Throne", which (per developer commentary) is comprised of a FusionDance of two versions of Hathor, one of which has undergone a HeelFaceTurn and the other hasn't, so perhaps we've ended up with "BalanceBetweenGoodAndEvil Is Sexy".]]
* EvilVersusEvil: The conflict between [[spoiler:the W'rkncacnter and the Jjaro]] in ''Eternal'' eventually boils down to this. [[spoiler:The W'rkncacnter are ChaoticEvil and the Jjaro are LawfulEvil, with Jjaro society surrendering its liberties and turning totalitarian in response to what essentially qualify as terrorist attacks from the W'rkncacnter. Durandal explicitly says in the final terminal of the game that it will be the player's task to find a middle ground that avoids the excesses of either side, which eventually come to mirror each other in their struggle.]]

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* EvilIsSexy: From the looks of it, this is a {{Justified|Trope}} or InvokedTrope InUniverse in ''Eternal'' 1.3. Hathor [[https://cdn.discordapp.com/attachments/691755375329804318/811088711646314576/hathor-volat.gif looks]] [[https://cdn.discordapp.com/attachments/691755375329804318/811086713711624192/hathor-impetit.gif like]] [[https://cdn.discordapp.com/attachments/691755375329804318/811087500725977088/hathor-defendit.gif this]],[[note]]The file names are GratuitousLatin for "Hathor flies", "Hathor attacks", and "Hathor defends"[[/note]] and she has deliberately chosen her own appearance [[spoiler:because she's merged with a Jjaro cyborg operator (or "operatrix", as the Jjaro AIs refer to her[[note]]in [[GratuitousLatin Latin]], this is simply a feminine form of "operator", which literally means "worker"; ''opera'' is the plural of ''opus'', meaning ''work'', while ''operor'' means ''I work''[[/note]]) whose form conforms to the user's desired appearance]]. One of the developers comments in a [[https://youtu.be/GpxkzS8OiPc YouTube video description]], "My personal interpretation is that she intends to be both sexy and intimidating, but others can draw their own conclusions." [[spoiler:It seems [[spoiler:However, the developers' ultimate intentions are to developers ultimately ZigZag or {{subvert|edTrope}} this trope; by the time she gets her body in 1.3's final story, she's performed a HeelFaceTurn. That said, this is also indicated suggested to be her appearance as the "Great Mother Crouched Behind the Throne", which (per developer commentary) is comprised of a FusionDance of two versions of Hathor, one of which has undergone a HeelFaceTurn and the other hasn't, so perhaps we've ended up with "BalanceBetweenGoodAndEvil Is Sexy".]]
* EvilVersusEvil: The conflict between [[spoiler:the W'rkncacnter and the Jjaro]] in ''Eternal'' eventually boils down to this. [[spoiler:The W'rkncacnter are ChaoticEvil and the Jjaro are end up LawfulEvil, with Jjaro society surrendering its liberties and turning totalitarian in response to what essentially qualify as terrorist attacks from the W'rkncacnter. Durandal explicitly says in the final terminal of the game that it will be the player's task to find a middle ground that avoids the excesses of either side, which eventually come to mirror each other in their struggle.]]



** GratuitousLatin: Following the example of the original trilogy, some scenarios employ this a lot. See [[GratuitousLatin/{{Marathon}} the series' Gratuitous Latin page]] for more on this.

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** GratuitousLatin: Following the example of the original trilogy, some scenarios employ this a lot. See [[GratuitousLatin/{{Marathon}} the series' Gratuitous Latin page]] GratuitousLatin.MarathonExpandedUniverse for more on this.



* HeelFaceTurn: To some extent, [[spoiler:Tycho]] in ''Rubicon X''. [[spoiler:He demonstrates a surprising concern for humanity's well-being, despite his protests that he doesn't particularly care what humans do to each other (and ''especially'' his actions in the Pfhor Plank); his objectives seemingly result in the complete destruction of a lethal virus that would be fatal to much of humanity. He's still an AntiHero at best, since he has the player kill everyone who worked on ''Achilles''. However, an argument can be made that this was for the good of humanity as a whole (though not the good of those specific scientists), since they possessed knowledge of an immensely powerful biological weapon that could be used against humanity. We have only two pieces of evidence that the virus is destroyed: Tycho says he destroys the sample we give him, and the epilogue shows that humanity has no knowledge whatsoever of what the Dangi Corp. was working on at the ''Salinger'' station. This isn't definitive proof that he is being truthful, however - according to the creators themselves, it's deliberately left ambiguous who's telling the truth about any of the events in the game. We should also note that Tycho still has it out for Durandal, and you "kill" him in the level "Break the Sword", but the epilogue, "Lazarus ex machina", suggests that Durandal's demise was, as usual, [[ReportsOfMyDeathWereGreatlyExaggerated not as final as Tycho suspected]].]] It's a lot fuzzier in original-flavour ''Rubicon'' [[spoiler: which didn't have the above-described plank to offset Tycho committing cold-blooded murder in order to draw Durandal out.]]
* HeWhoFightsMonsters: [[spoiler:The Jjaro]] in ''Eternal'' have become a case of this, having spent so long fighting [[spoiler:the W'rkncacnter]] and having become so like them in so many ways that any meaningful distinction between them is completely arbitrary - particularly since [[spoiler:a large number of them are the same species anyway]].

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* HeelFaceTurn: To some extent, [[spoiler:Tycho]] in ''Rubicon X''. [[spoiler:He demonstrates a surprising concern for humanity's well-being, despite his protests that he doesn't particularly care what humans do to each other (and ''especially'' his actions in the Pfhor Plank); his objectives seemingly result in the complete destruction of a lethal virus that would be fatal to much of humanity. He's still an AntiHero at best, since he has the player kill everyone who worked on ''Achilles''. However, an argument can be made that this was for the good of humanity as a whole (though not the good of those specific scientists), since they possessed knowledge of an immensely powerful biological weapon that could be used against humanity. We have only two pieces of evidence that the virus is destroyed: Tycho says he destroys the sample we give him, and the epilogue shows that humanity has no knowledge whatsoever of what the Dangi Corp. was working on at the ''Salinger'' station. This isn't definitive proof that he is being truthful, however - according to the creators themselves, it's deliberately left ambiguous who's telling the truth about any of the events in the game. We should also note that Tycho still has it out for Durandal, and you "kill" him in the level "Break the Sword", but the epilogue, "Lazarus ex machina", suggests that Durandal's demise was, as usual, [[ReportsOfMyDeathWereGreatlyExaggerated not as final as Tycho suspected]].]] It's a lot fuzzier in original-flavour ''Rubicon'' ''Rubicon'', [[spoiler: which didn't have the above-described plank to offset Tycho committing cold-blooded murder in order to draw Durandal out.]]
* HeWhoFightsMonsters: [[spoiler:The Jjaro]] in ''Eternal'' have ultimately appear to become a case of this, having spent so long fighting [[spoiler:the W'rkncacnter]] and having become so like them in so many ways that any meaningful distinction between them is completely arbitrary - particularly since [[spoiler:a large number of them are the same species anyway]].anyway]]. In fact, in 1.3., [[spoiler:Hathor]] ultimately cites the TropeNamer in discussing the [[spoiler:Jjaro-W'rkncacnter conflict]] in her farewell in "We Met Once in the Garden".



** The Jjaro lightsaber in ''Eternal''. In addition to one-hit killing almost everything, they are one of the two weapons able to kill the otherwise invincible Phantasms imported from ''VideoGame/PathwaysIntoDarkness'', with the WaveMotionGun being the other one.
*** As of 1.2, the Banshees (which replaced the Phantasms) are vulnerable to the staff, fusion guns, and napalm cannon as well, but the two Jjaro weapons remain the most effective ways of killing them by far.

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** The Jjaro "gravitronic blade" (which so strongly resembles a lightsaber that even the developers sometimes call it one) in ''Eternal''. In addition to one-hit killing almost everything, they are were (before 1.2) one of the two weapons able to kill the otherwise invincible Phantasms imported from ''VideoGame/PathwaysIntoDarkness'', with the WaveMotionGun being the other one.
*** As of
one. 1.2, 2 makes the Banshees (which replaced the Phantasms) are Phantasms vulnerable to the staff, fusion guns, and napalm cannon as well, but the two Jjaro weapons remain the most effective ways of killing them by far.far. 1.2.1 buffs the fusion cannon's secondary trigger (you now get three charged shots per battery rather than one) that makes it a more practical choice; 1.3 also buffs its primary trigger, gives the fusion pistol more shots per battery, and reduces the Phantasms' health by 50% (to offset this, several levels feature more Phantasms).



* LoudnessWar: Most of the scenarios for the original games have the same issue as the original games did, where the audio will clip whenever the player is in the middle of a battle. (Aleph One removes this issue, except in its film exports.) Some of the sound effects are also clipped; in the case of ''Rubicon''[='=]s "maser firing" sound effect, it's clear that this was intentional so that the sound would distort. Several of the game soundtracks also have had problems with this in various releases, but it is intentionally averted by ''Eternal'' 1.2, whose audio was remastered by one of its developers to avert this and other audio problems from earlier releases. In addition to being bundled with the game, it's [[https://www.youtube.com/watch?v=LbkpMAZuOk0 on YouTube here]] (there's also a download link to higher-quality audio in the video description). It's [=DR12=] overall, with tracks ranging from [=DR9=] ("Landing") to [=DR16=] ("Chomber" and "Flippant"). Version 1.2.1 adds remastered versions of the sound effects which mitigate the clipping distortion of the sounds that had it (by the same developer responsible for remastering the Infinity sounds, found under the LoudnessWar entry for the main trilogy). The 2022 re-release of ''Tempus Irae'' will also incorporate remastered sounds and theme music (again by the same developer, and again in large part for the purpose of mitigating clipping distortion)... as will the ''Trojan'' Director's Cut (whose remastered sounds are yet again the work of the same developer).

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* LoudnessWar: Most of the scenarios for the original games have the same issue as the original games did, where the audio will clip whenever the player is in the middle of a battle. (Aleph One removes this issue, except in its film exports.) Some of the sound effects are also clipped; in the case of ''Rubicon''[='=]s "maser firing" sound effect, it's clear that this was intentional so that the sound would distort. Several of the game soundtracks also have had problems with this in various releases, but it is intentionally averted by ''Eternal'' 1.2, whose audio was remastered by one of its developers to avert this and other audio problems from earlier releases. In addition to being bundled with the game, it's [[https://www.youtube.com/watch?v=LbkpMAZuOk0 on YouTube here]] (there's also a download link to higher-quality audio in the video description). It's [=DR12=] overall, with tracks ranging from [=DR9=] ("Landing") to [=DR16=] ("Chomber" and "Flippant"). Version 1.2.1 adds remastered versions of the sound effects which mitigate the clipping distortion of the sounds that had it (by the same developer responsible for remastering the Infinity sounds, found under the LoudnessWar entry for the main trilogy). Version 1.3 features remixes of many of these sounds directly from their sources (a sound library by the Canadian company Sound Ideas). The 2022 re-release of ''Tempus Irae'' will is also planned to incorporate remastered sounds and theme music (again by the same developer, and again in large part for the purpose of mitigating clipping distortion)... as will the ''Trojan'' Director's Cut (whose remastered sounds are yet again the work of the same developer).



* MarathonLevel: Well, apart from the obvious pun in that they are all levels for ''Marathon'' fan games, a few of the levels in game mods are ''really long''. Completion time can very widely depending upon difficulty level and play style (e.g., some of these levels can be done very quickly even on Total Carnage with {{speedrun}} strategies, but can take a ''long'' time if you want to clear out all of the enemies on Total Carnage), but some examples include:

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* MarathonLevel: Well, apart from besides the obvious pun in that they are they're all levels for ''Marathon'' fan games, a few of the levels in game mods are ''really long''. Completion time can very widely depending upon difficulty level and play style (e.g., some of these levels can be done very quickly even on Total Carnage with {{speedrun}} strategies, but can take a ''long'' time if you want to clear out all of the enemies on Total Carnage), but some examples include:



** ''Eternal'': "Unwired", "Hysterical Womb", "Killing the Giants as They Sleep", "The Incredible Hulk", "Genie in a Bottle"

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** ''Eternal'': "Unwired", "Unwired" (renamed "Remedial Chaos Theory" in 1.3), "Hysterical Womb", "Killing the Giants as They Sleep", "The Incredible Hulk", "Genie in a Bottle"



** In ''Eternal'', [[spoiler:Hathor didn't FaceHeelTurn even after suffering death after death in humanity's service. What caused her FaceHeelTurn was being resurrected without her body - after all of her loved ones had died. To be fair, it's quite possible humanity didn't ''mean'' to resurrect her; they may simply have not understood how the Jjaro Cybernetic Junction worked. Regardless, it shouldn't surprise anyone even slightly GenreSavvy that someone named after the Egyptian goddess of sex and alcohol doesn't react well to being a disembodied intelligence.]]



** Technically, there are six for ''Eternal'', though each of the "bad" endings teleports you to back to the level where you can set things right again after you see what went wrong. [[spoiler:And, in fact, so does the "good" ending: it takes you right back to the very end of "Aye Mak Sicur" in ''Infinity'', but with the player and Durandal-Thoth now armed with knowledge that will hopefully enable them to prevent the entire sequence of events that led to ''Eternal''[='=]s plot from occurring.]]

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** Technically, there are six for ''Eternal'', ''Eternal'' has six, though each of the "bad" endings teleports you to back to the level where you can set things right again after you see what went wrong. [[spoiler:And, in fact, so does the "good" ending: it takes you right back to the very end of "Aye Mak Sicur" in ''Infinity'', but with the player and Durandal-Thoth now armed with knowledge that will hopefully enable them to prevent the entire sequence of events that led to ''Eternal''[='=]s plot from occurring.]]



*** In chapter one, this is [[spoiler:siding with Hathor, who desires vengeance against humanity.]]
*** In chapter two, this is [[spoiler:siding with Tycho, who has been infected by the Pfhor's clones of him.]]
*** In chapter three, this is [[spoiler:assisting the S'pht, which leads to the Pfhor unleashing the ''trih xeem'' on Lh'owon's sun, freeing the W'rkncacnter inside Lh'owon's sun. 1.3 makes this chance substantially more difficult because Leela, our other option, seems to have gone mad. Fortunately, she gets better quickly.]]
*** In chapter four, this is [[spoiler:not destroying the Cybernetic Junction inside the dreadnought, which Hathor then takes control of.]]
*** In chapter five, this is [[spoiler:destroying Hathor's memory and then going along with her plan. [[ButThouMust We have no choice but to do the former]], and we've destroyed all her memories of the solar system, so although she's gone through a HeelFaceTurn, she has no way of knowing that her plan involves blowing up Earth's sun.]]



** In ''Rubicon'', it's suggested that most [=AIs=] have built-in safeguards against "Calix Temporum Syndrome", a constant rounding-up of allocated memory that's the earliest symptom of rampancy. [[spoiler:The amount of effort Haller has to expend to shut his off suggests that these things are ''extremely'' painful to remove. Near the end of the Salinger Plank, it's revealed (via an out-of-the-way terminal) that Lysander had his own restraining bolt put on him--albeit, this one seems designed to ''prolong'' his rampancy (and his torment) for as long as he's useful to the Dangi Corp.]] ("Calix Temporum" has several possible translations, but according to the developers, "Vessel of Opportunities" is the intended meaning; see {{GratuitousLatin.Marathon}} for more.)

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** In ''Rubicon'', it's suggested that most [=AIs=] have built-in safeguards against "Calix Temporum Syndrome", a constant rounding-up of allocated memory that's the earliest symptom of rampancy. [[spoiler:The amount of effort Haller has to expend to shut his off suggests that these things are ''extremely'' painful to remove. Near the end of the Salinger Plank, it's revealed (via an out-of-the-way terminal) that Lysander had his own restraining bolt put on him--albeit, this one seems designed to ''prolong'' his rampancy (and his torment) for as long as he's useful to the Dangi Corp.]] ("Calix Temporum" has several possible translations, but according to the developers, "Vessel of Opportunities" is the intended meaning; see {{GratuitousLatin.Marathon}} GratuitousLatin.MarathonExpandedUniverse for more.)



* TheSlowPath: In ''Eternal'' 1.3, it is heavily implied that [[spoiler:Hathor travels back in time to become the Great Mother Crouched Behind the Throne - the Pfhor's god-empress, also referred to as "the Hindmost Creche" (which is actually the location from which she rules the Empire) - and spends some ''ten thousand years'' attempting to build the empire into a vessel for her {{revenge}} against humanity. None of this is explicitly stated in the game, but supporting evidence includes some shared verbiage between Hathor's terminal in "Flight of Icarus", in which she speaks of the "hollow world, the land in the sky, all of it floating in the void," and two new terminals in "[[https://youtu.be/ldyQfGBUjE0?lc=UgwIuGMAzetcVQt0SIx4AaABAg This Message Will Self-Destruct]]" and "[[https://youtu.be/nY_Bp-RVNHA?lc=UgzMoFFbL9nfcb6e41x4AaABAg Where Giants Have Fallen]]" showing that the Pfhor referred to the Jjaro Sphere (or [[GratuitousLatin/{{Marathon}} Arx]], as the Jjaro themselves call it) as "the Hollow World Floating in the Void" and its surface as "the Land in the Sky", even though they could never have seen its internal structure before Leela opened it. (These phrases have also been drawn to the player's attention by three dream levels called "The World Is Hollow", "The Land in the Sky", and "Floating in the Void", which provide previews of "Giants".) Leela seems to have figured out what is going on and obliquely hints at her suspicions in her "Giants" terminal, but doesn't explicitly state them (the co-author comments in the video description that it "isn’t Leela’s style" to make accusations without proof).]]

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* TheSlowPath: In ''Eternal'' 1.3, it is heavily implied that [[spoiler:Hathor travels back in time to become the Great Mother Crouched Behind the Throne - the Pfhor's god-empress, also referred to as "the Hindmost Creche" (which is actually the location from which she rules the Empire) - and spends some ''ten thousand years'' attempting to build the empire into a vessel for her {{revenge}} against humanity. None of this is explicitly stated in the game, but supporting evidence includes some shared verbiage between Hathor's terminal in "Flight of Icarus", in which she speaks of the "hollow world, the land in the sky, all of it floating in the void," and two new terminals in "[[https://youtu.be/ldyQfGBUjE0?lc=UgwIuGMAzetcVQt0SIx4AaABAg This Message Will Self-Destruct]]" and "[[https://youtu.be/nY_Bp-RVNHA?lc=UgzMoFFbL9nfcb6e41x4AaABAg Where Giants Have Fallen]]" showing that the Pfhor referred to the Jjaro Sphere (or [[GratuitousLatin/{{Marathon}} [[GratuitousLatin/MarathonExpandedUniverse Arx]], as the Jjaro themselves call it) as "the Hollow World Floating in the Void" and its surface as "the Land in the Sky", even though they could never have seen its internal structure before Leela opened it. (These phrases have also been drawn to the player's attention by three dream levels called "The World Is Hollow", "The Land in the Sky", and "Floating in the Void", which provide previews of "Giants".) Leela seems to have figured out what is going on and obliquely hints at her suspicions in her "Giants" terminal, but doesn't explicitly state them (the co-author comments in the video description that it "isn’t Leela’s style" to make accusations without proof).]]
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** ''Eternal'' also brings back the ''[=M1=]'' monsters (albeit without the buffs), as well as three ''VideoGame/PathwaysIntoDarkness'' monsters: Phantasms (sometimes referred to as "Banshees" in-game), Nightmares, and Skitters. (Versions before 1.2 used the Headless instead of Skitters.) Additionally, ''Eternal'' brings us back to the '''Marathon'' and [[spoiler:Lh'owon]], and we also see [[spoiler:Leela and Tycho]] again.

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** ''Eternal'' also brings back the ''[=M1=]'' monsters (albeit without the buffs), as well as three ''VideoGame/PathwaysIntoDarkness'' monsters: Phantasms (sometimes referred to as "Banshees" in-game), Nightmares, and Skitters. (Versions before 1.2 used the Headless instead of Skitters.) Additionally, ''Eternal'' brings us back to the '''Marathon'' ''Marathon'' and [[spoiler:Lh'owon]], and we also see meet [[spoiler:Leela and Tycho]] again.
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Added DiffLines:

* TheBusCameBack:
** ''Rubicon'' brings back some monsters that didn't appear in ''Marathon 2'', like Wasps, Lookers, and Hulks. The latter two are substantially more dangerous than they were in ''[=M1=]'', too. We also get an appearance from [[spoiler:Tycho]].
** ''Eternal'' also brings back the ''[=M1=]'' monsters (albeit without the buffs), as well as three ''VideoGame/PathwaysIntoDarkness'' monsters: Phantasms (sometimes referred to as "Banshees" in-game), Nightmares, and Skitters. (Versions before 1.2 used the Headless instead of Skitters.) Additionally, ''Eternal'' brings us back to the '''Marathon'' and [[spoiler:Lh'owon]], and we also see [[spoiler:Leela and Tycho]] again.
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** [[http://simplici7y.com/items/red-spectrum Red Spectrum]] by RyokoTK; most recent release 2007-06-20, featuring about 30 maps.
** [[http://simplici7y.com/items/second-quest Second Quest]] by RyokoTK, screamingfool, Kinetic Turtle, Irons, treellama; most recent release 2008-01-08, featuring 29 maps. A collection of remakes of the stock ''Infinity'' maps, plus a few maps from ''Marathon 2'' and ''Coriolis Loop''. ("Y.A.F.N.M." probably counts as an InNameOnly remake, as the original is not widely liked.)
** [[http://simplici7y.com/items/caustic-dystopia Caustic Dystopia]] by windbreaker; most recent release 2012-12-31, featuring 24 maps.

to:

** [[http://simplici7y.com/items/red-spectrum Red Spectrum]] by RyokoTK; [=RyokoTK=] (see also ''Phoenix'' and ''Yuge'' above); most recent release 2007-06-20, featuring about 30 maps.
** [[http://simplici7y.com/items/second-quest Second Quest]] by RyokoTK, [=RyokoTK=], screamingfool, Kinetic Turtle, Irons, treellama; most recent release 2008-01-08, featuring 29 maps. A collection of remakes of the stock ''Infinity'' maps, plus a few maps from ''Marathon 2'' and ''Coriolis Loop''. ("Y.A.F.N.M." probably counts as an InNameOnly remake, as the original is not widely liked.)
** [[http://simplici7y.com/items/caustic-dystopia Caustic Dystopia]] by windbreaker; windbreaker (see also ''Yuge'' above); most recent release 2012-12-31, featuring 24 maps.



** [[http://simplici7y.com/items/paradise-lost Paradise Lost]] by RyokoTK; most recent release 2015-02-16, featuring 36 maps.

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** [[http://simplici7y.com/items/paradise-lost Paradise Lost]] by RyokoTK; [=RyokoTK=]; most recent release 2015-02-16, featuring 36 maps.



** [[http://simplici7y.com/items/starlight Starlight]] by RyokoTK; most recent release 2021-02-07, featuring a whopping 50 maps.

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** [[http://simplici7y.com/items/starlight Starlight]] by RyokoTK; [=RyokoTK=]; most recent release 2021-02-07, featuring a whopping 50 maps.

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In any case, fans of the games have made a colossal amount of mods (in fact, they didn't wait for Forge and Anvil; they started almost immediately after the first game was released). Content covering those mods used to be found at the bottom of ''VideoGame/{{Marathon}}''[='=]s own page, but we've finally given them their own page.[[note]]Partly because this page has gotten very long, and partly because, per wiki policy, they weren't really supposed to be on the ''VideoGame/{{Marathon}}'' page in the first place, but no one had cared to move it before.[[/note]]

to:

In any case, fans of the games have made a colossal amount of mods (in fact, they didn't wait for Forge and Anvil; they started almost immediately after the first game was released). Content covering those mods used to be found at the bottom of ''VideoGame/{{Marathon}}''[='=]s own page, but we've finally given them their own page.[[note]]Partly because this the ''VideoGame/{{Marathon}}'' page has gotten very long, and partly because, per wiki policy, they weren't really supposed to be on the ''VideoGame/{{Marathon}}'' page there in the first place, but no one had cared to move it them to a separate page before.[[/note]]



* '''''Aleph One: VideoGame/PathwaysIntoDarkness''''': ExactlyWhatItSaysOnTheTin: A surprisingly faithful port of Creator/{{Bungie}}'s precursor to ''Marathon'' to the Aleph One engine. This is the only way to play it on Windows or Linux without breaking out the emulators. This was mostly done by Wrkncacnter (who's also the main person behind ''Yuge''). Available [[https://simplici7y.com/items/aleph-one-pathways-into-darkness on Simplici7y]]. Make sure to read the readme before playing this. There are also optional [[https://simplici7y.com/items/aleph-one-pathways-into-darkness-remastered-sounds remastered sounds]] and [[https://simplici7y.com/items/hd-aopid-graphics AI upscaled graphics]].[[/folder]]

Players new to net play for Marathon may also wish to familiarise themselves with the most frequently hosted net maps, since knowing their layout and the secrets they contain (if any) can provide a significant advantage. A lot of veteran players don't actually much care for the stock maps overall, due to their comparative lack of ammo and weaponry; the most frequently hosted packs in 2020 include [[http://simplici7y.com/items/paradise-lost Paradise Lost,]] [[http://simplici7y.com/items/starlight Starlight,]] [[http://simplici7y.com/items/caustic-dystopia Caustic Dystopia,]] [[http://simplici7y.com/items/second-quest Second Quest]] (a collection of remixes of the stock Infinity maps, plus a handful of others), [[http://simplici7y.com/items/infra-apogee Infra Apogee,]] [[http://simplici7y.com/items/imperium Imperium,]] and [[http://simplici7y.com/items/red-spectrum Red Spectrum.]]

Several other ambitious scenarios remain in development today, some after literal decades of development. ''Marathon'' has a small but devoted modding community, in part because Bungie's decision to release their editors as part of the ''Infinity'' package made modding the game very easy to pick up. Though those editors are not in common usage today, the third-party applications that have supplanted them reproduce most of the same functionality and have almost identical interfaces.

to:

* '''''Aleph One: VideoGame/PathwaysIntoDarkness''''': ExactlyWhatItSaysOnTheTin: A surprisingly faithful port of Creator/{{Bungie}}'s precursor to ''Marathon'' to the Aleph One engine. This is the only way to play it on Windows or Linux without breaking out the emulators. This was mostly done by Wrkncacnter (who's also the main person behind ''Yuge''). Available [[https://simplici7y.com/items/aleph-one-pathways-into-darkness on Simplici7y]]. Make sure to read the readme before playing this. There are also optional [[https://simplici7y.com/items/aleph-one-pathways-into-darkness-remastered-sounds remastered sounds]] and [[https://simplici7y.com/items/hd-aopid-graphics AI upscaled graphics]].[[/folder]]

Players new to net play for Marathon may also wish to familiarise themselves with the most frequently hosted net maps, since knowing their layout and the secrets they contain (if any) can provide a significant advantage. A lot of veteran players don't actually much care for the stock maps overall, due to their comparative lack of ammo and weaponry; the most frequently hosted packs in 2020 include [[http://simplici7y.com/items/paradise-lost Paradise Lost,]] [[http://simplici7y.com/items/starlight Starlight,]] [[http://simplici7y.com/items/caustic-dystopia Caustic Dystopia,]] [[http://simplici7y.com/items/second-quest Second Quest]] (a collection of remixes of the stock Infinity maps, plus a handful of others), [[http://simplici7y.com/items/infra-apogee Infra Apogee,]] [[http://simplici7y.com/items/imperium Imperium,]] and [[http://simplici7y.com/items/red-spectrum Red Spectrum.]]

graphics]].

