Martian Gothic - Unification
05/01/00 - - - by Talon Soft
Walkthrough and FAQ v0.01 *BETA*
by Watchfull (thewatchfull@hotmail.com)
FAQ released on 05/07/00
Las Updated on 05/08/00
This FAQ was made for the simple reason there are none yet and
this is a very hard game! I've just updated this FAQ for the first
time, so it should look a little better. If you have problems
viewing this thing in Windows, try turning off Word Wrap (as most
lines are no longer than 79 characters.)
Also, greets go out to the people who have been debating how to
play this game on the Technical Support board at Talon Soft and on
a certain BB I frequent. You know who your are. . .
Official greets go out to : MetalWolf (comrade in arms), Shock_XS
and WildChild for inspiring me to write this FAQ, and finally,
my fiance, who's been there to jump out of her skin whenever a zombie
sneaks up on me.
Official Hosting Site(s) for this FAQ -
My Home : http://orion.spaceports.com/~purefxp/FAQs
- - - - COPYRIGHT - - - -
Please note that this FAQ is copyrighted 2000 under international
copyright laws. Reproduction and distribution is LIMITED to the
below guidelines.
1) Proper credit is given to the author of this FAQ (Watchfull).
2) This FAQ is not used as a sales device, membership
incentive, or any other
means/attempt that gains profit from such an endeavor.
3) The text of the FAQ is in NO WAY altered from its original
form, as posted
to my official site
(http://orion.spaceports.com/~purefxp/FAQs).
4) Reproduction of this FAQ (In whole or part) without the
author's permission
is called PLAGERISM. Don't do it, it's not cool, and
is a "sue-able"
offense (consult your local lawyer if you want to verify it).
5) This FAQ is to be distributed on hard media (i.e.
Magazine discs, bonus
material disc) only if the FAQ is advertised as the main point
of sale to the
consumer and that the company publishing said media
contacts the author
first.
Please note : Plagerism will not be tolerated under any
circumstances! If you
read throught the copyright, you know the rules.
No excuses are
accepted anymore (my e-mail is only listed in here
a couple of
of times, so not having a way to contact me is BS!
I'm sorry if
I sound miffed, but I've found three occurances of
it already!)
Please note that Martian Gothic: Unification is a registered
trademark of Talon
Soft. I make no attempt to infringe upon this trademark and as far
as I'm aware,
they have no problem with me writing a FAQ on it.
- - - - REVISION HISTORY - - - -
05/08/00 - Version 0.01 BETA - Some spelling fixes
- Some gameplay points fixed in the
beginning
- Now have the proper solution to
getting the
yellow key.
- Everything between getting into
MOOD and
opening the bulkheads is
revealed.
-Copyright is ammended a bit to
solve a few
issues already.
-Did some "justify" formatting of
the story and
copyright. Going to see how it
works.
05/06/00 - Version 0.001 BETA - FAQ is released for public
consumption.
05/04/00 - Version 0.000 ALPHA - FAQ is created after hours of
playing Martian
Gothic: Unification.
- - - -Enough Stupid Stuff, Let's Rock - - - -
Martian Gothic: Unification is best described as a interactive
horror game much
like the Resident Evil series. There are a few catches (the most
obvious being
you're on Mars, not Earth ;).
- - Story - -
Martian Gothic (herein referred to as MG, because it'll save your
mind and mine)
occurs on a small archeological base on Mars, called Vita Base.
It's purpose, to
further support the hypothesis that life _did_ at one point live
on the surface
of this dead planet.
A year and two weeks into the dig, the crew discovers an enigma
of sorts, and
proceeds to investigate it. From there, all hell breaks loose. A
single message
leaves he station from the project director at the base,
telling the
corporation that they "have opened Pandora's box, all
the evils of old
Mars have flown out. . ." and warning them that ". . . if you do
send a manned
mission, warn the crew. . . Stay Alone, Stay Alive. . . otherwise
".
