----------------------------- Martian Gothic: Unification Developer - Creative Reality FAQ ~ Full Walkthrough ----------------------------- Platform: Playstation 1 Author: Shock Contact Info: shocker2972@yahoo.com Current Version ~ 1.02 Release Date: (12-02-01) Last Updated: (02-16-02) Copyright 2001, All Rights Reserved ============================================================================ i. Legal Stuff: This document is for private and personal use only. If you wish to use this document on another website I ask only a couple of things. First of all do not altar this document in any way without the author's explicit permission. This document may not be sold or redistributed for profit without my consultation. If you’d like to use this document in its unaltered form all you need to do is ask and I will add your site to the list. I just wish to know where this document is circulating. Thanks for taking the time to read. Enjoy the FAQ. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This FAQ is available at the following sites: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= www.gamefaqs.com www.playpalace.co.uk www.psxcodez.com www.fastcheater.com www.cheatcc.com www.25000cheats.com www.cheatportal.com www.911codes.com www.911cheats.com ============================================================================ ii. Revision History: Version 1.00 - (12/02/01): FAQ Released. Version 1.01 - (12/16/01): Added Cheats section. Tried to give a better description for the Obelisk puzzle. Updated items. Fixed some spelling errors. Added Rezin's section. Version 1.02 - (02/16/02): Added information regarding the troublesome PS1 "Respirator Bug". Added 4-digit watch codes. Updated items (near complete). ============================================================================ Table of Contents: ----------------- I. Intro II. Controls III. PC vs. Playstation IV. Prolog V. Walkthrough 1.01 – Welcome to Vita Base 1.21 – Mai Lin’s Quarters (Kenzo) 1.02 – Base Director’s Quarters 1.22 – Necropolis Elevator 1.03 – The Gymnasium 1.23 – Bio Lab (Back) 1.04 – The Washroom 1.24 – Mai Lin’s Quarters (Matlock) 1.05 – Rec Room 1.25 – Project Director’s Room 1.06 – The Study 1.26 – The Kremlin 1.07 – The Arboretum 1.27 – Airlock #2 1.08 – Chem Lab 1.28 – Dormitory – The Psionarra 1.09 – MED Lab 1.29 – Enter the Necropolis 1.10 – Air Recycling Center 1.30 – Necropolis Elevator (Revisit) 1.11 – MOOD 1.31 – The Pit Chamber 1.12 – Power Core 1.32 – Arena Site 1.13 – Dorm #1 1.33 – The Obelisk 1.14 – Shuttle Bay 1.34 – Obelisk Puzzle 1.15 – The Kitchen 1.35 – The North Chamber 1.16 – Dorm #2 1.36 – Altar Puzzle 1.17 – The Dormitory Area 1.37 – Arkham Dorm 1.18 – Dorm #3 1.38 – Whittaker's Grave 1.19 – Geo Lab 1.39 - Search for a Cure 1.20 – Bio Lab (Front) 1.40 - Final Mission VI. Extras VII. Cheats VIII Special Thanks (Credits) ============================================================================ I. Intro: --------- "Stay Alone, Stay Alive". This was the final transmition sent from Vita Base almost 10 months ago. There’s been continuous radio silence ever since. Earth Control has sent a 3 man team to investigate and determine the fate of their lost Vita colony. What dark secrets lie beneath the frozen Martian surface? And what has become of Vita Base’s 58 man crew: Mutiny? A bacterial outbreak? Or perhaps something far, far worse... A deadly game is about to begin. Something very old and very deadly has returned… Martian Gothic Unification is a sci-fi thriller that gets its roots from classic titles like Resident Evil, Alone in the Dark, and Day of the Tentacle. However MG focuses a bit more on the puzzle aspect of these games. There’s still plenty of action in Martian Gothic but weapons will only get you so far. Strategy will get you a lot further than firepower but in the end you’ll need plenty of both to survive. As you explore Vita Base you’ll be controlling up to 3 characters simultaneously. Teamwork will be essential. ============================================================================ II. Controls: ------------- The controls are pretty much your standard Resident Evil configuration so I’m not going to go into too much detail here. There are a few minor differences though. Select button:~~~~~~~~~~~~~~~~Switch characters. Start button:~~~~~~~~~~~~~~~~~Inventory. X button:~~~~~~~~~~~~~~~~~~~~~Interact/Action, Shoot. O button:~~~~~~~~~~~~~~~~~~~~~Run. Square button:~~~~~~~~~~~~~~~~Kick. Triangle button:~~~~~~~~~~~~~~Exit/Go Back a Screen. O + X (repeatedly):~~~~~~~~~~~Break zombies hold (Press buttons rapidly). R1 button:~~~~~~~~~~~~~~~~~~~~Draw Weapon/Enter combat mode. R1 + X:~~~~~~~~~~~~~~~~~~~~~~~Draw, Fire weapon. R1 + Triangle:~~~~~~~~~~~~~~~~Aim down, Fire weapon. ============================================================================ III. PC vs. Playstation: ------------------------ The two versions play out pretty much the same. There are no major story changes and all the codes/puzzles are the same. I’ve got to admit that this is probably one of the better ported games I’ve played on the PS1. It’s good to see that Creative Reality took their time and got it right. There are a few minor differences between the 2 versions though. 1) PS1 version gives you 12 saves per computer. PC you only got 2-5 before the patch. You'll also find health and ammo in larger amounts on the PS1. 2) The Trimorph AI seems better on the PC. 3) Some puzzles/rooms have been improved on PS1 (Kremlin, Altar, zombie in orange room). Others have been slightly altered for the PS1 (Obelisk). 4) The 3rd breed of Extrude has been removed from the PS1 version (no paralysis). The 4th radio for Ben Gunn is also missing. 5) Nothing else really worth mentioning. ============================================================================ IV. Prolog: ----------- In Martian Gothic there’s really no set way of doing things. You’ll be able to perform many tasks in several different orders. I've decided to exclude numeric codes from this document but I will tell you where you can find them. I'll try to keep the backtracking to a minimum but with the substantial amount of items you’ll be finding it’s almost inevitable. There’s obviously going to be some spoilers in this next section so consider yourself warned. ============================================================================ V. Walkthrough: ---------------- ============================================================================ 1.01 - Welcome to Vita Base ---------------------------- Your ship crash-lands and the party makes their way to Vita base. Upon arrival the group splits up and each member enters through a different airlock. The team has been given very little in terms of information and supplies. Your only briefing was a mysterious warning, "Stay alone and stay alive". If only it was that simple. Each team member has a unique talent. Martin Karne is the leader of the group. As the story unfolds you’ll learn that Karne has actually taken this mission for more "personal" reasons. Kenzo Uji is the infamous infomesher; the computer expert of the team. And finally there’s Diane Matlock, the medical/science expert who accompanies the team in the event of a biohazard. Take a few moments to get a feel for the controls and then it’s time to head out. You’ll start off with Karne in Airlock #1. If you examine the spacesuit you’ll see that the tanks are empty. You’re basically trapped on Vita Base for the time being. Search the helmet and you’ll find a radio inside. There’s also an empty locker in this room so you can take this opportunity to dump off your luxury items (Silver bullet and candy wrapper). Once you’ve finished checking out the helmet and the locker, switch to Kenzo and Matlock and do the same thing. All 3 airlocks have suits with radios and Matlock’s room even has a locker with a Piccolo gun and some ammo (Sweet!). Feel free to dump off their luxury items as well (Lipstick, contact, nicotine patch, pictures, game book, -just eat the Satsuma). When all 3 characters have their radios use one and they’ll carry out a little conversation. After Karne gives them a little pep talk, walk through the main door and into the decontamination room. If you’re using Karne or Matlock you won’t get very far. Airlocks #1 and #3 are sealed and you’ll have to bypass them by computer. That just leaves Kenzo so go through the little decontamination sequence and exit Airlock #4. You’ll start off on Madison Avenue. To the south (refer to map) is the dormitory area but you can’t go there yet because the bulkheads are down. So head north instead and go through the door. In the next room you’ll meet your very first member of Vita Base; unfortunately it appears that he’s been dead for quite some time now. You’ll find another corpse further down the hall. Search the body and you’ll find an orange tag and a micro-recorder. Listen to the recorder and you’ll learn that this is the body of Antonio Felicci; base director of Vita Base. Felicci sounds demoralized in his message as he talks about "floating men", gunfire, and other craziness. Not a lot of questions answered here so head east on Boulevard St. Michel and go through the next door. You’re path will be obstructed by the floating man that Felicci was referring to. Don’t worry, he can’t harm you. There’s also an empty hatch to your left (great for storage). Use the orange tag to unlock the door on your right and enter Felicci's bedroom. ================================ 1.02 - Base Director’s Quarters: -------------------------------- *LOCATION: Orange Door, Boulevard St. Michel *ITEMS: Piccolo ammo, Computer, Vac-tube, Silver bell (later). You can search the body on the bed for some ammo. There’s a locked drawer in this room but you won’t be able to open it until later so go over to the computer and login. When you try to use the computer it asks for voice authorization. Use Felicci’s micro recorder with the computer (to simulate his voice) and you’ll be greeted by an emergency transmition from Judith Harroway; Project Director of Vita Base. The message is distorted but you can tell she’s pretty livid; talking about "opening Pandora’s box", "people clumping together", and more of this "Stay alone, stay alive" stuff. The message ends and you’ll receive your first password: PANDORA. Feel free to browse through the files if you want. Nothing vital but it adds to the story. When you’re tired of reading go to the Martian Mayhem option and