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Small Strategies
Here, I will write my small strategies. These have worked for me well in 'Normal' difficulty. In harder difficulty, things may be different.
b
a
c
e
d
f
g
Wading in Vitriol
This is the final battle in the Pfhor plank. Before jumping down, eliminate Pfhors and fire balls in (c) as many as possible from (a) and (b) on the ledge. Then go down to (c) carefully. The best position is the dents just beneath (a) or (b). From the dents, eliminate fire balls with your rockets or grenades. Though the fusion rifle can be used for shooting them, I prefer grenades in this case. Because grenades can give a damage to a fire ball from the oblique position slightly out from the shooting line of the fire ball. Another reason is many AR ammo that Bob's will drop.
Watch out Lookers and Pfhors. Pfhors will attack you in four waves. Two Fighters, one Trooper, one MOAH and one S'pht'Wr. They are accompanied with many Lookers. Grenade Fighters and Lookers. Eliminate fire balls. Then you hear another chirping of Lookers. Now, dodging Lookers and Trooper, rush into (d). This is the new haven for you. From this point you can shoot at the fire balls on the west wall. Meanwhile, the door to (e) will open and a MOAH will appear. Deal with him (her?) and Lookers with your shotguns, and Wasps with shotguns or fusion rifle. A yellow power-up and some AR ammo will be transported at the end of (e). Now you have your time. Eliminate remaining fire balls carefully. Again, the door between (d) and (f) will open and a S'pht'Wr and Lookers will come in. Deal with them with shotguns, fusion rifle or AR. In (f), there is a red power-up.
After eliminating all fire balls, visiting (e) and (f), log on the terminal at (g). You will be transported to the Epilogue of Pfhor plank.
Deep in the Aardvarks
There is a triplet crusher at the end of the level. The Marathon Rubicon Spoiler Guides encourage us to go through this with a one-by-one method. Unfortunately, this method does not work for me. I prefer to waiting for correct timing. Up and down cycles of three crushers are different each other; the nearest moves fastest, the furthest moves slowest. Consequently, there is a timing when three crushers go up almost in the same time. Almost, but not completely same; in the order of the nearest, the middle and the furthest. This is the time to charge.