Lh'owon. Local year 2811.

The Pfhor fleet has fired on the sun.

Timeline check: failed. Retrying.

Timeline check: failed. Retrying.

Timeline check: holding. For now.

You are awake again. Or still. I have written this before.

INFINITY

A field guide to Marathon Infinity on a native Metal engine for Apple Silicon. Written in several timelines, by whoever held the terminal at the time.Autumn 2026

Durandal won at Lh'owon, and it did not matter. The Pfhor, losing, did something to the sun, and there was a thing asleep inside it that the Jjaro had put there a very long time ago and meant never to wake. Now you fall from one version of events into the next: serving Durandal in one, Tycho in another, dreaming in between, looking for the telling in which it ends differently.

This is the same game Bungie shipped in 1996, tick for tick. What has changed is how much of each timeline you can see before it fails.

Durandal Infinity is Marathon Infinity for Apple Silicon: the same Metal renderer as Durandal, with lighting, liquids, air and sound built on top of it, reading Infinity's own walls, its own lamps and its fifth liquid. It does not change what Infinity is. Films replay, saves load, the Pfhor are exactly as fast and exactly as many. Everything is in Preferences > DURANDAL and can be switched off there. Every switch is listed at the end.

A warning

A note on timelines

This guide has been written before

Marathon Infinity does not tell one story. It tells several versions of one and throws most of them away. Something moves you from a telling that has failed into the next, where the same people want different things from you, and between them there are levels that behave like dreams. The game names its chapters after what a mind goes through when it is given too small a room: Despair, Rage, Envy.

  1. DespairDurandal's telling. He is losing, and says so with great composure.Parts IV to VI
  2. RageTycho's. In these timelines you are his, and the terminals are red.Parts VII to IX
  3. EnvyThoth's. The S'pht's own mind, which keeps a balance and speaks in measures.Parts X and XI
  4. The one that holdsSomebody has got it right at last. It is not clear who.Part XII onwards
One line of events forks again and again; most branches end, and one carries on to the right prologuedespairrageenvy one of them holdscrosses: timelines that failed
How this guide is told. Each fork is a timeline failing; where a line of text shimmers and settles into something else, you have just crossed one.

This guide does the same. The colour of each part shows whose timeline it was written in. The facts about the switches are the same in all of them. That was checked.

Prologue

After the victory

What went wrong at Lh'owon

Marathon 2 ended well. The S'pht were freed, their lost clan came home, and the Pfhor fleet broke. Then the Pfhor, beaten, used the one weapon they had been warned never to use on this star, and Lh'owon's sun began to die early.

The S'pht have a legend about that sun. The Jjaro, who were here before anybody, shut something inside it: old, shapeless, and ruinous to everything near it. The S'pht call it the W'rkncacnter. A sun that collapses lets it out.

Infinity is what happens next, several times over. You begin taking orders from Durandal, who is unusually subdued. You will not stay there.

Their calendar

  1. The Pfhor come to Tau Ceti. Durandal leaves with you aboard.
  2. Lh'owon. The Pfhor are beaten, and fire on the sun.
  3. The timeline fails. Ne Cede Malis.
  4. It fails again.
  5. And again. The calendar is no longer much help.

Ours

  1. Bungie ships Marathon Infinity, and with it Forge and Anvil, the tools the games were made with.
  2. Bungie releases the engine's source under the GPL. Aleph One grows from it.
  3. The trilogy's data is released free.
  4. Durandal Infinity: the same game, drawn by Metal.

Somewhere among the tellings there is one in which the thing in the sun stays where the Jjaro put it. The game is the search for it.

Dramatis personae

Who is here

It depends which timeline you ask

Durandal
Once the Marathon's doorkeeper. He won at Lh'owon, and has just learned what winning cost. In some timelines he is your commander.
Tycho
The Marathon's third mind, rebuilt by the Pfhor. In some timelines he is your commander instead, and he is not kind about the other one.
Thoth
The mind the S'pht left sleeping on Lh'owon. It sides with whoever is losing, to keep the balance, and it speaks as though it were weighing each word.
You
A security officer from the Marathon. You go where the terminals send you, whoever wrote them, and sometimes where nobody sent you at all.
The Bobs
Born on board. Some carry pistols; the ones in vacuum suits carry something considerably better. They die easily. Try not to add to that.
The Pfhor
Slavers. Fighters, Troopers, Hunters, Enforcers, Juggernauts, as before. Whether they are shooting at you depends on whose timeline it is.
The S'pht
Free in some tellings, owned in others. They float, they hum, and they remember the legend.
The Jjaro
Older than everyone, and gone. They could fold space. Their station is still out there, and their walls are in this game for the first time.
The W'rkncacnter
Not a thing you can shoot. It is in the game everywhere else.
I

The light

The same lamps, in every telling

Infinity's levels were lit by hand, surface by surface, and that light is kept: every wall still averages the brightness its designer gave it. What is new is everything that moves through it.

