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Cheats » Sony Playstation One (PSX) » Games Starting with the Letter M » Martian Gothic: Unification - Strategy Guide (Page 01)

Martian Gothic: Unification
Developer - Creative Reality
FAQ ~ Full Walkthrough

Platform: Playstation 1
Author: Shock
Contact Info:
Current Version ~ 1.02
Release Date: (12-02-01)
Last Updated: (02-16-02)
Copyright 2001, All Rights Reserved


i. Legal Stuff:

This document is for private and personal use only. If you wish to use this
document on another website I ask only a couple of things. First of all do
not altar this document in any way without the author's explicit permission.
This document may not be sold or redistributed for profit without my
consultation. If you’d like to use this document in its unaltered form all
you need to do is ask and I will add your site to the list. I just wish to
know where this document is circulating. Thanks for taking the time to read.
Enjoy the FAQ.

This FAQ is available at the following sites:


ii. Revision History:

Version 1.00 - (12/02/01): FAQ Released.

Version 1.01 - (12/16/01): Added Cheats section. Tried to give a better
description for the Obelisk puzzle. Updated items. Fixed some spelling
errors. Added Rezin's section.

Version 1.02 - (02/16/02): Added information regarding the troublesome PS1
"Respirator Bug". Added 4-digit watch codes. Updated items (near complete).

Table of Contents:

  I. Intro
 II. Controls
III. PC vs. Playstation
 IV. Prolog
  V. Walkthrough

     1.01 – Welcome to Vita Base       1.21 – Mai Lin’s Quarters (Kenzo)
     1.02 – Base Director’s Quarters   1.22 – Necropolis Elevator
     1.03 – The Gymnasium              1.23 – Bio Lab (Back)
     1.04 – The Washroom               1.24 – Mai Lin’s Quarters (Matlock)
     1.05 – Rec Room                   1.25 – Project Director’s Room
     1.06 – The Study                  1.26 – The Kremlin
     1.07 – The Arboretum              1.27 – Airlock #2
     1.08 – Chem Lab                   1.28 – Dormitory – The Psionarra
     1.09 – MED Lab                    1.29 – Enter the Necropolis
     1.10 – Air Recycling Center       1.30 – Necropolis Elevator (Revisit)
     1.11 – MOOD                       1.31 – The Pit Chamber
     1.12 – Power Core                 1.32 – Arena Site
     1.13 – Dorm #1                    1.33 – The Obelisk
     1.14 – Shuttle Bay                1.34 – Obelisk Puzzle
     1.15 – The Kitchen                1.35 – The North Chamber
     1.16 – Dorm #2                    1.36 – Altar Puzzle
     1.17 – The Dormitory Area         1.37 – Arkham Dorm
     1.18 – Dorm #3                    1.38 – Whittaker's Grave
     1.19 – Geo Lab                    1.39 - Search for a Cure
     1.20 – Bio Lab (Front)            1.40 - Final Mission

 VI. Extras
VII. Cheats
VIII Special Thanks (Credits)


I. Intro:

"Stay Alone, Stay Alive". This was the final transmition sent from Vita Base
almost 10 months ago. There’s been continuous radio silence ever since.
Earth Control has sent a 3 man team to investigate and determine the fate of
their lost Vita colony. What dark secrets lie beneath the frozen Martian
surface? And what has become of Vita Base’s 58 man crew: Mutiny? A bacterial
outbreak? Or perhaps something far, far worse...

A deadly game is about to begin. Something very old and very deadly has

Martian Gothic Unification is a sci-fi thriller that gets its roots from
classic titles like Resident Evil, Alone in the Dark, and Day of the
Tentacle. However MG focuses a bit more on the puzzle aspect of these games.
There’s still plenty of action in Martian Gothic but weapons will only get
you so far. Strategy will get you a lot further than firepower but in the
end you’ll need plenty of both to survive. As you explore Vita Base you’ll
be controlling up to 3 characters simultaneously. Teamwork will be


II. Controls:

The controls are pretty much your standard Resident Evil configuration so
I’m not going to go into too much detail here. There are a few minor
differences though.