That was August of 2017. It's been 10 months since the last
broadcast from Vita
base and just now, Allenby, the corporation responsible for Vita
base is sending
a crew of three to investigate this unusual radio silence.
You are that crew. Kenzo, Matlock, and Karne, sent to Vita Base
to uncover the
mystery of its recent radio silence, told only two things,
they are to go
through separate airlocks (Prime Directive) and to "Stay
Alone, Stay Alive"
(Secondary Directive). One problem mars (cheap pun) the mission,
Vita Base has
turned off it's landing beacon, and a wild dust storm forces Kenzo
to crash land
the ship, leaving them with only one alternative, to find out
what happened in
Vita base and re-establish radio contact, or to die up on
this already dead
planet.
- - Game Controls - -
Movement Mode (when you are not prepped for combat)
UP - Walk forward
DOWN - Walk backwards
LEFT - Turn Counter-Clockwise
RIGHT - Turn Clockwise
RIGHT Ctrl - Hold down to Run
I, F4 - Enter the inventory
F1, F2, F3 - Switch between Karne, Kenzo, and Matlock (in that
order)
SPACE BAR - Enter Combat Mode (w.o a weapon, this will shin kick)
PrtScn - Screenshot
Combat Mode (Ready, aim, SHOOT!)
UP - Step forward
DOWN - Step backward
LEFT - Turn Counter-Clockwise
RIGHT - Turn Clockwise
ENTER - Fire weapon (reloads if weapon is empty)
LEFT Ctrl - Aim down
RIGHT Ctrl - Shin kick
SPACE BAR - Return to Movement Mode
PrtScn - Screenshot
- - Questions? - -
Here are some commonly asked questions I should answer before I go
on (I asked these
myself, that's how I know someone else will ask, these are tough
ones!)
Q: How do I save?
A: If you're like me and skipped the manual, it says on page 11
what to do. If
you lost the manual (like me), all you have to do is access
the computer, go
to the Martian Madness game, and select SAVE GAME.
NOTE - Each Martian Madness game allows 1 to 3 saves. Use them
wisely! Also,
you need to manually go to your save games folder and
delete old ones
in order to fit in new ones.
Q: Right in the beginning, I'm stuck in the director's bedroom
with the first
Zombie I meet. She keeps eating my neck before I can get out
the door and now
I'm stuck!
A: This one sucks. What you have to do is right after you free
Karne, is hit the
ESC key to skip all the speech and such. Then you should be
able to just walk
to the door, open it, and skip on out before the she-Zombie
wakes up. This is
caused by a bug in the script Talon Soft used, in that the
Zombie is set to
wake up x number of seconds after the event is triggered, so
by skipping the
speech/cut scene, you give yourself some extra time.
Q: How do I fight the zombies without a gun?
A: You don't. You should instead run, as the shin kick is not
meant to kill
Zombies. Don't worry; you'll be able to blast their brains
out soon enough.
Q: What the ****? Didn't I just kill that zombie?
A: You probably did, but here's the catch, it's a zombie. They
can't die, they
are already dead! Instead, they'll get up after 10 or 15
minutes (depending
upon the importance of their location). Also, nailing them to
the floor and
shooting them while they're down will just revive them sooner.
Q: HELP! I keep running out of ammo!
A: Wow, that sucks. Try this, instead of _always_ blasting the
zombies, try
avoiding them (the zombies in the arboretum can be dealt
with in this
fashion, as well as the zombies in most dorms and the wider
hallways.) Also,
try to avoid backtracking TOO much, only when necessary, as
this will cut
down on encounters.
Q: My inventory is full! What do I do now?
A: Well, you can always put stuff you're not using in the
hatches and lockers
found throughout the base. Also, if you lose track of
where you put
something, all computer terminals will give you a list of
what's in the
storage boxes (this option is in the Local Files area).
Q: What are the brown herb and lichen used for?