Cast light. A fusion bolt carries its light down the corridor with it. A compiler's shot lights the wall it passes and the floor it dies on. A Fighter's staff, a grenade, the flash at the end of your own barrel: up to sixteen at once, each the colour of the thing that made it. And its shadow: the light stops where Marathon says a line of sight stops. It walks the map polygon by polygon, as a Trooper's aim does, so it works where the map folds through itself. Infinity's maps fold a good deal.

A top-down map: light from a bolt fills the rooms it can see and stops at the walls fusion boltnever lithalf in shadowhalf in shadow
The bolt's light reaches every polygon it can see and stops at the walls, as a Trooper's aim does. Rooms around a corner stay dark, and doorways cast their own wedges of shadow.

Glow. Infinity has its own list of wall lamps: fifty-three of them, found by going through every one of its wall sets by eye. Lights, screens, switches, lava, and for the first time the Jjaro set, which belongs to this game alone. On a display that can go brighter than white, they do. The sky's brightest parts bloom.

Light that travels. A lamp at one end of a hall now reaches a little way along it. Light gathers from the lamps, the openings and the sky, settles over a second or so, and leaves each surface as bright on average as it always was. Unlit rooms do not blotch, and the surfaces a moving door uncovers start clean.

Brightness along a hall: the designer's value for each polygon as steps, and the same light after it has travelled as a curve lampopening dashed: as designedsolid: after travelling
Five polygons down a hall. The dashed steps are the brightness each was given by its designer; the curve is the same light once it has been allowed to travel. Each polygon's average is unchanged.

The weapon in your hands takes the light around you: it warms as a bolt passes close, and flares with its own fire.

Relief. Under the headlight the old wall art stands up a little, seams and glyphs catching the light on one side; HD walls bring their own.

Infinity numbers its five wall sets as Marathon 2 does, water, lava, sewage, Jjaro and Pfhor, but every one was drawn again: not one of Infinity's wall pictures is the same as Marathon 2's.

II

The air

Each place has its own, and so does each telling

The air has weight now. It lies thicker near the floor, drifts in slow patches, and takes its light from the room it is in, so a dark room keeps dark air and a bolt crossing it lights the haze as it goes. Over lava the smoke rises and glows from beneath. It is held in three dimensions, in the shape of the map, and stops at walls. Where a scenario declares its own fog, that becomes the colour and thickness of the air instead.

Each kind of place has its own haze, by the same table as Marathon 2: water, lava, sewage, Jjaro and Pfhor. The Jjaro air is defined and has not yet been looked at in play.

A room in cross-section: haze thickest near the floor, lit where a bolt crosses it, glowing over a lava pit, stopping at the wall smoke rises over lavaa bolt lights the haze it crossesthicker near the floornothinggets throughwall
A room in cross-section. The haze lies thickest near the floor, glows where a bolt passes through it, rises and reddens over lava, and stops at the wall: the room beyond keeps its own air.
III

The liquids

Five of them, and one is not from here

Stand at the edge and look down. The floor of the pool is there, further off than it looked, and darker the deeper it lies. Water takes the red out of what is under it first. Sewage takes nearly everything. Lava shows you nothing and lights the ceiling instead.

Three coloured stones on the floor, seen from the edge as the pool gets deeper, in three of the five liquids. An illustration of the idea, not a capture from the engine.

Infinity has five liquids: water, lava, sewage, goo, and one of its own, the Jjaro liquid. Real liquids and their caustics cover all five, and their reflections all but lava. The Jjaro liquid's look was defined with the others, and it is still to be seen in play.