Select button:~~~~~~~~~~~~~~~~Switch characters.
Start button:~~~~~~~~~~~~~~~~~Inventory.
X button:~~~~~~~~~~~~~~~~~~~~~Interact/Action, Shoot.
O button:~~~~~~~~~~~~~~~~~~~~~Run.
Square button:~~~~~~~~~~~~~~~~Kick.
Triangle button:~~~~~~~~~~~~~~Exit/Go Back a Screen.
O + X (repeatedly):~~~~~~~~~~~Break zombies hold (Press buttons rapidly).
R1 button:~~~~~~~~~~~~~~~~~~~~Draw Weapon/Enter combat mode.
R1 + X:~~~~~~~~~~~~~~~~~~~~~~~Draw, Fire weapon.
R1 + Triangle:~~~~~~~~~~~~~~~~Aim down, Fire weapon.


III. PC vs. Playstation:

The two versions play out pretty much the same. There are no major story
changes and all the codes/puzzles are the same. I’ve got to admit that this
is probably one of the better ported games I’ve played on the PS1. It’s good
to see that Creative Reality took their time and got it right. There are a
few minor differences between the 2 versions though.

1) PS1 version gives you 12 saves per computer. PC you only got 2-5 before
the patch. You'll also find health and ammo in larger amounts on the PS1.

2) The Trimorph AI seems better on the PC.

3) Some puzzles/rooms have been improved on PS1 (Kremlin, Altar, zombie in
orange room). Others have been slightly altered for the PS1 (Obelisk).

4) The 3rd breed of Extrude has been removed from the PS1 version (no
paralysis). The 4th radio for Ben Gunn is also missing.

5) Nothing else really worth mentioning.


IV. Prolog:

In Martian Gothic there’s really no set way of doing things. You’ll be able
to perform many tasks in several different orders. I've decided to exclude
numeric codes from this document but I will tell you where you can find
them. I'll try to keep the backtracking to a minimum but with the
substantial amount of items you’ll be finding it’s almost inevitable.
There’s obviously going to be some spoilers in this next section so consider
yourself warned.


V. Walkthrough:


1.01 - Welcome to Vita Base

Your ship crash-lands and the party makes their way to Vita base. Upon
arrival the group splits up and each member enters through a different
airlock. The team has been given very little in terms of information and
supplies. Your only briefing was a mysterious warning, "Stay alone and stay
alive". If only it was that simple.

Each team member has a unique talent. Martin Karne is the leader of the
group. As the story unfolds you’ll learn that Karne has actually taken this
mission for more "personal" reasons. Kenzo Uji is the infamous infomesher;
the computer expert of the team. And finally there’s Diane Matlock, the
medical/science expert who accompanies the team in the event of a biohazard.
Take a few moments to get a feel for the controls and then it’s time to head

You’ll start off with Karne in Airlock #1. If you examine the spacesuit
you’ll see that the tanks are empty. You’re basically trapped on Vita Base
for the time being. Search the helmet and you’ll find a radio inside.
There’s also an empty locker in this room so you can take this opportunity
to dump off your luxury items (Silver bullet and candy wrapper). Once you’ve
finished checking out the helmet and the locker, switch to Kenzo and Matlock
and do the same thing. All 3 airlocks have suits with radios and Matlock’s
room even has a locker with a Piccolo gun and some ammo (Sweet!). Feel free
to dump off their luxury items as well (Lipstick, contact, nicotine patch,
pictures, game book, -just eat the Satsuma). When all 3 characters have
their radios use one and they’ll carry out a little conversation. After
Karne gives them a little pep talk, walk through the main door and into the
decontamination room. If you’re using Karne or Matlock you won’t get very
far. Airlocks #1 and #3 are sealed and you’ll have to bypass them by
computer. That just leaves Kenzo so go through the little decontamination
sequence and exit Airlock #4.