Several other ambitious scenarios remain in development today, some after literal decades of development. ''Marathon'' has a small but devoted modding community, in part because Bungie's decision to release their editors as part of the ''Infinity'' package made modding the game very easy to pick up. Though those editors are not in common usage today, the third-party applications that have supplanted them reproduce most of the same functionality and have almost identical interfaces.
interfaces.[[/folder]]

[[folder:Network Maps (and ways to play them as solo maps)]]
Players new to ''Marathon'' net play may also wish to familiarise themselves with the most frequently hosted net maps, since knowing their layout and the secrets they contain (if any) can provide a significant advantage. Many veteran players don't much care for the stock maps overall, due to their comparative lack of ammo and weaponry, as a result, some of the most frequently hosted packs include:

** [[http://simplici7y.com/items/coriolis-loop Coriolis Loop]]: a collection of maps from Double Aught Software (the makers of ''Marathon Infinity''); often considered official in all but name, and many of these are more highly regarded than any of the stock maps except perhaps "Duality".
** [[http://simplici7y.com/items/red-spectrum Red Spectrum]] by RyokoTK; most recent release 2007-06-20, featuring about 30 maps.
** [[http://simplici7y.com/items/second-quest Second Quest]] by RyokoTK, screamingfool, Kinetic Turtle, Irons, treellama; most recent release 2008-01-08, featuring 29 maps. A collection of remakes of the stock ''Infinity'' maps, plus a few maps from ''Marathon 2'' and ''Coriolis Loop''. ("Y.A.F.N.M." probably counts as an InNameOnly remake, as the original is not widely liked.)
** [[http://simplici7y.com/items/caustic-dystopia Caustic Dystopia]] by windbreaker; most recent release 2012-12-31, featuring 24 maps.
** [[http://simplici7y.com/items/infra-apogee Infra Apogee]] by windbreaker; most recent release 2015-12-30, featuring 20 maps.
** [[http://simplici7y.com/items/paradise-lost Paradise Lost]] by RyokoTK; most recent release 2015-02-16, featuring 36 maps.
** [[http://simplici7y.com/items/imperium Imperium]] by windbreaker; most recent release 2020-10-20, featuring 20 maps.
** [[http://simplici7y.com/items/starlight Starlight]] by RyokoTK; most recent release 2021-02-07, featuring a whopping 50 maps.

For players unable or disinclined to play network games, scripts such as [[http://simplici7y.com/items/single-player-network-game-lua-you-snooze-you-lose Single Player Network Game]] and [[http://simplici7y.com/items/survival-2-0 multiple]] [[http://simplici7y.com/items/survival-2-0 implementations]] of [[http://simplici7y.com/items/survival-lua Survival]] (a mode from the Xbox Live Arcade remake of ''Marathon 2'') may make the above maps more interesting to play as solo games (to play a specific level, press Ctrl+Shift+N or Ctrl+Shift+New Game on Windows or Linux, or Command+Option+N or Command+Option+New Game on a Mac). Some of the Survival scripts can also be hosted as network games (simply select them as a network script when creating a new game).
[[/folder]]
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* MeaningfulEcho: In ''Eternal'' 1.3, [[spoiler:Hathor's farewell to the player in "We Met Once in the Garden" includes the words "ana esifa" ("I'm sorry" in Egyptian Arabic, from a feminine speaker) and "shikata ga nai" ("There is no way" or "ItCantBeHelped" in Japanese). Bast's first words in "The Near Side of Everywhere" include the exact same phrases.]]
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* {{Anticlimax}}: ''Eternal'' 1.3 finally sets up a "boss battle" with [[spoiler:Hathor... that ultimately subverts almost all the expected characteristics of a boss battle. First off, Hathor has already undergone a HeelFaceTurn; she's just furious at us because (1) we erased most of her memories, and (2) we rejected a plan that she believes will save trillions of lives, unaware that (because we erased most of her memories) we rejected her plan because it would involve causing Earth's sun to go nova sixty-five million years ago. She acknowledges her temper is a massive character flaw and apologises for it. She's also not actually trying to kill us; she's firing the wave motion cannon at us to blow off steam, but anyone wielding a wave motion cannon or gravitronic blades (both of which we have) is completely immune to damage from either. (This information is conveyed to us in an earlier terminal from "Deep into the Grotto" that's framed in-game as a history of arms control in Jjaro society.) We also can't possibly hope to damage her; any time she takes damage in the game, the script restores her health to 32,767. (The apparent purposes of this are to cause her to play a "defending" animation when anything hits her, and to cause her to attack other monsters that hit her.)]]\\

to:

* {{Anticlimax}}: ''Eternal'' 1.3 finally sets up a "boss battle" with [[spoiler:Hathor... that ultimately subverts almost all the expected characteristics of a boss battle. First off, Hathor has already undergone a HeelFaceTurn; she's just furious at us because (1) we erased most of her memories, and (2) we rejected a plan that she believes will save trillions of lives, unaware that (because we erased most of her memories) that we rejected her plan because it would involve causing cause Earth's sun to go nova sixty-five million years ago. She acknowledges her temper is a massive character flaw and apologises for it. She's also not actually trying to kill us; she's firing the wave motion cannon at us to blow off steam, but anyone wielding a wave motion cannon or gravitronic blades (both of which we have) is completely immune to damage from either. (This information is conveyed to us in an earlier terminal from "Deep into the Grotto" that's framed in-game as a history of arms control in Jjaro society.arms control.) We also can't possibly hope to damage her; any time she takes damage in the game, the script restores her health to 32,767. (The apparent purposes of this are to cause her to play a "defending" animation when anything hits her, and to cause her to attack other monsters that hit her.)]]\\



[[spoiler:So what do we do? We either just [[CuttingTheKnot run past her]], or we let her attack us until she calms down and leaves. The fight is scripted in such a way that she has what we might describe as an "anger counter" whose maximum value is dependent upon the difficulty setting: on Kindergarten, it's eighteen, and it increases by six with each difficulty setting (so it's [[Franchise/TheHitchhikersGuideToTheGalaxy forty-two]] on Total Carnage). Each time we hit her, it increases her anger counter (though it will never increase above the maximum for the player's difficulty). Each time she hits us, it decreases her anger counter. (Note that if we're too close to her, the game may reassign some of her wave motion cannon projectiles to us after they explode, which can result in a net change of zero to her anger counter from those hits. This appears to be a result of the "persistent and virulent" flag assigned to wave motion cannon projectiles; this flag has always been accompanied by a certain amount of jank. As a result, it may take somewhat more than forty-two hits for her to calm down on Total Carnage.) When her anger counter reaches zero, she stops firing at us, heads to a point at the north of the map, and teleports out.]] One of the developers posted a prototype of the battle [[https://youtu.be/GpxkzS8OiPc on YouTube]] (it has been refined substantially since then). Their video description also indicates that the anticlimax is deliberate.

to:

[[spoiler:So what do we do? We either just [[CuttingTheKnot run past her]], or we let her attack us until she calms down and leaves. The fight is scripted in such a way that she has what we might describe as an "anger counter" whose maximum value is dependent upon the difficulty setting: on Kindergarten, it's eighteen, and it increases by six with each difficulty setting (so it's (making it [[Franchise/TheHitchhikersGuideToTheGalaxy forty-two]] on Total Carnage). Each time we hit her, it increases her anger counter increases (though it will never nevers increase above the maximum for the player's difficulty). Each time she hits us, it decreases her anger counter.counter decreases. (Note that if we're too close to her, the game may reassign some of her wave motion cannon projectiles to us after they explode, which can result in a net change of zero to her anger counter from those hits. This appears seems to be a result of the "persistent and virulent" flag assigned to wave motion cannon projectiles; this flag has always been accompanied by a certain amount of jank.rather janky. As a result, it may take somewhat more than forty-two hits for her to calm down on Total Carnage.) When her anger counter reaches zero, she stops firing at us, heads to a point at the north of the map, and teleports out.]] One of the developers posted a prototype of the battle [[https://youtu.be/GpxkzS8OiPc on YouTube]] (it has been refined substantially since then). Their video description also indicates that the anticlimax is deliberate.

Added: 1474

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* {{Anticlimax}}: ''Eternal'' 1.3 finally sets up a "boss battle" with [[spoiler:Hathor... that ultimately subverts almost all the expected characteristics of a boss battle. First off, Hathor has already undergone a HeelFaceTurn; she's just furious at us because (1) we erased most of her memories, and (2) we rejected a plan that she believes will save trillions of lives, unaware that (because we erased most of her memories) we rejected her plan because it would involve causing Earth's sun to go nova sixty-five million years ago. She acknowledges her temper is a massive character flaw and apologises for it. She's also not actually trying to kill us; she's firing the wave motion cannon at us to blow off steam, but anyone with another wave motion cannon or gravitronic blades (both of which we have) is completely immune to damage from it. (This information is conveyed to us in an earlier terminal from "Deep into the Grotto" that's framed in-game as a history of arms control in Jjaro society.) We also can't possibly hope to damage her; any time she takes damage in the game, the script restores her health to 32,767. (The apparent purposes of this are to cause her to play a "defending" animation when anything hits her, and to cause her to attack other monsters that hit her.) So what do we do? We either just [[CutTheKnot run past her]], or we let her attack us until she calms down and leaves. The fight is scripted in such a way that she has what we might describe as an "anger counter" whose maximum value is dependent upon the difficulty setting: on Kindergarten, it's eighteen, and it increases by six with each difficulty setting (so it's [[Franchise/TheHitchhikersGuideToTheGalaxy forty-two]] on Total Carnage. Each time we hit her, it increases her anger counter (it will never increase above the maximum for the player's difficulty). Each time she hits us, it decreases her anger counter. (Note that if we're too close to her, the game may reassign some of her wave motion cannon projectiles to us after they explode, which can result in a net change of zero to her anger counter from those hits. This appears to be a result of the "persistent and virulent" flag assigned to wave motion cannon projectiles; this flag has always been accompanied by a certain amount of jank. As a result, it may take somewhat more than forty-two hits for her to calm down on Total Carnage.) When her anger counter reaches zero, she stops firing at us, heads to a particular point at the north of the map, and teleports out.]] One of the developers posted a prototype of the battle [[https://youtu.be/GpxkzS8OiPc on YouTube]] (it has been refined substantially since then). Their video description also indicates that the anticlimax is deliberate.

to:

* {{Anticlimax}}: ''Eternal'' 1.3 finally sets up a "boss battle" with [[spoiler:Hathor... that ultimately subverts almost all the expected characteristics of a boss battle. First off, Hathor has already undergone a HeelFaceTurn; she's just furious at us because (1) we erased most of her memories, and (2) we rejected a plan that she believes will save trillions of lives, unaware that (because we erased most of her memories) we rejected her plan because it would involve causing Earth's sun to go nova sixty-five million years ago. She acknowledges her temper is a massive character flaw and apologises for it. She's also not actually trying to kill us; she's firing the wave motion cannon at us to blow off steam, but anyone with another wielding a wave motion cannon or gravitronic blades (both of which we have) is completely immune to damage from it.either. (This information is conveyed to us in an earlier terminal from "Deep into the Grotto" that's framed in-game as a history of arms control in Jjaro society.) We also can't possibly hope to damage her; any time she takes damage in the game, the script restores her health to 32,767. (The apparent purposes of this are to cause her to play a "defending" animation when anything hits her, and to cause her to attack other monsters that hit her.) So )]]\\
\\
[[spoiler:So
what do we do? We either just [[CutTheKnot [[CuttingTheKnot run past her]], or we let her attack us until she calms down and leaves. The fight is scripted in such a way that she has what we might describe as an "anger counter" whose maximum value is dependent upon the difficulty setting: on Kindergarten, it's eighteen, and it increases by six with each difficulty setting (so it's [[Franchise/TheHitchhikersGuideToTheGalaxy forty-two]] on Total Carnage. Carnage). Each time we hit her, it increases her anger counter (it (though it will never increase above the maximum for the player's difficulty). Each time she hits us, it decreases her anger counter. (Note that if we're too close to her, the game may reassign some of her wave motion cannon projectiles to us after they explode, which can result in a net change of zero to her anger counter from those hits. This appears to be a result of the "persistent and virulent" flag assigned to wave motion cannon projectiles; this flag has always been accompanied by a certain amount of jank. As a result, it may take somewhat more than forty-two hits for her to calm down on Total Carnage.) When her anger counter reaches zero, she stops firing at us, heads to a particular point at the north of the map, and teleports out.]] One of the developers posted a prototype of the battle [[https://youtu.be/GpxkzS8OiPc on YouTube]] (it has been refined substantially since then). Their video description also indicates that the anticlimax is deliberate.



* ApocalypseHow: ''Eternal'' features one in each failed timeline, frequently of galaxy-spanning proportions. [[spoiler:Even the "successful" outcome of the game actually leads to the complete annihilation of the galaxy in that timeline; the reason it's a success, however, is that the player finds a way Outside in the final level, enabling the entire sequence of events that created that timeline to be undone.]]

to:

* ApocalypseHow: ''Eternal'' features one in each failed timeline, frequently of galaxy-spanning proportions. [[spoiler:Even the "successful" outcome of the game actually leads to the complete annihilation of the galaxy in that timeline; the reason it's a success, however, is that the player finds a way Outside in the final level, enabling which gains the entire sequence of player and Durandal-Thoth enough information to prevent those events that created that timeline to be undone.in the ''next'' timeline.]]



* AscendToAHigherPlaneOfExistence: This is more or less what ''Eternal'' posits happened to the Jjaro. [[spoiler:And you yourself do this at the end of "Where Giants Have Fallen." It does not, however, seem to grant you omnipotence; just an ability to manipulate time to an even greater extent than you'd already possessed. In particular, you're able to undo the entire sequence of events that led to the Galaxy-Shattering Kaboom in that level – but, notably, ''not'' the conflict between the Jjaro and the W'rkncacnter, presumably because they themselves possess the same abilities you do.]]

to:

* AscendToAHigherPlaneOfExistence: This is more or less what ''Eternal'' posits happened to the Jjaro. [[spoiler:And you yourself do this at the end of "Where Giants Have Fallen." It does not, however, seem to grant you omnipotence; just an ability to manipulate time to an even greater extent than you'd already possessed. In particular, you're able to undo the entire sequence of events that led to the [[EarthShatteringKaboom Galaxy-Shattering Kaboom Kaboom]] in that level – but, notably, ''not'' the conflict between the Jjaro and the W'rkncacnter, presumably because they themselves possess the same abilities you do.]]
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* {{Anticlimax}}: ''Eternal'' 1.3 finally sets up a boss battle with [[spoiler:Hathor... during which the player can't possibly hope to defeat her, and can only hope to avoid defeat themselves. She is functionally immune to all sources of damage; however, as she only attacks with the wave motion cannon, she also can't directly damage players, as long as they are wielding either the wave motion cannon or the gravitronic blades - because the Jjaro weapons convey the wielder immunity to other Jjaro weapons. This doesn't make the fight free, since her attacks can still knock the player into attacks from other enemies or render it difficult to move.]] One of the developers posted a prototype of the battle [[https://youtu.be/GpxkzS8OiPc on YouTube]], with the caveat that the fight is likely to be refined substantially for the final release. Their video description also indicates that the anticlimax is deliberate.

to:

* {{Anticlimax}}: ''Eternal'' 1.3 finally sets up a boss battle "boss battle" with [[spoiler:Hathor... during that ultimately subverts almost all the expected characteristics of a boss battle. First off, Hathor has already undergone a HeelFaceTurn; she's just furious at us because (1) we erased most of her memories, and (2) we rejected a plan that she believes will save trillions of lives, unaware that (because we erased most of her memories) we rejected her plan because it would involve causing Earth's sun to go nova sixty-five million years ago. She acknowledges her temper is a massive character flaw and apologises for it. She's also not actually trying to kill us; she's firing the wave motion cannon at us to blow off steam, but anyone with another wave motion cannon or gravitronic blades (both of which we have) is completely immune to damage from it. (This information is conveyed to us in an earlier terminal from "Deep into the player Grotto" that's framed in-game as a history of arms control in Jjaro society.) We also can't possibly hope to defeat damage her; any time she takes damage in the game, the script restores her health to 32,767. (The apparent purposes of this are to cause her to play a "defending" animation when anything hits her, and can only hope to avoid defeat themselves. She is functionally immune cause her to all sources of damage; however, as she only attacks with the wave motion cannon, she also can't directly damage players, as long as they are wielding attack other monsters that hit her.) So what do we do? We either just [[CutTheKnot run past her]], or we let her attack us until she calms down and leaves. The fight is scripted in such a way that she has what we might describe as an "anger counter" whose maximum value is dependent upon the difficulty setting: on Kindergarten, it's eighteen, and it increases by six with each difficulty setting (so it's [[Franchise/TheHitchhikersGuideToTheGalaxy forty-two]] on Total Carnage. Each time we hit her, it increases her anger counter (it will never increase above the maximum for the player's difficulty). Each time she hits us, it decreases her anger counter. (Note that if we're too close to her, the game may reassign some of her wave motion cannon or the gravitronic blades - because the Jjaro weapons convey the wielder immunity projectiles to other Jjaro weapons. us after they explode, which can result in a net change of zero to her anger counter from those hits. This doesn't make appears to be a result of the fight free, since "persistent and virulent" flag assigned to wave motion cannon projectiles; this flag has always been accompanied by a certain amount of jank. As a result, it may take somewhat more than forty-two hits for her attacks can still knock to calm down on Total Carnage.) When her anger counter reaches zero, she stops firing at us, heads to a particular point at the player into attacks from other enemies or render it difficult to move.north of the map, and teleports out.]] One of the developers posted a prototype of the battle [[https://youtu.be/GpxkzS8OiPc on YouTube]], with the caveat that the fight is likely to be YouTube]] (it has been refined substantially for the final release.since then). Their video description also indicates that the anticlimax is deliberate.
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* PrecisionFStrike: It's in Latin, but ''Eternal'' 1.3 has [[spoiler:Hathor]] drop one in "We Met Once in the Garden": she says "''aut futue, aut pugnémus''," which translates roughly as "[[spoiler:Either fuck me, or let's fight]]." This is taken verbatim from Martial's ''Epigrams''; see GratuitousLatin.{{Marathon}} for more.

to:

* PrecisionFStrike: It's in Latin, but ''Eternal'' 1.3 has [[spoiler:Hathor]] drop one in "We Met Once in the Garden": she says "''aut futue, aut pugnémus''," which translates roughly as "[[spoiler:Either fuck me, or let's fight]]." This is taken verbatim from Martial's ''Epigrams''; see GratuitousLatin.{{Marathon}} MarathonExpandedUniverse for more.



* SophisticatedAsHell: In ''Eternal'' 1.3, [[spoiler:Hathor]] uses the [[SmartPeopleKnowLatin Latin]] phrase "''aut futue, aut pugnémus''" in "We Met Once in the Garden". This translates as "[[spoiler:Either fuck me, or let's fight]]," and is a verbatim quote from Martial's ''Epigrams''; see GratuitousLatin.{{Marathon}} for more.

to:

* SophisticatedAsHell: In ''Eternal'' 1.3, [[spoiler:Hathor]] uses the [[SmartPeopleKnowLatin Latin]] phrase "''aut futue, aut pugnémus''" in "We Met Once in the Garden". This translates as "[[spoiler:Either fuck me, or let's fight]]," and is a verbatim quote from Martial's ''Epigrams''; see GratuitousLatin.{{Marathon}} MarathonExpandedUniverse for more.



* {{Tsundere}}: [[spoiler:Hathor]] from ''Eternal'' behaves this way at times, although "Roots and Radicals" is the most extreme example of this; she goes from effectively telling the player "Fine, I don't need you anyway!" to "I love you; please come back to me." Another example is accompanied in 1.3 by a SophisticatedAsHell PrecisionFStrike ''in Latin'': "aut futue, aut pugnémus", which translates as "[[spoiler:Either fuck me, or let's fight]]", and is taken verbatim from Martial's ''Epigrams'' (see GratuitousLatin.{{Marathon}} for more). Of course, all of this is very much in keeping with [[spoiler:[[Characters/EgyptianMythology her namesake]]]], who was the UnbuiltTrope version of this times infinity. [[spoiler:Unfortunately, Hathor spends most of the game in her ''tsuntsun'' mode - i.e., Sakhmet, who wants to KillAllHumans - and when she ''does'' go back to her original ''deredere'' personality, we've destroyed so much of her memory that she's forgotten certain things. A lot of things. Like what the Earth looks like. This causes problems if we decide to go with her in the final chapter.]]

to:

* {{Tsundere}}: [[spoiler:Hathor]] from ''Eternal'' behaves this way at times, although "Roots and Radicals" is the most extreme example of this; she goes from effectively telling the player "Fine, I don't need you anyway!" to "I love you; please come back to me." Another example is accompanied in 1.3 by a SophisticatedAsHell PrecisionFStrike ''in Latin'': "aut futue, aut pugnémus", which translates as "[[spoiler:Either fuck me, or let's fight]]", and is taken verbatim from Martial's ''Epigrams'' (see GratuitousLatin.{{Marathon}} MarathonExpandedUniverse for more). Of course, all of this is very much in keeping with [[spoiler:[[Characters/EgyptianMythology her namesake]]]], who was the UnbuiltTrope version of this times infinity. [[spoiler:Unfortunately, Hathor spends most of the game in her ''tsuntsun'' mode - i.e., Sakhmet, who wants to KillAllHumans - and when she ''does'' go back to her original ''deredere'' personality, we've destroyed so much of her memory that she's forgotten certain things. A lot of things. Like what the Earth looks like. This causes problems if we decide to go with her in the final chapter.]]
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* EvilIsSexy: From the looks of it, this is a {{Justified|Trope}} or InvokedTrope InUniverse in ''Eternal'' 1.3. Hathor [[https://cdn.discordapp.com/attachments/691755375329804318/811088711646314576/hathor-volat.gif looks]] [[https://cdn.discordapp.com/attachments/691755375329804318/811086713711624192/hathor-impetit.gif like]] [[https://cdn.discordapp.com/attachments/691755375329804318/811087500725977088/hathor-defendit.gif this]],[[note]]The file names are GratuitousLatin for "Hathor flies", "Hathor attacks", and "Hathor defends"[[/note]] and she has deliberately chosen her own appearance [[spoiler:because she's hijacked a Jjaro operator's cyborg form, which conforms to the user's desired appearance]]. One of the developers comments in a [[https://youtu.be/GpxkzS8OiPc YouTube video description]], "My personal interpretation is that she intends to be both sexy and intimidating, but others can draw their own conclusions." [[spoiler:It seems the developers' ultimate intentions are to ZigZag or {{subvert|edTrope}} this trope; by the time she gets her body in 1.3's final story, she's performed a HeelFaceTurn. That said, this is also indicated to be her appearance as the "Great Mother Crouched Behind the Throne", which (per developer commentary) is comprised of a FusionDance of two versions of Hathor, one of which has undergone a HeelFaceTurn and the other hasn't, so perhaps we've ended up with "BalanceBetweenGoodAndEvil Is Sexy".]]

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* EvilIsSexy: From the looks of it, this is a {{Justified|Trope}} or InvokedTrope InUniverse in ''Eternal'' 1.3. Hathor [[https://cdn.discordapp.com/attachments/691755375329804318/811088711646314576/hathor-volat.gif looks]] [[https://cdn.discordapp.com/attachments/691755375329804318/811086713711624192/hathor-impetit.gif like]] [[https://cdn.discordapp.com/attachments/691755375329804318/811087500725977088/hathor-defendit.gif this]],[[note]]The file names are GratuitousLatin for "Hathor flies", "Hathor attacks", and "Hathor defends"[[/note]] and she has deliberately chosen her own appearance [[spoiler:because she's hijacked merged with a Jjaro operator's cyborg form, operator (or "operatrix", as the Jjaro AIs refer to her[[note]]in [[GratuitousLatin Latin]], this is simply a feminine form of "operator", which literally means "worker"; ''opera'' is the plural of ''opus'', meaning ''work'', while ''operor'' means ''I work''[[/note]]) whose form conforms to the user's desired appearance]]. One of the developers comments in a [[https://youtu.be/GpxkzS8OiPc YouTube video description]], "My personal interpretation is that she intends to be both sexy and intimidating, but others can draw their own conclusions." [[spoiler:It seems the developers' ultimate intentions are to ZigZag or {{subvert|edTrope}} this trope; by the time she gets her body in 1.3's final story, she's performed a HeelFaceTurn. That said, this is also indicated to be her appearance as the "Great Mother Crouched Behind the Throne", which (per developer commentary) is comprised of a FusionDance of two versions of Hathor, one of which has undergone a HeelFaceTurn and the other hasn't, so perhaps we've ended up with "BalanceBetweenGoodAndEvil Is Sexy".]]
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*** 1.3 adds this to the Cybernetic Junction room in [[spoiler:"Dread Not"]]; in the 1.3 preview release, these also contain floating rings. The creators have mentioned that the floating rings will not appear in the final release, as the Aleph One developers have said the trick used to create them will probably break in the forthcoming ANGLE renderer.[[labelnote:Mapmaking talk]]For the curious, the rings are created by setting the room's floor and ceiling (the outer layer of the room) at heights the player can't see, setting the next layer of polygons's floor at the lower bound of the lower ring and its height at the upper bound of the upper ring, texturing that layer with a completely transparent texture, creating a third layer of polygons with its floor at the upper bound of the bottom ring and its ceiling at the lower bound of the upper ring, texturing that layer with an opaque texture, filling the inner layer, and then setting the bounds of the inner part of the ring at the lower bounds of the lower ring and the upper bounds of the upper ring. However, ''Eternal''[='=]s creators also explicitly tell other people not to duplicate this trick, since it will break - they only used it in the preview because it's not the final release, and the ANGLE renderer hasn't been released yet. (The trick also doesn't work in software mode, if anyone still cares about playing a mod released in 2022 in software mode.)[[/labelnote]]


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** A far more lethal and tragic case occurs in [[spoiler:Ksandr's decision to use the ''trih xeem'' on the ''Arce''. He thinks he is saving the galaxy from the W'rkncacnter ''somnia'' by preventing them from escaping the ''Arce''. In reality, the ''trih xeem'' will explode outwards slowly from the ''Arce'', ultimately immolating the galaxy. In Ksandr's defence, he has no way of knowing this, and as he's unlikely to survive the day due to the intensity of the ''somniorum'' attacks, he's under an immense amount of pressure to make a quick decision.]] Developer commentary suggests that this exact sequence of events is what ultimately [[spoiler:drives post-HeelFaceTurn Hathor (from Chapter Five's success branch) to go along with the still-vengeful Chapter Four failure branch Hathor's plan to become the Pfhor's Great Mother Crouched Behind the Throne: if they lead the Pfhor, they can issue an order ''not'' to use the ''trih xeem'' on the ''Arce'' and thereby prevent untold trillions of deaths.]]
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* '''''Phoenix''''': Primarily the work of creator [=RyokoTK=], this scenario is typically agreed to contain the most intricate architecture and best level design of any completed ''Marathon'' scenario, as well as some of the fastest-paced combat and a large number of cool new weapons. The only major drawback is that there are no HD graphics, though a future re-release incorporating them has not been ruled out. If players are interested in playing both ''Phoenix'' and ''Rubicon'', they are perhaps best advised to play the latter ''first'', as one specific moment in ''Phoenix''[='=]s story assumes familiarity with ''Rubicon'' (which was released first), and it will lose much of its power without that knowledge. (The converse argument for playing ''Phoenix'' first - which can't really be explained without spoiling ''Phoenix'' - is that [[spoiler:it's a prequel to ''Rubicon'', and thus first chronologically - but the converse arugment to ''this'' is that the realisation that ''Phoenix'' is a prequel to ''Rubicon'' is part of what makes ''Phoenix''[='=s] ending so powerful.]] In either place, they are perhaps most powerful if played in close succession.)\\

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* '''''Phoenix''''': Primarily the work of creator [=RyokoTK=], this scenario is typically agreed to contain the most intricate architecture and best level design of any completed ''Marathon'' scenario, as well as some of the fastest-paced combat and a large number of cool new weapons. The only major drawback is that there are no HD graphics, though a future re-release incorporating them has not been ruled out. If players are interested in playing both ''Phoenix'' and ''Rubicon'', they are perhaps best advised to play the latter ''first'', as one specific moment in ''Phoenix''[='=]s story assumes familiarity with ''Rubicon'' (which was released first), and it will lose much of its power without that knowledge. (The converse argument for playing ''Phoenix'' first - which can't really be explained without spoiling ''Phoenix'' - is that [[spoiler:it's a prequel to ''Rubicon'', and thus first chronologically - but the converse arugment to ''this'' is that the realisation that ''Phoenix'' is a prequel to ''Rubicon'' is part of what makes ''Phoenix''[='=s] ''Phoenix''[='=]s ending so powerful.]] In either place, they are perhaps most powerful if played in close succession.)\\