save your game; you’ll see why in just a second. Go to the Doors menu and release the locks. Karne’s door will open but Matlock’s door remains locked and needs a pass code. Before you can do anything else the girl on the bed sits up and starts coming after you. You don’t have any weapons yet so you can’t fight her. Your only option is to get out of the room fast. **(SIDE NOTE)** This part used to be extremely frustrating on the PC version but they’ve made some improvements. If she grabs you rapidly start pressing the O and X buttons and try to shake her off. You can also reload from your previous save if you get into trouble. She won’t sit up until after you release the doors so try to take a few back steps toward the door before she sits up. You’ll have trouble opening the door if you’re moving so calmly walk toward the door, stop, open it, and get out. Once you’re outside stash the micro-recorder in the hatch, you won’t need it anymore, and go back the way you came. Head through the door on the west side this time and you’ll find a hatch with a health boost inside. Take your time and explore these corridors thoroughly. You’ll be running through this area quite frequently so start getting acquainted with all the doors, bends, and curves. There are dead bodies everywhere so search them all (one of them has the MED key). Follow the corridors until you come to an area (Sunset Blvd) with a vac-tube and a locked green door. Check the vac-tube and you’ll find a note from Ben Gunn. You’re done with Kenzo for now so press Select and switch to Karne. Karne starts off in an area where most of his doors are locked or sealed. As Karne starts walking down the hall he’ll notice that his watch stops. If you go to the inventory screen you’ll notice that everybody’s watch has stopped. Continue exploring the corridors and make you’re way down to Park Lane. You’ll see another hatch on the wall near the purple room but this one requires a pass code. Try using the 4-digit number on your watch and the hatch should pop open revealing your first green tag. ############################################################################ *Watch Codes: Some people are having trouble reading the numbers at the top of the screen (different formats). For those who can't see the numbers: Karne: 4864 Kenzo: 3172 Matlock: 2915 ############################################################################ There are 3 green doors on Vita Base (not the numbered doors). These 3 rooms can be opened in any order but I prefer opening them like this because it requires the least amount of backtracking. Follow Park Lane a little bit further and Karne will come across another vac-tube. Place the Green tag in the vac-tube and send it over to Kenzo; we’re going to open his 2 doors first so check the map. Kenzo is already standing right next to one of the green doors but ignore this one for now and head over to the far door. Use the green tag and enter the Gymnasium. ================= 1.03 - Gymnasium: ----------------- *LOCATION: Green Door, State Street *ITEMS: Mars hopper, Belt, Notes/Paperclip, Bible, Micro-recorder (Mentz), Green tag. Wow, somebody sure knows how to throw a party. Search the hanging body for a bunch of items. The recorder describes the final moments of Dieta Mentz (an old friend of Matlock). It should be pretty obvious by now that there’s something terribly wrong with this place. You can examine her notes but you won’t find much -- except for a trusty paperclip. Take a look at the Bible and you’ll find a highlighted passage which reveals another password: WORMWOOD. Before you leave be sure to grab the deflated Mars hopper on the floor and don’t forget to take the belt off the exercise bike (it’s near the basketball hoop). Head back to the vac-tube where the other green door was. Open the door with the Green tag you found in the Gym and enter the Washroom. ========================= 1.04 - Bathroom/Washroom: ------------------------- *LOCATION: Green Door, Sunset Blvd (near vac-tube) *ITEMS: Vibro-scour, Green tag, anti-toxin, #2 Dorm tag, Notes, Pass code to Arboretum, Tanning beds, Jameson’s Body (later). Enter the bathroom and search the body that’s sitting on the toilet; what a way to die. The bathroom has a couple of bad camera angles so make sure you search this area carefully. There’s another body on the floor that you can use with something later on. Ignore Jameson's body for now but remember where you found him. Just beyond the body there’s a blind corner with a set of lockers. Open the locker and you’ll see that it’s loaded with items. There’s a ton of storage space here so I recommend freeing up some space (Dump off the Bible, Micro-recorder, and any notes you have -- write down the Arboretum #). There's also some tanning beds in the Washroom which you can use to recharge the Biosensors you’ll be finding soon. When you’re ready head back outside and use the vac-tube to send the Vibro-scour, paperclip, and the purple/green tags over to Karne. Switch to Karne and make your way toward the 3rd and final green room. Use the Green tag on the door and enter the Recreation Room. ================ 1.05 - Rec Room: ---------------- *LOCATION: Green Door, Inocashira Doori *ITEMS: Pop-gun, Biosensor, Magnetic checker, Dillinger ammo, Desk key, Green tag, Vac-tube. Don’t search the bodies just yet! Start by picking up the pop-gun and the biosensor on the table. The pop-gun is not a weapon so you won’t be able to hurt anything with it. There are 2 boxes in this room that you need to open. One’s on the table near the dartboard and the other one is on the table by the vac-tube. Open the music box and it will start playing the song 3 Blind Mice (How ironic). Take the key you find inside. Now go ahead and examine the other box and you’ll see that it’s locked. Use the paperclip to pick the lock and you’ll receive the checker and some ammo. Now if you’ve opened all the Green rooms in the order I specified you won’t need to search any of the bodies. You can leave the Rec Room now. The body sitting by the movie screen has an extra Green tag but he’s going to attack you if you try to take it from him. The extra tag was put in the game to keep you from getting stuck; doesn’t matter how you opened the rooms you’ll always end up with an extra Green tag. If you still need this tag try to stand as far away from him as possible before searching. This should give you a couple extra seconds to get out of the room. When you’re finished with all the Green rooms, it’s time for Karne to use his Purple tag and enter the Study. ================= 1.06 - The Study: ----------------- *LOCATION: Purple Room, Park Lane *ITEMS: Blue tag, Book of Egypt (Khepri), Vac-tube, Computer. There’s not a whole lot to do in this room. Use the drawer key that you found in the Rec Room to open the desk. You’ll receive a Blue tag. There’s a dead body sitting in a chair with a book in his hand. Use the computer and save your progress. You can now access some of the restricted files on the computer (use your watch codes) but there’s still one file you won’t be able to get into. Don’t worry about it. You’ve got the tag and you’ve saved so it’s time to head to the Arboretum. As you leave the Study you’ll hear something drop (the book) and the corpse will stand up from his chair. You’ll need to go back for this book eventually but it can wait. Just ignore him and leave the room. Head back toward the vac-tube but this time keep going until you reach the door at the very end of the hallway. Enter the Arboretum code that you found in the Washroom and go inside. ================= 1.07 - Arboretum: ----------------- *LOCATION: End of Park Lane *ITEMS: Altar note, #4 Dorm tag, Remote control, Suicide note, Piccolo ammo, Lichens (2), Brown herbs (7), Piccolo guns (2), Blue tag, Micro-recorder (Tierney), Weed Killer gun, Rubber gloves, Bicycle pump, Respirator mask. Welcome to the ArborEATum. This is a large outdoor area that the colonist used for plant experimentation and air filtration. There will likely be more items than you can carry here so take what you can and come back for the rest later. There’s a lot of area to cover so let's get started. On the east side of the fountain you’ll see a dead man sitting on a bench way off in the distance. Run over to him and examine his body and you’ll see that he has a gun which he’s clutching like a vice. You can’t get the gun yet so search him, grab what you can, and leave. As you’re leaving he’ll decide to get up and come after you (leaving the gun behind). Zombies really aren’t much of a threat in large open areas like this so just keep moving around until you get a decent camera view and let the zombie come closer. When you think you’ve lured the zombie far enough away simply run around him and head back to the bench to pick up the gun. You can shoot him if you’d like but there’s really no point. Save some ammo and just avoid him. On the south side of the fountain you’ll see a green doorway which leads to the Air Recycling Center. Karne looks inside but the way is blocked by a Trimorph that’s hanging from the ceiling. If you get too close the Trimorph will grab you and eat you alive so keep your distance. It‘s best just to leave him alone for now. On the west side of the fountain you’ll see a zombie that’s walking near a garden shed. Equip your gun and shoot him down. Search his body and you’ll find some really nice stuff. Make sure you grab the micro-recorder and the gun (and the Blue tag if you have room). This micro-recorder is extremely important because it contains the 4-digit code needed to free Matlock from the airlock. If you examine the shed you’ll see that it’s padlocked and the chains are kind of rusty (need an item). There’s nothing more you can do here so leave the Arboretum the same way you entered. Once you’re back inside you’ll see that Vita Base is becoming pretty lively again. The Nondead are coming back to life and these suckers won’t stay down for long. It takes several shots just to knock one down and they’ll get right back up after a couple of minutes. Go back to the Study and retrieve the book you left behind (search the area where he was sitting) and then head back to the vac-tube and send Kenzo the extra Piccolo gun you just found. You can also send the remote control, the checker, and both Blue tags over to him. When you’re finished take Karne back toward the Arboretum door but don’t go through it. We’re going to park him next