Martian Gothic: Unification - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Martian Gothic: Unification - Strategy Guide (Page 03).
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.
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