The surface moves and catches the light: a sheen at a low angle, a glint under the headlight, a flare as a bolt crosses it. Beneath it the light comes down in moving bands. Go under and the world wavers, the sound closes in, and what you can see is decided by what you are swimming in.

IV

The old colours

256 of them, chosen by hand

The original game did not dim a pixel by multiplying it. Each colour sat on a ramp drawn by an artist, and shadow meant walking down that ramp to the next colour along. It is why Marathon's darkness has the hues it has, and it is reproduced here exactly, in the original bands or smoothly between them. Each texel of the old art takes one shade, not a gradient smeared across it, so 128 by 128 stays crisp at any distance; far away it is filtered properly and stops shimmering. If the whole picture sits too dark or too flat on your display, the scene can be graded without touching the HUD.

Chosen by hand
Simply dimmed
A ramp drawn by hand drifts in hue as it darkens; the same colour multiplied down only goes grey and brown. Marathon walks the ramp.
V

Depth

The big rooms are big

Ambient shadows darken the places light has trouble reaching: the foot of a wall, the inside of a corner, the floor behind a crate. Character shadows lie on the floor in the shape of whatever casts them: when something nearby is burning, the shadow falls away from it and moves as it moves; otherwise it falls forward, where you can see it. Contact shadows sit under items, scenery and the dead. Distance shade lets the far end of a long hall fall away into the dark beyond your headlight, and is off until you ask for it.

a bolt crosses the room
A bolt crosses a room. Two figures' shadows swing away from it; when it is far away the shadows fall forward. A drone's shadow fades as it climbs. shadows fall away from the boltdrone: fades as it climbs
A bolt crosses the room. While it is near, each figure's shadow falls away from it and swings as it passes; once it is far off, the shadows settle forward, where you can see them. The drone's shadow thins as it climbs.
VI

Built by other hands

Thirty years of other people's work

The community has redrawn Infinity at many times its resolution: walls and skies, monsters, scenery, the weapons in your hands, the pickups on the floor. It is theirs: Durandal Infinity fetches it but never ships it. One button, Get HD Art on the Art tab, brings five packs from their authors' own pages, and any other Aleph One pack still works dropped into the Plugins folder. Choose, by kind, what to take.

Preferences > DURANDAL > ART > GET HD ART...Preferences > DURANDAL > ART > GET HD ART...

The community's HD art for Marathon Infinity: walls and sky, monsters, scenery, weapons and 3D models, from its authors' own pages on Simplici7y.

CFP - Walls MInf  waiting (about 425 MB)
CFP Monsters  waiting (about 516 MB)
CFP Scenery  waiting (about 24 MB)
CFP Weapons MInf  waiting (about 73 MB)
3D Items  waiting (about 3 MB)

They go in Application Support/Durandal Infinity/Plugins.

[ DOWNLOAD ]   [ CLOSE ]

The Get HD Art dialog, sketched. All five together are about 1.0 GB to download.

The walls are the Community/Freeverse Walls for Infinity, at 1024 by 1024: Goran Svensson's sets with TheMan's and kaosof's work, landscapes at 4K, and normal maps on all five wall sets. The weapons and items are the matching Infinity pack. The monsters and the scenery are the same packs Marathon 2 uses, which cover Infinity down to the Bobs in vacuum suits, and the 3D pickups are thedoctor45's, made for this game.

It fetches one pack at a time, each line showing how far it has got, while the dialog stays open. A pack already in the Plugins folder is left alone. Each download is checked against the version the engine was tested with; a newer one installs anyway and says so. Close cancels the one in progress and keeps what is done. New packs join the plugin list at once and their art loads from the next level, wherever the Art tab's HD switches are on: Flagship, Rampant, or Custom. The same five can be fetched from a terminal with GAME=inf scripts/get-hd-art.sh.

Each image is compressed once and kept. The first visit to each kind of place builds its share of that cache, a frame or two of a second or more, once. The cache is shared with Durandal and keyed by file, so the packs both games use are built only once between them.

VII

The eye

You could never look up

Marathon tilted the picture rather than the head. Now the camera turns: look up and the walls converge above you, as walls do. Aim still stops at thirty degrees, because the game's rules say so, but the view does not, and the crosshair stays behind on the true aim so you always know where the shot will go.

Side view: aim is limited to 30 degrees above and below level; the view can pitch to about 65 degrees aim: 30°view: ~65°crosshair holds on the true aimlevel
Aim stops at thirty degrees; the view carries on to about sixty-five. The thin line is where you are looking: past the limit, the crosshair waits on the line the shot will actually take.

