Martian Gothic: Unification
Martian Gothic: Unification(c) 05/01/00 FAQ released on 05/07/00 This FAQ was made for the simple reason there are none yet and this is a very hard game! Enjoy what I have so far (as I'm just about halfway through I believe), and expect an update soon! - - - - REVISION HISTORY - - - - 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 the 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 October 18th, 2017. It is now October 1st, 2018. A year has passed 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 her 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) 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 - - 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 only fall down for a bit. It usually takes them 10 - 15 minutes to get up, so if you're fast in doing things after you kill a zombie, you can save ammo. 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: What is the pass code to such-and-such? A: I can't tell you that. The codes stay the same for each game (I believe), but 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 walk on up to the door and open it. Walk through to the Decontamination Room. Go ahead 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 characters 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 left and use the door with the key tag the director had. Enter 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! After you leave the room, switch over to Karne (F1). 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 messed with you need it), and stash his photo and fruit in here. Now hang a left and follow the corridor all the way to the end, where you should see a vac tube. Use it and 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, go to your right and grab the deflated thing and open the bicycle, being sure to grab the drive belt. Now go up to our unfortunate victim and grab everything on her and under her. Examine the notes and you'll get a paper clip. You should also have gotten another green tag (did the people who designed this system like green? Nah . . . ;) 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 right, 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, careful 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. 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 to, 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 everything you find in there and now go over to the computer and read the local files for some info on what was found here. As you leave this room, the book reading corpse will quit the book club and shuffle towards you, so exit. 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 and you're now in the arboretum! Congrats. Walk to the right and search the suicidal corpse, making note to read his note. Poor guy, they got to him anyway, because you'll walk away and he'll decide he doesn't want to go down alone! 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 fill him full of lead (5 direct shots will kill!). Also grab the altar note he must've dropped with the gun. Circle around the fountain until you meet your next zombie. Repeat action to last zombie and raid his body! Be sure to grab the recorder and listen to the pass code for unlocking Matlock's door. 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 and nicotine patch in there. Go through the door, use the control panel, go through the next door. Now, go to the tunnel on the left hand 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, then put it back. In the room with many choices, head towards the corpse. Search it and grab the tag and recorder. Hmmm, he made explosives. Well, use the tag on the door in the scene now and enter. Go right over to the locker and grab the hack saw. Now send it over to Karne via the vac tube next to the chemical combiner. 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 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. Switch to Matlock, get the cartridge, and put it in the chemical combiner (which is right next to it). Go over to the computer, select the Chemical Combiner option, and add in "Hydrochloric Acid". Now grab the cartridge out of there and send it back to Karne (and if you did this all fast enough, he neck should not have become a new substitute for beef.) First, switch back to Kenzo and move him all the way to his airlock. Blast any zombies that get in the way. The reason for this will become evident in a moment. Switch back to Matlock, grab the cartridge. Open up the weed sprayer and pop the cartridge back in. Now go and grab the vibrobrush from where we stashed it. Make sure Karne has at least two free slots for this next paragraph (also keep in mind that game will assign a 5 minute time limit to the next sequence of events). Run through the arboretum, don't bother shooting down zombies, and get right to the entrance the recycle ante chamber. Use the weed sprayer and watch the TriMorph go away. Go into the next chamber, and our 5 minute time limit will start! 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. Use the vibrobrush to clean out the air filters. Go back to the computer and reselect "Recycle". Voila, done before the time limit gets to us. Note that now those crab things will be in the hallways at random. That's why we just moved Kenzo into a room (a safe one at that). They can most easily be dispatch by alternating gun shots with shin kicks (right control in combat mode. Now, leave the recycling room, and grab the respirator and bicycle pump off the shelf, and beat it. On your way back to the airlock, send the respirator into the vac tubes. Also, if you have any blue keycards, send those through too. - - WARNING - - THIS IS THE POINT I AM UP TO NOW (OR AT LEAST THE POINT UP TO WHICH I AM POSITIVE ON WHAT TO DO). The following few paragraphs are what I'm doing now and are unverified as of yet. Switch to Kenzo, and make your way to the vac tubes (I recommend the ones in the director's room, since you can take out the zombie and there's only two of them on the way there.) Have him grab his respirator and add the med key to the stuff being sent back into the loop. Now retreat back to your airlock. Switch to Matlock and grab everything out of the tubes (2 blue tags and the MED key). Exit the chemlab and wonder why, when they have radios, no one told poor Matlock that the corpses have a nasty habit of rising up to attack when your back is turned. Blast his zombie butt to oblivion, and then run to the door opposite chemlab. Go over to the storage closet and retrieve the yellow tag from there. Send it through the tubes. Switch to Kenzo yet again, and go to the tubes. Grab the yellow tag. Kenzo will know remark that he can get to the InfoMesh chair to MOOD. - - END WALKTHROUGH - - Unfortunately, this is as far as I have been able to get so far. I know that it doesn't seem as complete to some of the players further in the game, but for the really stuck people who have yet to get used to some of the conventions used in this excellent title, it's a great start. Note that I can't remember exactly where I found the yellow tag. It may have been in the lockers in chemlab or it may have been in the lockers in MedLab. Not too sure. If it's in neither of those areas, try this. . . Switch to Matlock. Go back the main hub and take the other blue tagged door. This will lead you to a sterilization room with a rather bloody corpse. Search the corpse for whatever you may need.
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