You’ll start off on Madison Avenue. To the south (refer to map) is the
dormitory area but you can’t go there yet because the bulkheads are down. So
head north instead and go through the door. In the next room you’ll meet
your very first member of Vita Base; unfortunately it appears that he’s been
dead for quite some time now. You’ll find another corpse further down the
hall. Search the body and you’ll find an orange tag and a micro-recorder.
Listen to the recorder and you’ll learn that this is the body of Antonio
Felicci; base director of Vita Base. Felicci sounds demoralized in his
message as he talks about "floating men", gunfire, and other craziness.
Not a lot of questions answered here so head east on Boulevard St. Michel
and go through the next door.

You’re path will be obstructed by the floating man that Felicci was
referring to. Don’t worry, he can’t harm you. There’s also an empty hatch to
your left (great for storage). Use the orange tag to unlock the door on your
right and enter Felicci's bedroom.

1.02 - Base Director’s Quarters:

*LOCATION: Orange Door, Boulevard St. Michel
*ITEMS: Piccolo ammo, Computer, Vac-tube, Silver bell (later).

You can search the body on the bed for some ammo. There’s a locked drawer in
this room but you won’t be able to open it until later so go over to the
computer and login. When you try to use the computer it asks for voice
authorization. Use Felicci’s micro recorder with the computer (to simulate
his voice) and you’ll be greeted by an emergency transmition from Judith
Harroway; Project Director of Vita Base.

The message is distorted but you can tell she’s pretty livid; talking about
"opening Pandora’s box", "people clumping together", and more of this "Stay
alone, stay alive" stuff. The message ends and you’ll receive your first
password: PANDORA. Feel free to browse through the files if you want.
Nothing vital but it adds to the story. When you’re tired of reading go to
the Martian Mayhem option and save your game; you’ll see why in just a
second. Go to the Doors menu and release the locks. Karne’s door will open
but Matlock’s door remains locked and needs a pass code. Before you can do
anything else the girl on the bed sits up and starts coming after you. You
don’t have any weapons yet so you can’t fight her. Your only option is to
get out of the room fast.

**(SIDE NOTE)** This part used to be extremely frustrating on the PC version
but they’ve made some improvements. If she grabs you rapidly start pressing
the O and X buttons and try to shake her off. You can also reload from your
previous save if you get into trouble. She won’t sit up until after you
release the doors so try to take a few back steps toward the door before
she sits up. You’ll have trouble opening the door if you’re moving so calmly
walk toward the door, stop, open it, and get out.

Once you’re outside stash the micro-recorder in the hatch, you won’t need it
anymore, and go back the way you came. Head through the door on the west
side this time and you’ll find a hatch with a health boost inside. Take your
time and explore these corridors thoroughly. You’ll be running through this
area quite frequently so start getting acquainted with all the doors, bends,
and curves. There are dead bodies everywhere so search them all (one of them
has the MED key). Follow the corridors until you come to an area (Sunset
Blvd) with a vac-tube and a locked green door. Check the vac-tube and you’ll
find a note from Ben Gunn. You’re done with Kenzo for now so press Select
and switch to Karne.

Karne starts off in an area where most of his doors are locked or sealed. As
Karne starts walking down the hall he’ll notice that his watch stops. If you
go to the inventory screen you’ll notice that everybody’s watch has stopped.
Continue exploring the corridors and make you’re way down to Park Lane.
You’ll see another hatch on the wall near the purple room but this one
requires a pass code. Try using the 4-digit number on your watch and the
hatch should pop open revealing your first green tag.

*Watch Codes: Some people are having trouble reading the numbers at the top
of the screen (different formats). For those who can't see the numbers:

Karne: 4864               Kenzo: 3172               Matlock: 2915

There are 3 green doors on Vita Base (not the numbered doors). These 3 rooms
can be opened in any order but I prefer opening them like this because it
requires the least amount of backtracking. Follow Park Lane a little bit
further and Karne will come across another vac-tube. Place the Green tag in
the vac-tube and send it over to Kenzo; we’re going to open his 2 doors
first so check the map. Kenzo is already standing right next to one of the
green doors but ignore this one for now and head over to the far door. Use
the green tag and enter the Gymnasium.

1.03 - Gymnasium:

*LOCATION: Green Door, State Street
*ITEMS: Mars hopper, Belt, Notes/Paperclip, Bible, Micro-recorder (Mentz),
Green tag.