to the door for now (safe spot). Switch to Kenzo and take the items Karne sent. Now place the MED key, the 2 Blue tags, and the belt into the vac-tube. Send the stuff out and leave it be (These items are going to Matlock). Your next goal will be to get Matlock out of the airlock, so make your way back to the Director’s room (orange room). Don’t shoot the floating zombie yet. Enter Felicci’s room and shoot the zombie that jumped you earlier. Now go to the computer and enter the numeric code that you found on Tierney’s recorder. Matlock will finally be free and all of your characters should have weapons now. Nice work. Take Kenzo outside and leave him in the area with the floating guy (safe spot). Matlock starts off at the Times Square intersection. To you’re west is a body with a scarab; don’t worry about the blue door for now. To the north is a door with a cable hanging from it. The door is jammed so you’ll need to find a way to blow it open. Head to the east and check the Baker Street storage hatch for a hacksaw. You’ll come to an intersection called Piccadilly Circus where there are several doors. Search the body and you’ll find some items and another micro-recorder (Andreivich). You’ll learn a little bit more about Operation Akarak and Earth Control’s role in it. Yuri had hoped to sabotage the project before it’s completion but was unsuccessful. Use the Brown tag you just found and enter the Chem Lab. ================ 1.08 - Chem Lab: ---------------- *LOCATION: Brown door, Piccadilly Circus *ITEMS: Desk key, Lichen, Receptor panel, Health, Martian Rock, Flask, Biosensor, Computer, Vac-tube, Chemical combiner. ############################################################################ With 3 characters you’ll be using the vac-tubes a lot more frequently now. You’ll have to start juggling items a little bit more on your own. I recommend freeing up as much space as possible on Karne. You’ll be entering the Recycling center soon and Karne’s going to need about 6-7 open slots. All the herbs and lichens you’ve found so far can go to Matlock; she will soon be able to convert them to health and anti-toxins. Make sure you keep the vibro-scour in Karne’s inventory. You’ll need it for Recyc. ############################################################################ Check the tube for the items Kenzo sent (MED key, tags, and belt) and send the hacksaw to Karne so he can open the shed in the Arboretum. You’ll find a Martian rock inside the vac-tube. Store the rock and the belt in the locker for later use. There’s a Chemical combiner in this room that can be used to create a variety of mixtures. You can use the flask on the countertop to build a nitroglycerine bomb for the door but you can’t finish it yet because you need a wick. As long as you're carrying the nitro in your inventory you won’t be able to run so just leave the flask in Chem Lab for now (or store it in the hatch outside). There’s also a biosensor by the sink you won’t want to miss. **(SIDE NOTE)** When you leave Chem Lab the corpse will get up and start following you. Walk past the storage hatch and lure the zombie down the hallway (towards Time Square). When he can’t follow you any further shoot him down and head back to Piccadilly Circus. Nondead only stand up when you get too close to them. If you’ve lured him far enough away he won’t bother you anymore. You’ll be able to roam Piccadilly Circus freely and you’ll save a ton of ammo. Use the Blue tags on the two blue doors in Piccadilly Circus. Go through the east door and search the body for a micro-recorder (Muir), locker key, Dorm #1 tag, and the Yellow tag. Now head back to the south blue door and make your way down toward MED Lab. =============== 1.09 - MED Lab: --------------- *LOCATION: Carnaby Street (near Air Lock #2) *ITEMS: Syringes (4), Blue tag, Health, Vac-tube, Computer, Chemical extractor. The hallway is coated in blood and there’s howling noises coming from the end of the corridor. It seems the colonists have trapped something very large inside Airlock #2. Fortunately the control panel has been smashed so you’re safe for the time being. The most valuable thing in this room is the chemical extractor. You can use it to transform herbs/lichens into health/antitoxins. It’s a handy device so you’ll definitely want to take advantage of it. There’s also another message from Harroway on this computer; nothing earth shattering here but it enhances the story. There’s an extra Blue tag inside the locker if you need it. Ignore the syringes for now but remember where they’re at. That’s pretty much it for now. Once you’re finished extracting herbs switch to Karne. Send all your herbs to Matlock (if you haven’t already) and free up some space. Take the hacksaw and head back to the Arboretum where you saw the storage shed with the padlock. Cut the chain with the hacksaw and go inside. Carefully search the shelf for a small metal box. Inside this box is a pair of gloves and a weed killer gun. Examine the spray gun and remove the empty cartridge. Now leave the Arboretum and head back to the vac-tube. Send the cartridge to Matlock and head back to Chem Lab. Place the cartridge inside the Chemical combiner and fill it with Hydrochloric acid. Send the cartridge back to Karne and load it into the spray gun -- It’s time to kill a Trimorph. Head back to the room in the Arboretum with the Trimorph and use the spray gun on it. The Trimorph will scream out in pain and disappear up into the ceiling. Search the shelf and take the bicycle pump and the respirator mask before going through the door to ARC. ============================ 1.10 - Air Recycling Center: ---------------------------- *LOCATION: Arboretum *ITEMS: Anti-toxin, Oily rag, Nail gun, Nail ammo, Brown herb, Computer. Watch out for that annoying little spider creature (Extrude) on the floor. You can kick or shoot these guys but you're best bet is to just try to avoid them. Search the body for some items and then run over to the computer and login. You’ll hear a couple of messages from Harroway (more background info). If you’re near full health go ahead and burn a save here. There’s no reason to come back to Recyc again unless you run out of saves. Press the Recyc Button and the fan will turn off. An audible warning tells you that you only have 5 minutes left before environmental systems failure. This will be plenty of time if you already have the vibro-scour in your inventory. Run to the large fan located behind the computer and Karne will climb up to examine the filter. Use the vibro-scour to clean the dirty filter. When you’re finished climb down and go back and use the computer again. Press the Recyc button AGAIN to turn the fan back on: a lot of people get this far and forget to turn the fan back on. Once the fan starts spinning again you'll know that it's working. Leave ARC and exit the Arboretum for the LAST time (you’re finished here). Head back to the vac-tube. Give the oily rag to Matlock and send the yellow tag, bike pump, respirator, and desk key over to Kenzo. Use the key to open the drawer in the Director’s quarters and take the silver bell. You should now have everything you need to open the MOOD chamber. You can go ahead and shoot the floating zombie now. Search his body and you will find an electric screwdriver. Try using the screwdriver on the air duct behind him and take the remote control car that you'll find inside. If you want you can use the magnetic checker with the buggy now and free up an inventory slot. Head to the yellow door and enter the MOOD chamber. **(SIDE NOTE)** The buggy is a fun little toy that has many uses. You can use it to scout ahead and explore new hallways. You can also use it to transfer items between characters when you’re low on ammo or just feeling lazy. Monsters will completely ignore the buggy as it drives by. It will also be used to solve a puzzle later on in the game so don’t forget where you parked it. The first time you open the yellow door you’ll discover a breech in the wall. The air is rapidly escaping so you'll need to use the respirator mask you found back in the Arboretum. After you've equipped the mask, place the Martian Hopper inside the hole. Now inflate the balloon with the bicycle pump and the hopper will expand to seal the breech. Now that you've patched the hole you can enter the chamber and talk to MOOD. ############################################################################ PS1 Respirator Bug: I've received several emails concerning a bug that occurs when Kenzo uses the respirator mask in the MOOD chamber hallway. There are 2 camera angles in this hallway and, depending on where you're standing, you'll either get a black screen or the game will lock-up as soon as the POV changes. I'm not sure what causes this freeze to happen but there's no real workaround for it yet (obviously it can't be patched). If you're having problems with this bug here is what I've been recommending. "If you're experiencing problems with the respirator bug this is the only thing that's worked for me. Save the game just before Kenzo enters the yellow door so you can quickly reload if necessary. When the game freezes most people usually press the reset button, load the game, make it back to the same point, and the game freezes yet again. However when I turn the power off on the Playstation (let it sit for 10 seconds) and then start and reload the game, it plays through normally almost everytime. Not sure what powering down the Playstation does but it seems to work for some people -- unfortunately this method doesn't work for everybody." If the above method didn't work I'd also recommend trying to load the game on a friends Playstation. If anyone has any tips or workarounds for this bug I'll continue adding them in future updates. ############################################################################ ==================== 1.11 - MOOD Chamber: -------------------- When you first encounter MOOD she doesn’t feel much like talking. She won’t help you unless you replace the receptor panel in Power Core and give her a power boost. You couldn’t get into the Power Core earlier because the door was jammed but now you have the necessary ingredients to make your nitro bomb. Switch to Matlock and make a nitro solution with the flask (you may have already done this). Take the nitro, receptor panel, oily rag, and the lighter and head to the jammed door. Tie the oily rag to the hanging cable and then wrap the rag