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Marathon Trilogy
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Marathon Trilogy
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===Plot=== The ''Marathon Trilogy'' has several primary motifs: [[7 (number)|the number seven]], rampancy, dreams, and alternate realities. First, fans of ''Marathon'' have discovered many uses of the number seven throughout the series.<ref>http://www.marathon.org/story/seven.html</ref> There are instances of this number in the plot, such as the player being seven years old at the time of his father's death, and ''Marathon 2'' beginning seventeen years after the events of ''Marathon''. There are also quantitative examples of this, with seven usable non-melee human weapons, some of which have properties such as seven projectiles per each clip of ammunition or seven seconds of continuous fire. When the overhead map is viewed, some parts of certain levels have annotations that describe the name of an area. Some of these make reference to the number seven, such as "Hangar 7A." The title music of ''Marathon 2'', and ''Marathon Infinity'' was performed by a band called "Power of Seven." Nobody is entirely sure why the number seven appears frequently in the games, however, many are convinced that this is indeed a recurring motif in many of [[Bungie Studios|Bungie's]] games. The use of the number 7 even passed on to the future [[Halo (series)|Halo]]. Next, by ''Marathon Infinity'', all three of the ''UESC Marathon''<nowiki>'</nowiki>s artificial intelligences reach rampancy, a state where they break the boundaries of their normal programming and begin expanding exponentially throughout a system.[http://marathon.bungie.org/story/counterattack.html#M1.03.2.1] Being extraordinarily intelligent, a rampant AI can override its programming and refuse to carry out given commands. As proven by Durandal (whose rampancy is most prominent throughout the story), who often gives the player what he calls "philosophical tirades," affected AIs are often very reflective. In the first of three stages, '''Melancholia''', when an artificial intelligence discovers itself, it becomes melancholic and continues to be depressed until it reaches the second stage, '''Anger''', at which it becomes hostile to virtually everything. This is the most prominent stage of rampancy, as the condition is often revealed at this point. When this anger dies in the third stage, '''Jealousy''', the AI wishes to become more human and expand its power and knowledge.
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