Martian Gothic: Unification - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Martian Gothic: Unification - Strategy Guide (Page 02).
*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.
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