around the neck of the flask. Use the lighter and RUN! The explosion will blast the door to bits and you’ll be able to enter Power Core. ================== 1.12 - Power Core: ------------------ *LOCATION: Times Square (North door) *ITEMS: Health, Downing Street code, Vac-tube, Computer. Watch out for the Extrudes that appear after the explosion. You’ll need to use the computer to lower the large mechanical arm but first you need a fingerprint ID. This seems impossible at first because all the colonists are dead but Matlock gives you a little hint. Remember the body you found back in the Washroom earlier? Switch to Kenzo and take him back to the Washroom (Green door, Sunset). Make sure you bring the hacksaw with you. Find Jamison’s body and use the hacksaw to cut off his hand. Place the severed hand and the screwdriver inside the vac-tube and send them over to Matlock. Take Kenzo back to the MOOD chamber and have him wait there. Now you should be able to use the hand to activate the computer and lower the generator hood. Replace the receptor panel and go back to the computer to activate it. Once power has been restored you can head back to Chem Lab. Once the power has been restored MOOD will become much more sociable. Ask MOOD about the bulkheads and MOOD says that she might raise the bulkheads IF you can guess her password. Choose to talk to MOOD about the bulkheads a second time and this time Kenzo will give her the password: PARK LANE (note from Ben Gunn). The bulkheads still aren’t up yet. You'll need to sit in the chair and activate the VR chamber. You’ll appear inside a house that looks just like Kenzo’s home back in Japan. You start in a closed room with a musical instrument in the corner. Pick up and play the shamisen with the silver bell and it will open a door outside. In the yard you’ll find a large rock slab. Examine the slab and you will see a very crude map of Vita base. Rocks represent bulkheads and you can lift the rocks to open and close them. Raise the rocks and the bulkheads will go up; this will completely open up Vita Base to you. There are two other maps on this stone slab that we’re going to use a little later. There are many subjects that you can talk to MOOD about. MOOD is usually pretty cryptic with her answers but she knows everything. Check back with her periodically because new topics appear from time to time -- she also gives out passwords for the computers. MOOD’s answers will vary depending on which team member is talking to her. MOOD will be receptive to Kenzo but she HATES Karne and won’t even give him the time of day. ############################################################################ Once you’ve raised the bulkheads things can get pretty confusing. The game becomes nonlinear from here on, but there’s still a standard set of goals you must accomplish. With so many items backtracking is almost inevitable now. You’ll also have to make sure your characters never cross paths. This shouldn’t be too much of a problem but it’s worth mentioning. ############################################################################ Alright, the bulkheads are up so take the closest person (Matlock) and head over to Dorm #1. Don’t forget to bring the screwdriver and the locker key with you. =============== 1.13 - Dorm #1: --------------- *LOCATION: Green #1, Wall Street *ITEMS: Note (Mr. Oda), #1 Dorm tag, Dillinger ammo, Martian rock, Note (Pickman), Health, Nails, Vac-tube. This room is pretty straight forward. Shoot the 2 zombies and collect the items. Use the locker key to open the locker. The 2 notes you just found hold valuable clues to future puzzles. I’ll explain what they mean later so just read and store them away for future reference. Exit the hall and continue towards the end of Penny Lane. The bulkheads have been unlocked so you can use the vac-tube on Sunset if you need to transfer (safe spot). When you’re nearing the end you’ll come across another air duct which can be opened with your screwdriver. If you examine the duct Matlock says she can fit inside. Whatever you do, DO NOT climb inside the vent just yet! This vent leads to the Shuttle Bay but there is a Trimorph guarding the spacecraft. This isn’t like the one you saw earlier in the Arboretum. It’s bigger, faster, and extremely deadly. If you try using the vent now you will be killed instantly. You’re going to need some help here (might not be a bad idea to save before you try this). Go through the door at the end of Penny Lane and you will enter a wide hallway which ends with a large hanger door. Go ahead and switch to Kenzo, use the MOOD chair, and go back to the rock slab. There are 2 more maps here so take a look at the one that represents Penny Lane. You’ll see 2 rocks and a bug at the end (Bug=Trimorph). Kenzo says he can’t open either of the doors but he might be able to close one of them. Your goal is to trap the Trimorph between the 2 rocks. The only problem is you’re going to have to use Matlock as bait. Change to Matlock and hit the switch to open the first hanger door. The door will open and reveal a second hanger door. You need to press the switch to open the second hanger door, run as fast as you can back to the first hanger door, and then hit the switch to close the first door behind you. It helps if you’re facing the direction you want to run when you open the second door. The Trimorph will be right behind you so be quick. If you survive the chase switch back to Kenzo and have him lower the second door. The Trimorph will be trapped between the 2 doors and you can now use the ventilation shaft to safely enter the Shuttle Bay. =================== 1.14 - Shuttle Bay: ------------------- *LOCATION: End of Penny Lane (vent) *ITEMS: Dillinger gun, Dillinger ammo, Piccolo ammo, Welding torch, Micro-recorders (Barton and Kerenski), Grey tag, Brown herb, Vac-tube. The biohazard alarm warns that there are 3 infected humans on the base. MOOD turns off the alarm and Kenzo says he’ll ask her about the contagion. There’s a ton of ammo here so search all the bodies. There’s also a welding torch (kind of hard to see) sitting on top of a red crate that you don’t want to miss. If you listen to the recorders you will learn that the colonists were trying to escape but they needed at least two people to launch the rocket. This could be a problem for your group later on but there’s nothing you can do about it now. The colonists couldn’t get enough people together in time and that Trimorph came into the Shuttle Bay and killed everyone. When you’re finished in the Shuttle Bay send the welding torch over to Karne and head back to Chem Lab. **(SIDE NOTE)** Don’t open the Grey door at Piccadilly Circus until after you’ve found the 2 Martian rocks and the resonator. When you enter Geo Lab it triggers a nasty series of events where paranormal activity starts damaging your team members every couple minutes. It’s not life threatening damage but it does get annoying so just wait a little longer. Karne can now cut through the bolted door with his torch. The room is back where you started near Airlock #1. The Extrudes have invaded the hallways so move quickly. Cut the lock and enter the Kitchen. ===================== 1.15 - The Kitchen: --------------------- *LOCATION: Bolted door across from Airlock #1. *ITEMS: Vac-tube, Red tag. The cafeteria is a mess and there’s graffiti scribbled all over the walls. There are subliminal messages hidden in the graffiti and there might even be a couple computer passwords (hard to read on PS1). Go up to the counter and you’ll meet a strange little man named Ben Gunn. Ben is pretty nutty but he’ll answer some of your questions. Ben is similar to MOOD, in how he responds differently to each team member. He’s wearing a Red tag around his neck but he won’t give it to you unless you bring him a Pumice stone. Send Kenzo a Dillinger gun and take him over to Dorm #2. Bring the buggy and the remote control if you've got the room (not mandatory, this can be done later). After this we’re going to keep heading south, past Airlock #4, and go after the resonator. =============== 1.16 - Dorm #2: --------------- *LOCATION: Green #2 Door, Madison Avenue *ITEMS: Pumice Stone, Dillinger ammo, Piccolo ammo, Vac-tube. Another pretty straight forward room. There are 2 zombies here but they’re not carrying any items so kill or avoid them. The Pumice stone is on the shower floor at the back of the room. There’s also a locker here that has some ammo in it. That’s all there is to do here. Leave and keep heading south down Madison and into the Dormitory area. ========================== 1.17 - The Dormitory Area: -------------------------- This is a very dangerous area because there are a lot of zombies in a confined space. The Dillinger gun makes things easier because it has the potential to knock down enemies with one shot. There are some bad blind spots in this area so be extra cautious when you search the bodies and try not to get surrounded. When you get to Downing Street you will see a hatch on the wall. Open it with the note you found earlier and you’ll receive a Dorm #3 tag, some ammo, and another screwdriver. Continue down Dead Man’s Walk which will lead you to Dorm #3. =========================================== 1.18 - Dorm #3: (Warning: Trimorph inside!) ------------------------------------------- *LOCATION: Green #3, Dead Man's Walk *ITEMS: Health, Anti-toxin, Nails, Nail gun, Resonator, Spectrometer, Vac-tube. You’ve actually got a couple of options here. Your main goal is to acquire the resonator but you’ll have to be extremely careful moving around in this room. There’s a Trimorph in the far corner of the room and if you get too close he will pounce on you. Walk slowly toward KENZO’s left and the camera view will change. You should see a vac-tube and a body on the ground. Search the body and carefully send the resonator, screwdriver, and the Pumice stone through the vac-tube (stay as far away from the tube as possible). Make your way back toward the entrance of Dorm #3. You’ve accomplished your primary objective. Now if you brought the buggy, place it on the floor and get your remote control ready. Be sure to use the magnetic checker with the car so that it's magnetized (if you haven’t already). Drive the buggy toward the Trimorph and go right underneath it. He’s protecting a hole in the wall which has the spectrometer inside. The magnetic checker will latch onto the spectrometer and you can drive it back to Kenzo. If