Sorry Don't Make It So is the fifteenth level in Marathon 2: Durandal. It is the second level of Durandal, the fifth chapter in the game. This level is an abandoned section of the Pfhor ship, to which Durandal inadvertently teleported you. The objective is to find the exit terminal so you can move on.

The northern half of this level is almost identical to Pfhor Your Eyes Only..., which was the first Pfhor level in Marathon.

This is the first level in which Pfhor Enforcers are encountered. There are also many Pfhor Fighters and Cyborgs here.

A pattern buffer can be found in a plasma pool in the northeast corner of the level. A 3x shield recharger is found in the same room. A little further to the southwest, another 3x shield recharger is found in a pool of plasma. A 1x shield recharger is found near the beginning of the level, just south of the first door that can be opened. In a small northern room in the second half of the level, a 2x shield recharger can be found. The southwestern room of the second half contains another pattern buffer, next to the exit terminal.


The level can be divided into two halves, and you start in the northern half. This part of the level may seem familiar to you; it is a recreation of the level Pfhor Your Eyes Only... from the first game. Just like before, there is a corridor leading all the way around the outside of the map, with doors in the inner wall leading to inner rooms you can explore. Enemies will teleport to the ledges in the outer corridor when you pass by them. These enemies include Enforcers, who drop an Alien Weapon when killed.

Alien Weapons in Marathon 2 work differently than in the first game, shooting larger but slower energy shots. The weapon has three firing modes, depending on whether you press the primary, secondary, or both triggers. Your HUD won't display how much ammo an Alien Weapon has left, and when it's empty you'll have to find a whole new Alien Weapon to replace it. Keep in mind that Enforcers won't drop their weapon when they are killed by grenades, rockets, the flamethrower, or one of their own Alien Weapons.

You'll find a 1x shield recharger in a room just southeast of the first door you can open. Further to the northwest, there's an inner room with a 3x shield recharger. That same room has a pool of plasma in it; if you jump into the plasma and head to the southeast corner of the room, you'll find a pattern buffer. The plasma will damage you, so the nearby shield recharger comes in handy here.

Make your way along the outer corridor; it'll go to the northeast corner of the map before looping back around to the south. The last door in that corridor before the dead end leads to a room with a small plasma pool at the north end; there is a 3x shield recharger in the pool. You'll take some damage from the plasma if you decide to use it, but you can make it out of the pool with about 250% shield strength.

Go west up a set of twisting stairs; you'll reach a lake of plasma. Jump in, swim south through a tunnel, and resurface on the other side at one of the various openings in the tunnel's roof (since the plasma damages you, getting out through the first available opening is probably best). You'll find yourself in the south half of the level, which is structured very similarly to the north half: an outer corridor runs all around the outer border, and various doors lead to inner rooms.

From the northeast room, you can jump across the plasma river to a small northern room with a 2x shield recharger (map location C). The exit terminal is found next to another pattern buffer in the southwest room; it will teleport you to For Carnage, Apply Within.


You'll find a button in the corridor wall directly north of the starting position (map location E1). Press this, then head through the nearby door into the room to the southeast. You'll find a small pool of plasma there (map location E2); 15 seconds after you pressed the button, an elevator will rise out of the pool, taking you to a teleporter. This teleporter is a shortcut, bypassing most of the level: it sends you to an upper ledge in the south part of the level, in the room just east of the final room. This secret mirrors the secret in the original Marathon 1 level, although the teleporter's destination is completely different.

When you jump into the plasma river that leads south to the second half of the level, swim to the dead end to the north (map location D). At the bottom of the pool, you'll find a TOZT-7 Backpack Napalm Unit along with some ammo. Don't be shy to use it on this level, you won't get much opportunities to use it after a few more levels.

Terminals TychoiscoolbeansTRANSWHAT.png


This terminal message is from Tycho, who brags about having taken complete control of the ship. He reveals that the Pfhor rebuilt him, and that he sided with them because humanity only ever used him as a slave. He recorded the deaths of all twenty-four thousand colonists when the Tau Ceti colony was destroyed, including the nine Mjolnir Mark IV cyborgs.