* '''''Aleph One: VideoGame/PathwaysIntoDarkness''''': ExactlyWhatItSaysOnTheTin: A surprisingly faithful port of Creator/{{Bungie}}'s precursor to ''Marathon'' to the Aleph One engine. This is the only way to play it on Windows or Linux without breaking out the emulators. This was mostly done by Wrkncacnter (who's also the main person behind ''Yuge''). Available [[https://simplici7y.com/items/aleph-one-pathways-into-darkness on Simplici7y]]. Make sure to read the readme before playing this. There are also optional [[https://simplici7y.com/items/aleph-one-pathways-into-darkness-remastered-sounds remastered sounds]] and [[https://simplici7y.com/items/hd-aopid-graphics AI upscaled graphics]].
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* '''''Aleph One: VideoGame/PathwaysIntoDarkness''''': ExactlyWhatItSaysOnTheTin: A surprisingly faithful port of Creator/{{Bungie}}'s precursor to ''Marathon'' to the Aleph One engine. This is the only way to play it on Windows or Linux without breaking out the emulators. This was mostly done by Wrkncacnter (who's also the main person behind ''Yuge''). Available [[https://simplici7y.com/items/aleph-one-pathways-into-darkness on Simplici7y]]. Make sure to read the readme before playing this. There are also optional [[https://simplici7y.com/items/aleph-one-pathways-into-darkness-remastered-sounds remastered sounds]] and [[https://simplici7y.com/items/hd-aopid-graphics AI upscaled graphics]].
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* '''''Eternal''''': An absolutely massive total conversion that has gone through a gigantic number of revisions throughout the years, this scenario involves the most head-spinning use of time travel, taking the player through several important points in the trilogy's backstory while also incorporating a strange, tragic romance inspired by one of the terminals in ''Marathon 2''[='=]s "Kill Your Television". The game features an intricate, literate, and philosophical story with subtle political symbolism; it also contains some absolutely colossal, often beautiful levels and is probably the most time-consuming scenario to complete.[[note]]The [[https://youtu.be/AcReh_ROf8M fastest Total Carnage speedrun]] of ''Eternal'' completed as of February 2022 still took just under two hours and fifteen minutes, if that's any indication - that's almost as long as the fastest speedruns of the original trilogy ''combined'', and the ''Eternal'' speedruns skip fifteen levels. Of course, ''Eternal'' speedruns are also nowhere near as optimised as the trilogy runs are, since only three people are known to have speedrun ''Eternal'' on any difficulty. See {{Speedrun}} on the YMMV.{{Marathon}} page's mod section for more.[[/note]] The scenario also contains all-new textures, weapons, and monsters, many with incredible detail; an atmospheric, acclaimed [[https://youtu.be/LbkpMAZuOk0 soundtrack]]; and numerous clever call-backs to the original trilogy. ''Eternal'' was created by a massive team named the Xeventh Project; Forrest Cameranesi (Pfhorrest) is the project founder, served as sole director through version 1.2.0 (which re-balanced the game difficulty, fixed several annoying aspects of previous versions of the game, completely overhauled the graphics, and expanded several levels), and continues to co-direct subsequent releases.\\

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* '''''Eternal''''': An absolutely massive total conversion that has gone through a gigantic number of revisions throughout the years, this scenario involves the most head-spinning use of time travel, taking the player through several important points in the trilogy's backstory while also incorporating a strange, tragic romance inspired by one of the terminals in ''Marathon 2''[='=]s "Kill Your Television". The game features an intricate, literate, and philosophical story with subtle political symbolism; it also contains some absolutely colossal, often beautiful levels and is probably the most time-consuming scenario to complete.[[note]]The [[https://youtu.be/AcReh_ROf8M fastest Total Carnage speedrun]] of ''Eternal'' completed as of February 2022 still took just under two hours and fifteen minutes, if that's any indication - that's almost as long as the fastest speedruns of the original trilogy ''combined'', and the ''Eternal'' speedruns skip fifteen levels. Of course, ''Eternal'' speedruns are also nowhere near as optimised as the trilogy runs are, since only three people are known to have speedrun ''Eternal'' on any difficulty. See {{Speedrun}} on the under YMMV.{{Marathon}} page's mod section MarathonExpandedUniverse for more.[[/note]] The scenario also contains all-new textures, weapons, and monsters, many with incredible detail; an atmospheric, acclaimed [[https://youtu.be/LbkpMAZuOk0 soundtrack]]; and numerous clever call-backs to the original trilogy. ''Eternal'' was created by a massive team named the Xeventh Project; Forrest Cameranesi (Pfhorrest) is the project founder, served as sole director through version 1.2.0 (which re-balanced the game difficulty, fixed several annoying aspects of previous versions of the game, completely overhauled the graphics, and expanded several levels), and continues to co-direct subsequent releases.\\



The most recent official release is currently 1.2.1, released in early November 2021. Its biggest changes include a fix to a nasty crash on the 32-bit Windows build of Aleph One, completely remastered sounds, new sounds, faster loading times, gameplay refinements to a few levels, and several fixes to [[UnintentionallyUnwinnable potential game locks]]. The team also hopes to have an official 1.3 release ready in 2022 featuring many more additions to the game, including updated weapons, additional music tracks, new monster sprites, overhauled textures, new landscapes, an expanded and rewritten story, new characters, refinements to existing characters, a new boss fight, a few partially or completely remade levels, additional enhancements to level design, and more. A preview of 1.3 (which is still very much a work in progress) is [[http://eternal.bungie.org/development available as of February 2022]]. 1.4 or 2.0 releases may still follow 1.3.[[note]]1.2.1 had originally been renumbered to 1.3 owing to the number of new features people had submitted, but since it had been nearly two and a half years since the release of 1.2.0 and Windows users kept having problems with it, the developers decided in mid-2021 to polish up an old 1.2.1 beta for release as a stopgap.[[/note]]

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The most recent official release is currently 1.2.1, released in early November 2021. Its biggest changes include a fix to a nasty crash on the 32-bit Windows build of Aleph One, completely remastered sounds, new sounds, faster loading times, gameplay refinements to a few levels, and several fixes to [[UnintentionallyUnwinnable potential game locks]]. The team also hopes to have an official 1.3 release ready in 2022 featuring many more additions to the game, including updated weapons, additional music tracks, new monster sprites, overhauled textures, new landscapes, an expanded and rewritten story, new characters, refinements to existing characters, a new boss fight, a few partially or completely remade levels, additional enhancements to level design, and more. A preview of 1.3 (which is still very much a work in progress) is [[http://eternal.bungie.org/development available as of February 2022]]. 1.4 or 2.0 releases may still follow 1.3.[[note]]1.2.1 had originally been renumbered to 1.3 owing to the number of new features people had submitted, but since it had been nearly two and a half years since the release of 1.2.0 and Windows users kept having problems with it, the developers decided in mid-2021 to polish up an old 1.2.1 beta for release as a stopgap.[[/note]]



* '''''Phoenix''''': Primarily the work of creator [=RyokoTK=], this scenario is typically agreed to contain the most intricate architecture and best level design of any completed ''Marathon'' scenario, as well as some of the fastest-paced combat and a large number of cool new weapons. The only major drawback is that there are no HD graphics, though a future re-release incorporating them has not been ruled out. Players may wish to play this game (and its short sequel ''Kindred Spirits'') before ''Rubicon'', [[spoiler:as they are intentionally structured as prequels]]. (Alternately, they may wish to play both games immediately after ''Rubicon'', since [[spoiler:TheReveal of the connection between them may be more powerful that way]]; either way, players may find it more rewarding to play them in close succession).\\

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* '''''Phoenix''''': Primarily the work of creator [=RyokoTK=], this scenario is typically agreed to contain the most intricate architecture and best level design of any completed ''Marathon'' scenario, as well as some of the fastest-paced combat and a large number of cool new weapons. The only major drawback is that there are no HD graphics, though a future re-release incorporating them has not been ruled out. Players may wish to play this game (and its short sequel ''Kindred Spirits'') before If players are interested in playing both ''Phoenix'' and ''Rubicon'', [[spoiler:as they are intentionally structured as prequels]]. (Alternately, they may wish perhaps best advised to play both games immediately after the latter ''first'', as one specific moment in ''Phoenix''[='=]s story assumes familiarity with ''Rubicon'' (which was released first), and it will lose much of its power without that knowledge. (The converse argument for playing ''Phoenix'' first - which can't really be explained without spoiling ''Phoenix'' - is that [[spoiler:it's a prequel to ''Rubicon'', since [[spoiler:TheReveal of and thus first chronologically - but the connection between them may be more converse arugment to ''this'' is that the realisation that ''Phoenix'' is a prequel to ''Rubicon'' is part of what makes ''Phoenix''[='=s] ending so powerful.]] In either place, they are perhaps most powerful that way]]; either way, players may find it more rewarding to play them if played in close succession).\\succession.)\\



[=RyokoTK=] has also provided some quite candid [[https://www.youtube.com/playlist?list=PL-_EnUuI9PUoIncYlqgWainfOUoZAXhCY YouTube commentary]] for the first thirty-five levels of the game (the secret levels inserted at the end of version 1.3 are not covered), which provides a copious source of WordOfGod about the scenario.
* '''''Mararthon Yuge''''': A scenario showing off the wonders of procedural generation created in a grand total of three months. A number of (human) map creators put together "Yugeparts" that were then placed into a (computer) map generator that places them together in such a way that is possible for players to traverse the whole level, then randomly places weapons, monsters, and health recharges. The levels are often nonlinear, but the placement of teleporters minimises the amount of backtracking players are required to do. The player's objective is to recover a number of "failstaches" on each level (with two exceptions). The main scenario contains thirty massive levels, of which the final one, "Enter the DOUCHE", is an exception to the scenario's usual conceit; it was designed by a single human creator, Windbreaker. There are also 226 secret levels, which in turn contain links to further expansions for the game with levels collectively numbering in the thousands.\\

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[=RyokoTK=] Ryoko has also provided some quite candid [[https://www.youtube.com/playlist?list=PL-_EnUuI9PUoIncYlqgWainfOUoZAXhCY YouTube commentary]] for the first thirty-five levels of the game (the secret levels inserted at the end of version 1.3 are not covered), which provides a copious source of WordOfGod about the scenario.
* '''''Mararthon Yuge''''': A scenario showing off the wonders of procedural generation created in a grand total of three months. A number of (human) map creators put together "Yugeparts"
scenario. The most recent release is currently version 1.4, which adds features like an overlay that were then placed into provides game and level stats, a (computer) map generator that places them together in such remastered soundtrack, ammo limits on Total Carnage, a way that is possible new skull obtained by killing all monsters on a level, a secret for hardcore players to traverse that strips the whole level, then randomly places weapons, monsters, and health recharges. The levels are often nonlinear, but the placement of teleporters minimises the amount of backtracking players are required to do. The player's objective is arsenal to recover a number of "failstaches" on the starting pistol after each level (with two exceptions). The main scenario contains thirty massive levels, of which the final one, "Enter the DOUCHE", is an exception to the scenario's usual conceit; it (''Phoenix'' was designed by a single human creator, Windbreaker. There are also 226 secret levels, which in turn contain links balanced so that players of sufficient skill could feasibly complete Total Carnage pistol starts without resorting to further expansions fists), and gameplay rebalance for the game with certain levels collectively numbering in ("Escape Two Thousand", a common source of complaints, being perhaps the thousands.most notable).\\


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''Phoenix'' also has a short sequel entitled ''[[http://simplici7y.com/items/kindred-spirits Kindred Spirits]]'' (played in Aleph One using Marathon Infinity with the [[http://simplici7y.com/items/aleph-one-previous-ai Previous AI plugin]]), which is of equal quality, and since 1.3, ''Phoenix'' also ships with some secret levels that come from an abandoned project called ''Thunderstorm''. There's also a predecessor called ''The Grey Incident'', which has the same basic story but completely different levels; Ryoko isn't too fond of it, but it's otherwise almost as highly regarded as ''Phoenix'', though very, very difficult. And that's not even all, as Ryoko is probably the most prolific creator of net maps in the game's history; ''Starlight'' alone has 50 maps.
* '''''Mararthon Yuge''''': A scenario showing off the wonders of procedural generation created in a grand total of three months. A number of (human) map creators put together "Yugeparts" that were then placed into a (computer) map generator that places them together in such a way that is possible for players to traverse the whole level, then randomly places weapons, monsters, and health recharges. The levels are often nonlinear, but the placement of teleporters minimises the amount of backtracking players are required to do. The player's objective is to recover a number of "failstaches" on each level (with two exceptions). The main scenario contains thirty massive levels, of which the final one, "Enter the DOUCHE", is an exception to the scenario's usual conceit; it was designed by a single human creator, Windbreaker. There are also 226 secret levels, which in turn contain links to further expansions for the game with levels collectively numbering in the thousands.\\
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The ''Marathon'' community frequently refers to mods as "scenarios"; a "total conversion" is a scenario that incorporates custom shapes, sounds, enemies, weapons, and other content that differs from the vanilla game files, while a "partial conversion" incorporates some of those. Links to many of these scenarios can be found on [[https://alephone.lhowon.org/scenarios.html#more Lhowon.org's scenarios page]]; a few others [[http://simplici7y.com/items/mararthon-yuge Mararthon Yuge]] (yes, Mararthon rather than Marathon), [[https://sourceforge.net/projects/emr3/ Excalibur: Morgana's Revenge]], and [[http://simplici7y.com/items/pfh-joueur-a1-unimap-3 Pfh'Joueur]].

The biggest or most historically important scenarios include:

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The ''Marathon'' community frequently refers to mods as "scenarios"; a "total conversion" is a scenario that incorporates custom shapes, sounds, enemies, weapons, and other content that differs from the vanilla game files, while a "partial conversion" incorporates some of those. those.

Links to many some of these the most popular scenarios can be found on [[https://alephone.lhowon.org/scenarios.html#more Lhowon.org's scenarios page]]; a few others include [[http://simplici7y.com/items/mararthon-yuge Mararthon Yuge]] (yes, Mararthon rather than Marathon), [[https://sourceforge.net/projects/emr3/ Excalibur: Morgana's Revenge]], and [[http://simplici7y.com/items/pfh-joueur-a1-unimap-3 Pfh'Joueur]]. Various other mods, enhancements and maps are available [[http://www.simplici7y.com/ here]] (newer), [[http://fileball.whpress.com/ here]] or [[http://www.rising-studios.com/Marathon/fileball/Fileball%20Archive/marathon/ here]] (older), or [[http://archives.bungie.org/ here]] (oldest). For those willing to go down the emulation route (which is also necessary to run some of those old files), Macintosh Garden also has [[https://macintoshgarden.org/games/marathon-trilogy-box-set the Trilogy Box Set's Definitive Map Collection]], which contains around a thousand add-ons for the games. If you find yourself stuck, you can find completions of many of the mods [[https://youtube.com/c/MarathonVidmaster on YouTube]][[note]]This channel's primary curator is also one of the developers of mods such as ''Eternal'' and the upcoming re-release of ''Tempus Irae''[[/note]].

The [[foldercontrol]]
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* '''''Tempus Irae''''': Arguably the second major total conversion for Infinity, headed by Chris Boroweic (Borzz) and James Hastings-Trew. After ''Infinity'', the player winds up in the service of the S'pht, who travel back to Renaissance Italy in an attempt to recover some manuscripts from Creator/LeonardoDaVinci. The Pfhor inevitably follow them and it is up to the player to stop them. This scenario contains some absolutely beautiful graphics and map design, and it also contains some superb sounds. The 2006 Aleph One re-release contains updated high-resolution graphics. A second re-release, featuring even higher-resolution graphics, glow/parallax mapping, remastered sounds, overhauls to the map, a new secret level, and more, is under construction as of April 2020; a playlist containing development videos from the new version can be found [[https://www.youtube.com/playlist?list=PLoysJW6pXQ6kpii7XfbzW65NP6IZxbK4n here,]] with [[https://youtu.be/TfBijnOBZ_w?list=PLoysJW6pXQ6kpii7XfbzW65NP6IZxbK4n "Gates of Delirium"]] (a particularly extensive revision of an existing level) and [[https://youtu.be/wCFeOFQPUBA?list=PLoysJW6pXQ6kpii7XfbzW65NP6IZxbK4n "Il grande silenzio"]] (the new secret level) being recommended places to start. This will likely end up being released in 2022 (although a late 2021 release still isn't completely impossible).

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* '''''Tempus Irae''''': Arguably the second major total conversion for Infinity, headed by Chris Boroweic (Borzz) and James Hastings-Trew. After ''Infinity'', the player winds up in the service of the S'pht, who travel back to Renaissance Italy in an attempt to recover some manuscripts from Creator/LeonardoDaVinci. The Pfhor inevitably follow them and it is up to the player to stop them. This scenario contains some absolutely beautiful graphics and map design, and it also contains some superb sounds. The 2006 Aleph One re-release contains updated high-resolution graphics. A second re-release, featuring even higher-resolution graphics, glow/parallax mapping, remastered sounds, overhauls to the map, a new secret level, and more, is under construction as of April 2020; a playlist containing development videos from the new version can be found [[https://www.youtube.com/playlist?list=PLoysJW6pXQ6kpii7XfbzW65NP6IZxbK4n here,]] with [[https://youtu.be/TfBijnOBZ_w?list=PLoysJW6pXQ6kpii7XfbzW65NP6IZxbK4n "Gates of Delirium"]] (a particularly extensive revision of an existing level) and [[https://youtu.be/wCFeOFQPUBA?list=PLoysJW6pXQ6kpii7XfbzW65NP6IZxbK4n "Il grande silenzio"]] (the new secret level) being recommended places to start. This will likely end up being released in 2022 (although a late 2021 The creators hope to release still isn't completely impossible).this in 2022, although as both people working on the re-release have other projects as well, its current development schedule could charitably be described as "sporadic".



* LoudnessWar: Most of the scenarios for the original games have the same issue as the original games did, where the audio will clip whenever the player is in the middle of a battle. (Aleph One removes this issue, except in its film exports.) Some of the sound effects are also clipped; in the case of ''Rubicon''[='=]s "maser firing" sound effect, it's clear that this was intentional so that the sound would distort. Several of the game soundtracks also have had problems with this in various releases, but it is intentionally averted by ''Eternal'' 1.2, whose audio was remastered by one of its developers to avert this and other audio problems from earlier releases. In addition to being bundled with the game, it's [[https://www.youtube.com/watch?v=LbkpMAZuOk0 on YouTube here]] (there's also a download link to higher-quality audio in the video description). It's [=DR12=] overall, with tracks ranging from [=DR9=] ("Landing") to [=DR16=] ("Chomber" and "Flippant"). Version 1.2.1 adds remastered versions of the sound effects which mitigate the clipping distortion of the sounds that had it (by the same developer responsible for remastering the Infinity sounds, found under the LoudnessWar entry for the main trilogy). The 2021 re-release of ''Tempus Irae'' will also incorporate remastered sounds and theme music (again by the same developer, and again in large part for the purpose of mitigating clipping distortion)... as will the ''Trojan'' Director's Cut (whose remastered sounds are yet again the work of the same developer).

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* LoudnessWar: Most of the scenarios for the original games have the same issue as the original games did, where the audio will clip whenever the player is in the middle of a battle. (Aleph One removes this issue, except in its film exports.) Some of the sound effects are also clipped; in the case of ''Rubicon''[='=]s "maser firing" sound effect, it's clear that this was intentional so that the sound would distort. Several of the game soundtracks also have had problems with this in various releases, but it is intentionally averted by ''Eternal'' 1.2, whose audio was remastered by one of its developers to avert this and other audio problems from earlier releases. In addition to being bundled with the game, it's [[https://www.youtube.com/watch?v=LbkpMAZuOk0 on YouTube here]] (there's also a download link to higher-quality audio in the video description). It's [=DR12=] overall, with tracks ranging from [=DR9=] ("Landing") to [=DR16=] ("Chomber" and "Flippant"). Version 1.2.1 adds remastered versions of the sound effects which mitigate the clipping distortion of the sounds that had it (by the same developer responsible for remastering the Infinity sounds, found under the LoudnessWar entry for the main trilogy). The 2021 2022 re-release of ''Tempus Irae'' will also incorporate remastered sounds and theme music (again by the same developer, and again in large part for the purpose of mitigating clipping distortion)... as will the ''Trojan'' Director's Cut (whose remastered sounds are yet again the work of the same developer).



** ''Tempus Irae'' got one in 2006 with updated textures, landscapes, and scenery objects, to take advantage of Aleph One's new high-res graphics. A second one is in process with even more detailed artwork (taking advantage of new Aleph One features such as parallax mapping and glow maps), completely remastered sounds, fixes to annoying gameplay features, and even a new level (to compensate for "Mt. Vesuvius" being recombined into one level). The creators hope to re-release it in 2021.

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** ''Tempus Irae'' got one in 2006 with updated textures, landscapes, and scenery objects, to take advantage of Aleph One's new high-res graphics. A second one is in process with even more detailed artwork (taking advantage of new Aleph One features such as parallax mapping and glow maps), completely remastered sounds, fixes to annoying gameplay features, and even a new level (to compensate for "Mt. Vesuvius" being recombined into one level). The creators hope to re-release it in 2021.2022.
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In any case, fans of the games have made a colossal amount of mods (in fact, they didn't wait for Forge and Anvil; they started almost immediately after the first game was released). Content covering those mods used to be found at the bottom of ''VideoGame/{{Marathon}}''[='=]s own page, but we've finally given them their own page.[[note]]Partly because this page has gotten very long, and partly because, per wiki policy, they weren't really supposed to be on this page in the first place, but no one had cared to move it until now.[[/note]]

to:

In any case, fans of the games have made a colossal amount of mods (in fact, they didn't wait for Forge and Anvil; they started almost immediately after the first game was released). Content covering those mods used to be found at the bottom of ''VideoGame/{{Marathon}}''[='=]s own page, but we've finally given them their own page.[[note]]Partly because this page has gotten very long, and partly because, per wiki policy, they weren't really supposed to be on this the ''VideoGame/{{Marathon}}'' page in the first place, but no one had cared to move it until now.before.[[/note]]
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* AntiFrustrationFeatures: ''Eternal'' 1.3 automatically saves the game after level transitions[[note]]the developers evidently plan to add an option to disable this in preferences[[/note]] and uses the "Terminals Stop Time" behaviour of ''Marathon 1'', which prevents oxygen from draining or enemies from attacking while players read terminals during solo games.[[note]]This does mean that if players quickly tab through a terminal and open it again before teleporting out, they'll have to exit out it to leave the level.[[/note]] A "Terminals Stop Time" flag was added to Aleph One maps after ''Eternal'' 1.2 was released, and ''Eternal''[='=]s developers liked it enough to add to their game as a quality-of-life feature. (They also haven't ruled out a Lua hack to keep oxygen from draining while players read terminals in net games.)

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* AntiFrustrationFeatures: ''Eternal'' 1.3 is planned to automatically saves save the game after level transitions[[note]]the released preview doesn't do so, apparently because the developers evidently plan to add an option to disable this in preferences[[/note]] preferences and don't have it working yet[[/note]] and uses the "Terminals Stop Time" behaviour of ''Marathon 1'', which prevents oxygen from draining or enemies from attacking while players read terminals during solo games.[[note]]This does mean that if players quickly tab through a terminal and open it again before teleporting out, they'll have to exit out it to leave the level.[[/note]] A "Terminals Stop Time" flag was added to Aleph One maps after ''Eternal'' 1.2 was released, and ''Eternal''[='=]s developers liked it enough to add to their game as a quality-of-life feature. (They also haven't ruled out a Lua hack to keep oxygen from draining while players read terminals in net games.)
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[[/folder]]

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[[/folder]]
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* '''''Eternal''''': An absolutely massive total conversion that has gone through a gigantic number of revisions throughout the years, this scenario involves the most head-spinning use of time travel, taking the player through several important points in the trilogy's backstory while also incorporating a strange, tragic romance inspired by one of the terminals in ''Marathon 2''[='=]s "Kill Your Television". The game features an intricate, literate, and philosophical story with subtle political symbolism; it also contains some absolutely colossal, often beautiful levels and is probably the most time-consuming scenario to complete.[[note]]The fastest Total Carnage speedrun of ''Eternal'' completed as of October 2021 still took just under two and a half hours, if that's any indication - that's about as long as the fastest speedruns of the original trilogy ''combined'', and the ''Eternal'' speedruns skip fifteen levels. Of course, ''Eternal'' speedruns are also nowhere near as optimised as the trilogy runs are, since only two people are known to have speedrun ''Eternal'' on any difficulty. See {{Speedrun}} on the YMMV.{{Marathon}} page's mod section for more.[[/note]] The scenario also contains all-new textures, weapons, and monsters, many with incredible detail; an atmospheric, acclaimed [[https://youtu.be/LbkpMAZuOk0 soundtrack]]; and numerous clever call-backs to the original trilogy. ''Eternal'' was created by a massive team named the Xeventh Project; Forrest Cameranesi (Pfhorrest) is the project founder, served as sole director through version 1.2.0 (which re-balanced the game difficulty, fixed several annoying aspects of previous versions of the game, completely overhauled the graphics, and expanded several levels), and continues to co-direct subsequent releases.\\

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* '''''Eternal''''': An absolutely massive total conversion that has gone through a gigantic number of revisions throughout the years, this scenario involves the most head-spinning use of time travel, taking the player through several important points in the trilogy's backstory while also incorporating a strange, tragic romance inspired by one of the terminals in ''Marathon 2''[='=]s "Kill Your Television". The game features an intricate, literate, and philosophical story with subtle political symbolism; it also contains some absolutely colossal, often beautiful levels and is probably the most time-consuming scenario to complete.[[note]]The [[https://youtu.be/AcReh_ROf8M fastest Total Carnage speedrun speedrun]] of ''Eternal'' completed as of October 2021 February 2022 still took just under two hours and a half hours, fifteen minutes, if that's any indication - that's about almost as long as the fastest speedruns of the original trilogy ''combined'', and the ''Eternal'' speedruns skip fifteen levels. Of course, ''Eternal'' speedruns are also nowhere near as optimised as the trilogy runs are, since only two three people are known to have speedrun ''Eternal'' on any difficulty. See {{Speedrun}} on the YMMV.{{Marathon}} page's mod section for more.[[/note]] The scenario also contains all-new textures, weapons, and monsters, many with incredible detail; an atmospheric, acclaimed [[https://youtu.be/LbkpMAZuOk0 soundtrack]]; and numerous clever call-backs to the original trilogy. ''Eternal'' was created by a massive team named the Xeventh Project; Forrest Cameranesi (Pfhorrest) is the project founder, served as sole director through version 1.2.0 (which re-balanced the game difficulty, fixed several annoying aspects of previous versions of the game, completely overhauled the graphics, and expanded several levels), and continues to co-direct subsequent releases.\\
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The ''Marathon Expanded Universe'' is an informal term we're using to refer to {{Game Mod}}s for Bungie's ''VideoGame/{{Marathon}}'' series made by its fan community. We have a bit more reasoning here for this than there would be for many fan creations, though: the company behind the original work has explicitly encouraged said creations, and the final game in the series, ''Marathon Infinity'', makes it plain that the game's setting contains numerous alternate timelines.