Wow, somebody sure knows how to throw a party. Search the hanging body for a
bunch of items. The recorder describes the final moments of Dieta Mentz (an
old friend of Matlock). It should be pretty obvious by now that there’s
something terribly wrong with this place. You can examine her notes but you
won’t find much -- except for a trusty paperclip. Take a look at the Bible
and you’ll find a highlighted passage which reveals another password:
WORMWOOD. Before you leave be sure to grab the deflated Mars hopper on the
floor and don’t forget to take the belt off the exercise bike (it’s near the
basketball hoop). Head back to the vac-tube where the other green door was.
Open the door with the Green tag you found in the Gym and enter the

1.04 - Bathroom/Washroom:

*LOCATION: Green Door, Sunset Blvd (near vac-tube)
*ITEMS: Vibro-scour, Green tag, anti-toxin, #2 Dorm tag, Notes, Pass code to
Arboretum, Tanning beds, Jameson’s Body (later).

Enter the bathroom and search the body that’s sitting on the toilet; what a
way to die. The bathroom has a couple of bad camera angles so make sure you
search this area carefully. There’s another body on the floor that you can
use with something later on. Ignore Jameson's body for now but remember
where you found him. Just beyond the body there’s a blind corner with a set
of lockers. Open the locker and you’ll see that it’s loaded with items.
There’s a ton of storage space here so I recommend freeing up some space
(Dump off the Bible, Micro-recorder, and any notes you have -- write down
the Arboretum #). There's also some tanning beds in the Washroom which you
can use to recharge the Biosensors you’ll be finding soon. When you’re ready
head back outside and use the vac-tube to send the Vibro-scour, paperclip,
and the purple/green tags over to Karne.

Switch to Karne and make your way toward the 3rd and final green room. Use
the Green tag on the door and enter the Recreation Room.

1.05 - Rec Room:

*LOCATION: Green Door, Inocashira Doori
*ITEMS: Pop-gun, Biosensor, Magnetic checker, Dillinger ammo, Desk key,
Green tag, Vac-tube.

Don’t search the bodies just yet! Start by picking up the pop-gun and the
biosensor on the table. The pop-gun is not a weapon so you won’t be able to
hurt anything with it. There are 2 boxes in this room that you need to open.
One’s on the table near the dartboard and the other one is on the table by
the vac-tube. Open the music box and it will start playing the song 3 Blind
Mice (How ironic). Take the key you find inside. Now go ahead and examine
the other box and you’ll see that it’s locked. Use the paperclip to pick the
lock and you’ll receive the checker and some ammo.

Now if you’ve opened all the Green rooms in the order I specified you won’t
need to search any of the bodies. You can leave the Rec Room now. The body
sitting by the movie screen has an extra Green tag but he’s going to attack
you if you try to take it from him. The extra tag was put in the game to
keep you from getting stuck; doesn’t matter how you opened the rooms you’ll
always end up with an extra Green tag. If you still need this tag try to
stand as far away from him as possible before searching. This should give
you a couple extra seconds to get out of the room.

When you’re finished with all the Green rooms, it’s time for Karne to use
his Purple tag and enter the Study.

1.06 - The Study:

*LOCATION: Purple Room, Park Lane
*ITEMS: Blue tag, Book of Egypt (Khepri), Vac-tube, Computer.

There’s not a whole lot to do in this room. Use the drawer key that you
found in the Rec Room to open the desk. You’ll receive a Blue tag. There’s a
dead body sitting in a chair with a book in his hand. Use the computer and
save your progress. You can now access some of the restricted files on the
computer (use your watch codes) but there’s still one file you won’t be able
to get into. Don’t worry about it. You’ve got the tag and you’ve saved so
it’s time to head to the Arboretum. As you leave the Study you’ll hear
something drop (the book) and the corpse will stand up from his chair.
You’ll need to go back for this book eventually but it can wait. Just ignore
him and leave the room.

Head back toward the vac-tube but this time keep going until you reach the
door at the very end of the hallway. Enter the Arboretum code that you found
in the Washroom and go inside.