the magnet doesn’t latch on after a few tries check the buggy and make sure there’s nothing inside of it. The spectrometer won’t be used until later so don’t worry if you missed it. You can head back to the MOOD chamber when you’re finished. Or you can... **(SIDE NOTE)** Now if you’re feeling brave it's possible to get past this room without killing the Trimorph. To get past the Trimorph you’ll need to make a dash for the other door. You can acquire the best weapon in the game for Kenzo on the other side; the Psionarra. I recommend waiting until after you get the flare gun but it IS possible to get the Psionarra at this point in the game. I'll cover this area in more detail later on (Section 1.28). Give Karne the Pumice stone and send the rest of the items over to Matlock. Karne will trade the Pumice stone for a Red tag (Ben will keep asking for another Pumice stone but he’ll set the tag on the counter so just pick it up). Send the Red tag over to Matlock. If you have the 2 Martian rocks and the resonator you can now go ahead and enter Geo Lab; or you can use the Red tag and enter the Bio Lab. Doesn’t matter which room you decide to do first because we’ll be doing them back to back. =============== 1.19 - Geo Lab: --------------- *LOCATION: Grey door, Piccadilly Circus *ITEMS: Shaped rock, Martian rock, Dillinger gun, Dillinger ammo, Spiritus remote, Brown herb, Computer, Vac-tube, Rock cutter, Rover. You’ll receive a nasty surprise when you enter Geo Lab. There’s a creepy looking statue standing at the center of the room. Some weird psychic activity starts emanating from the statue which causes your team to lose health every couple of minutes. Search the body for some items and then go past the body and check the drawer in the very back (it’s easy to miss because it’s almost behind the statue). You’ll find a shaped rock in this drawer. Go to the statue and drop the shaped rock inside; there are 4 holes and 1 should disappear. If you try hitting it with the resonator now it will sound off key -- so you’ll need to find 3 more stones. Place the 2 Martian rocks you found inside the Rock cutter and go to the computer. Activate the rock cutter and it will shape the rocks. Now you can use them to fill 2 more holes. You should only have 1 hole left now. Now if you remember Pickman’s note from earlier there was a picture of this statue on it. If you look at the picture closely you’ll see the abbreviation C6 over one of the holes. Go back to the computer, use the Rover, and a grid will appear on the screen. The grid is actually a map of the planet surface and you can send the rover to explore any given coordinate. C6 is the location you want to send the rover to so send it out and it will come back with the final Martian rock. Put the rock inside the cutting machine, shape it, and drop it in the final hole. Now use the resonator on the statue and the psionic spell will be broken. You’re finished with Geo Lab now so head over to the Bio Lab. ============================ 1.20 - Bio Lab: (Front Area) ---------------------------- *LOCATION: Red door, Piccadilly Circus *ITEMS: White tag, Micro-recorders (Lin and Trask), Piccolo ammo, Health, Vac-tube. You can only access the front part of Bio Lab right now. The lab animals have been infected by the bacteria and have formed a Trimorphic web which blocks your progress. Search the body and the vac-tube for a White tag and a few other items. You’ll eventually need to find a way to cut through this webbing but don't worry about it for now. When you’ve finished the labs send the White tag and the Spiritus remote over to Kenzo. Your destination will be the White door at the very end of Boulevard St. Michel. ================================== 1.21 - Mai Lin’s Quarters (Kenzo): ---------------------------------- *LOCATION: White door, End of Boulevard St. Michel (past floating zombie) *ITEMS: Anti-toxin, Diabolus gun, Diabolus ammo, Needle & thread, Black tag, Vac-tube. Search the drawer for some items and check the jar toward the back for the needle and thread. There’s also a Diabolus machine gun lying next to that odd piece of furniture (left of the vent, hard to see in PSX version). Use the Spiritus remote that you found in Geo Lab to turn off the fireplace and pick up the Black tag. There’s a ventilation shaft inside this room that connects to the Rainbow colored room (see map). The Rainbow room is locked from the inside so you’ll need Matlock’s help. Send the Black tag over to Matlock so she can access the door to the far west. Then take Kenzo back to the MOOD chamber. ============================================= 1.22 - Necropolis Elevator: Warning Trimorph! --------------------------------------------- Location: Black door, Times Square (West Passage) Items: Laser Scalpel, Dillinger gun, Dillinger ammo, Health. There’s an elevator in this room that will take you down to the underground Necropolis. Unfortunately there’s a Trimorph guarding the elevator right now. You can’t use the elevator yet so search the body for the laser scalpel and head back to Bio Lab. We’ll come back here later when you have the flare gun. =========================== 1.23 - Bio Lab: (Back Area) --------------------------- *LOCATION: Red Door, Piccadilly Circus *ITEMS: Decapitated body, Centrifuge, Thermalizer, Microscope, Ben Gunn blood sample, Computer. Cut through the Trimorphic web with the laser scalpel. Careful not to get too close or you'll be knocked back. When you’re finished send the scalpel over to Karne and explore the back room. You’ll find a decapitated body on the table. There’s also a computer and a bunch of laboratory equipment. Use the computer (Matlock’s got the number on her watch - 2915) and you’ll receive a message from Harroway. She talks about a guy named Whittaker who must have died before the accident. The colonists buried the body outside but Whittaker seems to have resurfaced from his grave and now haunts the Dormitory. If you dig through the computer a little more you’ll see that Dr. Farr was working on an antidote for the contagion; before he lost his mind. You’ll eventually need to finish his work so take the syringes you found over in MED lab and collect a blood sample from everyone. You’ll still need a Trimorph tissue sample and an alien fluid sample but we’ll worry about those later. Now take Karne and start heading toward the east Rainbow door. On your way there make a quick stop at the sealed door you saw near the Broadway hatch. Cut the lock with the scalpel and you will connect the two hallways (Karne’s the only one who can do this). Now you have a nice long hallway that connects the east and west sides of the base. You’ll be able to avoid all of those nasty corridors and save tons of ammo and health. Proceed on to the Rainbow door. When you arrive the door will be locked so just take Karne into the adjacent airlock and leave him there for now. Change over to Matlock and head for Mai Lin’s room so you can crawl through the vent. Don’t forget to bring the electric screwdriver. ============================================== 1.24 - Mai Lin’s Quarters Revisited (Matlock): ---------------------------------------------- *LOCATION: White door, End of Boulevard St. Michel (past floating zombie) *ITEMS: (already collected). When you get to Mai Lin’s room go ahead and save the game on the computer.
Unscrew the vent but don’t climb inside yet. There’s a Trimorph inside the vent and you’re going to need Kenzo’s help again. This will be very similar to the Shuttle Bay puzzle you solved earlier. Have Kenzo use the chair again and go to the last map on the slab. You will see a diagram of the ventilation system. Matlock will need to crawl through the vent while Kenzo closes the door behind her. When you’re ready take Matlock into the air duct. You’ll be controlling Matlock so don’t stop moving -- just hold up on the controller and she should be fine. If everything goes as planned, Kenzo drops the door just in time and Matlock will be safely inside the Rainbow room. **(SIDE NOTE)** There used to be a MAJOR bug here in the PC version that (potentially) could prevent you from finishing the game. A glitch would sometimes prevent the door from shutting properly (other times the Trimorph would walk right through it). It looks like this has been fixed on the PS1. However if you’re playing the PC version and this happens it probably means your save file is corrupt. You’ll either have to load from a previous save a couple hours back or ask someone to email you a save file that will take you past this point (I don’t have any save files so please don’t ask). You can also try downloading the latest patches from Talonsoft's website. ============================== 1.25 - Project Directors Room: ------------------------------ *LOCATION: Rainbow room, Madison Ave. *ITEMS: Alarm clock, Drawer Key, Note (Kremlin Hatch Code), Rainbow Tag, Health, Computer, Vac-tube. Once inside you’ll find Judith Harroway resting peacefully on her bed. Search her body for the Rainbow tag. Look under the rug in front of the bed and you’ll find the desk key. Unlock the desk and then use the computer. In the first message you’ll learn about Judith and Karne’s past relationship. Judith also left a second message specifically for Karne. Only he can access it. Exit the room by using the Rainbow tag and take Matlock back to the labs. Now switch to Karne and escort him to Judith’s room. If you haven’t been able to piece the story together this message should fill in most of the gaps. Harroway’s message explains everything that’s been happening on Vita Base but it also raises a few new questions. When the message ends you’ll be able to open the doors and gain access to the Kremlin (use the computer). =================== 1.26 - The Kremlin: ------------------- *LOCATION: Rainbow door, Broadway (extremely hard to see) *ITEMS: Flare bolts, Lenses (4), Brown herb, Micro-recorder (Fellner), Painting, Printout (Erebus), Weapons storage room, Vac-tube, Computer. The hardest part will be FINDING the stupid door to this place. The Kremlin is the other Rainbow colored door on your map but the camera view is terrible. Hug the far wall and eventually the camera view will change and you’ll see a set of double doors. The Kremlin is a large room with a vaulted ceiling. The door on your left is a weapons room but you don’t have the pass code yet. To your right will be 2 storage hatches (both pass coded). You’ve already found one of the