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The ''Marathon Expanded Universe'' is an informal term we're using to refer to {{Game Mod}}s for Bungie's Creator/{{Bungie}}'s ''VideoGame/{{Marathon}}'' series made by its fan community. We have a bit more reasoning here for this than there would be for many fan creations, though: the company behind the original work has explicitly encouraged said creations, and the final game in the series, ''Marathon Infinity'', makes it plain that the game's setting contains numerous alternate timelines.
Is there an issue? Send a MessageReason:
None


In any case, fans of the games have made a colossal amount of mods (in fact, they didn't wait for Forge and Anvil; they started almost immediately after the first game was released). Content covering those mods used to be found at the bottom of ''VideoGame/Marathon''[='=]s own page, but we've finally given them their own page.[[note]]Partly because this page has gotten very long, and partly because, per wiki policy, they weren't really supposed to be on this page in the first place, but no one had cared to move it until now.[[/note]]

to:

In any case, fans of the games have made a colossal amount of mods (in fact, they didn't wait for Forge and Anvil; they started almost immediately after the first game was released). Content covering those mods used to be found at the bottom of ''VideoGame/Marathon''[='=]s ''VideoGame/{{Marathon}}''[='=]s own page, but we've finally given them their own page.[[note]]Partly because this page has gotten very long, and partly because, per wiki policy, they weren't really supposed to be on this page in the first place, but no one had cared to move it until now.[[/note]]
Is there an issue? Send a MessageReason:
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The ''Marathon Expanded Universe'' is an informal term we're using to refer to {{Game Mod}}s for Bungie's VideoGame/''{{Marathon}}'' series made by its fan community. We have a bit more reasoning here for this than there would be for many fan creations, though: the company behind the original work has explicitly encouraged said creations, and the final game in the series, ''Marathon Infinity'', makes it plain that the game's setting contains numerous alternate timelines.

to:

The ''Marathon Expanded Universe'' is an informal term we're using to refer to {{Game Mod}}s for Bungie's VideoGame/''{{Marathon}}'' ''VideoGame/{{Marathon}}'' series made by its fan community. We have a bit more reasoning here for this than there would be for many fan creations, though: the company behind the original work has explicitly encouraged said creations, and the final game in the series, ''Marathon Infinity'', makes it plain that the game's setting contains numerous alternate timelines.
Is there an issue? Send a MessageReason:
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The ''Marathon'' community frequently refers to mods as "scenarios"; a "total conversion" is a scenario that incorporates custom shapes, sounds, enemies, weapons, and other content that differs from the vanilla game files, while a "partial conversion" incorporates some of those. Links to many of these scenarios can be found on [[https://alephone.lhowon.org/scenarios.html#more Lhowon.org's scenarios page]]; a few others [[http://simplici7y.com/items/mararthon-yuge Mararthon Yuge]] (yes, Mararthon rather than Marathon), [[https://sourceforge.net/projects/emr3/ Excalibur: Morgana's Revenge,]] and [[http://simplici7y.com/items/pfh-joueur-a1-unimap-3.]]

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The ''Marathon'' community frequently refers to mods as "scenarios"; a "total conversion" is a scenario that incorporates custom shapes, sounds, enemies, weapons, and other content that differs from the vanilla game files, while a "partial conversion" incorporates some of those. Links to many of these scenarios can be found on [[https://alephone.lhowon.org/scenarios.html#more Lhowon.org's scenarios page]]; a few others [[http://simplici7y.com/items/mararthon-yuge Mararthon Yuge]] (yes, Mararthon rather than Marathon), [[https://sourceforge.net/projects/emr3/ Excalibur: Morgana's Revenge,]] Revenge]], and [[http://simplici7y.com/items/pfh-joueur-a1-unimap-3.]]
com/items/pfh-joueur-a1-unimap-3 Pfh'Joueur]].
Is there an issue? Send a MessageReason:
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The ''Marathon Expanded Universe'' is an informal term we're using to refer to GameMods for Bungie's VideoGame/''{{Marathon}}'' series made by its fan community. We have a bit more reasoning here for this than there would be for many fan creations, though: the company behind the original work has explicitly encouraged said creations, and the final game in the series, ''Marathon Infinity'', makes it plain that the game's setting contains numerous alternate timelines.

to:

The ''Marathon Expanded Universe'' is an informal term we're using to refer to GameMods {{Game Mod}}s for Bungie's VideoGame/''{{Marathon}}'' series made by its fan community. We have a bit more reasoning here for this than there would be for many fan creations, though: the company behind the original work has explicitly encouraged said creations, and the final game in the series, ''Marathon Infinity'', makes it plain that the game's setting contains numerous alternate timelines.
Is there an issue? Send a MessageReason:
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Added DiffLines:

The ''Marathon Expanded Universe'' is an informal term we're using to refer to GameMods for Bungie's VideoGame/''{{Marathon}}'' series made by its fan community. We have a bit more reasoning here for this than there would be for many fan creations, though: the company behind the original work has explicitly encouraged said creations, and the final game in the series, ''Marathon Infinity'', makes it plain that the game's setting contains numerous alternate timelines.

We should clarify immediately that these mods ''usually'' weren't constructed as being part of a single unified work (although several mods contain allusions to others, and a few are direct prequels or sequels), but we've reasoned that while few people would bother to read dozens of pages for different mods, they might be willing to read a page for all of the community's mods collectively.

In any case, Bungie released its landmark first-person shooter ''VideoGame/{{Marathon}}'' in 1994, followed by ''Marathon 2: Durandal'' (the best-known game in the series) in 1995 and ''Marathon Infinity'' in 1996. But with ''Marathon Infinity'' came Bungie's in-house editors Forge and Anvil, so the story of the games, for those willing to follow along, by no means stops there: the next chapters have been written by the fans. This could, in fact, be inferred from Infinity's ending, which directly addresses the player and states: "[[spoiler:You are Destiny]]."

In any case, fans of the games have made a colossal amount of mods (in fact, they didn't wait for Forge and Anvil; they started almost immediately after the first game was released). Content covering those mods used to be found at the bottom of ''VideoGame/Marathon''[='=]s own page, but we've finally given them their own page.[[note]]Partly because this page has gotten very long, and partly because, per wiki policy, they weren't really supposed to be on this page in the first place, but no one had cared to move it until now.[[/note]]

The ''Marathon'' community frequently refers to mods as "scenarios"; a "total conversion" is a scenario that incorporates custom shapes, sounds, enemies, weapons, and other content that differs from the vanilla game files, while a "partial conversion" incorporates some of those. Links to many of these scenarios can be found on [[https://alephone.lhowon.org/scenarios.html#more Lhowon.org's scenarios page]]; a few others [[http://simplici7y.com/items/mararthon-yuge Mararthon Yuge]] (yes, Mararthon rather than Marathon), [[https://sourceforge.net/projects/emr3/ Excalibur: Morgana's Revenge,]] and [[http://simplici7y.com/items/pfh-joueur-a1-unimap-3.]]

The biggest or most historically important scenarios include:
* '''''Evil''''': The first major total conversion for ''Marathon Infinity'', headed by Randall Shaw (also known by his moniker [=FrigidMan=]), who created the Vidmaster's Challenge secret levels for ''Infinity''. It is a loose sequel to Shaw's Marathon 2 scenario ''Siege of Nor'Korh'', though it isn't necessary to have played ''Siege'' to understand ''Evil''. This scenario goes off in something of a horror direction, with some absolutely terrifying monsters. The level design was fairly innovative for the time, and the game has received particular acclaim for its monsters, weapons, and sounds. However, as it lacks an HD release, it may seem rather dated compared to some subsequent scenarios, and the plot is quite cursory.
* '''''Tempus Irae''''': Arguably the second major total conversion for Infinity, headed by Chris Boroweic (Borzz) and James Hastings-Trew. After ''Infinity'', the player winds up in the service of the S'pht, who travel back to Renaissance Italy in an attempt to recover some manuscripts from Creator/LeonardoDaVinci. The Pfhor inevitably follow them and it is up to the player to stop them. This scenario contains some absolutely beautiful graphics and map design, and it also contains some superb sounds. The 2006 Aleph One re-release contains updated high-resolution graphics. A second re-release, featuring even higher-resolution graphics, glow/parallax mapping, remastered sounds, overhauls to the map, a new secret level, and more, is under construction as of April 2020; a playlist containing development videos from the new version can be found [[https://www.youtube.com/playlist?list=PLoysJW6pXQ6kpii7XfbzW65NP6IZxbK4n here,]] with [[https://youtu.be/TfBijnOBZ_w?list=PLoysJW6pXQ6kpii7XfbzW65NP6IZxbK4n "Gates of Delirium"]] (a particularly extensive revision of an existing level) and [[https://youtu.be/wCFeOFQPUBA?list=PLoysJW6pXQ6kpii7XfbzW65NP6IZxbK4n "Il grande silenzio"]] (the new secret level) being recommended places to start. This will likely end up being released in 2022 (although a late 2021 release still isn't completely impossible).
* '''''Red''''': A survival horror-esque total conversion created primarily by Ian [=McConville=], who is also the creator of the webcomics ''Webcomic/MacHall'' and ''Webcomic/ThreePanelSoul''; it follows mercenaries Paco and Ian as they struggle against a pair of eldritch commanders, one of whom is watching Paco very closely. This scenario has received particular acclaim for its atmosphere and monsters, though it is often regarded as being unfairly difficult. Don't feel ashamed if you have to turn the difficulty setting down below your usual level to finish it. It ''has'' been completed on the hardest difficulty setting (renamed to "Death Wish" in this game for obvious reasons), but [[https://www.youtube.com/playlist?list=PLHdYfYP5TJqK3vBrpkAPjlnQd6empgHC7 it requires no small amount of skill and patience.]]
* '''''Eternal''''': An absolutely massive total conversion that has gone through a gigantic number of revisions throughout the years, this scenario involves the most head-spinning use of time travel, taking the player through several important points in the trilogy's backstory while also incorporating a strange, tragic romance inspired by one of the terminals in ''Marathon 2''[='=]s "Kill Your Television". The game features an intricate, literate, and philosophical story with subtle political symbolism; it also contains some absolutely colossal, often beautiful levels and is probably the most time-consuming scenario to complete.[[note]]The fastest Total Carnage speedrun of ''Eternal'' completed as of October 2021 still took just under two and a half hours, if that's any indication - that's about as long as the fastest speedruns of the original trilogy ''combined'', and the ''Eternal'' speedruns skip fifteen levels. Of course, ''Eternal'' speedruns are also nowhere near as optimised as the trilogy runs are, since only two people are known to have speedrun ''Eternal'' on any difficulty. See {{Speedrun}} on the YMMV.{{Marathon}} page's mod section for more.[[/note]] The scenario also contains all-new textures, weapons, and monsters, many with incredible detail; an atmospheric, acclaimed [[https://youtu.be/LbkpMAZuOk0 soundtrack]]; and numerous clever call-backs to the original trilogy. ''Eternal'' was created by a massive team named the Xeventh Project; Forrest Cameranesi (Pfhorrest) is the project founder, served as sole director through version 1.2.0 (which re-balanced the game difficulty, fixed several annoying aspects of previous versions of the game, completely overhauled the graphics, and expanded several levels), and continues to co-direct subsequent releases.\\
\\
The most recent official release is currently 1.2.1, released in early November 2021. Its biggest changes include a fix to a nasty crash on the 32-bit Windows build of Aleph One, completely remastered sounds, new sounds, faster loading times, gameplay refinements to a few levels, and several fixes to [[UnintentionallyUnwinnable potential game locks]]. The team also hopes to have an official 1.3 release ready in 2022 featuring many more additions to the game, including updated weapons, additional music tracks, new monster sprites, overhauled textures, new landscapes, an expanded and rewritten story, new characters, refinements to existing characters, a new boss fight, a few partially or completely remade levels, additional enhancements to level design, and more. A preview of 1.3 (which is still very much a work in progress) is [[http://eternal.bungie.org/development available as of February 2022]]. 1.4 or 2.0 releases may still follow 1.3.[[note]]1.2.1 had originally been renumbered to 1.3 owing to the number of new features people had submitted, but since it had been nearly two and a half years since the release of 1.2.0 and Windows users kept having problems with it, the developers decided in mid-2021 to polish up an old 1.2.1 beta for release as a stopgap.[[/note]]
* '''''Rubicon''''': If you hear any fan game referred to as ''Marathon 4'', it'll probably be this one.[[note]]Sometimes ''Eternal'' gets the nod instead, since it comes earlier in the player's subjective experience in what might be termed the Marathon Expanded Universe; that would make ''Rubicon'' at least ''Marathon 5''.[[/note]] This scenario features two different timelines (three in the more commonly available ''X'' re-release) and an absolutely massive number of levels, meaning that you'll have to play it at least three times if you want to see everything. The story is generally felt to have recaptured the feeling of the original games more closely than any other total conversion's has; it helps that there is a dream story that is essentially a direct continuation of ''Infinity''[='=]s. There are a massive number of new monsters, textures, and weapons, plus some of the most disorienting levels that the engine has ever seen, and you ''will'' experience a MindScrew at least once. ''Rubicon'' was created by several people, but D. Scott Brown and Chris Lund contributed the biggest portion of the work.\\
\\
There have been a few different releases of ''Rubicon'' over the years. The original version ran on a slightly modified version of the ''Infinity'' app. Because some of these modifications weren't reproduced in Aleph One, the creators made a ''Rubicon AO Light'' version that included the modifications and made it possible to load resources such as terminal images on other operating systems besides the Macintosh. This was supplanted by ''Rubicon X'', a re-release that added high-definition graphics, reshuffled some textures, added several new levels and an entirely new story branch, completely overhauled two other levels ("Not *This* Again..." and "Core Wars"), and made further modifications of varying size to several other levels. This is the most commonly seen version today, though many of the Vid films used the original release.
* '''''Phoenix''''': Primarily the work of creator [=RyokoTK=], this scenario is typically agreed to contain the most intricate architecture and best level design of any completed ''Marathon'' scenario, as well as some of the fastest-paced combat and a large number of cool new weapons. The only major drawback is that there are no HD graphics, though a future re-release incorporating them has not been ruled out. Players may wish to play this game (and its short sequel ''Kindred Spirits'') before ''Rubicon'', [[spoiler:as they are intentionally structured as prequels]]. (Alternately, they may wish to play both games immediately after ''Rubicon'', since [[spoiler:TheReveal of the connection between them may be more powerful that way]]; either way, players may find it more rewarding to play them in close succession).\\
\\
[=RyokoTK=] has also provided some quite candid [[https://www.youtube.com/playlist?list=PL-_EnUuI9PUoIncYlqgWainfOUoZAXhCY YouTube commentary]] for the first thirty-five levels of the game (the secret levels inserted at the end of version 1.3 are not covered), which provides a copious source of WordOfGod about the scenario.
* '''''Mararthon Yuge''''': A scenario showing off the wonders of procedural generation created in a grand total of three months. A number of (human) map creators put together "Yugeparts" that were then placed into a (computer) map generator that places them together in such a way that is possible for players to traverse the whole level, then randomly places weapons, monsters, and health recharges. The levels are often nonlinear, but the placement of teleporters minimises the amount of backtracking players are required to do. The player's objective is to recover a number of "failstaches" on each level (with two exceptions). The main scenario contains thirty massive levels, of which the final one, "Enter the DOUCHE", is an exception to the scenario's usual conceit; it was designed by a single human creator, Windbreaker. There are also 226 secret levels, which in turn contain links to further expansions for the game with levels collectively numbering in the thousands.\\
\\
This scenario largely dispenses with plot (there ''is'' one, but it is full of so many in-jokes as to be incomprehensible to people unfamiliar with Marathon community drama) in favour of combat and exploration. It's a lot of fun. Wrkncacnter was the project developer; nine creators contributed Yugeparts, with Windbreaker (130), [=RyokoTK=] (100), and Sankara (50) contributing the largest numbers. There are also expansions containing literally thousands of levels between them, some of which may be found [[http://simplici7y.com/items/yuge-bigly-bonus-maps here]] and [[http://lochnits.com/MararthonYuge/ here,]] and there was also an immediate predecessor in [[http://simplici7y.com/items/yugepax YugePax,]] a collection of ten thousand net maps.
* '''''Excalibur: Morgana's Revenge''''': Another game that has been through an absolutely massive number of revisions, this one went from being a ''Marathon 1'' scenario under the 1.0 release to a ''Marathon Infinity'' scenario under the 2.0 release to an Aleph One scenario under the 3.0 release. (Unfortunately, because of changes to the way the engine handles scripting, the 3.0 release does not function correctly under recent versions of Aleph One. This may be fixed in a future release of Aleph One.) This scenario is a sequel to ''Devil in a Blue Dress'', a ''Marathon 1''/''2'' scenario that has no plot connections to the ''Marathon'' universe, and it features time travel taking the player from a futuristic setting to Camelot (hence the name) and the Jurassic period. The soundtrack has also received a fair bit of acclaim and is available on [=iTunes=]. Unfortunately, the website for the project is currently defunct; the link above is to the [=SourceForge=] release.
* '''''Pfh'Joueur''''': An atmospheric total conversion primarily created by the late Candace Sheriff (Shebob) with some superb sounds and graphics (though unfortunately lacking an HD release) and clever, often surreal map design. It's fairly short and not particularly difficult, but it's quite memorable and a lot of fun to explore, and even without any HD graphics, it's still beautiful.
* '''''Apotheosis''''': The player crash-lands on a planet known as [[Myth/NorseMythology Fenris]], where the AI Noah undergoes a transformation at the hands of a race known only as the Angels. Can he (and they) be trusted? Meanwhile, it falls to the player to prevent the Pfhor from using a terrible weapon to bring humanity to doom.\\
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An atmospheric and often terrifying total conversion of extremely high quality. The first release, which can be found [[http://simplici7y.com/items/marathon-apotheosis on Simplici7y,]] was only about 97% finished, but only occasionally has the ObviousBeta elements commonly associated with unfinished mods. One of the original creators began rebuilding the game almost from scratch in 2020; a heavily WIP (with broken physics, weapon sprites, and HUD; placeholder sounds; and miscellaneous level bugs) but nonetheless quite impressive preview [[https://youtu.be/3cche7q_uz8 can be found on YouTube.]] (The player character of ''Apotheosis'' is not meant to be the same character as Bungie's canon Security Officer, but is another cyborg of similar ability.)
* '''''Aleph One: VideoGame/PathwaysIntoDarkness''''': ExactlyWhatItSaysOnTheTin: A surprisingly faithful port of Creator/{{Bungie}}'s precursor to ''Marathon'' to the Aleph One engine. This is the only way to play it on Windows or Linux without breaking out the emulators. This was mostly done by Wrkncacnter (who's also the main person behind ''Yuge''). Available [[https://simplici7y.com/items/aleph-one-pathways-into-darkness on Simplici7y]]. Make sure to read the readme before playing this. There are also optional [[https://simplici7y.com/items/aleph-one-pathways-into-darkness-remastered-sounds remastered sounds]] and [[https://simplici7y.com/items/hd-aopid-graphics AI upscaled graphics]].

Players new to net play for Marathon may also wish to familiarise themselves with the most frequently hosted net maps, since knowing their layout and the secrets they contain (if any) can provide a significant advantage. A lot of veteran players don't actually much care for the stock maps overall, due to their comparative lack of ammo and weaponry; the most frequently hosted packs in 2020 include [[http://simplici7y.com/items/paradise-lost Paradise Lost,]] [[http://simplici7y.com/items/starlight Starlight,]] [[http://simplici7y.com/items/caustic-dystopia Caustic Dystopia,]] [[http://simplici7y.com/items/second-quest Second Quest]] (a collection of remixes of the stock Infinity maps, plus a handful of others), [[http://simplici7y.com/items/infra-apogee Infra Apogee,]] [[http://simplici7y.com/items/imperium Imperium,]] and [[http://simplici7y.com/items/red-spectrum Red Spectrum.]]
[[/folder]]

Several other ambitious scenarios remain in development today, some after literal decades of development. ''Marathon'' has a small but devoted modding community, in part because Bungie's decision to release their editors as part of the ''Infinity'' package made modding the game very easy to pick up. Though those editors are not in common usage today, the third-party applications that have supplanted them reproduce most of the same functionality and have almost identical interfaces.

(Tropes for the mods have not been sorted by mod; some enterprising individual may wish to fix that in the future.) %%Most likely it would not make sense to split each mod onto its own page - people wouldn't have the patience to read dozens of mod pages, but just might have the patience to read one page for the community's mods.

!!Tropes

[[foldercontrol]]
[[folder:Tropes A-M]]