1.07 - Arboretum:

*LOCATION: End of Park Lane
*ITEMS: Altar note, #4 Dorm tag, Remote control, Suicide note, Piccolo ammo,
Lichens (2), Brown herbs (7), Piccolo guns (2), Blue tag, Micro-recorder
(Tierney), Weed Killer gun, Rubber gloves, Bicycle pump, Respirator mask.

Welcome to the ArborEATum. This is a large outdoor area that the colonist
used for plant experimentation and air filtration. There will likely be more
items than you can carry here so take what you can and come back for the
rest later. There’s a lot of area to cover so let's get started.

On the east side of the fountain you’ll see a dead man sitting on a bench
way off in the distance. Run over to him and examine his body and you’ll see
that he has a gun which he’s clutching like a vice. You can’t get the gun
yet so search him, grab what you can, and leave. As you’re leaving he’ll
decide to get up and come after you (leaving the gun behind). Zombies really
aren’t much of a threat in large open areas like this so just keep moving
around until you get a decent camera view and let the zombie come closer.
When you think you’ve lured the zombie far enough away simply run around him
and head back to the bench to pick up the gun. You can shoot him if you’d
like but there’s really no point. Save some ammo and just avoid him.

On the south side of the fountain you’ll see a green doorway which leads to
the Air Recycling Center. Karne looks inside but the way is blocked by a
Trimorph that’s hanging from the ceiling. If you get too close the Trimorph
will grab you and eat you alive so keep your distance. It‘s best just to
leave him alone for now.

On the west side of the fountain you’ll see a zombie that’s walking near a
garden shed. Equip your gun and shoot him down. Search his body and you’ll
find some really nice stuff. Make sure you grab the micro-recorder and the
gun (and the Blue tag if you have room). This micro-recorder is extremely
important because it contains the 4-digit code needed to free Matlock from
the airlock. If you examine the shed you’ll see that it’s padlocked and the
chains are kind of rusty (need an item). There’s nothing more you can do
here so leave the Arboretum the same way you entered.

Once you’re back inside you’ll see that Vita Base is becoming pretty lively
again. The Nondead are coming back to life and these suckers won’t stay down
for long. It takes several shots just to knock one down and they’ll get
right back up after a couple of minutes. Go back to the Study and retrieve
the book you left behind (search the area where he was sitting) and then
head back to the vac-tube and send Kenzo the extra Piccolo gun you just
found. You can also send the remote control, the checker, and both Blue tags
over to him. When you’re finished take Karne back toward the Arboretum door
but don’t go through it. We’re going to park him next to the door for now
(safe spot).

Switch to Kenzo and take the items Karne sent. Now place the MED key, the 2
Blue tags, and the belt into the vac-tube. Send the stuff out and leave it
be (These items are going to Matlock). Your next goal will be to get Matlock
out of the airlock, so make your way back to the Director’s room (orange
room). Don’t shoot the floating zombie yet. Enter Felicci’s room and shoot
the zombie that jumped you earlier. Now go to the computer and enter the
numeric code that you found on Tierney’s recorder. Matlock will finally be
free and all of your characters should have weapons now. Nice work. Take
Kenzo outside and leave him in the area with the floating guy (safe spot).

Matlock starts off at the Times Square intersection. To you’re west is a
body with a scarab; don’t worry about the blue door for now. To the north is
a door with a cable hanging from it. The door is jammed so you’ll need to
find a way to blow it open. Head to the east and check the Baker Street
storage hatch for a hacksaw. You’ll come to an intersection called
Piccadilly Circus where there are several doors. Search the body and you’ll
find some items and another micro-recorder (Andreivich). You’ll learn a
little bit more about Operation Akarak and Earth Control’s role in it. Yuri
had hoped to sabotage the project before it’s completion but was
unsuccessful. Use the Brown tag you just found and enter the Chem Lab.

1.08 - Chem Lab:

*LOCATION: Brown door, Piccadilly Circus
*ITEMS: Desk key, Lichen, Receptor panel, Health, Martian Rock, Flask,
Biosensor, Computer, Vac-tube, Chemical combiner.