A: The brown herb, when used by Matlock in the MedLab chemical
extractor, will
usually yield about 3 or 4 health boosters. Lichen when used
in this device
will yield about 2 to 4 anti-tox. Very handy if you run out of
ammo!
Q: What is the pass code to such-and-such?
A: I can't tell you that. Although the codes are the same for
every game played,
you can use these codes without going through the right
paths, which means
you miss vital plot and maybe other items!
Q: How do I open the door?
A: What door? Huh? Be more specific when you e-mail me questions.
I can't answer
something like that.
- - Walkthrough - -
If you sit through the introduction, the character you start out
with will be
Karne. Immediately hit F2 to switch to Kenzo. First open his
helmet, grab and
use the radio to talk to everyone else. Now go to the open locker
across the
room and stash everything but his watch and his radio insdie for
safe keeping.
Now you should walk on up to the door out of the air lock, open
it, and exit.
Welcome to the Decontamination Room. Go ahead a bit and use the
control panel to
contaminate yourself (no, that's not a spelling/grammatical
error). Walk through
forward more and out the door.
Welcome to the Madison Avenue corridor. Go to your character's
left to get a
tidbit about how the corridors are named (useful) and then turn
around to hear a
quirky little joke. Walk through the door and meet you first dead
man. Don't
worry, he's not getting up yet to introduce himself, so walk on by
and hang a
left at the intersection.
Search the body of the base director to get his tape recorder and
key tag.
Listen to the recorder to figure out that this guy had some issues
(most people
would have a hint of hysteria to their voice at the time he
recorded). Turn
around and go through the door, walking forward to meet the
magical floating
zombie.
Now hang a right and use the door with the key tag the director
had. Head on in
and notice the dead person on the left. Go on up to her and take
the ammo from
her (don't worry, she won't miss it). Notice the vac tubes on the
right rear
wall and the locked dresser on the left front wall. Go up to the
computer on the
right front wall and use it with the recorder to get the password
and access to
the computer.
Listen to the project director's emergency message to Earth and
take a moment to
think about the deathtrap these poor three people have walked
into. I pity them.
Anyway, read through the public documents for some background info
on what has
happened here, and read the local files for some item locations.
When you feel up to it, select "Door Controls" from the menu and
open up the
decontamination room door for good old Karne. Be ready, because
after you do
that, the she-Zombie isn't too happy, so now would be a good time
to book it out
the door! Switch to Karne now.
Go through the airlock door into the decontamination room; use the
control
panel, and then exit. Follow the corridor until Karne remarks that
his watch has
stopped. This is _very_ important! Now keep walking down the hall
until you spot
a hatch. Go ahead and open it with the number on your watch. Grab
the green tag
and health boost. Stash in here your silver bullet and wrapper.
Turn to your left and walk over to the vac tubes. Use them, and
then put the
green tag inside. Press the up arrow and away they go! Switch back
to Kenzo now.
As Kenzo, walk through the door opposite of the magical floating
zombie, and
keep going straight through the next. Stop by the hatch just past
the second
door to grab a health booster (just in case that zombie got you
and you need
it). Now hang a left and follow the corridor, stopping by the
second body to
grab the MED key off of him, and then proceeding all the way to
the end, where you
should see a vac tube. Use it, take the note from Ben Gunn (read
this for later
use of the pass code within it. Believe me, if you don't you'll
get stuck later)
and then hit the down arrow to get the green tag Karne sent.
Backtrack in this
corridor a bit to about halfway, where there is a door that
requires the green tag.
Use it and enter into the gym.
After sobbing a bit over the suicide in front of you, grab the
deflated hopper,
and then open up the bike and grab the drive belt. Now head over
to the suicide
victim and grab everything under her. After that, examine her body
to grab a
recorder and another green tag. Wow, lot's of green here.
Backtrack to the vac tube and send your new green tag to Karne (in
case you
forgot, that's use the vac tube, place the item you want in, hit
the up arrow).