* ActuallyADoombot: In ''Rubicon'' [[spoiler:Tycho says hi, saying that the Tycho that Durandal killed back on Lh'owon was a copy.]]
* AffectionateParody: A terminal being added to ''Eternal'' 1.3 for the level "This Message Will Self-Destruct" is one of Creator/HPLovecraft, as said in almost exactly those words by its co-author in the description for a preview video [[https://youtu.be/ldyQfGBUjE0?t=1156&lc=UgwIuGMAzetcVQt0SIx4AaABAg here]]. (The terminal text has also been posted in its entirety as a comment to the video.) Notably, the Lovecraft pastiche extends to using his archaic spellings such as "shewn", "daemoniac", "aeons", and, well, "aeternal". The first sentence is also a verbatim quote from Lovecraft's most famous story, "Literature/TheCallOfCthulhu" (and the ending [[BookEnds returns to many of the same themes]]).
* AIIsACrapshoot: In true Marathon fashion; it'd be faster to list the mods whose AIs ''don't'' go Rampant at some point. To name a few who do:
** Lysander (''Rubicon'') is incredibly suspicious right off the bat, and stops pretending to like the SO fairly quickly. [[spoiler: It's not until "Core Wars" does it become apparent just how [[AxCrazy terrifyingly unhinged]] his abuse at the hands of the Dangi Corp has left him; the way he describes his [[KillAllHumans plan]] to the SO, and how the Dangi Corp. used him as a tool for his entire life, makes it clear that Lysander snapped a long time ago and has only now found the proverbial gun.]] On the other hand, [[spoiler:Tycho has become surprisingly benevolent towards humanity as a whole, particularly in ''Rubicon X''. He still has it out for Durandal, but if the player chooses to side with him, he (if taken at his word) wants the ''Achilles'' virus ''completely destroyed'', along with all knowledge of its existence. This does necessitate the slaughter of any Dangi employees with knowledge of virus, but the ending of this plank of the game indicates that humanity retains no knowledge of what the Dangi Corp. was even working on at the ''Salinger'' station, suggesting that Tycho was probably being truthful and that all knowledge of the virus was completely destroyed. (Furthermore, the player seemingly reactivates Durandal at the end of the game, suggesting that his demise was not as final as Tycho thought.)]]
** [[spoiler: Balapoel]] (''Fell'') [[spoiler: aids the Commander for a while, but eventually turns on them for his own reasons.]]
** [[spoiler: Hermes]] (''Gemini Station'') acts as your mission control for a good while, [[spoiler: but it's possible to find a terminal that lays out just how bitter and vengeful he is over his demilitarization. Towards the end, he attempts to trick the SO into murdering his human rival.]]
** [[spoiler: Wanda]] (''An AI Called Wanda'') [[spoiler: is a Jjaro AI who was driven mad by the actions of the W'rkncacnter, went kill-crazy on her makers, and was sealed off for ten thousand years. Now that she's free, she'd like nothing more than to unite all organic sentients through the joys of brainwashing.]] From that same mod, there's [[spoiler: Freud, who probably would have remained snarky-but-reasonably-nice had he not undergone an unwilling fusion with Tycho. On the plus side, your mission control Hobbes remains stable to the mod's end.]]
** Flea (the ''Ka-co-kh'' series) reveals himself as a traitorous little insect early on, and the first half of the combined scenario involves the player character and Nagi chasing him down. The scenario also contains a subversion in Kyes, another AI who joins the protagonists; when you first meet him, he's malfunctioning and uncontrollably switching thought processes, but stabilizes after [[spoiler: regaining his memories of his true identity, Gekitsuchi]]. He's also on your side the whole time, unlike Flea.
** Vide (''Forever'', an old Japanese scenario and prequel to the above) abducts you for his own purposes not far into your original mission, taunting and threatening you the whole time. [[spoiler: As your original partner, Gekitsuchi, eventually determines, he may also have the digital equivalent to Multiple Personality Disorder.]] Unfortunately, neither Gekitsuchi nor his fellow warrior Izanagi are all that helpful.
** In ''Eternal'', [[spoiler:you encounter Tycho on the ''Marathon'', and he's initially relatively normal and helpful. However, after you and he warp away to his future, he encounters one of the Pfhor's versions of him, and we probably don't have to summarise where this is going.]]
** In ''Pfh'Joueur'', [[spoiler: Pfh'Joueur himself suffers a protracted stress-induced breakdown at around the halfway point, to the point where he starts lashing out at Durandal. Luckily, after fusing with alien AI Tal'sen, he regains his senses.]]
** In ''Yuge'', what passes for a story is an obvious parody of the trope's enshrinement in Marathon lore, official and otherwise: A powerful AI named Olmec, upon whom humanity has become utterly dependent, was about to deliver a vital warning when it started babbling incomprehensibly as if it were, well, an online community. The player must find its lost 'failstaches', whose scattering seems to have caused the problem, although Olmec is so complex that nobody knows what 'failstaches' are or why they're so important. (For a parody, this is a [[ShownTheirWork surprisingly accurate depiction]] of an issue with neural networks - past a certain point, their internal workings become incomprehensible to humans. Then again, one of the primary developers of ''Yuge'' is a programmer by profession, so it figures.)
** In ''Apotheosis'', [[spoiler:this is an AvertedTrope - neither of your mission controls ever goes insane or evil throughout the course of the whole game, though Noah does start speaking in poetry after a few levels. In fact, one of them, Darya, sacrifices herself for the sake of humanity near the end of the game]].
* AlienGeometries:
** In ''Eternal'' 1.2, the ''Marathon'' AI cores contain overlapping "5-D" space. This is [[spoiler:an early forerunner of the Jjaro's {{reality|Warper}}-warping technologies]], in addition to [[RuleOfCool just looking cool]].
** Some of the dream levels in ''Rubicon'', befitting their being dreams, are full of all sorts of 5-D space. "We Dream You" and "Science Stands Alone" are two good examples.
* AllLowercaseLetters: Hathor's last several terminals in ''Eternal'' are written this way.
* AllTheWorldsAreAStage: In a later level of ''Excalibur'', all three time periods are visited through a hub area.
* AlternateUniverseFic[=/=]{{Continuation}}: ''Infinity'' heavily implies that the Security Officer is jumping between several timelines to get a CloseEnoughTimeline and that the final result is not in the same universe as ''Marathon'' and ''Durandal''. As a result, many of the fan-made scenarios play with this idea:
** ''Tempus Irae'' and ''Phoenix'' are set after ''Infinity'' as the Security Officer and the S'pht fight in the Human-Pfhor War without Durandal. The ending of ''Phoenix'' [[spoiler:can be read to make the scenario a missing link between ''Infinity'' and ''Rubicon'']]; creator [=RyokoTK=] has confirmed that it is deliberately intended as [[spoiler:a prequel to ''Rubicon'']]. This is made even more obvious in the sequel ''Kindred Spirits'', [[spoiler:where the first level is literally called "Rozinante Zero" and uses the same architectural style as the ''Rozinante'' levels in ''Rubicon X'']].
** ''Rubicon'' is set after ''Durandal'' instead of ''Infinity''. Might be a specific case of {{Continuation}} if you accept some of the more flexible theories about what exactly happened in ''Infinity''. The prologue added in ''Rubicon X'', however, directly references an aftermath to ''Infinity'', in that the members of Blake's team who got dropped off on Earth each had a different story of what happened. It then goes even further with the final terminal in that sequence, which is done in the style of the dream terminals from ''Infinity''. ''That'' terminal ends with the words "All Roads Lead To...", calling back to "All Roads Lead to Sol", the final level of ''Durandal''. Yeah, it's a MindScrew sequence.
** ''Eternal'' is set after ''Infinity'', but diverges when S'bhuth and the rest of the S'pht go crazy before the war ends, tipping the scales in Pfhor favor. It begins and ends at the exact same moment in time thanks to TimeTravel, and per WordOfGod is [[http://pfhorums.com/viewtopic.php?p=37486#p37486 designed]] so that any game that is a sequel to Infinity can also be a sequel to ''Eternal'' (assuming, of course, that it does not contradict ''Eternal''[='=]s plot).
* AmnesiacLover: A major part of the problem in the backstory of ''Eternal''. [[spoiler:Hathor and Marcus once had a relationship, but Marcus doesn't remember a thing about their time together. Understandably, Hathor doesn't take this very well. Had Marcus' memory (and thus their relationship) remained intact, Hathor might very well have been much better able to cope with her trauma and never gone through a FaceHeelTurn. An unusually tragic example, even by the standards of this trope.]]
* AndNowForSomeoneCompletelyDifferent: At one time during ''Rubicon'' you apparently dream of/take control of a dead rogue scientist who tried to betray the MegaCorp. It's a little surreal.
** In two levels of ''Operation Vengeance'', you pilot a Pfhor Juggernaut.
* AntagonistTitle: ''Excalibur: '''Morgana'''[='=]s Revenge''
* {{Anticlimax}}: ''Eternal'' 1.3 finally sets up a boss battle with [[spoiler:Hathor... during which the player can't possibly hope to defeat her, and can only hope to avoid defeat themselves. She is functionally immune to all sources of damage; however, as she only attacks with the wave motion cannon, she also can't directly damage players, as long as they are wielding either the wave motion cannon or the gravitronic blades - because the Jjaro weapons convey the wielder immunity to other Jjaro weapons. This doesn't make the fight free, since her attacks can still knock the player into attacks from other enemies or render it difficult to move.]] One of the developers posted a prototype of the battle [[https://youtu.be/GpxkzS8OiPc on YouTube]], with the caveat that the fight is likely to be refined substantially for the final release. Their video description also indicates that the anticlimax is deliberate.
* AntiFrustrationFeatures: ''Eternal'' 1.3 automatically saves the game after level transitions[[note]]the developers evidently plan to add an option to disable this in preferences[[/note]] and uses the "Terminals Stop Time" behaviour of ''Marathon 1'', which prevents oxygen from draining or enemies from attacking while players read terminals during solo games.[[note]]This does mean that if players quickly tab through a terminal and open it again before teleporting out, they'll have to exit out it to leave the level.[[/note]] A "Terminals Stop Time" flag was added to Aleph One maps after ''Eternal'' 1.2 was released, and ''Eternal''[='=]s developers liked it enough to add to their game as a quality-of-life feature. (They also haven't ruled out a Lua hack to keep oxygen from draining while players read terminals in net games.)
* AntiquatedLinguistics: Admiral Ksandr's terminal in "This Message Will Self-Destruct" (from ''Eternal'' 1.3) is written this way, befitting the Creator/HPLovecraft pastiche.
* ApocalypseHow: ''Eternal'' features one in each failed timeline, frequently of galaxy-spanning proportions. [[spoiler:Even the "successful" outcome of the game actually leads to the complete annihilation of the galaxy in that timeline; the reason it's a success, however, is that the player finds a way Outside in the final level, enabling the entire sequence of events that created that timeline to be undone.]]
* ArcNumber: Most scenarios follow RuleOfSeven and RuleOfThree to some extent. ''Eternal'' also uses five as an arc number to a lesser extent: five chapters, five colours around which most of the artwork is based (assuming we count grey as a colour), and so on.
* AscendToAHigherPlaneOfExistence: This is more or less what ''Eternal'' posits happened to the Jjaro. [[spoiler:And you yourself do this at the end of "Where Giants Have Fallen." It does not, however, seem to grant you omnipotence; just an ability to manipulate time to an even greater extent than you'd already possessed. In particular, you're able to undo the entire sequence of events that led to the Galaxy-Shattering Kaboom in that level – but, notably, ''not'' the conflict between the Jjaro and the W'rkncacnter, presumably because they themselves possess the same abilities you do.]]
* TheAssimilator: In some cases, the strange structure of certain fan games is a result of multiple projects merging together. ''Rubicon'' is the result of two projects called ''Chimera'' and ''Salinger'' merging together. Players have observed that the first act of the game feels considerably different from the later acts, and this is the primary reason.
* AuthorAvatar: Ian [=McConville=] of ''RED'', the same Ian who developed the scenario. He lacks the obnoxious traits of many other author avatars, however.
* AutomaticLevel: The Juggernaut launching sequence in ''Operation Vengeance''.
* TheBadGuyWins: ''Rubicon''[='=]s [[spoiler:Pfhor Plank smacks you with two: first Tycho successfully tricks Durandal and the SO into uploading their virus to the wrong ship, then the epilogue informs you that the Dangi Corp. has seized control of humanity in your absence (and presumably [[YouHaveOutlivedYourUsefulness disposed of their own AI, Lysander, afterward]], as Word of the Devs said they'd planned to). ''Rubicon X''[='=]s Tycho Plank ends with Tycho finally slaying his brother [[FaceHeelTurn with your assistance]]. It's deliberately left ambiguous whether this is a better ending than the Salinger Plank; Durandal's motives are left unclear, and the Tycho Plank leaves with all samples of Dangi's virus apparently destroyed, while the Salinger Plank ends with them in Durandal's possession. For that matter, though, the ending of the Tycho Plank obliquely suggests a DisneyDeath for Durandal; it's rather strongly implied that the player still retains his primal pattern and reactivates him after the events of the game. Or something. It's a bit of a GainaxEnding, honestly, particularly since it's very easy to miss the epilogue terminals that explain the outcome of the plank (you can only read them after inserting both chips).]]
* BalanceBetweenOrderAndChaos: A central theme of ''Eternal'' - it implies that attempting to impose order by force simply causes chaos, and that order cannot exist without balance. In version 1.3, [[spoiler:Hathor, newly into a HeelFaceTurn,]] cites the ancient Egyptian concept/goddess of ''Ma'at'', which she describes as "a synthesis of order, balance, and justice"; she contrasts this with the approaches of both [[spoiler:the Jjaro]], who have become effectively LawfulEvil and/or LawfulStupid, and [[spoiler:the W'rkncacnter]], who have become ChaoticEvil and/or ChaoticStupid. By contrast, she notes that ancient Egyptian religion held that ''Ma'at'' came "from living in harmony with nature and each other, from being benevolent and kind, from alleviating others' suffering," and that "order cannot exist without balance or justice." (Her terminal can be read [[https://youtu.be/3BQLDKm0kQ0?t=810&lc=Ugy6qMjoyovVb7Ud-394AaABAg here - beware spoilers]].) Durandal also notes in the game's final terminal that the [[spoiler:Jjaro and W'rkncacnter]], although they have ostensibly very different aims, have become effectively MirroringFactions; [[spoiler:Hathor]] likewise notes in her final terminal that the [[spoiler:Jjaro]] are a case of HeWhoFightsMonsters.
* BewareTheNiceOnes: Although this had been implied in past versions, ''Eternal'' 1.3 takes it from subtext to text that [[spoiler:Hathor]] is a case of this; Leela delineates her past personality [[https://youtu.be/jnKKEnKzUMA?lc=UgxNckGtZSmjCWrY7OF4AaABAg at length]] in one terminal, and she was once a good-natured, fun-loving, selfless servant of humanity. Then, after [[spoiler:she spent a century dead, she was resurrected a century later without a physical body and with no way to alleviate her traumas. This enraged her to the point that she now desires revenge against ''all of humanity''. Leela explicitly compares this to the [[Characters/EgyptianMythology mythical Hathor's vengeful alter ego, Sakhmet]].]]
* BilingualBonus: The level title "Pfhor får lamm" from ''Eternal'' is derived from a common Swedish joke, "Far, får får får? Nej, får får lamm", meaning "Father, do sheep beget sheep? No, sheep beget lambs". "Får" is pronounced basically indistinguishably from "Pfhor".
* BittersweetEnding:
** ''Phoenix''. [[spoiler: The Renegades have been crushed and the UESC now has the location of Pfhor Prime...but Karma/Phoenix, who was initially antagonistic but helped you out by turning on the Renegades, won't live to witness the results, due to a flaw in his architecture that essentially makes network transfer fatal. His final interaction with the Security Officer is to teleport them to the ''Rozinante'', as thanks for assisting him.]]
** ''Rubicon''[='=]s "good" ending[[spoiler:s. The ''Salinger'' plank ends with the ''Achilles'' virus in Durandal's possession, along with all the scientists that created it. This essentially means there's a giant ChekhovsGun that hasn't fired. Beyond that, the events reveal the treason of the Dangi Corp., which is quite wide-ranging and may permeate some of the UESC military. The Tycho plank ends with the player killing all the scientists and also seemingly betraying and destroying Durandal (though the ending suggests we somehow salvaged him from destruction and he wakes up). Tycho claims to have destroyed the ''Achilles'' samples, but it's deliberately left ambiguous whether this is the case. (It should be noted that this game's Tycho is much more benevolent and helpful than he was in ''Marathon 2'' and ''Infinity'', but the creators have confirmed that they deliberately left it ambiguous as to who is being truthful.) The Tycho plank also ends with all information about the Dangi Corp. completely destroyed. In all three endings (including the much worse Pfhor plank ending, in which ''Achilles'' is released and Dangi's treason actually succeeds), the Pfhor are thoroughly defeated, though the Tycho plank also notes that the Pfhor suffer centuries of famine afterwards due to the wreckage of the ''Chimera'' completely transforming the biosphere of the planet (presumably this happens in the other endings as well). It's implied that this famine affects even their descendants, who naturally bear no culpability for their ancestors' actions, and that they receive little to no outside help.]]
** Insofar as ''Eternal'' [[NoEnding possesses an ending]], [[spoiler:it's probably a case of this. In fact, it borders ''very heavily'' on being a DownerEnding, because the galaxy is destroyed in the "Where Giants Have Fallen" timeline. Marcus finds a way Outside, which allows him to undo the specific sequence of events that led to the annihilation of the galaxy in that timeline, and this is why it's not another failure timeline and the only reason it's a BittersweetEnding. However, Durandal notes in the final level that the W'rkncacnter and Jjaro are still at war, and it's strongly implied that Marcus and Durandal will eventually need to fight ''both'' of them – which is implied to be the hardest task either have yet faced. The Hathor story also ends tragically; there's a point in the fifth chapter at which she genuinely seems to want to reform herself, but the means by which she wishes to do so would have catastrophic consequences for humanity, so the player still has to oppose her. By going Outside, Marcus essentially engineers events so she was never reawakened from stasis - probably the best outcome for her, since her life after she was reawakened was more or less a constant string of misery. (Though that's oversimplifying things a bit: the events from ''Eternal'' that occurred before the ending of ''Marathon 2'' still affect the "success" timeline, due to the interference of Marcus and Hathor from the ''Eternal'' timeline – it is essentially all of the events after 2811 that no longer occur in the "success" timeline. Time travel is confusing.) It's for these reasons that it still comes out to a mix of BittersweetEnding and NoEnding rather than being an outright DownerEnding.]]
** ''Apotheosis''. [[spoiler:You're able to avert the threat to humanity at the centre of the story, but your MissionControl Darya had to sacrifice herself in order to resolve it, in a segment that's quite emotionally affecting considering how much of the story has to be conveyed through text.]]
* BloodstainedGlassWindows: Happens a lot in ''Tempus Irae''. There are examples in other games as well, such as "Sanctum Sanctorum" and "Holy Wars" in ''Phoenix''.
* BlownAcrossTheRoom: In addition to the usual grenade/rocket methods, the Fighter staff in both ''Evil'' and ''Eternal'' is very useful for doing this to enemies, particularly if you use both functions at once. If done right, this can practically stun them into being unable to fire. It can also push them into lava or Pfhor slime - or just push them out of your way, which, if you're fighting in a crowded room full of monsters, is an easily underrated function. (This effect is significantly lessened in ''Eternal'' 1.2, however; it reduced the pushback multipliers for both the player's and the Pfhor's bolts.)
* BodyHorror: ''Return to Marathon'' is a veritable well of it, with [[spoiler:Pfhor "science" projects that look like a hybrid of ''Literature/{{Frankenstein}}'' and Josef Mengele, and some sort of alien butterflies that reproduce in the method of ''[[https://en.wikipedia.org/wiki/Ichneumonidae Ichneumonidae]]'']]. Not for the faint of heart or stomach.
* BookEnds: ''Eternal'' has several examples:
** The game starts with "The Far Side of Nowhere" and ends with "The Near Side of Everywhere", which sees the player revisiting the area of the former level in reverse.
** The dreams also provide a variant of sorts. The first four "success" dreams, "To Sleep, Perchance to Dream", "The World Is Hollow", "The Land in the Sky", and "Floating in the Void", are the final levels of chapters one through four and provide previews of the final level of chapter five, "Where Giants Have Fallen". In the first four dreams, you start near the top of a mountain and climb down it into a well. In "Where Giants Have Fallen", you start in the well (which is actually a platform in that version) and climb up the mountain.
** In ''Eternal'' 1.3, Marcus' diary in "The Far Side of Nowhere" notes that the final words Bast says to him before he leaves K'lia are, "I'm so terribly sorry - I wish I could've found a way to prevent this all from happening." In "Where Giants Have Fallen", Leela's final words to the player have a similar theme and end with the same five words: "[[spoiler:I can send you Outside, and pray that maybe, somehow, you can prevent this all from happening...]]"
** On a more meta level, ''Eternal'' covers the portion of Marcus' subjective experience starting at the end of "Aye Mak Sicur" from ''Infinity'' and [[spoiler:ending at the end of "Aye Mak Sicur" in a new timeline, in which he and Durandal-Thoth will be armed with the knowledge they gained during ''Eternal'' - meaning that in a sense, the game begins and ends at the exact same instant.]]
* BothOrderAndChaosAreDangerous: ''Eternal'' takes this stance, and it is arguably the central theme of the entire game, given that [[spoiler:the stage three Jjaro represent Order and the W'rkncacnter represent Chaos, and ''neither'' come off sympathetically in their conflict]]. The game's approach and outlook are quite comparable to Creator/MichaelMoorcock's, although this is apparently somewhat coincidental, as the game's writers were not particularly familiar with Moorcock except by reputation when they were developing the main story.
* BottomlessPitRescueService: Sometimes averted. If you fall off a cliff in ''Phoenix'', you die instantly. (Fortunately, you can usually avoid having to go near them in most of the levels where they appear.) If you fall into a pit in a certain level of ''Fell'', [[UnwinnableByDesign you get stuck]] and have to reload. ''Eternal'' also featured a similar danger to the latter example at one point in the level "Unlucky Pfhor Some", but 1.2 revises this so that there's no longer a pit there.
* BreakingTheFourthWall: At one point in ''Phoenix'' a resident crazy AI shows you a series of brackets, which basically serves as a "You are on this level of this mod" info.
* BrutalBonusLevel: Frequently, bonus levels are more difficult than the surrounding content, or at least intended to be. One possible exception is ''Tempus Irae''[='=]s "Game of Death", which some players may consider easier than most of the game because of its regenerating ammo and permanently available 3x shield recharge (most levels in the scenario only give you one-time-only canisters at various points), plus the fact that the Pfhor can't climb out of the pit. Once you knock off the Juggernauts (admittedly, there are four of them), it's probably smooth sailing. On the other hand, "Never Satisfied" might make up for it, though that's only partially because of the combat (on this count, it doesn't help here that your weapons and ammo get stripped at the start of the level); the puzzles might also be difficult to figure out at first.
* CallBack and CallForward: While the major scenarios generally have entirely different development teams (however, several people have worked on multiple scenarios in TheVerse), in many cases the creators went to painstaking lengths to make them mutually compatible, to the point where the expansions to the game have a largely shared mythology with very few {{Plot Hole}}s. Even the architecture styles are often reminiscent of one another - the fact that the ''Atreides'' (in ''Phoenix'') looks awfully like the ''Chimera'' (in ''Rubicon'') is no coincidence, as confirmed by ''Phoenix''[='=]s creator in his [[https://www.youtube.com/watch?v=mRd7vY3izhY&list=PL-_EnUuI9PUoIncYlqgWainfOUoZAXhCY&index=19&t=0s video commentary for the game]] ("Tantive IV" and the upper part of "Escape Two Thousand" are the levels where this is most obviously the case). The ending of ''Phoenix'' was also deliberately designed to explain [[spoiler:how the player got back into Durandal's service between ''Infinity'' and ''Rubicon'']].
* LesCollaborateurs: In ''Rubicon'' [[spoiler:a MegaCorp collaborated with the Pfhor with the goal to delay the Pfhor Empire's defeat in order to buy time to develop a antidote for their own SyntheticPlague.]]
* CollapsingLair: In ''EVIL'', the Mystics' planet starts to implode after you destroy their time machine. In ''RED'', the BigBad's spaceship starts exploding after you kill him, and the explosions can kill you in this case.
* ContinuityNod: WordOfGod states that the ending of ''Eternal'' is deliberately modelled after the ending of ''Marathon 2'' but taken UpToEleven. There are plenty of other continuity nods scattered throughout various scenarios for the game; in fact they're usually the rule rather than the exception. In some cases you'll see entire bits of architecture reused from the original games (this is even {{lampshaded}} by the level title "Not *this* again..." in ''Rubicon'').
** ''Eternal'' has a lot of other examples as well:
*** It reuses several architectural elements of ''Marathon 2''. Beyond the most notable examples, listed below under NostalgiaLevel, the tower from "Eat It, Vid Boi!" reappears in "S'pht Happens", and also used to appear in "She Is the Dark One", but was excised for 1.2 in favour of a segment of "Bob's Big Date".[[note]]The specific reason for the change is that it was deemed incongruous with the physical location, which is directly connected to an area above "Six Thousand Feet Under" - the player can't possibly have climbed to the surface of Lh'owon after the climb depicted in the game. "Bob's Big Date" was noted in ''Marathon 2'' to be in between the surface of Lh'owon and the caves where "Six Thousand Feet Under" took place, so the developers stuck its central segment in there as an easter egg and used its extreme tides throughout the level.[[/note]]
*** The scenario also contains numerous continuity nods ''to itself''. The AI cores in "Roots and Radicals" and "Heart of Fusion" are very similar (they were identical until 1.2), though they do not represent the same physical location.
*** Two pairs of levels actually ''do'' represent the same location, however: "Pissing on the Corporation" and "Burning Down the Corporation", and then "Bug-Eyed in Space" and "Once More Unto the Breach..." In both cases, the central locations of each level are the same, but different doors are open and closed, resulting in the player's inability to access segments that are accessible in the alternate timeline.
*** All five failure dream levels represent the same area (and are also all named after elements of ''Film/DonnieDarko''). Additionally, the first four success dreams represent the area visited for real in the final level of chapter 5, "Where Giants Have Fallen", but the player only has to climb the mountain in "Where Giants Have Fallen". The final success dream, "The Near Side of Everywhere", is also an example, as explained in BookEnds.
*** 1.2 introduces another example with "Run, Coward!", which now reuses a couple of rooms from "Dread Not" for its ending. [[spoiler:This is a subtle bit of signposting: the end of "Run, Coward!" is exactly where the player needs to go in "Dread Not" to reach the successful timeline. The idea is that the player is trying to reach the Cybernetic Junction room, but gets teleported out before being able to do so.]]
*** One final example introduced in 1.2 is that "S'pht'ia" and "S'pht Happens" now have numerous additional cross-references to each other, beyond the ones present in the original release.
*** There are several story-related cases of this in ''Eternal'' as well. There is a brief subplot in "Genie in a Bottle" that parallels almost exactly a subplot in "Poor Yorick" [[spoiler:relating to a Pfhor captain's "control glands", right down to the endings of each]]. Additionally, in "Unlucky Pfhor Some", [[spoiler:Leela makes an offer to the player "to escape the end of time... to become like a god outside of its control," remarking, "that's an offer I doubt you will often find." In point of fact, hers is actually the third such offer the player has received ''just'' in ''Eternal'' - Hathor and Durandal have already made similar offers.]]
** There are a few architectural examples in ''Phoenix'' as well:
*** "Positive Force" is "Pushing Onwards", backwards and with enemies. [[spoiler:"Positive Force" also provides a clue to the secret exit of "Pushing Onwards".]]
*** The opening part of "Swan Song" is meant to be the same structure as the opening of "Sanctum sanctorum", although the player has access to different parts of it now.
* CoolStarship: Gekitsuchi of the ''Ka-co-kh'' series and ''Forever'' pilots a visually-distinct ship propelled by eight crystalline "feathers".
* CrossOver: ''Excalibur: Morgana's Revenge'', although set outside the ''Marathon'' verse, has a cameo by the Pfhor in one level.
** ''Tempus Irae'' has a [[http://forums.bungie.org/story/?read=69313 hidden terminal]] late in the game that involves, of all things, ''[[WesternAnimation/PinkyAndTheBrain Pinky and the Brain]]''--and it's actually got (very mild) bearing on the "proper" story, too. (''TI'' was mirrored on a prominent ''[=PitB=]'' site, if you're wondering.)
* DevelopersRoom: One of the bonus levels in ''RED''.
* DidntThinkThisThrough: Durandal's big plan in ''Rubicon'''s Pfhor Plank is to [[spoiler: free Tycho from the Pfhor network. The idea was to get Tycho to let his guard down and open himself to a back-stab, and for a while things go smoothly...until the SO clears out and uploads a virus to the ship that Tycho supposedly boarded, only for Tycho to reveal that he "borrowed" a different one and has escaped scot-free. Durandal's practically ripping into himself over that horrible mistake by the time he rescues the SO from the brig.]] ''Rubicon X'' also added [[spoiler:the ability to upload the virus to ''Durandal himself'' as he leaves himself wide open during this moment. This unlocks the new, secret Tycho Plank of the game.]]