With 3 characters you’ll be using the vac-tubes a lot more frequently now.
You’ll have to start juggling items a little bit more on your own. I
recommend freeing up as much space as possible on Karne. You’ll be entering
the Recycling center soon and Karne’s going to need about 6-7 open slots.
All the herbs and lichens you’ve found so far can go to Matlock; she will
soon be able to convert them to health and anti-toxins. Make sure you keep
the vibro-scour in Karne’s inventory. You’ll need it for Recyc.

Check the tube for the items Kenzo sent (MED key, tags, and belt) and send
the hacksaw to Karne so he can open the shed in the Arboretum. You’ll find a
Martian rock inside the vac-tube. Store the rock and the belt in the locker
for later use. There’s a Chemical combiner in this room that can be used to
create a variety of mixtures. You can use the flask on the countertop to
build a nitroglycerine bomb for the door but you can’t finish it yet because
you need a wick. As long as you're carrying the nitro in your inventory you
won’t be able to run so just leave the flask in Chem Lab for now (or store
it in the hatch outside). There’s also a biosensor by the sink you won’t
want to miss.

**(SIDE NOTE)** When you leave Chem Lab the corpse will get up and start
following you. Walk past the storage hatch and lure the zombie down the
hallway (towards Time Square). When he can’t follow you any further shoot
him down and head back to Piccadilly Circus. Nondead only stand up when you
get too close to them. If you’ve lured him far enough away he won’t bother
you anymore. You’ll be able to roam Piccadilly Circus freely and you’ll save
a ton of ammo.

Use the Blue tags on the two blue doors in Piccadilly Circus. Go through the
east door and search the body for a micro-recorder (Muir), locker key, Dorm
#1 tag, and the Yellow tag. Now head back to the south blue door and make
your way down toward MED Lab.

1.09 - MED Lab:

*LOCATION: Carnaby Street (near Air Lock #2)
*ITEMS: Syringes (4), Blue tag, Health, Vac-tube, Computer, Chemical

The hallway is coated in blood and there’s howling noises coming from the
end of the corridor. It seems the colonists have trapped something very
large inside Airlock #2. Fortunately the control panel has been smashed so
you’re safe for the time being.

The most valuable thing in this room is the chemical extractor. You can use
it to transform herbs/lichens into health/antitoxins. It’s a handy device so
you’ll definitely want to take advantage of it. There’s also another message
from Harroway on this computer; nothing earth shattering here but it
enhances the story. There’s an extra Blue tag inside the locker if you need
it. Ignore the syringes for now but remember where they’re at. That’s pretty
much it for now. Once you’re finished extracting herbs switch to Karne.

Send all your herbs to Matlock (if you haven’t already) and free up some
space. Take the hacksaw and head back to the Arboretum where you saw the
storage shed with the padlock. Cut the chain with the hacksaw and go inside.
Carefully search the shelf for a small metal box. Inside this box is a pair
of gloves and a weed killer gun. Examine the spray gun and remove the empty
cartridge. Now leave the Arboretum and head back to the vac-tube.

Send the cartridge to Matlock and head back to Chem Lab. Place the cartridge
inside the Chemical combiner and fill it with Hydrochloric acid. Send the
cartridge back to Karne and load it into the spray gun -- It’s time to kill
a Trimorph. Head back to the room in the Arboretum with the Trimorph and use
the spray gun on it. The Trimorph will scream out in pain and disappear up
into the ceiling. Search the shelf and take the bicycle pump and the
respirator mask before going through the door to ARC.

1.10 - Air Recycling Center:

*LOCATION: Arboretum
*ITEMS: Anti-toxin, Oily rag, Nail gun, Nail ammo, Brown herb, Computer.

Watch out for that annoying little spider creature (Extrude) on the floor.
You can kick or shoot these guys but you're best bet is to just try to avoid
them. Search the body for some items and then run over to the computer and
login. You’ll hear a couple of messages from Harroway (more background
info). If you’re near full health go ahead and burn a save here. There’s no
reason to come back to Recyc again unless you run out of saves. Press the
Recyc Button and the fan will turn off. An audible warning tells you that
you only have 5 minutes left before environmental systems failure. This will
be plenty of time if you already have the vibro-scour in your inventory.