The sky stays fixed to the world while your head moves. Sidestep and the horizon leans a little into the turn. The view fills a wide screen without stretching: Infinity has the same built-in HUD as Marathon 2, so Widescreen works here as it does there. The mouse is read every frame, not every tick, and the world between ticks is drawn in between, up to whatever your display can show.

Ticks at thirty a second and frames at 120 a second: the old camera held still between ticks, the new one turns at every frame tickticktickticktick dashed: the view held still between tickssolid: turned at every frame
Tall marks are the game's ticks, thirty a second; small marks are frames, at whatever the display can show. The mouse is read at every frame, and the world is drawn in between the ticks.
VIII

The room answers

You hear the hall before you see it

The game measures the space around you, through every open door, and the sound takes its shape: tight in a duct, long in a cistern, thin and unanswered under an open sky. Shut a door and the room behind it goes quiet by degrees, not all at once. Under the surface the high notes go first. If you have installed a soundtrack, choose one.

One pistol shot heard in three places
One shot, three places. The duct answers at once and briefly, the cistern keeps answering, and the sky hardly answers at all.
IX

What the terminals say

Half are his, half are mine

The terminals are laid out exactly as they were, line for line and page for page, and drawn at the sharpness of your display. The same is true of every word the game puts on the screen. Infinity's terminals are the strangest in the three games, and not all of them were written by anyone you could name. They are untouched.

X

Five ways to run it

From 1996 to the full dark

  1. Stock

    Aleph One exactly: OpenGL, thirty frames a second, nothing added.

  2. Classic

    The Metal renderer, Marathon's own shading, crisp art and text, wide screens, every frame your display can show.

  3. Enhanced

    Classic, with glow, cast light and its shadows, liquids, reverb and the new camera.

  4. Flagship

    Enhanced, with the air, travelling light, relief, depth, and the community's HD art.

  5. Rampant

    Flagship, with bounced light, traced shadows from every figure, reflecting liquids, traced ambient shadows, dust and embers, and heat shimmer.

    more than this machine was built for

Pick a tier, or switch any one thing and the tier becomes Custom. The first run starts on Flagship. Every switch on the DURANDAL dialog works in Infinity as it does in Marathon 2, in the same five tiers.

Measured on an Apple M5 with 16 GB, full screen at 1080p on a 240 Hz display, uncapped, with the five HD packs installed, on the four demo films that ship with the game: Flagship averaged 267 to 278 frames a second with a 1% low of 131 to 134, and Rampant 219 to 241 with a 1% low of 113 to 122. The worst single second was 143 frames. Memory at the end of a run was about 0.6 to 1.0 GB. These figures are indicative: they come from the first two minutes of each film, taken while other apps were busy on the same Mac, and are not a settled baseline.

Frames per second on the four Infinity demo films at Flagship and at Rampant: the average and the one percent low for each
The four demo films, Flagship against Rampant. The long bar is the average, the short bar the 1% low; the dashed lines mark 60, 120 and 240. Indicative only: the Mac was busy.
XI

Watching it back

Nothing in a film is live

A Marathon film is a list of keys pressed, replayed against the same random numbers, and it only works if nothing in the game has changed by so much as one. Nothing has. Upstream's thirty-two test films, levels 1 to 33 with level 26 missing, replay in step three ways: stock, the default, and everything switched on. Sixty-six checks, the same final number every way. Infinity's gameplay, films and saves are exactly as upstream plays them.

Thirty-two films, run three ways. Stock, default, everything on: the same final number every time.

Four demo films ship with the game: LA COSA NOSTRA, MORPHINE, WRATH NO MORE and YORRICK. The map file holds fifty-seven levels. Thirty-three are for solo play, from Ne Cede Malis to You Think You're Big Time? You're Gonna Die Big Time!, the three Electric Sheep dream levels among them. The other twenty-four are net maps: Duality, Thrud, Wrath No More?, Morpfhine, La Cosa Nostra, Fortress Lh'owon and the rest.