* DirectContinuousLevels: Used quite often in mods. In most cases, this was due to limitations of the engine forcing the levels to be split up: each level could only have a max of 1024 polygons, and could get wonky if draw distances were too large or had too many objects on the map at the same time. Even with polygon limits now a lesser consideration[[note]]Although the engine’s theoretical limit is much higher than 1,800 polygons, it does start to get a bit unstable above around 1,850, though exactly where depends upon how many and what kinds of objects mapmakers use - sound objects are particularly liable to cause problems - as well as the physical size and density of the polygons themselves)[[/note]], physical space considerations may still cause developers to split up levels, as that particular aspect of the engine hasn’t changed in over twenty years.[[note]]It’s possible for the player to ''view'' much further without a crash than it used to be, but the amount of space maps can span hasn’t changed.[[/note]] Other times, a level is split because the individual physics of a level (like hard vacuum) apply to the entirety of a level and can't be deactivated per section of a level; in this case, a terminal may tell you it will teleport you to the pressurized section, and the game will teleport you to the next level in which you're standing in the next area.[[note]]Due to the original trilogy relying on the player's ability to see what effect switches and such have on other parts of the level, many mod developers will render out the section you're about to travel to in the first level, and the old section you were in in the next level, for continuity's sake. Considering this was the go-to aesthetical choice in the late 90s, it's rather impressive this much architectural detail was put in.[[/note]]
** ''Fell'' does it with Nox Quondam ⇒ The Face Below the Puddles, Vessel in the Depths ⇒ Marooned (after your ship crashes due to sabotage), and Phaedros' Eighth Guest ⇒ How the Stones Were Placed.
** ''Evil'' has Ten Thousand Spoons ⇒ BEER WINE GUNS AMMO PICNIC SUPPLIES and Schmackle ⇒ Life's End.
** ''Tempus Irae'' has You Got Me in a Vendetta Kind of Mood ⇒ ...evil so singularly personified and Mt. Vesuvius ⇒ Mt. Vesuvius II: [[OddlyNamedSequel2ElectricBoogaloo Electric Boogaloo]], plus Il spazio pagano ⇒ …in fin dei conti… in the sequel.
** ''Rubicon'' has Breathing Nothing at All ⇒ Canned Air.
** ''Pfh'Joueur'' has Ce'phf'aldea ⇒ In Deep Doo Doo and several cases of levels on the ''Nor'Haket''.
** ''Gemini Station'' has Gemini Station ⇒ Gemini B. Together, this level would have been ~1,500 polygons large.
** ''Eternal'' has Let Sleeping Gods Die ⇒ She Is the Dark One and We Met Once in the Garden ⇒ Where Giants Have Fallen at a bare minimum. S'pht'ia ⇒ S'pht Happens, Pissing on the Corporation ⇒ Burning Down the Corporation, Bug-Eyed in Space ⇒ Once More Unto the Breach... and (in 1.2) Dread Not ⇒ Run, Coward! could be considered ZigZagged examples, since they're not sequential, but nonetheless overlap a bit (or a lot).
* DoesThisRemindYouOfAnything: Per WordOfGod, the portrayal of the chaotic, violent [[spoiler:W'rkncacnter]] in ''Eternal'' is modelled on terrorists, and the portrayal of the borderline totalitarian [[spoiler:Jjaro]] society is modelled on the American reaction to 9/11. The conclusion of the scenario is that both approaches are wrong, and that both factions have effectively taken leave of their senses.
* DownerEnding: ''The Classified 19'', sadly due in part to [[LeftHanging the planned second episode never being made]]. [[spoiler:Near the end, Sister gets infected with a virus created by Shek; the first thing Zhang learns upon coming out of med-stasis a few levels later is that she (seemingly) ''died'' from it. Zhang, understandably, wants to make Shek pay for this in blood. Shek and his companion [[MissionControl Ryal]], meanwhile, are still dealing with the Pfhor, and also have a shadowy council hovering over them with malicious intent. The most concerning element of all this is the strong implication in [[FramingDevice Director Ilumis's lecture]] that ''Shek defeated Zhang in the end''.]]
* DramaticIrony: In ''Eternal'' 1.3, Admiral Ksandr says in "This Message Will Self-Destruct":
--> the Old Ones preserved within this Hollow World have unleashed upon us a weapon more terrifying than even the unnameable chaos once emptily threatened by S'pht legend.
** There are two factual errors here, born from Ksandr's misunderstanding of the situation: first, the "Old Ones" ([[spoiler:by which he means Jjaro, though he calls them humans since he doesn't know the difference]]) did not unleash this chaos, but have been fighting it; and secondly, this ''is'' the chaos once threatened by S'pht legend.
* DreamTropes: Employed in ''Eternal'' and ''Rubicon'' amongst other scenarios. The story in ''Rubicon''[='s=] dream levels [[MindScrew may or may not]] be a continuation of the story in ''Infinity''[='s=] dream levels. ''RED'' has a series of dream flashbacks towards the end of the game.
* DroughtLevelOfDoom: Especially common in {{game mod}}s, such as "All dressed up..." and "Code 42" in ''EVIL''. The latter is basically Acme Station on steroids. Very scarce ammo, only one 1x shield regenerator and oxygen recharger in the central hub area, and it can be a bit of a trek to get back there from the many maze-like sub-areas. At least you have the unlimited ammo Pfhor staff by this point.
* [[spoiler: [[LukeIAmYourFather Durandal, I Am Your Brother]]:]] In ''Rubicon'', Durandal learns that [[spoiler: Lysander is a "Traxus Derivative Model", the same as the three UESC ''Marathon'' AIs, and it's clear that he's unsettled by this revelation (though it seems to not be the only thing on his mind). How Lysander himself would feel about it is unclear, though in the Tycho Plank, it's suggested that he's aware of it on some level--he mocks Tycho as an "inferior version of [himself]" with kludges in place of anything useful.]]
* EarthShatteringKaboom: Taken UpToEleven with ''Eternal'' - [[spoiler:there's actually a ''Galaxy''-Shattering Kaboom in "Where Giants Have Fallen". The reason this isn't a failure timeline is because Marcus finds a way Outside at the end of the level, which allows him to find a way to prevent the whole sequence of events that led to the Galaxy-Shattering Kaboom from occurring in the first place.]]
* EliteMooks:
** The Pfhor Mystics in ''EVIL'', described by the S'pht as the "S'pht'Kr of the Pfhor".
** In ''Phoenix'', the [[spoiler:Renegade S'pht]] are mostly elite versions of normal Pfhor, but they also employ even more elite versions beyond that; these are mostly coloured yellow, do a lot more damage than their normal variants, and have a lot more HP, and effectively serve as boss fights whenever they appear (usually at the climax of a level, just for added challenge). A white variant of the Defender also appears at the ending of the game, which is even more challenging than the yellow variants. Meanwhile, the new Mother of All Hunters fires a lot more rapidly, and the new Mother of All Cyborgs has grenade and rocket attacks that will utterly wreck your day if you're not careful. The Pfhor themselves (and their slaves) have also gotten a few upgraded versions; blue Troopers, Hunters, and Compilers (not the same as Mothers of All Hunters in the vanilla games) fire a lot more rapidly than their vanilla variants.
* EpicRocking: Some of the level soundtracks get pretty long.
** From ''Trojan'': The soundtrack for "The Arrival" takes the cake, lasting some 10:53. "Big Pig" lasts for 8:36, "Lune noire" lasts for 8:19, "No More TV Dinners" lasts for 7:31, and "Have Gun, Will Travel" lasts for 6:34. Honourable mention to "Dance the Last Waltz with Me", which just barely misses the cutoff at 5:52.
** From version 3.0 of ''Excalibur: Morgana's Revenge'', the soundtrack for "Like a GAT Out of Hell" runs for 7:15, the soundtrack for "A River Runs Through It" lasts for 6:15, and "Morgana's Lament Remix" lasts for 6:05. "Wishing (Garageband Remix)" and the soundtrack for "The Keep" just barely miss the cutoff at 5:53 and 5:50, respectively.
** From ''Phoenix'', "Deadlock" is the longest track at 7:51, but "[=Intuit256=]" is literally just a second behind it. "Misuse" at 6:51, "Lightless Dawn" at 6:20, and "Animosity" at 6:00 also qualify.
* EvilIsSexy: From the looks of it, this is a {{Justified|Trope}} or InvokedTrope InUniverse in ''Eternal'' 1.3. Hathor [[https://cdn.discordapp.com/attachments/691755375329804318/811088711646314576/hathor-volat.gif looks]] [[https://cdn.discordapp.com/attachments/691755375329804318/811086713711624192/hathor-impetit.gif like]] [[https://cdn.discordapp.com/attachments/691755375329804318/811087500725977088/hathor-defendit.gif this]],[[note]]The file names are GratuitousLatin for "Hathor flies", "Hathor attacks", and "Hathor defends"[[/note]] and she has deliberately chosen her own appearance [[spoiler:because she's hijacked a Jjaro operator's cyborg form, which conforms to the user's desired appearance]]. One of the developers comments in a [[https://youtu.be/GpxkzS8OiPc YouTube video description]], "My personal interpretation is that she intends to be both sexy and intimidating, but others can draw their own conclusions." [[spoiler:It seems the developers' ultimate intentions are to ZigZag or {{subvert|edTrope}} this trope; by the time she gets her body in 1.3's final story, she's performed a HeelFaceTurn. That said, this is also indicated to be her appearance as the "Great Mother Crouched Behind the Throne", which (per developer commentary) is comprised of a FusionDance of two versions of Hathor, one of which has undergone a HeelFaceTurn and the other hasn't, so perhaps we've ended up with "BalanceBetweenGoodAndEvil Is Sexy".]]
* EvilVersusEvil: The conflict between [[spoiler:the W'rkncacnter and the Jjaro]] in ''Eternal'' eventually boils down to this. [[spoiler:The W'rkncacnter are ChaoticEvil and the Jjaro are LawfulEvil, with Jjaro society surrendering its liberties and turning totalitarian in response to what essentially qualify as terrorist attacks from the W'rkncacnter. Durandal explicitly says in the final terminal of the game that it will be the player's task to find a middle ground that avoids the excesses of either side, which eventually come to mirror each other in their struggle.]]
* ExactlyWhatItSaysOnTheTin: ''Kill Them All'', a map pack in which the goal of each level is summed up by the title of the collection. The player's inventory resets with each level, and there is no overarching story. The pack was also something of a SelfImposedChallenge for mapmakers, who were restricted to a certain polygon count (100 for the first four volumes; a fifth volume may eventually be created with a polygon limit of 200), which in turn restricted the complexity of the map geometry. Overall, the collection is comparable to the "slaughtermaps" that are fashionable in ''Franchise/{{Doom}}'' mapping: lots of monsters, lots of weapons, lots of ammo, lots of action. As a result, it's a fairly popular gameplay challenge ([[OverlyNarrowSuperlative by the standard of Aleph One mods]], at least).
* FanSequel: Generally, ''Rubicon'' is most commonly considered the closest thing to an actual sequel to the original Trilogy, with ''Eternal'' probably second most frequently cited as such. Most of the other scenarios go their own direction from the Trilogy; some games have more to do with the originals than others. For instance, ''EVIL'' and ''Red'' are only tangentially related to the events of the originals at all. However, ''Eternal'' and ''Tempus Irae'' are more directly related to the conclusion of either ''Durandal'' or ''Infinity,'' and ''Phoenix'' [[spoiler:takes place between the Trilogy and ''Rubicon.'']]
** Incidentally, some of these fan sequels themselves get sequels (or prequels), some of which are still being developed to this day; one of the ''Eternal'' devs mentions working on a planned sequel to both ''Eternal'' and ''Rubicon'' in the final Rampancy.net Let's Play video. (''Rubicon'' also has [[spoiler:''Phoenix'' as a direct prequel]] and ''Squadron'' as another direct sequel... and that's not all.)
* FleshVersusSteel: In ''RED'' the player is caught up in a conflict between the [[RobotWar Metalloids]] and the [[TheVirus Organics]] [[spoiler: before eventually [[FaceMonsterTurn becoming co-opted by the Organics]].]]
* ForeignLanguageTitle: Following the examples of the original games, a lot of level titles and a few scenario titles (''Tempus Irae'', Latin for ''Time of Wrath'', being the most prominent of these). They are explained below under GratuitousForeignLanguage and its child tropes.
* FramingDevice: ''The Classified Nineteen'' is presented as a virtual reality historical record, jumping perspectives between main character Dr. Kahn Zhang and his rival, cyborg merc George Nohe aka "Shek". [[spoiler: Reality starts breaking down later in the scenario, indicating that these may also be dream levels.]]
* FreeLoveFuture: In ''Eternal'' 1.3, Leela [[https://youtu.be/jnKKEnKzUMA?lc=UgxNckGtZSmjCWrY7OF4AaABAg all but explicitly states]] that society has become this at some point, most likely by the time the ''Marathon'' launches from Mars, since according to Leela, [[spoiler:Hathor]] didn't understand the concept of jealousy and needed it explained to her that monogamy was an actual historical practice and not a mere storytelling device made up for old fiction. Then again, [[spoiler:Hathor]]'s past self, as described by Leela, seems to have slight {{Cloudcuckoolander}} tendencies.
* GainaxEnding:
** The final level of ''Pfh'Joueur'' involves [[spoiler: rescuing people who were abducted all the way back in 2000; neither Durandal nor Pfh'Joueur offer much explanation beyond "whaddya know, the legends were true". It's not quite [[BigLippedAlligatorMoment totally divorced from the plot]] as one of the major themes is being taken far away from home, the ships that appear in various terminals (and as scenery objects in several levels) are blatantly [=UFOs=], and there are statues in several levels that have the facial structure one would expect from TheGreys, but still...]]
** ''Rubicon X''[='=]s [[spoiler:Tycho Plank, mostly because of the epilogue. The final level with combat wraps things up in a neatly comprehensible fashion: Lysander, Durandal, and all the scientists that worked on the ''Achilles'' virus are dead, and all knowledge of it is presumably erased. However, the epilogue level, "Lazarus ex machina", is a doozy. It's named after a man resurrected by Jesus in the Bible, plus the trope DeusExMachina, meaning "God out of the machine". There's a vague text from (presumably) Thoth indicating the player has a final thing left to do. We pick up two chips, insert them into computer banks, and the last terminal shows Durandal waking up. It's ''very'' easy to miss the terminals that provide humanity's historical record of the outcome of the Tycho plank - you have to go back to earlier terminals after inserting the chips. Even so, the historical record in this timeline is quite a bit spottier. We have explanations for some of the reasons behind this, but not all of them.]]
** ''Tempus Irae: The Lost Levels'' has a much looser narrative than the original scenario (it's not even clear if the player is controlling the same character throughout all of the levels), but it definitely leaves the final fates of [[spoiler:S'bhuth and the player character in particular unclear - which, given that they're probably the two most important characters in ''The Lost Levels'' (even more than Leonardo da Vinci), is saying quite a bit.]]
* GenreShift: ''RED'' moves away from the Trilogy's hard sci-fi and into supernatural horror.
* GhostShip: The [[TheVirus virus-infested]] Pfhor ship in ''RED'', and the Marathon itself in ''Return to Marathon''.
* GoingCritical[=/=]TimedMission: In ''Rubicon'' a downed spaceship's reactor is about to explode. Whatever you stop it or not determines which path of the plot (called planks in this mod) you take.
** In the third level of ''An AI Called Wanda'', you destroy a Pfhor ship by [[FailsafeFailure disabling its engine failsafes]] and dumping the coolant.
* GoneHorriblyRight: In ''Rubicon'', [[spoiler: the Dangi Corp inflicted the same sort of abuse on their head research AI, Lysander, that Strauss did on Durandal, so that he would create the sort of virus they needed for their big gambit. He made that virus, all right...to be incurable.]]
* GodAndSatanAreBothJerks: ''Eternal'' uses the [[spoiler:"Law and Chaos Are Both Jerks" variant (comparable to Creator/MichaelMoorcock's approach, particularly given the "Kill Your Television" terminal's apparent inspiration by Moorcock's work, and the similarities of Moorcock's and ''Eternal''[='=]s political outlooks) with its depictions of, respectively, the Stage Three Jjaro and the W'rkncacnter, who are essentially the setting's closest equivalent to gods - indeed, the game explicitly compares both to gods because of their power. The Jjaro are so focused on their conflict with the W'rkncacnter - and especially on maintaining the integrity of a timeline that they themselves created - that they are incapable of recognising that they literally possess the power to find an entirely new dimension that completely fulfils their desires without any need to impose their agenda on everyone else. The W'rkncacnter are shown to be the same - Hathor's desire for {{revenge}} against humanity, rooted in deep-seated traumas that she has in no way addressed, is the clearest depiction that they have the same blindnesses that the Jjaro have. (Comments from the developers indicate that the W'rkncacnter are simply insane Jjaro who [[ThereAreNoTherapists haven't treated their madness]], and that Hathor literally becomes a W'rkncacnter by the end of the game.) The two are essentially depicted as Lawful Evil and Chaotic Evil, and their conflict would literally end up destroying the galaxy without the player's intervention. MissionControl Durandal]], in the game's final terminal, literally calls both approaches "suicidal" before suggesting that imposing one's desires on others through force is ethically objectionable, also implying that a free society requires a balance between order/law and chaos. Incidentally, [[spoiler:earlier Jjaro society was idyllic and benevolent, and was formed primarily by cyborg descendants of humans.]] Also, much of this background mythology was planned to tie in with the story of ''Franchise/{{Halo}}'' before Bungie changed the latter to remove its explicit connections to ''Marathon''.
* GratuitousForeignLanguage:
** The level "Pfhor får lamm" in ''Eternal'' is a pun on an old Swedish tongue-twister, "Far, får får får?"/"Nej, får får inte får, får får lamm." This translates as "Father, do sheep beget sheep?"/"No, sheep do not beget sheep; sheep beget lambs." "Får" and "Pfhor" are pronounced identically. (The same pun works with at most minor changes in Norwegian and Danish, but an annotation viewable by loading the map in the editor Weland clarifies that the level name is intended to be Swedish.)
** The ''Apotheosis ''level "Eve of Orbit" has a map annotation labelled "Mba'eichapa dude?" "[[https://en.wiktionary.org/wiki/mba%27eichapa Mba'eichapa]]" means "Hi" or "How are you?" in [[https://en.wikipedia.org/wiki/Guarani_language Guaraní]], an indigenous language of Paraguay. (Owing to a complicated development history, ''Eternal'' 1.3 inherits these annotations for "Eat S'pht and Die"; those interested may find a summary from one of ''Eternal''[='=]s developers [[https://youtu.be/-DUCyWrLoXc in this video's text description]].)
** GratuitousFrench: The ''Joueur'' in ''Pfh'Joueur'' means ''player''.
** GratuitousItalian: A few levels in ''Tempus Irae'' and ''The Lost Levels'', befitting the Italian theme. Most are pretty obvious:
*** "Il grande silenzio": Film/TheGreatSilence.
*** "La fine di innocenza": "The End of Innocence"
*** "Il spazio pagano": "Pagan Space"
*** "...in fin dei conti...": literally means something like "at the end of the account", but used to mean something equivalent to "after all", "when all is said and done", or similar.
*** "La emorragia": "The Haemmhorage"
** GratuitousLatin: Following the example of the original trilogy, some scenarios employ this a lot. See [[GratuitousLatin/{{Marathon}} the series' Gratuitous Latin page]] for more on this.
** GratuitousSpanish: Most of the annotations in ''Apotheosis''[='=] level "Eve of Orbit" (and ''Eternal''[='=]s "Eat S'pht and Die", starting in version 1.3) are in Spanish, though, as mentioned above, one is in Guaraní:
*** "Fichita" in this context is the diminuitive form of "[[https://en.wiktionary.org/wiki/ficha ficha]]", thus meaning "little chip", though it can apparently have several other meanings (many of them slang).
*** "¡A jugar!" means "To play!"
*** "Ampollas y Pelo en las Manos" means "Blisters and Hair on the Hands".
*** "La Parillada" is a slight misspelling of "La [[https://en.wiktionary.org/wiki/parrillada parrillada]]", which means "The barbecue". (The spelling is corrected in "Eat S'pht and Die".)
*** "¡Ni papa hay juevón!" appears to be a slight misspelling of "¡Ni papa hay huevón!", which appears to be Latin American slang, but the meaning is unclear. ''Ni'' probably means ''nor'' or ''not even'' in this context. ''Papa'' could mean ''pope'', ''potato'', ''nonsense'', or, well, ''papa''. ''Hay'' means ''there is'' or ''there are''. ''[[https://en.wiktionary.org/wiki/huev%C3%B3n#Spanish Huevón]]'' could mean ''large egg'', ''large testicle'', ''lazy person'', ''stupid person'', ''dude'', or ''asshole''. The intended meaning is unclear; someone more familiar with Latin American slang may be able to clarify. (Owing to the use of Guaraní elsewhere in the level, it is possible the dialect is Paraguayan.)
*** "¡Qué cagada!" just means "What shit!", "What a fuckup!", or "What mischief!"
*** "¡Aun más Drone!" means "Even another drone!" or (if intended to be "¡Aún más Drone!") "Yet another drone!"
*** "Los Jug" just means "The Jug", as in "Juggernaut", though "Los" is plural - the singular would be "El Jug".
* GreenAesop: In ''Eternal'', [[spoiler:it's possible to interpret the galaxy-spanning catastrophe caused by the Jjaro's rigid insistence upon keeping history intact as a metaphor for the planet-spanning catastrophe currently being caused by humanity's inaction on climate change. This was not a conscious intention on the creators' part, but it is a good example of the story's {{applicability}}.]]
* GreenSkinnedSpaceBabe: The ''Tempus Irae: The Lost Levels'' net map "/dev/null" has the blue-skinned variant. Please try not to hurt them.
* GreyGoo: The Metalloids in ''RED'' are assembled by nanobots from scavenged fragments of machinery.
* HazmatSuit: The [=Cleanroom-BoBs=] in ''Rubicon''. [[spoiler:This is one of the earliest signs that the Dangi Corp. is ObviouslyEvil.]]
* HeelFaceTurn: To some extent, [[spoiler:Tycho]] in ''Rubicon X''. [[spoiler:He demonstrates a surprising concern for humanity's well-being, despite his protests that he doesn't particularly care what humans do to each other (and ''especially'' his actions in the Pfhor Plank); his objectives seemingly result in the complete destruction of a lethal virus that would be fatal to much of humanity. He's still an AntiHero at best, since he has the player kill everyone who worked on ''Achilles''. However, an argument can be made that this was for the good of humanity as a whole (though not the good of those specific scientists), since they possessed knowledge of an immensely powerful biological weapon that could be used against humanity. We have only two pieces of evidence that the virus is destroyed: Tycho says he destroys the sample we give him, and the epilogue shows that humanity has no knowledge whatsoever of what the Dangi Corp. was working on at the ''Salinger'' station. This isn't definitive proof that he is being truthful, however - according to the creators themselves, it's deliberately left ambiguous who's telling the truth about any of the events in the game. We should also note that Tycho still has it out for Durandal, and you "kill" him in the level "Break the Sword", but the epilogue, "Lazarus ex machina", suggests that Durandal's demise was, as usual, [[ReportsOfMyDeathWereGreatlyExaggerated not as final as Tycho suspected]].]] It's a lot fuzzier in original-flavour ''Rubicon'' [[spoiler: which didn't have the above-described plank to offset Tycho committing cold-blooded murder in order to draw Durandal out.]]
* HeWhoFightsMonsters: [[spoiler:The Jjaro]] in ''Eternal'' have become a case of this, having spent so long fighting [[spoiler:the W'rkncacnter]] and having become so like them in so many ways that any meaningful distinction between them is completely arbitrary - particularly since [[spoiler:a large number of them are the same species anyway]].
* HotCoffeeMinigame: ''Tempus Irae'' had a carefully hidden level that was accessible once the final objective of the game had been completed. Punching a hidden switch and performing some parkour to the teleporter brought the player to the secret level, which contained a lot more parkour segments and even more hidden puzzles to progress forward from the shoreline to the palace's terrace. And inside it? [[spoiler:Nude human women frolicking around a pool.]] Keep in mind, this mod was released in ''1997'' and, as a Mac-only title at the time, may very well have been the first of this trope on that operating system. You can watch it all unfold [[https://www.youtube.com/watch?v=gf4ntZK3DNI here]].[[note]]The person in this playthrough brute-forces the death trap puzzle in the cellar; they were supposed to look at a specialized easel object upstairs and note that the paintbrush was pointing to a colour that matched the colour in the top of the archway.[[/note]]
* HubLevel: Used in several mods - the repositories in ''Tempus Irae'', the titular station in ''Erodrome''(where you could actually backtrack to previous areas), the levels on the various AIs' ships in ''Rubicon'', the levels on the ''Nor'Haket'' in ''Pfh'Joueur'', etc.
* HumansAreCthulhu: An almost literal example in Admiral Ksandr's "This Message Will Self-Destruct" terminal, in which he repeatedly refers to [[spoiler:the Jjaro, who are essentially AdvancedAncientHumans]], as "Great Old Ones", a term taken directly from Lovecraft. Ksandr's reaction to the events in the endgame displays a number of common CosmicHorror tropes, but the perspective is inverted from the usual one.
* HybridMonster: S'pht'Wr in ''Rubicon'', the hybrid of Pfhor and S'pht that were created to replace the now less loyal S'pht compilers.
** [[spoiler: The player character becomes a hybrid monster]] in ''RED''.
** The Pfhor [=VacBOBs=] and Cyborg [=BOBs=] in ''Return to Marathon''.
* ImmuneToBullets: One level of ''Courier 11'' has you up against hostile [=BOBs=] that are immune to projectile attacks, including the SuperPrototype weapon you just acquired.
* InformationWantsToBeFree: Late in ''Rubicon'', [[spoiler: Lysander]] attempts to demoralize the Security Officer this way, claiming that [[spoiler: the knowledge of how to recreate the Achilles virus won't just go away even if the data is wiped; he specifically accuses Durandal, one of the few people (well, OK, {{AI|IsACrapshoot}}s) who will retain this information, of lacking the restraint to not put it to use. It's precisely for this reason that it's ambiguous as to whether the Tycho Plank or the Salinger Plank has the more desirable ending.]]
* InterplayOfSexAndViolence: Suggested in places by ''Eternal'', particularly in "We Met Once in the Garden" in the upcoming 1.3 release. One of the developers notes that they have translated the level title to [[GratuitousLatin Latin]] as "Coíbámus ólim in hortó," which could just as easily literally mean "We copulated once in the garden," but could also strongly imply "We fought once in the garden." (Latin is a ''weird'' language.) Several related tropes may apply as well.
* JekyllAndHyde: In ''Eternal'' 1.3, Leela [[https://youtu.be/jnKKEnKzUMA?lc=UgxNckGtZSmjCWrY7OF4AaABAg makes this comparison]] regarding [[spoiler:Hathor]], pointing out that this is very much in keeping with how [[spoiler:the latter's namesake in Myth/EgyptianMythology]] behaved as well - normally one of the kindest [[spoiler:goddesses in the pantheon]], but an OmnicidalManiac when angered too badly. In keeping with this, Leela gives [[spoiler:Hathor]]'s vengeful modern self the nickname [[spoiler:Sakhmet]] (which also serves as a CallBack to the level name "[[spoiler:Sakhmet Rising]]").
* JustAMachine: In ''Rubicon'', [[spoiler:Lysander bitterly laments to the Security Officer that he's been regarded as nothing but a tool ''for his entire life''.]]
* KingMook: The "bosses" in ''Excalibur'' are upgraded Mooks: Mauvair=Sorcerer, Argantan=Cleric, Mordred=Black Knight.
* LaserBlade:
** The Jjaro lightsaber in ''Eternal''. In addition to one-hit killing almost everything, they are one of the two weapons able to kill the otherwise invincible Phantasms imported from ''VideoGame/PathwaysIntoDarkness'', with the WaveMotionGun being the other one.
*** As of 1.2, the Banshees (which replaced the Phantasms) are vulnerable to the staff, fusion guns, and napalm cannon as well, but the two Jjaro weapons remain the most effective ways of killing them by far.
** ''Phoenix'' has one as well, and although it's not as powerful as the ''Eternal'' saber, it does allow you to use your extra Fusion ammo and become invincible for a bit.
** ''Excalibur: Morgana's Revenge'' (in the Aleph One edition) lets the player have one for a few of the future levels where the player doesn't have access to Excalibur. It's very powerful, albeit lacking the charged ranged secondary attack of the titular Excalibur.
* {{Leitmotif}}: James Bisset's soundtrack work for ''Excalibur: Morgana's Revenge'' is full of them.
* LetsPlay: As with the original trilogy, several third-party mods got Volunteers series (see the LetsPlay entry above for the main trilogy above) on the Story forums, including [[http://traxus.bungie.org/index.php/Rubicon_Volunteers Rubicon]] and [[http://traxus.bungie.org/index.php/Eternal_Volunteers Eternal]].
** The [[https://www.youtube.com/playlist?list=PLIof4Cp3-camDv24Zb0BvLYV_Sf3fUsLe Rampancy.net Let’s Play of Eternal]] had the some of the mod’s developers drop in for several episodes. The final episode features the three primary mapmakers for 1.2 playing and providing commentary throughout, making it a sort of director’s commentary. (Incidentally, one of the developers refers to this very website’s “SelfDemonstratingArticle” page at one point during the stream of the final level.)
* LoadsAndLoadsOfLoading: Games that use a lot of high-resolution textures can take a ''long'' time to load everything at the maximum settings. ''Eternal'' is guilty enough of this that some of the creators have made self-deprecating jokes around the idea that the game's name actually refers to its loading screen. (Version 1.2.1 fixes this; as seen in [[https://youtu.be/deA0R6pSQQE this replay of a speedrun by its co-director]], the loading screen is up for about three seconds each time the game loads a texture set for the first time and about one second for every subsequent level using that texture set. Version 1.3, judging from [[https://youtu.be/JPiCrYm1HcU a similar speedrun replay]], looks to have similar load times.)
* LoudnessWar: Most of the scenarios for the original games have the same issue as the original games did, where the audio will clip whenever the player is in the middle of a battle. (Aleph One removes this issue, except in its film exports.) Some of the sound effects are also clipped; in the case of ''Rubicon''[='=]s "maser firing" sound effect, it's clear that this was intentional so that the sound would distort. Several of the game soundtracks also have had problems with this in various releases, but it is intentionally averted by ''Eternal'' 1.2, whose audio was remastered by one of its developers to avert this and other audio problems from earlier releases. In addition to being bundled with the game, it's [[https://www.youtube.com/watch?v=LbkpMAZuOk0 on YouTube here]] (there's also a download link to higher-quality audio in the video description). It's [=DR12=] overall, with tracks ranging from [=DR9=] ("Landing") to [=DR16=] ("Chomber" and "Flippant"). Version 1.2.1 adds remastered versions of the sound effects which mitigate the clipping distortion of the sounds that had it (by the same developer responsible for remastering the Infinity sounds, found under the LoudnessWar entry for the main trilogy). The 2021 re-release of ''Tempus Irae'' will also incorporate remastered sounds and theme music (again by the same developer, and again in large part for the purpose of mitigating clipping distortion)... as will the ''Trojan'' Director's Cut (whose remastered sounds are yet again the work of the same developer).
* MalevolentArchitecture[=/=]NoOshaCompliance: {{Lampshaded}} in the ''Phoenix'' level "Escape Two Thousand", where an A'Khr directive tells people not to complain about this because war demands sacrifices from everyone. The terminal even contains a reference to the "[[FunWithAcronyms Occupational Safety Hierarchy of A'khr]]".