Run to the large fan located behind the computer and Karne will climb up to
examine the filter. Use the vibro-scour to clean the dirty filter. When
you’re finished climb down and go back and use the computer again. Press the
Recyc button AGAIN to turn the fan back on: a lot of people get this far and
forget to turn the fan back on. Once the fan starts spinning again you'll
know that it's working. Leave ARC and exit the Arboretum for the LAST time
(you’re finished here).

Head back to the vac-tube. Give the oily rag to Matlock and send the yellow
tag, bike pump, respirator, and desk key over to Kenzo. Use the key to open
the drawer in the Director’s quarters and take the silver bell. You should
now have everything you need to open the MOOD chamber. You can go ahead and
shoot the floating zombie now. Search his body and you will find an electric
screwdriver. Try using the screwdriver on the air duct behind him and take
the remote control car that you'll find inside. If you want you can use the
magnetic checker with the buggy now and free up an inventory slot. Head to
the yellow door and enter the MOOD chamber.

**(SIDE NOTE)** The buggy is a fun little toy that has many uses. You can
use it to scout ahead and explore new hallways. You can also use it to
transfer items between characters when you’re low on ammo or just feeling
lazy. Monsters will completely ignore the buggy as it drives by. It will
also be used to solve a puzzle later on in the game so don’t forget where
you parked it.

The first time you open the yellow door you’ll discover a breech in the
wall. The air is rapidly escaping so you'll need to use the respirator mask
you found back in the Arboretum. After you've equipped the mask, place the
Martian Hopper inside the hole. Now inflate the balloon with the bicycle
pump and the hopper will expand to seal the breech. Now that you've patched
the hole you can enter the chamber and talk to MOOD.

PS1 Respirator Bug:

I've received several emails concerning a bug that occurs when Kenzo uses
the respirator mask in the MOOD chamber hallway. There are 2 camera angles
in this hallway and, depending on where you're standing, you'll either get a
black screen or the game will lock-up as soon as the POV changes. I'm not
sure what causes this freeze to happen but there's no real workaround for it
yet (obviously it can't be patched). If you're having problems with this
bug here is what I've been recommending.

"If you're experiencing problems with the respirator bug this is the only
thing that's worked for me. Save the game just before Kenzo enters the
yellow door so you can quickly reload if necessary. When the game freezes
most people usually press the reset button, load the game, make it back to
the same point, and the game freezes yet again. However when I turn the
power off on the Playstation (let it sit for 10 seconds) and then
start and reload the game, it plays through normally almost everytime. Not
sure what powering down the Playstation does but it seems to work for some
people -- unfortunately this method doesn't work for everybody."

If the above method didn't work I'd also recommend trying to load the game
on a friends Playstation. If anyone has any tips or workarounds for this bug
I'll continue adding them in future updates.

1.11 - MOOD Chamber:

When you first encounter MOOD she doesn’t feel much like talking. She won’t
help you unless you replace the receptor panel in Power Core and give her a
power boost. You couldn’t get into the Power Core earlier because the door
was jammed but now you have the necessary ingredients to make your nitro
bomb. Switch to Matlock and make a nitro solution with the flask (you may
have already done this). Take the nitro, receptor panel, oily rag, and the
lighter and head to the jammed door. Tie the oily rag to the hanging cable
and then wrap the rag around the neck of the flask. Use the lighter and RUN!
The explosion will blast the door to bits and you’ll be able to enter Power

1.12 - Power Core:

*LOCATION: Times Square (North door)
*ITEMS: Health, Downing Street code, Vac-tube, Computer.

Watch out for the Extrudes that appear after the explosion. You’ll need to
use the computer to lower the large mechanical arm but first you need a
fingerprint ID. This seems impossible at first because all the colonists are
dead but Matlock gives you a little hint. Remember the body you found back
in the Washroom earlier? Switch to Kenzo and take him back to the Washroom
(Green door, Sunset). Make sure you bring the hacksaw with you. Find
Jamison’s body and use the hacksaw to cut off his hand.

