The Protect/Destroy 3 contract in Marathon requires you to complete two tasks in a single run, and knowing what you need to do will ease the process.
Compared to the first two Protect/Destroy contracts, the third one is relatively easier. However, you can easily get confused on the map while trying to complete the objectives. Let’s look at how to finish both tasks in a quick time.
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Marathon Protect/Destroy 3 contract guide
The Protect/Destroy 3 contract can be broken down into the following parts.
- Install UV Protocol from secure room in southwest Intersection
- Tag marked locations across Dire Marsh
How to Install UV Protocol from secure room in southwest Intersection
The first task is to install the UV Protocol, which is located in a secure room in the Intersection location. I have marked the exact spot on Dire Marsh. The room is protected by lasers, and you have to destroy the power boxes so as not to take any damage.
Three of the boxes are on the exterior walls, while the remaining one is inside (above the doorway). Once you’ve destroyed the power boxes, go upstairs, and the quest marker will show the location of the cabinet. From there, you can collect the UV Protocol.
How to tag marked locations across Dire Marsh
The second task involves tagging three marked locations in either Compelx, Maintenance, or AI Uplink. The Maintenance POI is closest from Intersection. What you’re looking for are three blank walls, and their locations pop up only when you’re near them. I have marked the spots on the image above.
- Go up to the roof on the east side, and head north. You’ll find a wall in front of you that divides the roof. Tag this wall, and it covers one spot (marked as 1).
- You’ll find a red staircase in the middle of the northern entrance. You don’t need to take the stairs; just tag the supporting wall by the three crates (marked as 2).
- The last one is a large pillar in the center of the hangar bay to the south of Maintenance. The pillar is easy to find since it’s supporting the roof. Reach for the ledge and jump up to the small walls on the side. This will be your third and final spot (marked as 3).
This will wrap up the Protect/Destroy 3 contract, and you can proceed to finish the remaining two.
The post How to complete Install UV Protocol from secure room and tag marked locations in Marathon – Protect/Destroy 3 guide appeared first on Destructoid.
Ironclad is the first character you’ll play Slay the Spire 2 with, and he is surprisingly good if you know how to use him.
As with any character in the game, you’ll have to build a proper deck to stand a chance. This requires you to understand how Ironclad works and what its pros and cons are. This guide will give you brief explainers on what to expect from Slay the Spire 2‘s knight.
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How does Ironclad work in Slay the Spire 2
Ironclad’s greatest strength is his ability to scale his damage with Strength. He is the only character who has a heal mechanism. Since he is the first character, he is also the easiest one to understand for beginners.
With Ironclad, you don’t have to focus on any complicated combos like Regent. He auto-heals at the end of every combat, which leaves you with some room to make an error. However, he really struggles once you’re past Act 2 if you don’t have a great deck to counter his limitations. Additionally, Exhaust isn’t the easiest of mechanics to master.
For Ironclad, you can take different approaches. Exhaust is one great choice for a deck archetype, but it’s hard for beginners. I always prefer going with a deck that ramps up his Strength since that’s going to be the easy to master (don’t mistake the ease for weakness).
Best cards for Ironclad in Slay the Spire 2
Going for the best cards for Ironclad can be slightly confusing. The tables below include cards that work well with Strength decks. If you opt for other archetypes, the cards mentioned below won’t be effective.
Early commons and uncommons
To clear Act 1, you’ll be mostly using these cards (based on whether you manage to draft these options).
| Card | Reason |
|---|---|
| Twin Strike | A simple attack card that costs 1 Energy and does 5 damage twice. Scales up once you increase your Strength. |
| Inflame | A staple of the Strength deck. For 1 Energy, you gain 2 Strength. |
| Fight Me | A slightly tricky card that gives 1 Strength to enemies. However, you get to 5 damage twice while gaining 2 Strength for 2 Energy. |
| Rupture | For the cost of 1 Energy, you’ll gain 1 Strength whenever you lose health. |
| Whirlwind | A blockbuster option that doesn’t have a definite Energy cost. It does 5 damage to all enemies times the amount of energy you have. |
Best cards
If you get the chance to draft any of the following cards, you should add them to your deck as a priority.
| Card | Reason |
|---|---|
| Demon Form | While this card is pretty expensive to set up, it generates 2 Strength every turn. |
| Brand | For no Energy, you get to exhaust cards that you don’t want, while losing just 1 HP and gaining 1 Strength. |
| Hellraiser | At 2 cost, you set up an auto-firing system. Every Strike card you draw will automatically target a random enemy without the requirement of any Energy. |
| Thrash | The card, by default, does 4 damage twice for 1 Energy. However, you can exhaust another Attack card in your hand and add its damage. |
Best relics for Ironclad in Slay the Spire 2
Here’s a list of relics you’ll want to prioritize on if you’re going for a Strength-focused deck.
- Ruined Strength: Allows you to get double Strength when you get it for the first time during combat.
- Sword of Jade: Grants three Strength for free.
- Relics like Anchor and Horn Cleat are also necessary if you want to set up cards like Hellraiser and Demon Form.
Best Block build for Ironclad in Slay the Spire 2
If you want to play something with more synergy than Strength, you can try out the following Block build. First, here’s a list of cards you will want to add to your deck.
| Card | Reason |
|---|---|
| Body Slam | Shore up your Block and do equal damage to an enemy. |
| Shrug It Off | For 1 Energy, you get to draw a card and gain 8 Block. |
| True Grit | You get to thin your deck by exhausting a card (preferably Strike) and gain 7 Block. |
| Taunt | For 1 Energy, you get 7 Block and apply Vulnerable for 1 turn. It forms perfect synergy with Body Slam. |
| Store Armor | It helps you gain 4 Block passively every turn. |
| Juggernaut | Allows you to deal 5 damage whenever you gain Block. |
| Barricade | Allows you to retain the Block across turns. |
| Crimson Mantle | For 1 Energy, you get to add 8 Block. Losing the HP isn’t a problem with Ironclad thanks to his relic. |
For Relics, you can opt for anything that helps you to gain Block. You can also get Parrying Shield that does 6 damage for every 10 Block that you gain.
The post Best Ironclad build in Slay the Spire 2: Cards, strategy, and more appeared first on Destructoid.
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