This rather corrupted message from Durandal states that Tycho is infiltrating the ship, warning you not to believe everything you read. He mentions that the human defenses are falling apart, but the evacuation of the ship is not yet complete.


Marathon 2: Durandal - Level 15: Sorry Don't Make It So

Arrival ArrivalBigger Guns NearbyNever Burn Money
Counterattack Defend THIS!Couch FishingThe RoseSmells Like Napalm, Tastes Like Chicken!Cool FusionG4 SunbathingBlaspheme Quarantine
Reprisal Bob-B-QShake Before Using...
Durandal Fire! Fire! Fire! Fire! Fire!Colony Ship For Sale, CheapHabe QuiddamNeither High nor Low
The Pfhor Pfhor Your Eyes Only...No Artificial ColorsUnpfhorgivenTwo Times Two Equals...Beware of Low-Flying Defense Drones...EupfhoriaPfhoraphobiaAin't Got Time Pfhor This...
Rebellion Welcome to the Revolution...Try againIngue Ferroque
Network levels Mars Needs WomenCarnage Palace Deee-luxe5-D SpaceArenaE Equals MC What!!!!Showered With GrenadesSpiral InsanityWaldo World ArenaWhat Goes Up Must Come DownYou Don't Need To See My ID
Marathon 2: Durandal
Lh'owon Waterloo WaterparkThe Slings & Arrows of Outrageous FortuneCharon Doesn't Make Change
Volunteers What About Bob?Come and Take your MedicineWe're Everywhere
Garrison Ex CathedraNuke And PaveCuriouser and Curiouser...
Citadel Eat It, Vid Boi!The Hard Stuff Rules...Bob's Big DateSix Thousand Feet Under
Durandal If I Had a Rocket Launcher, I'd Make Somebody PaySorry Don't Make It SoFor Carnage, Apply WithinBegging For Mercy Makes Me Angry!
Captured The Big House
Blake This Side Toward EnemyGod Will Sort The Dead...My Own Private ThermopylaeKill Your Television
Simulacrums Where the Twist FlopsBeware of Abandoned Rental TrucksRequiem For a Cyborg
S'pht'Kr Fatum Iustum StultorumFeel the NoiseAll Roads Lead To Sol...
Network levels ThunderdomeShangri-LaNo DisintegrationsOK, HoneybunnyLack Of VisionFlight Of The ToolatorGiant Flaming Pit Of LavaHouse Of Pane16th ParallelOne Hit WonderOK, Who wants SomeEveryone's Mortal But Me5-D space
Marathon Infinity
Prologue Ne Cede Malis
Despair Rise Robot Rise Robot World Arena
Poor Yorick Two for the Price of One
Confound Delivery
Electric Sheep OneWhere are monsters in dreams Aie Mak Sicur
Rage Acme StationPost Naval TraumaWhere Some Rarely GoThing What Kicks...Electric Sheep TwoWhatever You Please Carroll Street Station
Naw Man He's CloseFoe HammerHang BrainElectric Sheep ThreeEat the Path You're Wormfood, Dude
Envy By CommitteeOne thousand thousand slimy thingsA Converted Church in Venice, ItalySon of GrendelStrange AeonsBagged AgainYou Think You're Big Time? You're Gonna Die Big Time!Aye Mak Sicur
Vidmaster Challenge Try AgainIf I Had a Rocket Launcher, I'd Make Somebody PayYou Think You're Big Time? You're Gonna Die Big Time!
Network levels DualityThrudWrath No More?Y.A.F.N.M.Beyond ThunderdomeVulcanHouse of PainKing of PainEx Justicia MortisDead FieldsReturn to WaldoThink and ChunkyRoute 66MorphfineRoute 66 (604 or better)La Cosa NostraDelusions of GrandeurSplineMars Needs WomenWho's Got the Itchiesreverof nohtaram`Fugee CampMeletoninFortress Lh'owon