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Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter M » Martian Gothic: Unification - Strategy Guide (Page 03)

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.

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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.



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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.

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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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