Now, switch back to Karne and grab the tag out of the tube. Back
track back to
the first door in the corridor and open it with the green tag.
Notice the nice slides these dead people picked. Then go to your
character's
left, and open the music box. Grab the key and then note the song
that plays.
Karne gets it, do you? Anyway, next, move to the table and grab
the pop gun and
the bioscanner. Now, carefully walk up to the corpse in front of
the slide
projector. As soon as you can, search him and take his green tag,
then turn
around and go out the door. Careful, the dead guy will follow as
far as the door.
Now you can walk back to the hatch, and stash the pop gun and
magnetic checker
piece. Now walk over to the vac tube and give Kenzo the green tag.
Switch to Kenzo,
grab the tag, and use it on the door right next to the vac tube.
Walk a little ways in and listen to Kenzo's description of the air
in here. It
certainly looks that way too, but regardless. Walk over to the
stall with the
corpse in it and take the vibrobrush and everything off the
corpse, including
his purple tag and his pass code. Now walk over to the other dead
body and a
little beyond, switching your view. Go over to the lockers and
grab the green
tag and the dorm 2 tag. Leave the bathroom and send the vibrabrush
and purple
tag to Karne.
Switch over to Karne and grab the vibrabrush and the purple tag.
Then go stash
the vibrabrush in the hatch and use the purple tag on the door to
open up the
library. Go over to the desk and unlock it with the key from the
music box.
Grab the blue key from inside there and now go over to the
computer and read the
three reports in the local files area (as this saves time later
and gives some
background info). Now leave. Don't worry about the zombie, he'll
get up to show
you the door, but you're already there, so head on out.
Stash anything else you don't need now in the hatch (if you run
out of space in
this hatch, you can backtrack all the way back to the airlock and
use the locker
in there) and head towards the end of the hall with the keypad
locked door. Use
the pass code that Kenzo found in the bathroom and you're now in
the arboretum!
Congrats.
Walk to the right and search the suicidal corpse, making note to
read his note.
Also grab the note about the altar they found, so you don't need
to grab it later.
Start walking away from Mr. Suicidal and he'll get up to invite
you to death. Simply
evade him, and run back to where he was sitting. Well well well,
looks like a certain
someone dropped his gun. Pick it up and avoid him as you circle
around the fountain.
That is until you meet your next zombie. Kill this one with five
shots from the gun,
and loot his body for another Piccilo Gun for Kenzo and his
recorder. This recorder
has the pass code to release Matlock with.
Try and venture near the other exit and a new friend will pop in
to visit. This
guy is called the "TriMorph" (although I think there's more than
three people in
there). Just say hi to him and go back to the vac tube, being
cautious because now
another zombie will get jealous and rise from the dead. Shoot him
down and
send the spare gun you just got to Kenzo. Retreat all the way back
to your
airlock and then switch to Kenzo. (The reason for retreat is that
even if you
are not controlling the character, time passes for them, so when
that zombie
wakes up, he's going to have a nice snack of your character!)
As Kenzo, grab the gun (remember that ammo I told you to get? This
is why!) and
head back to the director's office. Blow the she-zombie away and
use the
computer. Go down to the Door Control and type in the pass code on
the recorder
that Karne found. This will now free Matlock! Get Kenzo out into
the hallway and
switch to Matlock.
Whew, finally, we get to play the girl. Anyway, search the locker
in the airlock
to get a gun and a lot of ammo. Also, stash your picure, nicotine
patch, and contact
lense in there. Go through the door, use the control panel, go
through the next door.
First head to the tunnel on your character's right, searching the
corpse to get the
scarab.
Now, go to the tunnel on oppositte side of the screen (if you use
the map, this is
the tunnel that leads to Piccadilly Circus. When you reach the
hatch, grab the note
detailing some treachery and the hacksaw. Make your way into the
"hub" of labs and
search the corpse. This will yield a recorder and the tag to the
door which is now
in the scene, as well as the lighter on the corpse. Go on in,
using the tag to open
it, and immediatly send the hacksaw over to Karne. Switch to
Karne.