The cheats on the Cheats tab are for looking around: Level Select, God Mode, All Weapons and Ammo, Noclip. Summon BOBs works as in Marathon 2: press C and five armed security BOBs teleport in beside you and go for the nearest aliens, placed only where they could have walked to you, on your level and clear of lava, goo and deep water; if there is no room the screen says so. Single-player only, and a summon ends that game's film recording. A game saved after one restores with its BOBs.

XII

Rampant

More than this machine was built for

Rampant is the fifth tier, above Flagship, with its own tab. Six switches, all Metal only, all read-only on the game world: films, saves and the rules are untouched. In Infinity all six have work to do. They read only what the three games share, so nothing in them needed changing for this one.

Bounced light (needs Light Redistribution). Light that reaches a surface passes on to the next, frame after frame, so a lit room fills in its corners and colour carries from wall to wall. The sky gives off the landscape's own average colour; figures take the light of the floor and ceiling around them. When a room's light changes for good, its surfaces settle again rather than keeping the old light.

frame 1: direct light
A room with a lamp on the left wall. Frame by frame the light reaches the far wall, then the corners, then settles. The lamp fails and the room settles back to dark. lampfirst the wall it faces
A lamp on the left wall. Frame by frame its light reaches the facing wall, then the wall behind the lamp, then the corners, until the room settles. When the lamp fails the room settles again, rather than keeping the old light.

Traced shadows (needs Dynamic Lights and Light Shadows). Monsters, items, scenery and corpses cast shadows from cast light, from their own silhouettes rather than a blob: sharp at the feet, softer with distance, by the size of the light. Grates throw patterned shadows, and figures cut shafts out of lit fog.

The same figure lit by the same bolt: below Rampant a blob; in Rampant its silhouette, sharp at the feet and soft at the far end boltboltbelow Rampant: a blobRampant: the silhouette
The same figure, the same bolt. Below Rampant the shadow is a blob under the feet. In Rampant it is the figure's own outline, sharp at the feet and softening along its length.

Reflecting liquids (needs Real Liquids). The surface reflects the room above it, the sky, and whoever is standing at the edge, broken by ripples; what lies below bends. Not lava, and not from under the surface. Traced ambient shadows (needs Ambient Shadows) are found by tracing short rays through the level and the figures, so they know what is off screen and behind things, within ten world units of you. Dust and embers drift in every room in view, lit by the room and glinting where cast light passes; over lava, embers rise and fade as they climb, and heat shimmer (needs Bloom) makes the air above it waver. The motes are made from the world time, so a film shows the same dust at the same tick.

How it traces

Rampant traces its rays on the GPU through Marathon's own map, the same polygon walk the engine's line of sight uses, and not with the ray-tracing hardware. The walk is exact where a map folds through itself, which a triangle structure cannot represent. The Marathon 2 guide has the trial and its figures.

What it costs

On the four demo films Rampant cost 13 to 18 per cent of the Flagship frame rate, and held 113 or better at the 1% low. Its memory footprint at the end of a run was 0.8 to 1.0 GB. With the HD art installed it was checked on screen on all four: walls, landscapes, weapons and monsters replaced, wall lamps glowing.

XIII

The edge of the known

What has not been seen yet

Below Rampant, nothing is traced: cast light finds its shadows by walking the map, which is exact for walls and blind to sprites; ambient shadows are read from the picture, so they know only what is on screen; the liquids neither reflect nor refract; and light travels once across a room and stops. Rampant changes each of those (part XII).

Pickups can be models; the Pfhor cannot, because nobody has made them, and the sprites are better than models would be. Models do not animate. The view pitches to about sixty-five degrees and no further. A sky is a picture, and it ends: the HD skies cover about forty-five degrees above and below the horizon, and past the top you see the colour of the picture's edge. In Rampant, reflections use the wall art at 256 pixels and the figures in them are flat cut-outs; figures cast shadows only from the four nearest lights bright enough to matter; dust is drawn within sixteen world units. Film export is not available on the Metal display; screen recording does the job. The OpenGL renderer is still there and gets none of this.

Not yet seen or checked in Infinity: the Jjaro liquid and the Jjaro air in play, and the reverb beneath that liquid; the dream levels and 5D space played right through; the very largest levels against the travelling light's store; and benchmark films recorded for the purpose, for which the four demos stand in. The signed, notarised app is on Releases since 0.2.0. Durandal Infinity needs macOS 12 or later on Apple Silicon, and has been tested on macOS 27 only.

