Martian Gothic: Unification(c)
05/01/00 - - - by Talon Soft
Walkthrough and FAQ v0.01 *BETA*
by Watchfull (thewatchfull@hotmail.com)

FAQ released on 05/07/00
Las Updated on 05/08/00

This FAQ was made for the simple reason there are none yet and this is
a very hard game! I've just updated this FAQ for the first time, so it
should look a little better. If you have problems viewing this thing in
Windows, try turning off Word Wrap (as most lines are no longer than 79
characters.)

Also, greets go out to the people who have been debating how to play
this game on the Technical Support board at Talon Soft and on a certain 
BB I frequent. You know who your are. . .

Official greets go out to : MetalWolf (comrade in arms), Shock_XS and
WildChild for inspiring me to write this FAQ, and finally, my fiance,
who's been there to jump out of her skin whenever a zombie sneaks up on
me.

Official Hosting Site(s) for this FAQ -
My Home  : http://orion.spaceports.com/~purefxp/FAQs

Pending WebMaster approval -
GameFAQs : http://www.gamefaqs.com

- - - - COPYRIGHT - - - -

Please note that this FAQ is copyrighted 2000 under international
copyright laws. Reproduction and distribution is LIMITED to the below
guidelines.

1) Proper credit is given to the author of this FAQ (Watchfull).

2) This  FAQ  is  not  used as a sales device, membership incentive, or any other 
   means/attempt that gains profit from such an endeavor.

3) The text  of the  FAQ is  in NO WAY altered from its original form, as posted 
   to GameFAQs or my official site (http://orion.spaceports.com/~purefxp/FAQs).

4) Reproduction  of  this FAQ (In whole or part) without the author's permission 
   is called  PLAGERISM.   Don't   do   it, it's  not cool,  and is a "sue-able" 
   offense (consult your local lawyer if you want to verify it).

5) This  FAQ  is  to  be  distributed  on hard media (i.e. Magazine discs, bonus 
   material disc) only if the FAQ is advertised as the main point of sale to the 
   consumer  and  that  the  company  publishing  said media contacts the author 
   first.

Please note  :  Plagerism will not be tolerated under any circumstances! If you
                read throught the copyright, you know the rules. No excuses are
                accepted anymore (my e-mail is only listed in here  a couple of
                of times, so not having a way to contact me is BS! I'm sorry if
                I sound miffed, but I've found three occurances of it already!)

Please note that Martian Gothic: Unification is a  registered trademark of Talon 
Soft. I make no attempt to infringe upon this trademark and as far as I'm aware,
they have no problem with me writing a FAQ on it.

- - - - REVISION HISTORY - - - -
05/08/00 - Version 0.01 BETA   - Some spelling fixes
                               - Some gameplay points fixed in the beginning
                               - Now have the proper solution to getting the
                                 yellow key.
                               - Everything between getting into MOOD and 
                                 opening the bulkheads is revealed.
                                -Copyright is ammended a bit to solve a few
                                 issues already.
                                -Did some "justify" formatting of the story and
                                 copyright. Going to see how it works.

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  he  station  from  the  project   director  at  the  base,  telling  the 
corporation  that  they "have opened  Pandora's box, <fuzz> 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 <transmission 
fuzzes out>".

That was August of  2017. It's been 10 months 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  its  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)
PrtScn     - Screenshot

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
PrtScn     - Screenshot

- - 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
   are already dead!  Instead,  they'll get up after 10 or 15 minutes (depending
   upon the importance of their location).  Also, nailing them to  the floor and
   shooting them while they're down will just revive them sooner.

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: My inventory is full! What do I do now?
A: Well,  you can always put stuff  you're not using in the hatches  and lockers 
   found  throughout  the  base.  Also,  if  you  lose  track  of  where you put
   something,  all  computer  terminals  will  give  you a list of what's in the 
   storage boxes (this option is in the Local Files area).

Q: What are the brown herb and lichen used for?
A: The  brown herb, when used by Matlock in the MedLab chemical extractor,  will
   usually  yield about 3 or 4 health boosters.  Lichen when used in this device
   will yield about 2 to 4 anti-tox. Very handy if you run out of ammo!

Q: What is the pass code to such-and-such?
A: I can't tell you that. Although the codes are the same for every game played, 
   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 go to the open locker across the
room and stash everything but his watch and his radio insdie for safe keeping.
Now you should walk on up to the door out of the air lock, open it, and exit. 
Welcome to the Decontamination Room. Go ahead a bit 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 character's 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 right and use the door with the key tag the director had. Head 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! Switch to Karne now.

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 got you and you need 
it). Now hang a left and follow the corridor, stopping by the second body to
grab the MED key off of him, and then proceeding all the way to the end, where you 
should see a vac tube. Use it, take the note from Ben Gunn (read this for later
use of the pass code within it. Believe me, if you don't you'll get stuck later)
and then 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, grab the deflated hopper,
and then open up the bike and grab the drive belt. Now head over to the suicide
victim and grab everything under her. After that, examine her body to grab a
recorder and another green tag. Wow, lot's of green here.

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
left, 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, carefully 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. Careful, the dead guy will follow as far as 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 too, 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 the blue key from inside there and now go over to the computer and read the 
three reports in the local files area (as this saves time later and gives some
background info). Now leave. Don't worry about the zombie, he'll get up to show
you the door, but you're already there, so head on out.

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 in the bathroom and you're now in the arboretum! 
Congrats.

