: There is one genuine place to get stuck in Marathon 2. Level 4 (What About
: Bob) requires that you punch out two wires while you're in some sort of
: basement area. One wire floods the entire basement area with lava, and the
: other wire opens the door at the top of the escape route. Also at the top
: of the escape route (which is a large staircase) is a save terminal, on
: the inside of this exit door. If you punch out the flood wire first, you
: won't have time to punch the other wire without burning, but if you
: foolishly decide to run up the stairs and save, you can get trapped
: between lava and a locked door, with a save.
You're right about that one. Although Durandal does warn you to punch the first wires first, it was still poor map design to make it possible for the player to save an unplayable game. At least it's possible to recover from that error with a cheater - give yourself infinite shields and go back under the lava to punch the wires. Not so with some other traps. And it is possible in any level, after all, to save you're game a split second before a trooper grenade hits you or when you are just about to run out of oxygen.
: The only stick I know of in Marathon Evil is if you accidentally toggle one
: of the doors near the end of Code 42 (worst vacuum level ever), and toggle
: it again before the door fully opens. Since the door only opens once you
: can jam yourself outside of the control room on the other end, and you can
: save and thus be stuck. Is that the one you mean? If so, there's a similar
: stick in You Gotta Sin To Get Saved (I think) in Tempus Irae.
That is indeed the one I had in mind.