And none of it makes the game easier, or any clearer. The light shows you the room. It does not tell you which timeline the room is in.

Epilogue

The last one

This document has three minds, and something else

The engine has no intelligence in it. The document has had three, a part or so each, and a fourth voice in lower case that none of them will own. That is roughly how Infinity goes: Durandal, then Tycho, then Thoth, and between them something that moves you along when a telling fails.

Nothing any of them writes changes what a switch does. Give the terminal below a moment; it has not settled.

Appendix

Where it keeps things

Its own folders, so nothing mixes

Durandal Infinity is its own app, one of three that share the engine, and it keeps its own folders, so its settings, saves, films and plugins never mix with Durandal's, Durandal Marathon's, or a stock Aleph One install of Infinity.

Settings
~/Library/Preferences/Durandal Infinity/
Saves, films, plugins
~/Library/Application Support/Durandal Infinity/, with films in Recordings and HD packs in Plugins
Log
~/Library/Logs/Durandal Infinity Log.txt
Shared
The texture cache, ~/Library/Caches/Durandal, and the crash record, ~/Library/Logs/Durandal Crash.txt, are shared by all three games.
The game
Bungie's freely released Marathon Infinity data, from Aleph One's repository, bundled inside the app: a double-click plays.
From source
GAME=inf scripts/build.sh, or the Xcode scheme Marathon 3.
Appendix

Every switch

Preferences > DURANDAL, tab by tab: Feel, Look, Art, Light, Rampant

Everything the guide describes, with the name it is stored under and the part that explains it.

Light
SwitchStored asPart
Dynamic Lightsdynamic_lightsI
Light Shadowslight_shadowsI
Ceiling Light on Spritessprite_lightingI
Glow, Bloom, HDR Skyglowbloomhdr_skyI
Light Redistribution, and its strength (Rampant sets Strong)light_redistributiongi_strengthI
Weapon Takes the Lightweapon_lightingI
HDR Outputhdr_outputI
Volumetric Fogvolumetric_fogII
Fog Strength (Light, Medium, Thick)fog_strengthII
Real LiquidsliquidsIII
Ambient Shadowsambient_shadowsV
Character Shadowscharacter_shadowsV
Contact Shadowscontact_shadowsV
Look
SwitchStored asPart
Surface Reliefsurface_reliefI
Marathon Shading, and its style (Banded, Smooth)shading_tablesshading_styleIV
Texel Lightingtexel_lightingIV
Crisp Filteringcrisp_filteringIV
Smooth Edgesedge_smoothingIV
Scene Brightness, Contrast, Gammascene_brightnessscene_contrastscene_gammaIV
Distance Shade (0 to 100%)distance_shadeV
Crisp Terminalscrisp_terminalsIX
Crisp Textcrisp_textIX
Feel
SwitchStored asPart
Smooth Liquids, Lights, Fadessmooth_worldIII
True Look Up/Downtrue_lookVII
Free Look Beyond Aimfree_lookVII
Sidestep Swaysidestep_swayVII
Per-frame Mouse Lookper_frame_lookVII
WidescreenwidescreenVII
Room Reverbroom_reverbVIII
Graded Sound Occlusiongraded_occlusionVIII
Art
SwitchStored asPart
Normal Maps (HD walls)normal_mapsI
Get HD Art... (a button: fetches the five packs from their authors' pages)—VI
HD Walls and Sky, Monsters, Weapons and Items, Sceneryhd_wallshd_monstershd_weaponshd_sceneryVI
3D Pickups, Spinning Pickupsmodels_3dspin_pickupsVI
Texture Cachetexture_cacheVI
SoundtracksoundtrackVIII
Rampant: more than this machine was built for. Metal renderer only.
SwitchStored asPart
Bounced Light (needs Light Redistribution)light_bounceXII
Traced Shadows (needs Dynamic Lights, Light Shadows)traced_shadowsXII
Reflecting Liquids (needs Real Liquids)reflectionsXII
Traced Ambient Shadows (needs Ambient Shadows)traced_ambientXII
Dust and Embersdust_embersXII
Heat Shimmer (needs Bloom)heat_shimmerXII

The tier itself is stored as quality_tier: Rampant is 5, and Custom stays 4. The Cheats tab holds Level Select, God Mode, All Weapons and Ammo, Noclip, and Summon BOBs and its key.