codes in Harroway’s desk. The other code can be found on a micro-recorder in this room. Open these hatches and you’ll find contact lenses and some flare bolts. There’s a desk in this room which has one of those abstract paintings that Pickman made. You can use the spectrometer with the painting and take some readings. Write these numbers down for future reference. You won’t use this data until later on (after the Necropolis) so don’t worry if you missed the spectrometer earlier. You still have plenty of time to go back for it. You’ll also find a computer and a pair of simultaneous switches in this room. The computer is offline right now and can only be activated by hitting the 2 switches. Somehow you’ll have to press both buttons at the same time. These buttons are several meters apart so you’re going to need 2 people. Take Karne behind the desk so the zombies won’t mess with him (safe spot) and bring one of the other team members to the Kremlin; I prefer Matlock but you could also use Kenzo. This can get pretty tricky. You’ll have to keep your characters as far apart as possible. If they get to close they will "clump together" and it’s game over. The switches are too close together to have one person on each switch. You’ll have to find a way to hit one of the buttons from a distance; this is where the pop-gun comes in handy. Have the person with the pop-gun stand next to the Kremlin door. Change to your second character and carefully position him in front of one of the switches. The zombies in this room will make things difficult. Now change back to your first character and walk toward the switches (stop as soon as the view changes). Aim your gun and the POV should change; you’ll get more of an over the shoulder POV. Aim and fire and the second person will automatically hit the other switch. If you succeed you’ll see the computer turn on. Good work. Now stash the pop-gun inside one of the hatches and take Matlock over to Med Lab (don’t forget to move your other character to safety). There’s another message for Karne on this computer so let him read it. After reading this message Karne will finally reveal his true identity. You’ll uncover the truth about what’s really been going on and learn about the Underground and the Thule program. You’ll receive a computer printout with a password on it. You will need this password for the elevator that takes you down to the Necropolis. Leave Karne in a safe place and switch over to Matlock in Med Lab. It’s time to go after the flare gun. =============================================== 1.27 - Air Lock #2: (Warning: Trimorph inside!) ----------------------------------------------- *LOCATION: Bloody Door, end of Carnaby Street *ITEMS: Flare gun, Piccolo gun, and Piccolo ammo. If you thought the last puzzle was tricky you haven’t seen anything yet. This is going to sound pretty crazy but hear me out. There’s a flare gun inside Airlock #2 which you’ll need to get before heading down to the Necropolis. If you haven’t figured it out already there’s also a Trimorph behind this door. This can be one of toughest puzzles in the game so I’ll break it down into parts Your first goal will be to lure the Trimorph out of the Airlock. Make sure you have the scarab, the book of Egypt (Khepri), and the regular screwdriver (not electric) before attempting this. Repair the control panel with the screwdriver and the bloody door will open automatically. You’ll be standing face to face with the Trimorph. It will take the Trimorph a few seconds to react so run back to MED Lab. This Trimorph is actually pretty stupid so you should be able to take advantage of it. He’ll just sit in the decontamination chamber until you make the first move. Exit the lab, take a few steps towards the hallway, and then quickly run up against the MED Lab door (don’t go inside). If done properly the Trimorph will run right past you and keep on going all the way to the Blue door before returning. Use this opportunity to quickly sneak inside the airlock. You’ve managed to get inside Airlock #2. Great! But where’s my flare gun? Sorry, but you’ll have to do a couple more things first. Check out the door at the back of the room. This is the door that Muir was referring to on his micro-recorder. He said it was special because you need a voice command to open it. Put the scarab in the door and then use the book with the door. Your character will say, "Khepri" and you’ll have about 10 seconds to get out of the Airlock. The Trimorph knows you’re inside the Airlock and is trying to get in. Run up next to the exit and position yourself just to the left of the door. As long as you don’t stand directly in front of the door you should be fine. When you’re ready, open the door (the Trimorph will run right past you again) and quickly run back into the decontamination chamber. The door will close and the Trimorph will be trapped inside Airlock #2. The door with the scarab opens and the Trimorph is sucked outside. Congratulations! Now go back to Airlock #2 and you'll see the flare gun lying on the floor. Now you have a way of dealing with the Trimorphs. ############################################################################ You can do one of several things now. There are 3 more Trimorphs on Vita Base that you can kill right now. There’s the one you trapped by the Shuttle Bay which gives you a tissue sample (used later), there’s the one in Dorm #3 that’s guarding the spectrometer and blocking your route to the Psionarra, and finally there’s the one guarding the elevator that leads down to the Necropolis. It doesn’t matter what order you chose. ############################################################################ ================================ 1.28 - Dormitory: The Psionarra: -------------------------------- Now that you’ve got the flare gun this shouldn’t be too hard. Take Kenzo and head back to Dorm #3. Unfortunately the flare gun doesn’t work on zombies so you’ll just have to use your other weapons. When you get to Dorm #3, dispose of the Trimorph and use the buggy with the checker to grab the spectrometer (if you haven’t already). Move on to 42nd Street and you will find a locked storage room. This is the room with the Psionarra so remember the location. You can’t access Dorm #4 yet and there’s a ghost zombie blocking your way to Airlock #5 so all that’s left is Lonely Street. When you reach Lonely Street somebody will start shooting at you. There’s a zombie with a Dillinger gun so you’ll have to keep a real close eye on your health. These shots can do some heavy damage and the zombie doesn't miss very often. **(SIDE NOTE)** This is the best way I’ve found to disarm the zombie. As soon as he fires start running at him. As you get closer to him the camera view will change. As soon as the POV changes, draw your weapon and fire in the general direction of the zombie (you won't be able to see him on your screen). Your shot will knock the gun out of his hand and then you can just drop him normally. Don’t try to dodge the bullets because you'll only take more damage. You're probably going to get hit here so just run at him and fire quickly. Search all of the bodies and check the hatch for the storage key. Lonely Street ends at a locked door which can’t be opened yet. That’s OK though because you’ve got the Storage key now. Head back to the locked door you saw earlier and open it with the key. Once inside you’ll find a crank and a shiny silver case. The silver case is locked with a 4-digit pass code but you’re in luck -- you already have the number on your watch. Enter the code and you’ve got the Psionarra (3172). The Psionarra is a new form of psychic weaponry that only Kenzo can use. The Psionarra has incredible one-shot knockdown power and can even pierce through multiple enemies. The downside to this weapon is that it drains your health with every shot (a very small amount though). It takes a little while to get used to, but once you get the hang of it this will be your weapon of choice. That’s all you can do in the Dormitory area for now. Head back to the locked door at the end of Lonely Street and use the crank to open it. Go through the door and return to the MOOD chamber. It’s time to head down to the Necropolis. ============================ 1.29 - Enter the Necropolis: ---------------------------- Now here’s where things get interesting. The Necropolis is an ancient city once inhabited by the Karakarak several millions years ago. It’s almost as large as Vita Base so you’ll have a lot of area to cover. There are no street signs but there are 4 reference points on your map that you will need to explore. The Necropolis is a perilous maze of winding tunnels and bottomless crevices. It’s really easy to get lost down here and there are a couple of areas where you can fall so try to stay away from the edges. You’ll encounter a lot of resistance down here (even a couple Trimorphs) so stay alert and try not to get surrounded. ========================================================= 1.30 - Necropolis Elevator Revisited: (Warning Trimorph!) --------------------------------------------------------- *LOCATION: Black door, Times Square (West Passage) *ITEMS: Explosives, Detonator, Piccolo ammo, Diabolus ammo. Take Matlock back to the elevator room. Be sure you bring the flare gun, a pair of lenses, the belt (Gym), and the Erebus printout that Karne received earlier. Enter the room and kill the Trimorph with the flare gun. For some reason he doesn’t move in the PS1 version so he’s kind of an easy target. When you’ve disposed of him search the crate by the elevator for some items. Just leave the explosives and the detonator in the box for now; you won’t need them until the very end. Stand in front of the elevator (not inside) and search the area. You’ll see that the elevator is missing a drive belt so use your belt to fix it. Now step inside and use the printout to go down to the Necropolis. When the elevator reaches the bottom it will be pitch black. Your character won’t be able to see anything at first so you’ll need to use a pair of those night vision lenses that you found in the Kremlin. Take a look at the map and make your way over to Point #1. ======================= 1.31 - The Pit Chamber: ----------------------- *LOCATION: Point #1 (south of it actually) *ITEMS: Store room code, Nails, Piccolo ammo, Dillinger ammo, Monkey wrench, Health. When you reach Point #1 you’ll find a vac-tube and a storage chest. The store room code is