Place the severed hand and the screwdriver inside the vac-tube and send them
over to Matlock. Take Kenzo back to the MOOD chamber and have him wait
there. Now you should be able to use the hand to activate the computer and
lower the generator hood. Replace the receptor panel and go back to the
computer to activate it. Once power has been restored you can head back to
Chem Lab.

Once the power has been restored MOOD will become much more sociable. Ask
MOOD about the bulkheads and MOOD says that she might raise the bulkheads IF
you can guess her password. Choose to talk to MOOD about the bulkheads a
second time and this time Kenzo will give her the password: PARK LANE (note
from Ben Gunn).

The bulkheads still aren’t up yet. You'll need to sit in the chair and
activate the VR chamber. You’ll appear inside a house that looks just like
Kenzo’s home back in Japan. You start in a closed room with a musical
instrument in the corner. Pick up and play the shamisen with the silver bell
and it will open a door outside. In the yard you’ll find a large rock slab.
Examine the slab and you will see a very crude map of Vita base. Rocks
represent bulkheads and you can lift the rocks to open and close them. Raise
the rocks and the bulkheads will go up; this will completely open up Vita
Base to you. There are two other maps on this stone slab that we’re going to
use a little later.

There are many subjects that you can talk to MOOD about. MOOD is usually
pretty cryptic with her answers but she knows everything. Check back with
her periodically because new topics appear from time to time -- she also
gives out passwords for the computers. MOOD’s answers will vary depending on
which team member is talking to her. MOOD will be receptive to Kenzo but she
HATES Karne and won’t even give him the time of day.

Once you’ve raised the bulkheads things can get pretty confusing. The game
becomes nonlinear from here on, but there’s still a standard set of goals
you must accomplish. With so many items backtracking is almost inevitable
now. You’ll also have to make sure your characters never cross paths. This
shouldn’t be too much of a problem but it’s worth mentioning.

Alright, the bulkheads are up so take the closest person (Matlock) and head
over to Dorm #1. Don’t forget to bring the screwdriver and the locker key
with you.

1.13 - Dorm #1:

*LOCATION: Green #1, Wall Street
*ITEMS: Note (Mr. Oda), #1 Dorm tag, Dillinger ammo, Martian rock, Note
(Pickman), Health, Nails, Vac-tube.

This room is pretty straight forward. Shoot the 2 zombies and collect the
items. Use the locker key to open the locker. The 2 notes you just found
hold valuable clues to future puzzles. I’ll explain what they mean later so
just read and store them away for future reference.

Exit the hall and continue towards the end of Penny Lane. The bulkheads have
been unlocked so you can use the vac-tube on Sunset if you need to transfer
(safe spot). When you’re nearing the end you’ll come across another air duct
which can be opened with your screwdriver. If you examine the duct Matlock
says she can fit inside. Whatever you do, DO NOT climb inside the vent just
yet! This vent leads to the Shuttle Bay but there is a Trimorph guarding the
spacecraft. This isn’t like the one you saw earlier in the Arboretum. It’s
bigger, faster, and extremely deadly. If you try using the vent now you will
be killed instantly.

You’re going to need some help here (might not be a bad idea to save before
you try this). Go through the door at the end of Penny Lane and you will
enter a wide hallway which ends with a large hanger door. Go ahead and
switch to Kenzo, use the MOOD chair, and go back to the rock slab. There are
2 more maps here so take a look at the one that represents Penny Lane.
You’ll see 2 rocks and a bug at the end (Bug=Trimorph). Kenzo says he can’t
open either of the doors but he might be able to close one of them. Your
goal is to trap the Trimorph between the 2 rocks. The only problem is you’re
going to have to use Matlock as bait.

Change to Matlock and hit the switch to open the first hanger door. The door
will open and reveal a second hanger door. You need to press the switch to
open the second hanger door, run as fast as you can back to the first hanger
door, and then hit the switch to close the first door behind you. It helps
if you’re facing the direction you want to run when you open the second
door. The Trimorph will be right behind you so be quick. If you survive the
chase switch back to Kenzo and have him lower the second door. The Trimorph
will be trapped between the 2 doors and you can now use the ventilation
shaft to safely enter the Shuttle Bay.

1.14 - Shuttle Bay:

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