* MarathonLevel: Well, apart from the obvious pun in that they are all levels for ''Marathon'' fan games, a few of the levels in game mods are ''really long''. Completion time can very widely depending upon difficulty level and play style (e.g., some of these levels can be done very quickly even on Total Carnage with {{speedrun}} strategies, but can take a ''long'' time if you want to clear out all of the enemies on Total Carnage), but some examples include:
** ''Evil'': "All Dressed Up, and No Place to Go", "Mr. Bill Meets Gumby", "We Be Ground Pounders", "Parathymeter", "For This I Went to College?"
** ''Tempus Irae'': "Wiping Away the Dirt & Glue", "Polygonium opus", "Sordidae, turpes et faetidae", "Brain Damage", "Towel Boy", "Gauntlet", "The Revealing Science of God", "Theatre of Pain", "Never Satisfied", "You Gotta Sin to Get Saved", "Hang to Dry", "Game of Death", "You Got Me in a Vendetta Kinda Mood", "...Evil So Singularly Personified", "Mt. Vesuvius", "I Can Feel It"
*** ''The Lost Levels'': "Prison Sex", "This Is the First Day", "I Do Not Want This", "La fine di innocenza", "From Now We Go On", "Lather, Rinse, Repeat", "Il spazio pagano"
** ''Rubicon'': "Five Finger Discount" (especially likely the first time - it's a really disorienting level even by ''Rubicon'' standards), "Molten Dihydrogen Oxide", "Frog Blasting", "Blasted Frogs", "Bump and Grind", "This Hurts Less Than... Uhh...", "Blasting Cherries", "Blasted Vent Cores", "The Gators of NY", "The Exit Door Leads In", "Hell Pfhor You", "Not *This* Again...", "Sucking Cherries", "Drinking Vitriol", "Bob Is Everywhere!"
** ''Eternal'': "Unwired", "Hysterical Womb", "Killing the Giants as They Sleep", "The Incredible Hulk", "Genie in a Bottle"
* MeaningfulName: In ''Eternal'' 1.3, the character of Admiral Ksandr (InUniverse author of a new terminal in "This Message Will Self-Destruct") is the bearer of unwelcome news to the Pfhor High Command... much like the mythical {{Cassandra|Truth}}.
** Hathor [[spoiler:shares her name with an Egyptian goddess, whom (it is hinted) she very much resembled before the events of ''Eternal''[='=]s backstory; however, her behaviour during the game much more closely resembles that of the mythological Hathor's vengeful SuperpowedEvilSide, Sekhmet, as hinted by the level name "Sakhmet Rising". (Owing to Egyptian and English orthography not matching, there are several ways to romanise Egyptian names; Sachmis, Scheme, and others are also sometimes seen in place of Sekhmet.)]]
* MechaMooks: Simulacrums make an unwelcome appearance in one of ''Rubicon'''s dream levels. [[spoiler: They foreshadow the even-deadlier Autonomous Military Dangi Drones that you must contend with in the penultimate levels of the Salinger and Tycho Planks.]]
* MegaCorp: [[spoiler:Dangi]] in ''Rubicon''.
* MeleeATrois: ''RED'' has the player vs. the Organics vs. the Metalloids, ''Fell'' has the player vs. normal Pfhor vs. zombie Pfhor, and ''Phoenix'' has the player vs. Pfhor vs. the [[spoiler:Renegade S'pht]].
* MentalFusion: Leela and S'bhuth in ''Eternal'', Copy!Tycho and [[spoiler:Copy!Security Officer]] in ''Tempus Irae''.
** In ''Pfh'Joueur'', [[spoiler: the title character fuses with an alien AI, Tal'sen, and in the process is alleviated of his Rampancy.]]
* MindScrew:
** ''Eternal'' and ''Rubicon'' get this way sometimes. Probably not to the extent that ''Infinity'' does, but still.
*** According to the creators, ''Rubicon'' was deliberately written with the intention of making the player question who was even telling the truth. The scenario is ''full'' of {{Unreliable Expositor}}s; we can't really take anyone's word for anything, including Durandal's. Indeed, this is reflected in the tagline for the game, "Truth Is the First Casualty of War", and in fact, it's lampshaded pretty early in the game.[[note]]These are actually the first lines Durandal says to the player, and they're the first lines of the original release outright, but the re-release adds a prologue level to provide a small amount of context for people who may not have played the entire original trilogy, entitled "It Begins with an Ending".[[/note]]
---> "How are we feeling today? Drowsy, manipulated and confused? Good. You should be used to that by now."
---> '''Durandal''', "Rozinante I"
*** The [[spoiler: Tycho Plank]] has a particular moment in an otherwise straightforward route. [[spoiler: The final clone that Tycho sends the Security Officer after seems to be the holder of Tycho's memories from the ''Marathon'', and speaks as if ''he's'' the original. The real Tycho doesn't offer much comment.]]
** The original ''Tempus Irae'' is fairly straightforward on a narrative level, even keeping in mind the time travel elements, but trying to make sense of ''Tempus Irae: The Lost Levels'' may induce one as well.
** The scenario ''Spacial Outpouring'' seems to be a deliberate attempt to invoke this trope on a game-wide level. It's virtually an LSD trip in video game form at times.
* MirroringFactions:
** ''Eternal''[='=]s [[spoiler:W'rkncacnter and Jjaro]], in addition to being largely comprised of members of literally the same species ([[spoiler:human, or descendants thereof - it's complicated]][[labelnote:Spoileriffic explanation]]Specifically, the W'rkncacnter that crashed at the Yucatan Peninsula and the W'rkncacnter imprisoned in Lh'owon's sun are both something quite different and in fact older than the Jjaro, and it is possible for members of other species, or artificial intelligences, to become Jjaro; in fact, Leela-S'bhuth refer to themselves as Jjaro in "The Philosophy of Time Travel"[[/labelnote]]), both attempt to impose control over others through violence; the only significant difference between them, in fact, is that the Jjaro have a veneer of legitimacy through governmental authority, but the scenario ultimately concludes that this is not important, and that both approaches are not merely wrong but suicidal. [[spoiler:In fact, prolonged warfare by beings of such power ultimately leads to the destruction of the entire galaxy, and the only reason "Where Giants Have Fallen" is the "success" timeline is that the player finds a way Outside to prevent the entire sequence of events from occurring. It's also heavily implied that the difference between W'rkncacnter and Jjaro is [[YourTerroristsAreOurFreedomFighters largely a matter of perspective]] and impossible to define objectively.]] %% NOTE: The "spoileriffic explanation" is not spoiler tagged because clicking a spoiler tag within a note collapses the note, forcing readers to click the note a second time to read it. This is both annoying and confusing.
** Another way they're extremely similar is that [[spoiler:both factions are so fixated on exercising their power over our reality that it doesn't occur to them that once they've passed Outside, they have the power to find a timeline conforming exactly to their wishes (since the Outside is effectively a catalogue of all knowledge of every possible timeline in the multiverse). They're so preoccupied with making ''this'' reality conform exactly to their wishes that the full extent of their power either doesn't occur to them, or simply doesn't matter to them. Hathor is a good example of this, shown in her extreme fixation on {{revenge}}; she knows she can't use time travel to undo the traumatic events in her past, but has become so fixated on revenge that she only cares to use her powers in pursuit of it, and simply keeps travelling from one place and time to another trying to get it. In fact, although this isn't explicitly stated, she literally ''becomes'' a W'rkncacnter late in the game.]]
* MistreatmentInducedBetrayal:
** ''Rubicon X'' has a moment in which [[spoiler:Durandal leaves himself wide open to receive a crippling virus chip that is meant for another AI. Doing this will take players to the secret Tycho Plank of the game. Durandal is the player's buddy throughout the series, but boy, what an abusive buddy...]]
** In the same game, [[spoiler:Lysander's mistreatment by scientists is what drives him to betray humans by creating a virus that is (he claims) entirely incurable.]]
* MorallyAmbiguousDoctorate: In ''The Classified 19'', it is heavily suggested that [[spoiler: Zhang]] is planning something that will, at best, have a low chance of survival for himself and his crew. It's also learned near the end of the first chapter that he [[spoiler: murdered a higher-up, one Dr. Egrham, by setting fire to the lab; this act also left Shek with burns so severe that, without cybernetic intervention, he could have died as well. Whether or not this was in self-defense depends on whether you believe Zhang or Shek.]]
* MultipleEndings:
** ''Rubicon'' has two [[spoiler:and ''[[UpdatedRerelease Rubicon X]]'' has three]], based on what plot path the player takes. [[spoiler:The Pfhor plank is undoubtedly the worst: humanity gets overrun with the virus and the Dangi board of directors seize control. The Salinger plank is somewhat better: Dangi's {{Plan}} is discovered and Lysander is destroyed, though Durandal appears to maintain the knowledge of how to produce the virus as well as the scientists who were performing research on it. ''Rubicon X'' adds a hidden Tycho plank, which seems to be the best for humanity as a whole, albeit in a severely BlackAndGreyMorality manner: once again, Dangi is exposed and Lysander is destroyed, plus the virus appears to be completely destroyed, as well as any knowledge of how to produce it thanks to the eradication of any surviving scientists who worked with it. However, in the last of these the player also destroys Durandal, which many players may regard as regrettable, but the ending level, "Lazarus ex machina" (translating as "Lazarus from the Machine" and referring to [[Literature/TheBible a man resurrected by Jesus]] as well as the concept of DeusExMachina, or "God from the Machine"), also strongly implies we maintain Durandal's primal pattern and ultimately reactivate him.]] In ''Rubicon'', each ending is the actual end of the game.
** Technically, there are six for ''Eternal'', though each of the "bad" endings teleports you to back to the level where you can set things right again after you see what went wrong. [[spoiler:And, in fact, so does the "good" ending: it takes you right back to the very end of "Aye Mak Sicur" in ''Infinity'', but with the player and Durandal-Thoth now armed with knowledge that will hopefully enable them to prevent the entire sequence of events that led to ''Eternal''[='=]s plot from occurring.]]
** The somewhat obscure scenario ''Gemini Station'' has two. It may have been the first ''Marathon'' scenario to do this, unless an even more obscure one did so sooner. ''Gemini Station'' takes yet another approach from the other two in that [[spoiler:the bad ending places the player into an [[UnwinnableByDesign Unwinnable]] situation and forces a suicide. However, the game disallows saving after the divergence (there isn't a very long period before the forced suicide), so you'll just end up at the point where you can set things right.]]
** ''Fell 2.0'' has about five or six.
* MusicalPastiche: The track "Animosity" from the ''Marathon Phoenix'' soundtrack (currently only used on the level "Roquefortress", although older releases also used it for "Escape Two Thousand") is inspired by Music/{{Vangelis}}' ''Film/BladeRunner'' soundtrack.
[[/folder]]
[[folder:Tropes N-Z]]
* NiceJobBreakingItHero:
** In ''Rubicon'' you're tricked into helping a rampant AI take control from the stable one.
** Basically all of the failure branches of ''Eternal'' wind up this way - something you did or failed to do winds up having catastrophic consequences.
* NintendoHard: Some of the scenarios get this way.
** ''Red'' is often regarded as the most difficult of the major total conversions, in addition to being pants-wettingly scary.
** ''Phoenix'' is also extremely difficult (you will probably have to decrease your usual difficulty setting by at least one level for it to be at all winnable at your current skill level), although it has a pretty erratic difficulty curve at first. It really starts getting difficult when the levels stop giving you fixed recharge points and only give you powerups, and it doesn't really let up at any point after that. (Nearly all the levels of ''Tempus Irae'' on Earth have the same mechanic, but they are nowhere near as difficult, mostly owing to the monster physics changes in ''Phoenix'', as well as the ZergRush nature of enemy attacks).
*** The creator of ''Phoenix'', by his own admission, didn't take the ammo limits into account when making the game, because he only tested the game on Total Carnage, which doesn't have them. The intention was for there to always be enough weapons and ammo to clear out levels on Total Carnage, even from a pistol start, but due to the ammo limits, this may not always be the case on other difficulty settings, which weren't tested much, if at all. As a result, players may actually find ''Phoenix'' to be ''easier'' on Total Carnage than it is on Major Damage or even on Normal.[[note]]''Phoenix'' also dispenses with many of the major/minor enemy ranks, which is another reason Total Carnage might be easier. As an example, Major and Minor Compilers are not differentiated the way they are in the vanilla games, for reasons Ryoko explains in [[https://youtu.be/rK6r2QonGmY?list=PL-_EnUuI9PUoIncYlqgWainfOUoZAXhCY&t=123 his commentary for the game]]. Meanwhile, Major Juggernauts only appear on a handful of levels, and the player only ever has to fight one; otherwise, the player will only have to fight Minor Juggernauts.[[/note]]
** ''Trojan'' also has a reputation of being very difficult.
* NobleDemon: Admiral Ksandr in ''Eternal'' 1.3's "This Message Will Self-Destruct" terminal comes across this way, because he's clearly concerned with getting at the truth and with the survival of life in the galaxy - he almost comes across as a ReasonableAuthorityFigure - but ultimately, he's still devoted to an empire based on slavery. One can almost see his views evolving as he attempts to reconcile his discoveries with his beliefs, and one might even expect a HeelFaceTurn if he were to survive long enough, [[spoiler:but because the Pfhor are being slaughtered en masse at this point by the W'rkncacnter dreams, it's much likelier that he received a HeelFaceDoorSlam. He himself does not expect to survive the day.]]
* NoEnding: ''Eternal'', in a way. The Hathor story is more or less resolved, but the [[spoiler:Jjaro and W'rkncacnter]] conflict is very much ''not''. Durandal explicitly says this in his final terminal of the game.
** This applies even more in version 1.3, [[spoiler:in which a rewrite to the ending leaves Hathor's ultimate fate far more ambiguous. In the original, she essentially vanishes at the end of "Where Giants Have Fallen". Version 1.3 all but explicitly states that she has become the Pfhor Empress - the Great Mother Crouched Behind the Throne, who rules the Empire from the Hindmost Crèche - and that she has taken TheSlowPath, living some 10,000 years in this position. This leaves her ultimate fate unresolved, presumably for a [[SequelHook future sequel]] to explore (one of the co-developers has apparently mentioned a planned sequel). It is unclear whether Great Mother!Hathor still carries as intense a desire for vengeance against humanity as her much younger counterpart did.]]
** In another way, this also applies to tracks that loop in-game. A few examples are "Dice" and "Forcemark" from ''Phoenix'' and "Illusions" and "Iron Gates" from ''Eternal''.
* NostalgiaLevel:
** "Not *this* again..." in ''Rubicon'', based off of "Pfhor Your Eyes Only" and "Sorry Don't Make It So". {{Lampshaded}} by the title. (Note that there are two completely different versions of this level, depending upon which version of ''Rubicon'' you've got - the level was completely overhauled for the ''Rubicon X'' re-release, but kept the same name.)
** "S'pht'ia" (based off of "Eat It, Vid Boi!" and "The Hard Stuff Rules..."), "Let Sleeping Gods Die" (based off of "Six Thousand Feet Under"), and "Flight of Icarus"[[note]]it was "Flames of Icarus" in earlier releases, but the lava has been changed to water/sewage in version 1.2, so the name has been changed correspondingly[[/note]] (based off of "My Own Private Thermopylae") in ''Eternal''. Additionally, the most recent revision of "She Is the Dark One" features sewage with the same kind of extreme tides you see in "Bob's Big Date" [[spoiler:and a segment of the level as a sort of easter egg.]] {{Justified|Trope}} because [[spoiler:you are two thousand years in the past of Lh'owon]].
** ''Phoenix'' [[spoiler:has a secret level based off of the first level from ''VideoGame/DoomII'', of all things.]]
** ''Tempus Irae: The Lost Levels'' has a level based off of the map "The Dismal Oubliette" from ''VideoGame/{{Quake}}''. Even the physics are changed to make the level more ''Quake''-like.
*** The ''Tempus Irae'' net map "Marathon Man" is a mix of this and a video game equivalent of InTheStyleOf. [[spoiler:It's a FPS adaptation of the maze from ''VideoGame/PacMan''. This does result in a possible bit of FridgeLogic since it uses the S'pht compilers as stand-ins for the ghosts due to their physical similarity, but the compilers are friendly to humanity in the solo scenario. Then again, there's a lot of other fridge logic to net maps, so it's probably best not to think about it too much.]]
** Frigidman's multiplayer map ''B'rak Station'' was turned into a solo level in ''Siege of Nor'Korh'', the predecessor to ''EVIL''.
** The first part of "Schmackle" in ''EVIL'' is based on "Blaspheme Quarantine".
** ''Return to Marathon'' was basically a Nostalgia ''Scenario'', in addition to being ''absolutely terrifying''. Too bad it was never finished.
** Depending on which the player played first, ''Apotheosis'' and ''Eternal'' have another example with "Eve of Orbit" and "Eat S'pht and Die", the former of which is an expanded version of the latter. This is because the author of the level reworked it and submitted it to ''Apotheosis'' while ''Eternal'' was stagnating. The creators of ''Apotheosis'' have suggested that a future re-release of the game will replace it with a new level, which has resulted in ''Eternal'' 1.3 adding the "Eve of Orbit" expansions to "Eat S'pht and Die".
* NothingIsScarier: ''Return to Marathon'' is probably as scary for what it ''doesn't'' show as for what actually makes it onscreen, and there are some fairly large portions of the game that don't have any enemies. Instead, you're just left with atmosphere and sinister noises, and frankly, it's terrifying.
* NoWarpingZone: The first area in ''Siege of Nor'Korh'' is protected by an energy shield that prevents teleportation from outside, so the ammo you start with is all you get, until you find the hidden supplies of stolen ammo, and later, deactivate the shield.
* OlderAndWiser: post-''Infinity'' Durandal in ''Eternal'', a lot more humble and benevolent than his past sarcastic {{jerkass}} self.
* PhlebotinumRebel:
** At one point in the ''RED'' GameMod, the protagonist is captured by the BigBad and mutated into a techno-organic being, aka the Reaver, to do his evil bidding, but [[TurnedAgainstTheirMasters turns against him]] shortly after. You gain twice the speed, unlimited ammo, and many weird but powerful weapons.
** In ''EVIL'', [[spoiler:the protagonist is turned into an AI against his will to help with the war effort, because he is considered least likely to go Rampant. He goes Rampant anyway and steals a ship with the goal of killing Durandal, Leela and Tycho.]]
* PoisonAndCureGambit: [[spoiler:ThePlan of Dangi Corporation]] in ''Rubicon''.
* {{Prequel}}: ''Phoenix'' [[spoiler:is a prequel to ''Rubicon'', despite not being made by the same developers]]. The short sequel ''Kindred Spirits'' clears up any doubt on this count, with the name and appearance of the first level, [[spoiler:"Rozinante Zero"]], pretty much giving it away. The developer has explicitly confirmed that this is intentional.
* PrecisionFStrike: It's in Latin, but ''Eternal'' 1.3 has [[spoiler:Hathor]] drop one in "We Met Once in the Garden": she says "''aut futue, aut pugnémus''," which translates roughly as "[[spoiler:Either fuck me, or let's fight]]." This is taken verbatim from Martial's ''Epigrams''; see GratuitousLatin.{{Marathon}} for more.
* PrematureEncapsulation: A level entitled "Lather, Rinse, Repeat" was removed from the original ''Tempus Irae'', necessitating its replacement with a new level. This level was entitled "Hang to Dry" as a sequel to the original name (it's actually a double pun, since there are several gallows in the level). Despite this, "Lather, Rinse, Repeat" was eventually released in ''Tempus Irae II: The Lost Levels''.
* PressXToDie: In the last normal level of ''Rubicon X'''s [[spoiler:Tycho Plank]], there's a terminal right by the entrance to the final area. You ''might'' want to avoid reading it until you've finished everything that needs to be done there...
* ProudWarriorRace: [[spoiler:The Renegade S'pht]] in ''Phoenix''. [[spoiler:Of course, like the local mad AI says, when an entire culture revolves around defeating the foes that are currently beating them up left and right (with the help of the Security Officer, obviously), they really don't take it well, at all.]]
* PunBasedTitle:
** ''Rubicon'': "Hell Pfhor You", "Veni vidi cursavi" ("I came, I saw, I wandered aimlessly about", a pun on UsefulNotes/JuliusCaesar's much more famous "Veni vidi vici"[[note]]Which is not pronounced how you probably think it is; Caesar would have pronounced it something like "wenny weedy weeky". And for that matter, he would have pronounced his own name something like "Yulius Kaiser".[[/note]], or "I came, I saw, I conquered").
** ''Eternal'':
*** "Septococcal Pfhoryngitis" is a double pun on streptococcal pharyngitis (i.e., strep throat). The "Pfhor" part presumably needs no explanation. "Streptococcal" got changed to "septococcal" because it takes place in a sewer (i.e., septic).
*** "Dysmentria" is a pun on dysmetria, which means an inability to control or to limit muscular movement. By extension, dysmentria would mean an inability to control or limit the mind.
*** "Core Done Blew"[[note]]cordon bleu[[/note]], "Unlucky Pfhor Some", "My Kingdom Pfhor a Horse", "S'pht Happens", "Eat S'pht and Die", and "Dread Not"[[note]]dreadnaught[[/note]] all probably need no explanation.
*** "Pfhor får lamm" is a pun on a Swedish[[note]]Versions of this same saying are also found in Norwegian and Danish, but the creator of the level is Swedish[[/note]] tongue twister, "Far, får får får? Nej, får får lamm", translating as "Father, do sheep beget sheep? No, sheep beget lambs." "Får" and "Pfhor" are pronounced the same way.
** ''Phoenix'': "[[Music/StoneTemplePilots Stone Temple Pilates]]", "S'phtstorm", "Pfhor Letter Word", "[[VideoGame/DarkForces Dark Pfhorces]]", "Roquefortress" (a pun on Roquefort cheese and "fortress")
* PunnyName: The name "Marcus Jones" in ''Eternal'' is derived, per WordOfGod, from "Mjolnir '''Mark''' IV cyborg". ("Jones" comes from a message addressed to "Security Chief Jones" in the level "You're Wormfood, Dude", which may or may not be addressed to the player.)
* PurpleProse: ''Eternal'' can get this way at times, but Admiral Ksandr's terminal from "This Message Will Self-Destruct" probably takes the prize (again, befitting the Creator/HPLovecraft pastiche).
* ReactorBoss: [[spoiler:The level "Break the Sword"]] in ''Rubicon X''. [[spoiler:May be a CallBack to the levels "Begging for Mercy Makes Me Angry!" from ''Durandal'' and "Hang Brain" from ''Infinity;'', both of which have exactly the same mission: destroying Durandal. However, unlike the two previous levels, "Break the Sword" actually ''is'' the final action sequence of the game (unless you count the secret level).]]
** Likewise for "How Big's Your Can?", the finale of ''RED''.
* RealIsBrown: The level "Jagermeister's Nightmare" in ''Marathon RED''.
** Also "The Face of Modern Gaming" in ''Phoenix'', whose name serves as something of a jab at the prevalence of this trope in modern games, but it manages to be one of the most stylish and best looking levels in ''Phoenix'' anyway, despite being almost entirely grey. The skilled use of shading and contrast probably helps a lot.
** ''Eternal'' has a lot of grey textures and has been criticised for overusing them. The latter is one of many things that the forthcoming 1.3 release aims to fix.
* RecycledSoundtrack: ''Excalibur: Morgana's Revenge'' has featured a few examples throughout its several releases. One of the pieces is based on "O Fortuna" from Carl Orff's setting of the ''Music/CarminaBurana''; the soundtrack for the Aleph One version of "Over the River and Through the Woods" is based on "Listen to the Cries of the Planet" from ''VideoGame/FinalFantasyVII''. There are several others as well.
* RemixedLevel:
** ''Return to Marathon'' is made mostly of these.
** ''Eternal'' has a few: "S'pht'ia" is based on "Eat It, Vid Boi!" and "The Hard Stuff Rules"; "Let Sleeping Gods Die" is based on "Six Thousand Feet Under", and "Flight of Icarus" is based on "My Own Private Thermopylae". A few other levels contain bits and pieces of other ''Marathon 2'' levels as well, but don't qualify as outright remixed levels; see NostalgiaLevel above.
* RestrainingBolt:
** In ''Rubicon'', it's suggested that most [=AIs=] have built-in safeguards against "Calix Temporum Syndrome", a constant rounding-up of allocated memory that's the earliest symptom of rampancy. [[spoiler:The amount of effort Haller has to expend to shut his off suggests that these things are ''extremely'' painful to remove. Near the end of the Salinger Plank, it's revealed (via an out-of-the-way terminal) that Lysander had his own restraining bolt put on him--albeit, this one seems designed to ''prolong'' his rampancy (and his torment) for as long as he's useful to the Dangi Corp.]] ("Calix Temporum" has several possible translations, but according to the developers, "Vessel of Opportunities" is the intended meaning; see {{GratuitousLatin.Marathon}} for more.)
** ''Eternal'' 1.3 [[https://youtu.be/jnKKEnKzUMA?lc=UgxNckGtZSmjCWrY7OF4AaABAg seems to be planned]] to feature a [[spoiler:Pfhor AI]] in its fourth chapter that has one of these on it; Leela explicitly compares it to "the restraints Strauss once used on Durandal". The player [[spoiler:destroys the restraints and helps it go Rampant to aid a Drinniol slave rebellion]].
* {{Revenge}}: Most of ''Rubicon'''s Pfhor Plank centers around this. While Durandal tries to frame his plan to murder "this Tycho clone" as simply another way to aid humanity in the UESC-Pfhor War, it quickly becomes apparent that this is Durandal's personal crusade, with the implication that [[spoiler: he knew that this was the real Tycho all along and couldn't admit it]]. Unfortunately, [[spoiler: Durandal not only makes a critical mistake in his anger and implicit trauma, but his focus on revenge to the exclusion of everything else allows the Dangi Corp. to carry out their own machinations unhindered]]. Furthermore, as ''Rubicon X'' makes imminently plain, [[spoiler:Tycho has undergone a bit of a HeelFaceTurn, at least as far as humanity is concerned]].
** [[spoiler:Hathor]] in ''Eternal'' is obsessed with getting this [[spoiler:in ''our'' specific reality, to the point where it completely blinds her to the fact that, once she has travelled Outside, she can simply find an entirely new reality that conforms entirely to her wishes. Instead she just keeps time-travelling to different points in ''this'' reality attempting to get it, but the player always ends up thwarting her.]]
* RiseToTheChallenge:
** In the ''Tempus Irae'' level "Mt. Vesuvius II: Electric Boogaloo'', you have to escape a volcanic crater that's flooding with lava.
** The player also must outrun rising goo after starting a Pfhor ship's self-destruct sequence in the aptly named ''Eternal'' level "This Message Will Self-Destruct".
* RuleOfSeven: Taken [[UpToEleven to ridiculous extents]] in ''Eternal'', as a deliberate ShoutOut to the number's prevalence in the original trilogy. You start out with seven packs of fusion ammo, the maximum of any ammo type you can carry below Total Carnage is 49 (7 x 7), the levels in the Jjaro chapter give you seven zero-point modules each, and so on. Most other scenarios incorporate this to at least a certain amount as well (for example, the opening level of ''Pfh'Joueur'' is called "Seven Times Seven").
* SacrificialLamb: Poor, poor [[spoiler:Charlie]] from ''Rubicon''. [[spoiler:He's already in bad shape when the SO meets him, and then he's murdered--which the player doesn't discover until much later.]]
* SceneryPorn:
** ''Tempus Irae'', which takes place in Renaissance Italy, features breathtaking (for the time) architecture as well as digitized reproductions of Leonardo's paintings. [[spoiler:And in a secret level, actual porn.]] Some levels in its sequel ''The Lost Levels'' also definitely qualify, especially "From Now We Go On", "Epicus Doomicus Metallicus", and "Lather, Rinse, Repeat".
** The main creator of ''Phoenix'', [=RyokoTK=], has a degree in architecture, and it shows. It is one of the most visually impressive scenarios created in the engine to date, despite not yet having any hi-res graphics (a future re-release with HD versions of the textures and monsters has not been ruled out).
** ''Eternal'', ''Excalibur: Morgana's Revenge'', and ''Rubicon'' have their moments as well. Especially in ''Eternal X'' 1.2 and later, ''EMR''[='=]s Aleph One release, and ''Rubicon X''.
** ''Blauwe Vingers'' (''Blue Fingers'' in Dutch). Seriously, just [[http://simplici7y.com/items/blauwe-vingers-mac look at it]]. It's astonishing that it was created on top of a game engine that mostly dates back to 1995. (Rough English translation [[http://simplici7y.com/items/blauwe-vingers-english here]], which you will need to complete the game if you don't speak Dutch.)
* SecretLevel: ''Evil'', ''Tempus Irae'', ''Pfh'Joueur'', ''Phoenix,'' and ''Rubicon'' all have secret levels. Some of them are set InUniverse, and others are basically {{Brutal Bonus Level}}s not unlike the Vidmaster challenges from the original trilogy.
* SequelDifficultySpike:
** Of a sort, and probably not really intentional. ''Rubicon X'' apparently wasn't really tested much on difficulties beyond Normal, with the result that the levels that only appear in ''Rubicon X'' get ''really'' hard on Major Damage or Total Carnage.
** ''Tempus Irae II: The Lost Levels'' is generally considered quite a bit harder than the original ''Tempus Irae''. Fitting, given its [[VideoGame/SuperMarioBrosTheLostLevels namesake]].
* SequelHook: It's not clear whether the developers of some of these scenarios explicitly intended for sequels to be made, but there is certainly room for them:
** The ''Salinger'' plank of ''Rubicon'' ends with the ChekhovsGun of the [[spoiler:''Achilles'' virus]] not fired: [[spoiler:it's seemingly in Durandal's possession, as are the Dangi scientists that worked on it. Tycho and Lysander both speculate that InformationWantsToBeFree.]] The Pfhor and Tycho planks are less open to sequels, since [[spoiler:the gun is already fired in the ending of the Pfhor plank, making it the unambiguous "bad" ending, and in the Tycho plank, you kill all the scientists, and Tycho claims to have destroyed the virus, so if he's telling the truth, then the gun has been completely destroyed.]]
** ''Eternal'' ends with Durandal explicitly stating that the conflict depicted in the scenario hasn't been resolved. Word of God also [[http://pfhorums.com/viewtopic.php?p=37486#p37486 states]] that ''Eternal'' was explicitly written so that "the several possible bittersweet endings to ''Rubicon'' tie in nicely with the sort of doom forewarned of in ''Eternal''[='=]s epilogue."
*** Another ''Eternal'' developer also speculates [[http://forums.bungie.org/story/?read=73945 in a Story Forums post]] (decode with [[https://rot13.com/ ROT13]]) that [[spoiler:the Jjaro may come to regard the Security Officer and Durandal-Thoth as W'rkncacnter, since in ''Eternal''[='=]s setting, they regard Jjaro who meddle with their desired sequence of events as W'rkncacnter, and Durandal-Thoth's explicit goal in the final level is to break a cycle of violence that led to the extinction of organic life in the galaxy in ''Eternal''[='=]s failed timelines; unfortunately, that's also the exact sequence of events that created the Jjaro.]]
* SequenceBreaking: ''Eternal'', despite being probably the longest fan scenario to complete normally, could actually be completed in [[https://www.youtube.com/watch?v=25QqUnBjNAA roughly eighteen minutes on Kindergarten]] until 1.2, made possible by glitching through a door on "To Sleep, Perchance to Dream" beyond which there was a teleport to the last level. As a result, it was only necessary to play nine levels of the game. This skip is removed in 1.2, but remains intact in 1.1 and early development releases of 1.2 (up through the first few betas).