As Karne, make your way back to the vac tubes, being sure to
dispatch or avoid
any zombies. Now grab the hacksaw and go into arboretum. Take the
his left this
time towards the shed. The zombie you shot down will get back up,
so put him back
down. Then use the hacksaw to open the padlock and grab the weed
sprayer.
Run on back to the vac tube, open the weed sprayer to get the
cartridge out,
and send that (the cartridge) to Matlock, along with the hacksaw
and your two blue
tags. Switch to Kenzo, rush into the director's office, blasting
the she-zombie you
woke earlier, and grabbing the hacksaw out of the tube, and adding
the MED key to
the stuff to be sent to Matlock. Now run back out into the hall
and quickly switch
to Matlock.
As Matlock, grab _EVERYTHING_ out of the tube, then turning to
place the cartridge
into the chemical combiner. Go over to the computer and select the
Chemical Combiner
option. Next select Hydrochloric Acid. As soon as that's done, pop
the cartridge
into the tubes to Karne. Hopefully, you did this all fast enough
to avoid Karne's
neck from becoming the zombie substitute for steak.
Quickly switch to Karne, grab the cartridge, open up the weed
sprayer, and pop the
cartridge back in. Run quickly through the arboretum, avoiding the
zombies and
making your way to the recycle ante chamber. Step forward a little
(but not too
far or you'll be TriMorph chow!) and use the weed sprayer. Step
into the ante
chamber and grab the respirator and bicycle pump before heading on
through.
BEWARE! There is now a 5 minutes time limit on the next sequence.
You will
suffocate if you do not work fast enough.
Run to the corpse and grab the nail gun and ammo off of him. Use
this
to fire at the crabs that come at you (enter combat mode and hit
the left
control key once to aim down, again to shoot). This will keep them
out of our
hair. Switch back to your main gun and go to the computer. Access
the Recycle
option, and watch the fan turn off. Turn around just briefly to
take out the
nail gun-less corpse and then climb up into the fan through the
left side. Use
the vibrobrush to clean out the air filters. Go back to the
computer and
reselect "Recycle". Voila, done before the air has run out.
Before you leave this room, return to the corpse (he should still
be down) and
grab the oily rag from him. Go back to the vac tubes, and send the
rag through (for
Matlock) along with the bicycle pump and respirator (for Kenzo).
Now head back to
the airlock, stopping to grab the pop gun and checker piece of out
the locker
(it's going to be out of your way from now on).
Note that now those crab things (known as extrusions) will be in
the hallways at
random. The only reason we didn't move Kenzo is that the Blvd. St.
Micheal seems
safe from them, making it the perfect haven for him at this point.
Switch to Matlock. Grab the oily rag out of the vab tube and then
venture outside
the ChemLab and wonder why no one bothered to radio her and tell
her the dead aren't
really dead. Avoid him and go to the door that's on the 'north'
side of the room,
opening it with one of the two blue tags. Search the corpse in the
middle of the
disinfection room to get the yellow key and his recorder. Listen
to the recorder for
some clues on how to open Airlock 2. (Note : I'm not far enough to
know what to do with
this info) Now go open the remaining door. Head towards that
airlock and examine
the door. Then wonder why in the world Matlock would want to open
it! Anyway, open
the door to the MedLab with the key. Now, using the chemical
extractor, you can make
boosts and anti-tox from the various plants you've found
everywhere!
Use the vac tubes and add the desk key you have to the stockpile
(it should of been
either in the MedLab locker or the ChemLab locker.) Head back
outside and blast the
corpse away (finally!)
Move back to the ChemLab and grab the receptor panel, along with a
flask and the
receptor panel. Put the flash in the chemical combiner, and fill
it with nitro-
glycerine. Now, carefully walk back to Times Square (the area
right outside your
airlock), walking very carefully because running will make you go
*BOOM*.