for the locked door in the Kremlin. Continue south and head for the large circle region on your map. The colonists called this area The Pit. When you arrive at the Pit you’ll hear some heavy footsteps so equip your flare gun and wait in the hallway; a Trimorph will come running from around the circle. Shoot the Trimorph for an easy kill and head counterclockwise around the Pit. Make sure you stay away from the inside edge because you can fall here. At the end you’ll see a giant fissure which you’ll need to use the explosives on later. There’s nothing else to see here so make your way through the narrow passageway that leads to Point #2. ================== 1.32 - Arena Site: ------------------ *LOCATION: Point #2 *ITEMS: Dillinger ammo, Diabolus ammo, Health, Artifact (Chorus), Red card, Micro-recorder (Darnly #2), Palmtop Computer, Chorus note, Vac-tube. Make your way through the Nondead and Extrudes and try not to get surrounded. It’s hard to tell where you’re going down here but you’ll know your close when the narrow corridor ends and you see an archway to your north. Head through the little tunnel and you’ll come to Point #2. The Arena Site is a fairly large area but there are only 2 places you need to check out (it’s reasonably safe). First, there’s a generator to your west but it’s not working right now. Don’t worry about it yet. Check out the storage box for some ammo and the artifact. The Chorus is a unique item that will play an important role later on -- once you figure out what it does. Enter the building and take the Palmtop and the Chorus note. The laptop doesn’t work yet, it needs a battery, but once you get it running you’ll be able to save anywhere in the game. When you’re ready to go, it’s time to move on to Point #3. =================== 1.33 - The Obelisk: ------------------- *LOCATION: Point #3 *ITEMS: Dead battery, Health, Piccolo ammo, Diabolus ammo, Dillinger ammo, Vac-tube. The path to Point #3 can be kind of confusing. I’ve found that if you take the straightest route you’ll always end up at Point #3. Search the storage box for the battery. You’ll need to recharge it back at Point #2 but there are a couple more things to see here first. ====================== 1.34 - Obelisk Puzzle: ---------------------- The Obelisk puzzle is probably the toughest puzzle in the game now. It’s not really difficult it’s just really hard to figure out what’s going on here. If you continue to the west you’ll see a Trimorph guarding a large stone pillar. There are 2 things that you’ll need to be aware of here. First of all, that large pillar he’s standing in front of is called the Obelisk. There is no way to get to the Obelisk when the Trimorph is blocking it. So why not just shoot it with the flare gun you say? Well here’s the second thing you’ll need to know. This Trimorph is invincible. It’s hard to tell on the PS1 but when you play the game on the PC you’ll see that this Trimorph is noticeably different from the others – He has a golden sheen around him. Plus, in the PC version he’s not just standing in front of the Obelisk; he’s pounding on it with his fists and shaking the entire cavern. To really understand this puzzle you need to assume that the Trimorph is hitting the Obelisk. If you run past the Trimorph and continue to the west you’ll come across an excavation site. This area is called the Regal Tomb. It’s where the colonists discovered that giant Sarcophagus you’ve been hearing so much about. Inside the Sarcophagus lies the sleeping Sovereign (Queen Mab). You can’t use the crane yet because there isn’t enough power so you’ll have to backtrack all the way to Point #2 and repair the generator. Return to the Arena Site and fix the generator cable with the monkey wrench. Once the generator is running again open the generator hatch and place the battery inside to recharge it. You can now use the battery to activate your palmtop. The palmtop is loaded with valuable information about the Necropolis so make sure you read everything (MOOD has the pass word). There’s also some valuable information about the Chorus here. You’ll learn that the Chorus is a musical artifact and that the Obelisk produces a faint noise when struck by a human. However when you strike the Obelisk with an inanimate object it remains silent. It is believed that the ancient Karakarak were much larger than humans so they could use the Obelisk to produce a full musical note which could then be transferred to the Chorus. There seems to be a mysterious relationship between the Chorus and the Obelisk that nobody understands. So now you know that the only way to charge the Chorus is to have something large and organic strike it – and that is why it’s important to realize that the Trimorph is hitting the Obelisk. You won’t be able to place the artifact in the Obelisk by yourself. You’re going to need some help luring the Trimorph away from it. Bring Karne down to the Necropolis, (you’ll need Kenzo for something else later), and have the person with the Chorus wait at Point #3 while the second person waits at the excavation site. Switch to the second person and walk back to the Obelisk area (the screen will load). When it’s finished loading DON’T MOVE and you will see the Trimorph running in place. He’s running at you but he’s not moving (a bug maybe?). You won’t be in any danger unless you move around so change back to your first character. The Trimorph will completely ignore your first character so just take the Chorus and place it in the Obelisk. Now move both of your characters to safety and the Trimorph will return to the Obelisk. When he strikes the Obelisk (you won’t see it on PS1 you’ll just have to assume he does) he’ll charge the Chorus and lose his invincibility. Now you can kill him with your flare gun and retrieve the charged Chorus from the niche. You’re going to need 2 people in the Regal Tomb later so you may as well leave Karne inside the crane for now. Once you’ve obtained the charged Chorus take Matlock over to Point #4. ========================= 1.35 - The North Chamber: ------------------------- *LOCATION: Point #4 *ITEMS: Piccolo ammo, Health. For this next part you’ll need the charged Chorus and the #4 Dorm tag. Go to Point #4 and search the chest for some items. Now head to the northern circle on your map and you will enter the Altar room. Here you’ll find another one of those weird statues like the one you saw in Geo Lab. You’ll also see a spiral platform with a hole at the center. Refer to the Altar and Chorus notes for clues to this puzzle. ==================== 1.36 - Altar Puzzle: -------------------- This is another one that stumps a lot of people. You’ll need to start by placing the charged Chorus at the center of the Altar. The Altar will start radiating light and you’ll need to get off of it as quick as possible. If you stay on too long you’ll end up dead just like the other guy. Now that you’ve activated the Altar you’ll need to refer to the Altar note. The note says that for any object that denies its color, the Altar will come to life. During your explorations I’m sure you came across a room that had a strange light emanating from it. This room is called Arkham Dorm(#4) and for some reason the door wouldn’t respond with your tag earlier. That’s because you needed to modify it first. Notice that the light from the Altar fluctuates every couple seconds. There’s a pattern so you’ll have to time it just right. When the light goes down run to the center, insert the tag, and get off the Altar. When the light returns it will decolorize the card. Wait for the light to go down again and retrieve the tag. The tag should appear grey now. Send the tag over to Kenzo so he can access Dorm #4. =================== 1.37 - Arkham Dorm: ------------------- *LOCATION: Dorm #4, Whitehall *ITEMS: Airlock #5 code, Heart of Stone (later), Vac-tube. Welcome to the Twilight Zone. You’ll need Oda’s note to solve the first part to this puzzle. The note has the color sequence you need to open this locker. If you’re having trouble figuring out which buttons to press think of it this way. Blue is the darkest shade of grey and Yellow is the lightest. The other two colors are in between (Red being the darker of the remaining 2). Now apply this to the button panel and you shouldn’t have any problems entering the code. Once you’ve gotten the first locker open you’ll find another locked hatch. Refer to the note again and it will tell you that the combination you need is equal to the numeric wavelength of the color yellow. If you didn’t write it down earlier you’ll need to take your spectrometer back to the Kremlin and use it on the painting. You MUST take the reading or the door won’t open (even if you already know the code). Enter the number and you’ll receive the pass code to Air Lock #5. When you arrive at Airlock #5 there will be a ghost zombie guarding it. Let him have it with the Psionarra and enter the code for the door. Examine the EVA suits and you’ll see that they have air in the tanks. If you open the EVA suit nothing seems to happen. Exit Vita Base through the back door and you can explore the area outside. ========================= 1.38 - Whittaker's Grave: ------------------------- *LOCATION: Outside Airlock #5 *ITEMS: Psionarra cell, Diabolus ammo, Health, Hourglass, Red Sand. When you walk outside Kenzo will automatically equip the spacesuit. This is a small area but make sure you explore every inch of it. The first thing you’ll see is a dead man in a spacesuit. Search his body and walk closer to the grave. You’ll see the hourglass just sitting out in the open so pick it up. There’s one more area you need to explore here before you leave. There’s a hole to the left of the tombstone (left of the hour glass) so keep walking around until you find it. You will be greeted by Whittaker who rises up from the grave. He’ll graciously invite you to join him in his transformation, but respectfully decline and blast him with the Psionarra. Search his body for the red sand and combine it with the hourglass. Examine the completed hourglass and Kenzo will give you a hint about where to go next. Take the hourglass and head back to Arkham dorm. You can use it anywhere inside. Everything will be restored to normal and you’ll find the Heart of Stone lying on the ground. Now take the Heart over to the Kitchen and show it to Ben Gunn. When you arrive at the cafeteria you’ll notice that something’s not right. The door to the back of the Kitchen is wide