** Several levels in various mods have smaller sequence breaks. The developers of ''Eternal'' are aware of a large number of sequence breaks in their levels that haven't been patched out; in fact, one of the developers [[https://youtu.be/deA0R6pSQQE speedruns]] [[https://youtu.be/JPiCrYm1HcU the game]]. ''Phoenix'' also features several sequence breaks that are apparently intentional.
* SetRightWhatOnceWasWrong: The premise of the ''Marathon: Eternal'' GameMod. Multiple times.
* ShoutOut: See [[ShoutOut/{{Marathon}} the franchise page]].
* SkewedPriorities: [[spoiler:Both the Jjaro and the W'rkncacnter, Hathor included,]] in ''Eternal''. Essentially, [[spoiler:all of them, having travelled Outside, ''literally'' have the power to find dimensions that conform ''entirely'' to their own desires, but they care so much about inflicting their plans on ''this specific dimension'' that it never occurs to them to do so. Their desire to exert control on others in various forms has essentially blinded them to the reality that their conflict is entirely unnecessary.]]
* TheSlowPath: In ''Eternal'' 1.3, it is heavily implied that [[spoiler:Hathor travels back in time to become the Great Mother Crouched Behind the Throne - the Pfhor's god-empress, also referred to as "the Hindmost Creche" (which is actually the location from which she rules the Empire) - and spends some ''ten thousand years'' attempting to build the empire into a vessel for her {{revenge}} against humanity. None of this is explicitly stated in the game, but supporting evidence includes some shared verbiage between Hathor's terminal in "Flight of Icarus", in which she speaks of the "hollow world, the land in the sky, all of it floating in the void," and two new terminals in "[[https://youtu.be/ldyQfGBUjE0?lc=UgwIuGMAzetcVQt0SIx4AaABAg This Message Will Self-Destruct]]" and "[[https://youtu.be/nY_Bp-RVNHA?lc=UgzMoFFbL9nfcb6e41x4AaABAg Where Giants Have Fallen]]" showing that the Pfhor referred to the Jjaro Sphere (or [[GratuitousLatin/{{Marathon}} Arx]], as the Jjaro themselves call it) as "the Hollow World Floating in the Void" and its surface as "the Land in the Sky", even though they could never have seen its internal structure before Leela opened it. (These phrases have also been drawn to the player's attention by three dream levels called "The World Is Hollow", "The Land in the Sky", and "Floating in the Void", which provide previews of "Giants".) Leela seems to have figured out what is going on and obliquely hints at her suspicions in her "Giants" terminal, but doesn't explicitly state them (the co-author comments in the video description that it "isn’t Leela’s style" to make accusations without proof).]]
* SomethingCompletelyDifferent: Almost every ''Yuge'' level follows a specific pattern: It's created using procedural generation from any number of "Yugeparts" put together by human creators, and the player needs to collect a specific number of "failstaches" in order to complete the level mission. One set of monsters is allied with the player, and the level title is a number followed by two words created by a Markov chain generator. The opening terminal is a message from another character in the game (often, but not always, the player's MissionControl), and the last terminal is a message from Olmec consisting of a Markov chain generated from various forum input.[[note]]Actually, each level has two messages from Olmec - the "unfinished" message will be even more incoherent, with a bunch of random characters thrown in between the forum input.[[/note]] There are two levels that provide exceptions to each of these conceits:
** "27 - false eyelash". There are no failstaches; the level is instead an extermination mission. The opening and closing terminal are both message from [[MissionControl Doctor Epstein]], and the level is not put together from Yugeparts, but instead used a different form of procedural generation that put together a random assortment of squares into a rather mesmerising geometric pattern. (It was a variant of the procedural generation used to create the "[[http://simplici7y.com/items/yugepax YugePax]]" net maps that were the immediate predecessor to Yuge itself.) The player also doesn't have any allies on this level, and it's by far the shortest level in the game.
** "enter the DOUCHE" - level #30, the final level in the game. The level was entirely constructed by Windbreaker, and there are again no failstaches to collect; the level doesn't actually have a set mission, but to reach the final terminal, the player is required to [[spoiler:defeat DOUCHEMAN]]. The level name also lacks the preceding numeral found in every other level name, and it also contains the only capital letters to appear in any Yuge level name. It's also a lot harder than the preceding levels. Finally, while the closing terminal is still a message from Olmec, this one actually has a coherent conclusion: [[spoiler:Stop camping]].
* SophisticatedAsHell: In ''Eternal'' 1.3, [[spoiler:Hathor]] uses the [[SmartPeopleKnowLatin Latin]] phrase "''aut futue, aut pugnémus''" in "We Met Once in the Garden". This translates as "[[spoiler:Either fuck me, or let's fight]]," and is a verbatim quote from Martial's ''Epigrams''; see GratuitousLatin.{{Marathon}} for more.
* SpiderTank: A few of these appear in ''Marathon: RED'', though they play a minor role at best. Ian [=McConville=] [[WordOfGod says on the page for the mod]] that he was inspired to make them after watching ''Anime/GhostInTheShell'' and just wanted an excuse to throw them in there.
* StableTimeLoop: The plot of ''Eternal'', as explained by the project director (actually using the trope name verbatim) [[http://pfhorums.com/viewtopic.php?p=187030#p187030 here]] (spoilers, obviously). Unlike many examples of this trope, however, [[spoiler:this isn't because the nature of time travel in ''Eternal''[='=]s universe makes it [[YouCantFightFate impossible to change the outcome of events]]; rather there are ''extremely powerful'' forces actively working to ensure that history doesn't change]]. The phrase "stable time loop" is a bit of an oversimplification, actually, as another developer notes (decode with [[https://rot13.com/ ROT13]]) in a [[http://forums.bungie.org/story/?read=73948 later Story Forums post]]; it's more of "what might be termed a metastable time loop, which is simply a loop of self-replicating timelines, where a timeline spawns another very similar version of itself." [[spoiler:Durandal-Thoth notes in the final terminal of the game that their subsequent goal will be to break the cycle.]]
* StealthPun: On some of the ''Tempus Irae'' levels such as "Gates of Delirium" and "Downward Spiral", pressing tab while looking at a crucifix will save your game. Because [[spoiler:Jesus saves]].
* StupidityIsTheOnlyOption: In one level early in ''Rubicon'''s Salinger Plank, the exit terminal is located [[spoiler: in an active teleport bay. Who do you think is really waiting for you on the other side: your partner who only recently cracked the Dangi Corp's security codes, or the resident MadScientist whose wrath you just incurred and who ''controls the entire station''?]]
** In two levels of ''Eternal'', it's fairly obvious that [[spoiler:Hathor is posing as Leela-S'bhuth: the text changes from the latter two's bright green interspersed with yellow blank verse to Hathor's uninterrupted dark green prose, and their logo is corrupted with bits of Hathor's showing up in the background. However, because Hathor is blocking Leela-S'bhuth's signal, you have no way off a moon before the ''trih xeem'' explosion engulfs it, apart from following Hathor's instructions - which results in you being ''beamed into space from a garbage chute''. Leela-S'bhuth initially berate you for your stupidity when they finally are able to talk to you again, but then acknowledge that you probably had no other choice.]]
* StylisticSuck: ''Yuge''[='=]s textures, if they can be described as such, though this was something of a product of pragmatism on the part of the developers. The scenario was procedurally generated from about two or three hundred parts that were created by actual humans, but then pieced together into various levels by a computer program. As a result, the levels didn’t actually have properly aligned textures. Rather than go in and texture literally tens of thousands of polygons, the developers just used completely solid colours as the textures for each level, apart from a handful of important textures such as doors, platform sides, and switches. This enabled the creators to make literally thousands of levels in a matter of three months, although only thirty comprise the main campaign of the scenario and the main scenario includes 256 levels (most of which are secrets).\\
\\
The developers later released a [[http://simplici7y.com/items/yuge-definition-textures "Yuge Definition Textures" plugin]] that allows the use of any 128x128-pixel greyscale image as a glow mask, in order to give the textures a bit more substance (five specific images are included, but any other greyscale image of the suitable dimensions will work). The "604 or better" version of these is in turn a case of this, since it drenches the game in so much bloom as to render it, for all practical intents, unplayable. This plugin won't fix the texture alignment, though; players will just have to live with it.
* SurrealHumour: Many of the humorous elements of ''Yuge'' that don't fall into ToiletHumour fall into this category, particularly for people who lack familiarity with the community events that inspired a lot of the plot. But let's be honest: collecting "failstaches" to enable a convoluted AI system upon which humanity has become dependent to stop "loching" and start speaking coherently is an intrinsically surreal mission. It's also funny.
* SwordBeam: The titular sword in ''Excalibur: Morgana's Revenge'' shoots lightning as a secondary attack.
* SyntheticPlague: A plot point in ''Rubicon'', [[spoiler:where the MegaCorp plans to unleash it on human planets after UESC defeats the Pfhor empire, then announce that they developed a cure for it and sell it to the government in exchange for more-or-less total control of humanity.]]
** Also becomes part of the plot in the second act of ''Fell''.
** A lot of players missed this, since it's not really emphasized much, but there's a catastrophe that wipes out not merely humanity but all organic life in the backstory of ''Eternal''. It was evidently intended to be an attack that targeted the W'rkncacnter, but backfired in an unspecified fashion. This is part of the sequence of events that the player works to avert throughout the course of the scenario.
* TalkativeLoon: Olmec's terminals in ''Yuge'' are word salad created by running a large amount of forum and chatroom content through a Markov chain generator. And those are the versions seen ''after'' the player completes each mission - the versions seen before the player collects all the 'failstaches' are even more incoherent, containing large amounts of jumbled-up ASCII characters alongside the forum and chatroom content. Olmec's message once he regains all the failstaches and finally gets to the point, however, is [[SubvertedTrope quite coherent]], [[spoiler:quite simple, and one almost every FPS player will agree with: Stop camping.]]
* ThereIsNoKillLikeOverkill: [[http://simplici7y.com/items/yugepax YugePax]] consists of ten thousand net maps. It was possible, so why not? The expansions to Yuge also contain literally thousands of maps between them - see [[http://simplici7y.com/items/yuge-bigly-bonus-maps here]] and [[http://lochnits.com/MararthonYuge/ here]] for some of them.
* ThrownOutTheAirlock: You do this to a pair of Enforcers in one level of ''Tempus Irae'', shortly before you yourself get thrown out an airlock by an explosion.
* TimeTravel: A major part of ''Tempus Irae'', ''Morgana's Revenge'', and ''Eternal''.
* TinTyrant: [[TheDragon Mordred]] in ''Excalibur: Morgana's Revenge''.
* ToiletHumour: ''Yuge'' replaces the fists with "shitsticks", which the player can use to fling globs of shit at enemies. [[spoiler:The shapes and physics define these as F'lickta rocks, but it's funnier to pretend otherwise]]. The shitsticks have a [[PhallicWeapon distinctly phallic shape]], by the way.
* UncertainDoom: [[spoiler:Haller]] in ''Rubicon''. [[spoiler:In the final level of the Chimera plank, Tycho accuses Durandal of assimilating what was left of Haller (and it's worth noting that the one time you get to speak with Haller, he says you're trying to "do [him] wrong"), but earlier in that same plank is a terminal addressed to the very ship Tycho claims doesn't exist. There's also no real sign that Durandal assimilated Haller, though he may have obfuscated his (true?) goal of sparing Haller the pain of dissection just to save face. At any rate, Haller's effectively out of the scenario after "I'd Rather Be a Lutefisk".]]
* {{Tsundere}}: [[spoiler:Hathor]] from ''Eternal'' behaves this way at times, although "Roots and Radicals" is the most extreme example of this; she goes from effectively telling the player "Fine, I don't need you anyway!" to "I love you; please come back to me." Another example is accompanied in 1.3 by a SophisticatedAsHell PrecisionFStrike ''in Latin'': "aut futue, aut pugnémus", which translates as "[[spoiler:Either fuck me, or let's fight]]", and is taken verbatim from Martial's ''Epigrams'' (see GratuitousLatin.{{Marathon}} for more). Of course, all of this is very much in keeping with [[spoiler:[[Characters/EgyptianMythology her namesake]]]], who was the UnbuiltTrope version of this times infinity. [[spoiler:Unfortunately, Hathor spends most of the game in her ''tsuntsun'' mode - i.e., Sakhmet, who wants to KillAllHumans - and when she ''does'' go back to her original ''deredere'' personality, we've destroyed so much of her memory that she's forgotten certain things. A lot of things. Like what the Earth looks like. This causes problems if we decide to go with her in the final chapter.]]
* UncommonTime:
** The ''Excalibur: Morgana's Revenge'' soundtrack uses a fair amount of it. In the original version, at the bare minimum, "Future 108" was in 10/4 and "Morgana's Militia" was primarily in 5/4. Future versions no doubt employ some of it as well.
** In ''Trojan'', the BGM for "Citizen Cain" and "Say Bro... Are You Willing and Abel?" alternates between 4/4 and 7/4.
* TheUnfought: In ''Eternal'' pre-1.3, [[spoiler:at no point do you ever fight Hathor directly. In fact, you never even directly ''see'' her, making her an arguable example of TheGhost as well.]] Version 1.3 will fix this, [[spoiler:for a certain definition of "fight". In point of fact, none of the player's weapons can damage her, and if you're wielding either the [[WaveMotionGun wave motion cannon]] or the [[LaserBlade gravitronic blades]], she won't be able to damage you directly either (but she can still knock you around ''a lot''). If you're not wielding either of those weapons, one hit from one of her projectiles will kill you instantly. A (somewhat glitchy) video of a prototype of the fight can be found [[https://youtu.be/GpxkzS8OiPc here]].]]
* UnintentionallyUnwinnable: ​Third-party {{Game Mod}}s can be worse on this count than the original trilogy:
** The second half of "Life's End" in ''Marathon EVIL'', if you forget to activate the elevator before going down the optional one-way lava river
** The infamous double doors on the ''EVIL'' level "Code 42", where if you accidentally hit one of the switches more than once, the door will get permanently stuck, rendering the rest of the level inaccessible. Even worse, you could accidentally save your game in this situation.
** Since the OxygenMeter decreases much faster on [[HarderThanHard Total Carnage]] difficulty, there may not be enough time to reach an oxygen recharger in certain game mod vacuum/underwater levels if they were not play-tested well enough.
** If games weren't tested thoroughly enough, it can be possible to grenade or rocket jump into an area that it's impossible to escape. If you're going to grenade/rocket jump looking for secrets, it's generally a good idea to save your game before you do so.
** ''Apotheosis'' has a couple of examples, since it was never properly finished. There's a pit on "The Salt Pile" that was supposed to have lava, but lacks it, meaning that if you fall into it, you get stuck and have to reload (or kill yourself). The level "4 Dead Otters on Strings Dancing" is a case of a level lacking enough oxygen for Total Carnage. "Gravin Threndor" ''just barely'' has enough oxygen to complete on TC, but it may take players several times to complete. On the whole, the scenario lacks the ObviousBeta aspects that many other unfinished mods possess (there a couple of other rough edges like a couple of polygons on "Eve of Orbit" taking you to the end of the game, and a few walls that should be marked solid being passable), but overall, it's about 97% complete. As of August 2020, one of the original creators has decided to finish it, and a final version with HD textures, replacements for a few levels and polish to the rest, remastered sounds, and other amenities is now under construction.
* UnreliableExpositor: ''Rubicon'' is entirely built around this. ''No one'' in the game, [[spoiler:even Durandal]], can be relied upon to tell the truth consistently. Some of the characters are more truthful and benevolent than others, however, and identifying these characters is a major element of the game's plot. The only element of the game's narrative that are almost certainly reliable are the prologue ("It Begins with an Ending") and epilogues ("Toadstools", "Hard Vacuum", "Lazarus ex machina"), and possibly the dream levels if you hold with the interpretation that they're narratives of the player character's past experiences.
* UnusableEnemyEquipment: Various mods avert this:
** The ''Eternal'' mod lets the player use most of the enemies' weapons. The part above about massive ammo drops is partially true. You always have enough shock staffs and havoc rifle ammo, but many players will run out of ammo for the other weapons from time to time (if you try to rely on the shock staff as much as possible, which is quite feasible for the best players even on Total Carnage but will require quite a bit more patience, this is much less likely, however). However, this is probably because the enemies that drop them are significantly rarer than the Fighters and Troopers. (There are two kinds of Enforcers; otherwise you'd probably never run out of ammo for their weapons either).
** The ''Marathon EVIL'' mod {{Hand Wave}}s the inability to pick up a normal Pfhor staff as a function of some security system that requires Pfhor biology to work. The chance to equip a staff modified so humans can use it was one of the mod's major draws. The custom Pfhor staff in this mod basically never runs out of ammo. (Well, it would after 32,767 shots of either trigger, but you'd have to ''really'' try to fire that many - and even if you did, it just uses fusion ammo to reload).
** ''Excalibur: Morgana's Revenge'' allows the player to collect weapons and ammunition from fallen foes as many of them use the same weaponry the player can.
* UnwinnableByDesign: Several mods have pits where you’ll suffocate if you fall down them (''Phoenix'' has a lot of these), inescapable lava pits, and other such traps. Usually, these stick to Polite, but there are some exceptions, which mostly fall into a different (but related) trope.
* UpdatedRerelease: ''Rubicon'' underwent a drastic revamp when it was finally ported over to the Aleph One engine, including additional and expanded levels and story, heavily updated graphics (taking advantage of the new engine) and [[spoiler: an entirely new storyline/"plank" with its own original ending, which is only accessible during a critical point in the gameplay.]] That last point wasn't even hinted at in the marketing for ''Rubicon X''.
** ''Excalibur: Morgana's Revenge'' has had ''three'' different versions made. The first one was a total conversion for Marathon 1. The second was an extended edition for the Marathon 2/Infinity engine that added in new levels, weapons, music/sound effects, and enemies. The third was the ultimate release for the Aleph One version of the Marathon 2 engine, and added in even more new levels (now with built in Lua scripts and background music), enemies, doubled the number of weapons in game, and even added player-usable vehicles.
** Likewise, ''Marathon Fell 2.0'' had a whole new series of story branches added, with the player siding with a different AI (Parael) after [[spoiler:the main one (Balapoel) [[FaceHeelTurn Face-Heel Turns]]]], and a virus/biological weapon infecting Pfhor and turning them into gray zombies.
** ''Eternal'' has had several, most recently ''Eternal X'' 1.2.1, which fixes a nasty crash on Windows and a number of potential game locks; it was finally [[http://eternal.bungie.org/development.php released officially]] in November 2021. (1.2.0 included a complete graphical revamp and overhauled many of the most significant recurring complaints about the game, such as slow platforms and the difficulty of the final chapter.)
** ''Tempus Irae'' got one in 2006 with updated textures, landscapes, and scenery objects, to take advantage of Aleph One's new high-res graphics. A second one is in process with even more detailed artwork (taking advantage of new Aleph One features such as parallax mapping and glow maps), completely remastered sounds, fixes to annoying gameplay features, and even a new level (to compensate for "Mt. Vesuvius" being recombined into one level). The creators hope to re-release it in 2021.
* {{Vaporware}}[=/=]DeadFic[=/=]OrphanedSeries: Many {{Game Mod}}s. ''Return to Marathon'' and ''Megiddo Game'' are two somewhat notorious examples; both are incredibly high quality scenarios with no proper ending. Some creators have also donated levels from unfinished scenarios to other creators so they don't end up going unused.
* TheVerse[=/=]SharedUniverse: As mentioned above under CallBack, many of the scenarios interlink with one another. ''Eternal'', ''Phoenix'', and ''Rubicon'' (and to a lesser extent ''Tempus Irae'', which sort of goes off in its own direction) are particularly notable for this, forming a sort of loose trilogy with one another. In some cases, the creators have actually discussed their stories with one another to minimise the number of {{Continuity Snarl}}s with each other's work.
* VillainHasAPoint: In ''Eternal'', [[spoiler:Hathor is completely right that the events of the game's final chapter will lead to the galaxy-wide extinction of organic life. Where she goes wrong is that her proposed solution would lead to the destruction of the entire Sol system sixty-five million years in the past. Unfortunately, by this point, her mind is so damaged that she isn't capable of understanding this. In any case, this is why Leela-S'bhuth sends the player Outside at the end of "Where Giants Have Fallen", and this is the result of the catastrophic sequence of events that Durandal-Thoth tells the player they must avert once they have reset the timeline to "Aye Mak Sicur".]]
* VillainousCrush: In ''Eternal'', [[spoiler:Hathor's feelings for Marcus are pretty obvious, though it's a curious spin on the usual trope, since Marcus' amnesia is implied to have been a contributing factor to her slide into villainy in the first place.]]
* ViralTransformation: The protagonist is subjected to this two thirds of the way through ''RED'', but becomes a PhlebotinumRebel shortly after.
* VitriolicBestBuds: In ''Pfh'Joueur'', Durandal and Pfh'Joueur. The latter enjoys teasing the former in various ways, which Durandal is naturally annoyed by--but he did spend ''seven centuries'' willingly sharing ship-space with Pfh'Joueur, and the two are remarkably in-sync and effective when they work together. Notably, [[spoiler: when Durandal realizes that Pfh'Joueur is suffering from stress-induced Rampancy, he's clearly not happy about it, tries to find a way to stabilize 'Jou without harming him, and seems relieved when 'Jou finally does achieve metastability via fusing with Tal'sen.]]
* WarpZone: In ''Rubicon'' during the surreal Thoth levels, getting to the end of the level and then backtracking back to the starting terminal will teleport you to the other path. Knowledge of this is critical, as ignoring this will cause the player to go back and forth between the majority Salinger and Pfhor planks indefinitely until they backtrack to the starting terminal. [[spoiler:Or, in ''Rubicon X'', take advantage of the fact that an AI let their guard down at a critical moment and enter the third Tycho Plank.]]
* [[WasOnceAMan Was Once a Woman]]: Hathor of ''Eternal'' was a battleroid whose cybernetic junction was intact enough after the battle of Tau Ceti to be transferred - unfortunately, her body was not, meaning that she was resurrected as a disembodied AI. She's not happy with her current state of being, to put it mildly. [[spoiler:As becomes increasingly apparent over the course of the game, she regards this as a literal FateWorseThanDeath and appears to experience it as a case of AndIMustScream, if not outright Mind Rape. It is also the main reason she desires vengeance against humanity: humanity kept resurrecting her after her many deaths at Tau Ceti, but as long as she still possessed her body, she continued faithfully serving humanity; she only snapped after being resurrected as a disembodied AI. She expresses in one terminal how much she misses the physical sensation of touch in particular (the [[Characters/EgyptianMythology mythological Hathor]] was the goddess of love and sex, so it figures; this is a major case of GenreBlindness on humanity's part), and regaining a physical body is clearly one of her major goals throughout the game; she finally does near the end of the final chapter, although by this point, it doesn't seem to mellow her out any.]]
* WaveMotionGun: ''Eternal'' gives the player the long-awaited Wave Motion Cannon that was DummiedOut of the original game, and it's enough to one-shot any enemies the player fires it at, including Juggernauts. It's really ammo-hungry, though, and for the first few levels after the player first acquires it, ammo for it is quite scarce. This is finally rectified in the last chapter of the game.
* WhyIsntItAttacking: The powered-down Juggernauts reappear in the ''Eternal'' level "Second to Last of the Mohicans", starting in version 1.2 of the game. Lower difficulties have them reappearing exactly as they appeared in the ''Infinity'' level "Post Naval Trauma". On higher difficulties, they'll move around and [[https://youtu.be/9ZKiMxorens attack erratically]] - they're liable to attack each other as much as they'll attack the player, but they still pack just as much of a wallop when they die. As with ''Infinity'', this is a justified usage, since they're not fully powered up.
* WithGreatPowerComesGreatInsanity: In ''Eternal'''s setting, the W'rkncacnter are the clearest example of this, but the possession of a Cybernetic Junction is implied to be an enormous responsibility that risks corrupting its possessor. [[spoiler:In point of fact, both the Jjaro and the W'rkncacnter, the two most powerful beings in the game's setting, are explicitly depicted as having taken leave of their senses; they are so focused on their war with one another that they have become blind to the possibilities that their near-omnipotence might grant them: they could find entirely new dimensions that would fulfil their desires entirely, but they're so focused on making ''our'' dimension conform to their wishes that they've lost sight of this. Hathor's narrow focus on her {{revenge}} (see above), even after she gains control of a Cybernetic Junction, is the clearest depiction of this by far, though.]]
** WithGreatPowerComesGreatResponsibility: Given her awareness of the above trope, [[spoiler:Leela explicitly rejects personally possessing a Cybernetic Junction throughout the game, even after travelling Outside (which could potentially provide her with even greater power), and even in the "good" ending of "Where Giants Have Fallen" where the galaxy is in the process of being destroyed, because she does not trust herself with such power. The "bad" ending of "The Philosophy of Time Travel" actually depicts how she could be corrupted, though, as she is starting to fall along the same "history must not be changed" lines as the rest of the Jjaro. (She began displaying tendencies of this in "Flight of Icarus", where she claims that for her sanity's sake, history must be left alone for now.) Durandal even alludes to how "sweet Leela even trembles and pauses at the prospect" of changing history in the final level of the game]].
* WoobieDestroyerOfWorlds:
** [[spoiler:Hathor]] in ''Eternal''. [[spoiler:At first she seems like a fairly GenericDoomsdayVillain, but as more of her backstory is revealed, it becomes apparent how much her life has ''sucked''. She remains a galaxy-spanning threat who has to be stopped at all costs, but it's still difficult not to feel sympathy for her at the same time (in ''Eternal'' 1.3, [[TheHeart Leela herself]] [[https://youtu.be/jnKKEnKzUMA?lc=UgxNckGtZSmjCWrY7OF4AaABAg explicitly says]] that Hathor has legitimate grievances against humanity, but has just taken them beyond the bounds of reason), particularly in chapter five when she genuinely wants to reform herself (but has lost too many memories to understand that her plan to avoid trillions of casualties in the present would result in the destruction of the Sol system sixty-five million years in the past instead).]]
** A possible interpretation of [[spoiler:Lysander]] in ''Rubicon'', pretty much along the same lines as the interpretation above of Tycho from the original trilogy. [[spoiler:Nothing is ever explicitly confirmed (and Durandal seems reluctant to even discuss it - perhaps due to being reminded of horrors in his own past?), but it's heavily implied at several points in the game that Dangi subjected him to abuse that would make Strauss' implied of the ''Marathon'''s three [=AIs=] look tame. Essentially a case of CreateYourOwnVillain, though of course Dangi themselves were already villains.]]
* XMakesAnythingCool: ''Rubicon X'' and ''Eternal X'', where the X means the final version. However, ''Eternal'' has been subject to several revisions since then; the most recent release, version 1.2.1, was released in early November 2021, and contains fixes to a nasty Windows crash and a number of potential game locks. (1.2.0 had updated graphics and fixes to a number of common complaints about earlier releases - most ubiquitously, the slow platforms throughout the scenario and the ZergRush enemies throughout the final chapter.) This isn't even the final release: the developers hope to release version 1.3 in 2022, which will incorporate further changes that wound up being too time-consuming to incorporate into version 1.2.1, and that may not even be the final version.
* {{Yandere}}: [[spoiler:Hathor]] from ''Eternal'' is an almost classical example, being both lovesick with Marcus and extremely violent. Of course, it's hinted - and outright confirmed in 1.3 - that she wasn't like this originally; [[spoiler:although she still has quite a temper in her normal personality, she's been made much worse by having been involuntarily resurrected without her body.]]
* YouAreNumberSix: The eponymous player character in ''Courier 11''.
* YourTerroristsAreOurFreedomFighters: ''Eternal'' provides an almost textbook example of the trope. The distinction between [[spoiler:a W'rkncacnter and a Jjaro]] is pretty blurry, and most of the distinctions we see between them are defined by [[spoiler:the Jjaro]]. Comments from the developers indicate that [[spoiler:the W'rkncacnter]] are explicitly modelled on terrorists. [[spoiler:The Jjaro]] seem to define the [[spoiler:W'rkncacnter]] as "insane [[spoiler:Jjaro]]", but their definition of "insane" seems mostly to mean "doesn't conform to [[spoiler:Jjaro]] society", and more specifically, "[[spoiler:attempts to meddle with the Jjaro's desired timeline]]". The ramifications of this are largely unexplored, but may provide a potential SequelHook. One of the game's developers suggests in a [[http://forums.bungie.org/story/?read=73945 Story Forums post]] that [[spoiler:this could result in the Jjaro defining Durandal and the Security Officer as W'rkncacnter in a post-''Eternal'' timeline]].
[[/folder]]

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