After making it to Times Square, go to the hallway across from the
your airlock. Use
the oily rag on the wire, and then the flash with the rag.
Finally, use the lighter
with the rag and run like hell! If you're fast enough, you will
narrowly avoid
getting killed. Congrats. Now head into the receptor power area.
Switch to Kenzo. Head all the way back to the bathroom again, now
equipped with a
hacksaw. If you're lucky, you should be able to get there without
shooting anything
(maybe a few neck bites, but nothing a health boost won't fix ;).
Inside the bathroom,
use the hacksaw on the corpse near the showers. Vomit if
nessecary. Run out quickly
before the other zombie finishes his business on the can. Grab the
bicycle pump,
repirator, and key from the tube and send the hand over to
Matlock. Now head back to
Blvd. St. Micheal, right outside the director's room.
Switch back to Matlock and use the vac tube in the power room to
get the hand. Use the
hand with the computer to lower the receptor. Now go the around to
the other side of
the receptor and use the spare panel with it. Head back over to
the other side, and
raise the arm back up. Hurrah, now there's more power, too bad
some power cells fried.
Anyway, now would be a good time to exit this room, as the zombie
doesn't share the
same feelings you do about getting more power to the base. Make
your way back to
Picadalily Circus and open the remaining door. Head towards that
airlock and examine
the door. Then wonder why in the world Matlock would want to open
it! Anyway, open
the door to the MedLab with the key. Now, using the chemical
extractor, you can make
boosts and anti-tox from the various plants you've found
everywhere!
Switch yet again to Kenzo. Make sure he has the following items:
Bicycle pump, mars
hopper, and respirator. Also, he should have read the note from
Ben Gunn (it may be
a good idea to bring it with you, just in case.) Go into the
director's room (for
the millionth time, right?), blast the zombie, and open up the
drawer with the desk
key you got from Matlock (weird, looks like a dresser to me). Grab
the bell out and
now head over to the director's corpse (plugging him if he decides
to dance with you),
and now open the locked door with your yellow tag. Enter this next
area. You will want
to use your respirator immediatly!
You have 3 minutes before your run out of air (again). Work fast!
Head over to the hole and use the mars hopper and bicycle pump
with it. If that
doesn't fix the hole, try use the in it then the hopper. If that
doesn't work, use
the pump with the hopper, then use that on the hole (not sure on
exact order here,
I paniced, sorry). You should be able to fix it with about a
minute or two to spare.
Head into the MOOD room and talk to MOOD. She's going to sass you
a bit, being based
upon an old actress (I'm guessing from around 1950 ;). Talk to her
about everything,
gaining two passwords and being told to find the password for
getting into bulkhead
control system. (This password is PARK LANE, as told by Ben Gunn.
I can tell you this
cuz it's one of the few you have to find to use.) Talk to MOOD
about bulkheads twice
to give her the password. Now you can use the infomesh chair!
Get into the infomesh chair, and you will enter MOOD. Use the bell
with the guitar to
open the door. Now go out and use the rock. Select one bulkhead to
open them all up.
Finally, now we can really start exploring. Unfortunatly this is
the end of what I know
so far!
- - END WALKTHROUGH - -
Well, I have 3 dorm tags now, along with some other junk (I found
a scarab, but not sure
if I should have it already). I've started exploring the new
areas, but I'm none to sure
on the exact next step. Stand by for an update by Tuesday or
Wednesday!
Also, is it just me or does the game go into an endless loop if
you have Karne use his
bioscanner near the canteens (right next to where he starts),
finally running itself to
crashing? There are some circumstances leading to this I believe,
and maybe it's me jumping
the gun. . .
Oh well, as usually, all questions and comments can go to me at
thewatchfull@hotmail.com.
Also, the place to always get the newest edition of this FAQ is:
http://orion.spaceports.com/~purefxp/FAQs/index.html