Five Finger Discount - Visual Walkthrough


Your goal on this map is to get to Haller's core and aquire a wetware chip. This is the longest and most enemy-populated map yet, so watch out.




NEW!  you can click on any number appearing on the maps for a picture of that location.



Sectors:
Hub
Vents
Breach
Maze
Outer Core
Core

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Hub

I call this the hub because its connected to almost all the other sections of the map, and you pass through it several times. You start up at 1 and the ultimate goal is to get the door at 7 open.

Exit the ventilation ducts to the west and head down to 2 to get a description of the mission and pick up the first of the access chips. At this point because of the closeness of recharger (3) and save terminal (near 2), your best goal would be to clear out the accessable area of enemies, this includes the Breach area. Once its save head down to the "box room" (4) to get into the upper ventilation shafts.

Theres two issues to deal with when you get to the box room. The first is that the door opens and closes very quickly, and will hurt you if you're under it when it closes, so watch out. Once you're inside the box room however you have to do some "jumping" (I call it that even though marathon has no jump key) between the boxes in the room to get into the ventilation shaft.

Start by steping up onto the smallest box on the foor, and then onto the next larger box. From here back up against the wall (to the north) and get a running start and you'll make it onto the biggest box. Once there walk around so that you're to the south of the small box on top of the big box (using the map can help) and run straight at the opening. The small box will give you enough extra lift to just barely make it onto the ledge, and to the elevator to get to the Upper Ventilation Shafts. Heres a diagram.

After opening the two blocked vents in the lower ventilation shafts you need to drop into the room at 5 and flip the switch to give you access to the switch at 6, which you should then flip. This opens the door down at 7 granting you access to the Maze area.



Vents

These two areas are above the hub area, and the northern part of the maze area.
The primary purpose of going through the boxroom to get here is to hit the switch at 1. It opens two of the vents in the lower set of ventilation shafts giving you access to the office area and the switch it in.
Note: Allthough they are to relative scale, the top and bottom halfs of this map are not positioned correctly with respect to each other for the sake of space.



Breach

This is one of the more enemy-populated areas of the map, so watch out for the occational fighter bolt and trooper grenade. Lots of enemys will spawn inside the door near 1. Hitting the switch at 1 will lock them in their permanantly, but will also lock you out, which or may not be a good thing.
Moving on you'll find a dead-end hallway at 3 with quite a few grenades at the end. Tearing up the nearby wires will open a hole at the end, but not quite big enough to drop down.
But look! theres a hunter guarding a switch up at 2. Wonder if a grenade will flip that switch? A fusion bolt might also do the trick...



Maze

Before you can do much here you have to run around the other side to the switch a bit to the east of 2 which turns on the platform giving you access to the control room (1). Sticking a chip in the first slot, (found near 2 in the Hub), will open the door to the south giving you access to what I call the "upper maze". Work your way through the maze to 2 to pick up the 2nd chip. Go back to 1 (either back through the maze or via the Hub) abd drop it in it's slot to open the door to the north of 3. Head out to the Breach area and do the little dance to get in to 3 and pick up the 3rd chip. You can either take the long way back to the control room back through the Breach and Hub, or take the elevator immidiately to the east to get there quicker. Drop the third chip in the slot and a door the right will open revealing a teleporter. Hop in and you'll pop out at 3 to find the door to the south now open. head out and make your way around to 4; tear up the circuts to make the platform at 6 drop giving you access to the Outer Core. After reading the term near there you'll find a newly-opened teleporter to the south; don't wory about what you just read, you'll end up at 5, shortening the trio around to 6 dramatically.



Outer Core

Tear up the wiring at 1 to open the door. watch out, it'll crush you if you aren't careful. Once you're inside flip the switch to give you access to the next room. Continue flipping switches until you get to the room with the boxes. To move onward you need to walk up the two boxes in the north-east corner, diagonal-run over the the ledge by the window and hop up the other two boxes to get to the vents. Drop down at 2 and flip the switch, which will unblock the vent a bit to the south of 2. Go all the way back around and drop out the second vent and flip the switch at 3, hit the small switch next to the door and drop down to the lower part to go through the new-opened door. Hit the switch at 4 to bring the elevator down. It'll take a while but when it gets there the door will open. Hop across the hallway and work your way through the blast doors at 5 (carefully).

Once you get to 6 you need to flip the four switches in the room in the correct order, and with the right timing. However, if you flip each switch TWICE you can lock the doors open making this much easier. Wait about a second between turning on and off the switch. The last switch will make the platform to the west drop giving you access to the inner core.

Core

Not much to say here. Pick up the chip at 1 and the terminal immidiately to the left will teleport you out. You might first want to head back to the outer core make use of that pattern buffer however.



Closing notes:
If you get the semi-secret fusion gun earlier in the map, it is possible to skip large parts of the map by flipping switches and destroying wiring through windows. In particular this one, this one, and this one.




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