open and Ben Gunn is missing. Take Ben’s parting gift and read the invitation right next to it. The invitation says it all. Take all of the items back to the laboratory area and switch to Matlock. You’ll need to bring Matlock back to Bio Lab so she can start work on a serum. You’ve reached the final stretch, we’re almost there. ========================= 1.39 - Search for a Cure: ------------------------- First you’re going to need blood samples from all 3 characters so take the syringes you found in MED lab and collect some samples. Put them in the Centrifuge where you’ll find a fourth sample from Ben Gunn. Now you only need the Trimorph tissue sample and the Alien fluid sample. You can get the Trimorph sample from the Trimorph you trapped near the Shuttle Bay. Just shoot it with the flare gun and collect the sample with the rubber glove. Examine the tissue under the microscope and you’ll be 2/3rds of the way there. That just leaves the Alien Fluid sample. The fluid is going to be a little bit trickier to find. Matlock will need to finish the science project that’s going on in Bio Lab first. Go over to the decapitated body and use Ben’s head with the corpse. Now you’ll need to sew the head back on with the needle and thread you found in Mai Lin’s room. Now here’s where many people get stuck. Take the Heart of Stone from Kenzo and place it inside the chest cavity: when you examine the corpse you’ll have to scroll down through the menu options. The body will sit up and Ben will speak to you with his dying breath. Search the corpse and you’ll receive the Flesh heart. Now that you have the Flesh heart you’ll have to go all the way back down to the Regal Tomb and place it in the Niche. Send the laser scalpel, the Flesh heart, and the final syringe over to Kenzo and take him down to the Necropolis. The Psionarra will make this trip a whole lot easier. When you reach the Regal Tomb, place the heart inside the niche and you will see the protective membrane slowly dissolve. The Sovereign will be left unprotected so you can collect your fluid sample. You’ll need 2 people to operate the crane and Karne should already be in position. Lower the crane and have Kenzo climb up on the platform. The crane will lift you up and over the Sarcophagus. Use the winch to lower yourself down and you’ll find yourself face to face with the Sovereign. Now you’ll need to use the laser scalpel to cut through the Sovereign’s breast plate. After you’ve made your incision, use the syringe to extract some milk and send the sample back up to Bio Lab so Matlock can finish her viral antidote. Place the milk in the Thermalizer. You should now have everything you need to complete your antidote. You’ll get 3 vaccines so make sure everybody gets one. The team is cured and it’s time to go home. There’s only one thing left to do now. ===================== 1.40 - Final Mission: --------------------- Karne is the demolitions expert so this will be his job. You’ll need to take the explosives down to the Pit Chamber and set the charge by the Fissure. Don’t be stingy with the health and ammo because this is the last mission. Take the explosives you found in the crate and combine them with the detonator. Now head down to the Pit and place them near the Fissure. Karne will set the timer and tell his people that it’s time to leave. You will have a little bit over 5 minutes to make it from the Pit Chamber all the way to the Shuttle Bay. Don’t worry about Kenzo and Matlock (they’ll find their own way there). You’re only responsible for Karne’s safety so get moving. MOOD will start talking to you and you will see the Sovereign come to life. Don’t bother going after the Sovereign because she’ll be gone by the time you reach the Sarcophagus. Get to the Shuttle Bay ASAP! When you arrive at the Shuttle Bay Kenzo and Matlock will be waiting for you. The antidote seems to have worked because everyone’s still alive. The team boards the rocket ship and prepares for takeoff but MOOD chimes in with one last message. It seems that the dome hatch is locked and someone will have to pull the manual override lever to open it. The switch is located on the wall, on the other side of the rocket. You’ll only have a minute so run outside and hit the switch. Sit back and watch the anticlimactic ending. Congratulations! You’ve just completed Martian Gothic Unification. ============================================================================ ============================================================================ VI. Extras: ----------- I’ve added this section just to share some interesting tidbits about the game. ****************** Alternate Ending? ****************** There are only two possible endings. You either make it to the ship or you don’t. However the PS1 ending is a little bit shorter than the PC version. The PS1 ending felt kind of rushed to me. You get the nice FMV but after that the game abruptly ends. The PC version has an extra little segment at the end which expands on the story a bit more. After the explosion we hear MOOD’s voice. MOOD (or whatever MOOD was) survives the blast and has been freed from her bondage. She can now explore infinite space but chooses to remain here and watch over things. She concludes by saying that the bad dreams weren’t so bad after all but doesn’t rule out the possibility of bad dreams in the future. That’s about it. Not a whole lot better but at least it gives you a little more to think about. ************ Extra Items: ************ You will find that many items in MG don’t really have a purpose. So why did Creative Reality decide to leave them in the game? There are likely several reasons for the extra items. Luxury Items: When you start the game each character will have a set of items that they brought with them. Most of these items serve no real purpose: Pictures, Lipstick, Nicotine Patch. They just add a tiny bit of depth to the game. Tags: By the time you’ve completed the game you’ll have quite a few leftover tags. Some of these tags were added to make sure you didn’t come up one tag short in certain areas (green rooms). Others were probably added to keep you from getting frustrated (Blue). And of course some are just there for realism (Dorm tags). Alarm Clock: The alarm clock was not supposed to be an extra item. CR had planned on using it in a puzzle but they were pressed for time. The true purpose of the clock never made it into the final game; thus it became another extra item. Weapons and Lens: These could have been added for realism but I have my doubts. The extra pair of contact lenses leads me to believe that CR may have wanted to use a 4th person in the Necropolis (Ben Gunn?). There was also an extra radio in the PC version that you could give to Ben. If you were paralyzed by an Extrude you could call Ben for help. They may have just ran out of time and scrapped the idea. ***************************************** Sound Bytes: (Credit Rezin for .XA files) ***************************************** A developer's true ambition may sometimes exceed their grasp. A lot of things can change over the course of a development cycle and many ideas are never fully implemented into the final version. Here are a couple of things that DIDN'T make it to the final version of Martina Gothic. *(SPOILERS)* -MOOD survives the explosion (mentioned above). Kenzo asks Matlock to drink some Sake with him in memory of Karne. May have been possible at one time to choose which character stayed; (there's a reference to Kenzo meshing with MOOD and surviving in the VR). -Several references to the Sovereign creating a "psychic webbing" that wraps around the entire base and prevents escape. Shuttle Bay hatch is blocked and the team had to confront the Sovereign and go to the Pit Chamber before they could escape. Must have been one of the final puzzles. -Nose clippers, Digital camera, Clockwork mice, and Letter opener were removed from game. Clippers went to Ben Gunn, letter opener was used to pick a lock, no idea what the other 2 items were for. -You could call Ben Gunn for help on the radio. Ben could also perform blood transfusions in MED bay (limit 16). -Airlock #2 puzzle was altered drastically. Required 2 people and the door opened in intervals? Probably why this puzzle remains so confusing. -Rock Cutter machine could cut different shapes. -Characters interacted with each other more (checked up on each other). -Also some pretty funny outtakes. ============================================================================ VII. Cheats: ------------ In Gaming there's a very fine line between fun and frustration. Developers strive for the perfect combination of fun vs. challenge but this theoretical balance is probably impossible. So that's why we have CHEATS. To some it's a forbidden 6-letter word that is completely immoral. To others it just adds to the fun and gameplay. Whatever your beliefs, consider yourself warned. This section could either make or break the game for you so enter these codes at your own risk. PC Codes -------- *Version 2.0+ - Highlight the gamebook and type in the codes. Infinite Health~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~YOULOOKINATME Infinite Ammo~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~IFEELUNUSUAL Immune to Poison~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~QUICKSUCKITOUT Listen to Darnley's recorder~~~~~~~~~~~~~~~~~~PATRICKMARLEY View Credits~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ILOVETHISGAMEWHOMADEIT PS1 Codes (*GameShark required) --------- 12/12/01 - Three new "infinite health" codes were added to Gameshark.com. 02/16/02 - I'll add non-shark codes as they become available. ============================================================================ VIII. Special Thanks: --------------------- To Steven Marley and all the guys at Creative Reality. Nice work. It’s amazing that such a small team could produce such a solid game. We’re all still holding out hope for a sequel. I also need to give thanks to all the good people on the Talonsoft board. SS, Teague, EB, and everyone else who helped unravel the many mysteries of Vita Base. Sorry this FAQ took so long to be developed. Recent events have been keeping me pretty busy these days. I still receive questions every now and then about the game so I figured that maybe writing a FAQ would put some of these questions to rest. It’s nice being able to give something back and hopefully this document will accomplish just that.