Aleph One: Pathways Into Darkness is a scenario for the Aleph One engine that seeks to completely re-create the 1993 mac game, Pathways Into Darkness by Bungie.
This is a little different from a typical marathon scenario, as it features:
Included in this download is the original Pathways Into Darkness manual. I'd recommend reading it, as it has important information about what your mission is, and the nuclear bomb arm code.
To play AOPID, visit GitHub and download the standalone Aleph One client. Place the Aleph One client in the AOPID folder, and you should be ready to play.
/!\ IMPORTANT /!\
You must use version 1.7 of Aleph One or newer in order for this scenario to work correctly.
This scenario requires OpenGL with Fog. This is critical for:
I've made absolutely no attempt to make this scenario work without OpenGL or when using the default Marathon HUD.
Along with that, I'd highly recommend making sure under your advanced OpenGL settings that you have texture filtering set to None for everything.
Under Environment -> Plugins, all plugins that start with "PiD Essential" must be enabled. As the name states, they contain things that are essential to making the game work correctly.
The game difficulty should be set to normal if you want it to match the original game difficulty (monster health, projectile speeds, etc). Experienced PiD players are free to play on higher difficulties as a challenge. I believe Total Carnage would literally be impossible due to ammo issues under normal circumstances, so if you have your difficulty set to Total Carnage, you get 2 Walther P4 Magazines each time you receive one. I have tested the game on TC and it is possible to beat it. If you're trying to beat the game on Total Carnage and are struggling, I've got some videos below in the Gameplay section below where I played through the entire game on Total Carnage.
The original game had a 4:3 aspect ratio, so if you want an experience more true to the original, choose an appropriate resolution.
I'd recommend playing without a mouse, as the original game didn't have mouse controls in that way you'd get them in Aleph One. If you do use a mouse, you'll be able to turn faster than you're supposed to.
Use 16 bit sounds. I didn't bother to update the 8 bit sounds.
Saving: When standing over a red rune, you can hit the action button to save the game.
Inventory: Tap the mic button to open up your inventory. Tap it again to close it.
Crystals: Select a crystal in your inventory and use action to ready it. It should say (ready). The blue bar in the HUD will indicate the power level of your crystal. When it is full, you can use the secondary fire button to activate the crystal.
Resting: Press hotkey 10 to start resting. The key for hotkey 10 can be changed in aleph one preferences.
Ammo selection: The grenade launcher and assault rifle can use multiple ammo types. In order to choose which type of ammo is selected, open your inventory, and at the top of the list, there will be an option to select your ammo.
Looting from the dead: When standing over a dead body, you can tap the mic button to open up the dead person's inventory. Using the action button will transfer the item from their inventory to your inventory.
Talking to the dead: You can use the yellow crystal while standing over a dead body to talk to
it. When doing so, the greeting message from the body will show up in the messages area. To ask
questions, open up the console by hitting the '\' key, and type in something like .topic to ask about a
specific topic. For example to ask the name of the dead person you would type:
\.name
To end the conversation, you can either type \.bye or hit the microphone button.
Other information: Open the map to view other information like points, the amount of treasure collected, and total ammo in your inventory.
There are a number of differences from the original 1993 game, due to differences in the engine.
I've included the manual that came with the original Pathways Into Darkness in this download, so that may answer questions that aren't addressed here.
If you're having trouble or have gotten stuck while playing the game, I created a set of playthrough
videos that can guide you through the game:
Normal
difficulty
playthrough / guide videos.
In these videos, I also talk about how certain things were done or decisions that were made for the port, if you're interested in that.
There's also a lot of information captured at pid.bungie.org, and there was an official hint book, if you can find that. Make sure you have the game difficulty set to normal. The original game wasn't designed to be played on higher difficulties (although you can try if you know what you're doing and want a challenge).
If you do want a challenge, playing on Total Carnage is a bit of a different experience, and can
actually be pretty fun. Early in the game you'd normally need to use your knife and conserve ammo, but
with Total Carnage, you don't have to worry about ammo nearly as much and can just focus on the more
intense gameplay. If you are trying to play on Total Carnage, and are struggling with something, I've
made a set of Youtube videos demonstrating the Total Carnage gameplay. Or if you're not up for playing
on Total Carnage, but are curious what it is like, the videos can give you an idea.
Total
Carnage
difficulty playthrough videos.
Some basic hints:
Multiplayer of any kind is not supported.
I would like this port to match as closely to the original as possible, and although there are some differences from the original due to engine differences, there may be a few things I just got wrong by accident. I was the only one that worked on this port, so it's entirely possible there are some things that don't match the original exactly. If you determine that something is wrong with any animations, monster speed, projectile speeds or anything like that, please let me know so I can correct it. I did not use any particularly scientific methods for determing speeds of things, I just kind of got it close until it "felt right" to me. Obviously, this may not be exact.
I'd also like to know about any errors with game behavior that I might not be aware of. Check the list of known differences above to make sure it's not something I already know about. The items in that list are very unlikely to be fixed for one reason or another. If anyone can figure out the exact rules for monster activation, I might be able to correct it.
If you have some information about things that are incorrect, you can find me (wrkncacnter) in the Marathon Discord https://discordapp.com/invite/NvF3pdV.
The original game had 3 cheat codes TURBO, ANYWHERE and CARNAGE.
TURBO: This is sort of implemented if you open up the console with \ and type "turbo()". It will cause you to walk twice as fast, monsters to move twice as fast, and projectiles to move twice as fast. It doesn't match the original implementation exactly, since monsters won't attack more often, animations won't be faster, and sounds won't have a higher pitch. The red cloak has similar issues. Also, you may experience weird glitches with turbo mode enbabled.
ANYWHERE: This cheat allowed you to save anywhere. If you open up the console with \ and type "save()", it will save your game.
CARNAGE: This doesn't exist exactly, but you can sort of achieve the same thing by opening the console with \ and typing in "Players[0]:teleport_to_level(25)". This will trigger the ending sequence as if you had just walked out of the pyramid at that point in the game. You will need to save your game before doing this, because you'll have to reload your game to get back to where you were.
I'd recommend using Hopper's "System Se7en" Aleph One theme, as it fits well with the old mac theme for Pathways Into Darkness.
The original Pathways Into Darkness was created by Bungie. Although I'm not using any of their original files directly, all of the artwork, sounds, dialog, and map designs are theirs.
Written And Designed by Jason Jones
Graphics
Indispensable Help
Thanks To
Power Macintosh Version
Alpha Victims
WWDC93
Special Thanks To
Port by Darren Watts
HD icon by thedoctor45
Special Thanks To