Walk to the right and search the suicidal corpse, making note to read his note.
Also grab the note about the altar they found, so you don't need to grab it later.
Start walking away from Mr. Suicidal and he'll get up to invite you to death. 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 avoid him as you circle around the fountain.
That is until you meet your next zombie. Kill this one with five shots from the gun,
and loot his body for another Piccilo Gun for Kenzo and his recorder. This recorder
has the pass code to release Matlock with.

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, nicotine patch, and contact
lense in there. Go through the door, use the control panel, go through the next door.
First head to the tunnel on your character's right, searching the corpse to get the
scarab.

Now, go to the tunnel on oppositte 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 and the hacksaw. Make your way into the "hub" of labs and 
search the corpse. This will yield a recorder and the tag to the door which is now 
in the scene, as well as the lighter on the corpse. Go on in, using the tag to open
 it, and immediatly send the hacksaw over to Karne. 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 his 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, along with the hacksaw and your two blue
tags. Switch to Kenzo, rush into the director's office, blasting the she-zombie you
woke earlier, and grabbing the hacksaw out of the tube, and adding the MED key to 
the stuff to be sent to Matlock. Now run back out into the hall and quickly switch
to Matlock.

As Matlock, grab _EVERYTHING_ out of the tube, then turning to place the cartridge
into the chemical combiner. Go over to the computer and select the Chemical Combiner
option. Next select Hydrochloric Acid. As soon as that's done, pop the cartridge
into the tubes to Karne. Hopefully, you did this all fast enough to avoid Karne's
neck from becoming the zombie substitute for steak.

Quickly switch to Karne, grab the cartridge, open up the weed sprayer, and pop the
cartridge back in. Run quickly through the arboretum, avoiding the zombies and
making your way to the recycle ante chamber. Step forward a little (but not too
far or you'll be TriMorph chow!) and use the weed sprayer. Step into the ante
chamber and grab the respirator and bicycle pump before heading on through.

BEWARE! There is now a 5 minutes time limit on the next sequence. You will
suffocate if you do not work fast enough.

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 through the left side. Use 
the vibrobrush to clean out the air filters. Go back to the computer and 
reselect "Recycle". Voila, done before the air has run out.

Before you leave this room, return to the corpse (he should still be down) and
grab the oily rag from him. Go back to the vac tubes, and send the rag through (for
Matlock) along with the bicycle pump and respirator (for Kenzo). Now head back to 
the airlock, stopping to grab the pop gun and checker piece of out the locker 
(it's going to be out of your way from now on).

Note that now those crab things (known as extrusions) will be in the hallways at 
random. The only reason we didn't move Kenzo is that the Blvd. St. Micheal seems
safe from them, making it the perfect haven for him at this point.

Switch to Matlock. Grab the oily rag out of the vab tube and then venture outside
the ChemLab and wonder why no one bothered to radio her and tell her the dead aren't
really dead. Avoid him and go to the door that's on the 'north' side of the room,
opening it with one of the two blue tags. Search the corpse in the middle of the
disinfection room to get the yellow key and his recorder. Listen to the recorder for
some clues on how to open Airlock 2. (Note : I'm not far enough to know what to do with
this info) Now go open the remaining door. Head towards that airlock and examine
the door. Then wonder why in the world Matlock would want to open it! Anyway, open
the door to the MedLab with the key. Now, using the chemical extractor, you can make
boosts and anti-tox from the various plants you've found everywhere!

Use the vac tubes and add the desk key you have to the stockpile (it should of been
either in the MedLab locker or the ChemLab locker.) Head back outside and blast the
corpse away (finally!)

Move back to the ChemLab and grab the receptor panel, along with a flask and the
receptor panel. Put the flash in the chemical combiner, and fill it with nitro-
glycerine. Now, carefully walk back to Times Square (the area right outside your
airlock), walking very carefully because running will make you go *BOOM*.

After making it to Times Square, go to the hallway across from the your airlock. Use
the oily rag on the wire, and then the flash with the rag. Finally, use the lighter
with the rag and run like hell! If you're fast enough, you will narrowly avoid
getting killed. Congrats. Now head into the receptor power area.

Switch to Kenzo. Head all the way back to the bathroom again, now equipped with a
hacksaw. If you're lucky, you should be able to get there without shooting anything
(maybe a few neck bites, but nothing a health boost won't fix ;). Inside the bathroom,
use the hacksaw on the corpse near the showers. Vomit if nessecary. Run out quickly
before the other zombie finishes his business on the can. Grab the bicycle pump,
repirator, and key from the tube and send the hand over to Matlock. Now head back to 
Blvd. St. Micheal, right outside the director's room.

Switch back to Matlock and use the vac tube in the power room to get the hand. Use the
hand with the computer to lower the receptor. Now go the around to the other side of
the receptor and use the spare panel with it. Head back over to the other side, and
raise the arm back up. Hurrah, now there's more power, too bad some power cells fried.

Anyway, now would be a good time to exit this room, as the zombie doesn't share the
same feelings you do about getting more power to the base. Make your way back to
Picadalily Circus and open the remaining door. Head towards that airlock and examine
the door. Then wonder why in the world Matlock would want to open it! Anyway, open
the door to the MedLab with the key. Now, using the chemical extractor, you can make
boosts and anti-tox from the various plants you've found everywhere!

Switch yet again to Kenzo. Make sure he has the following items: Bicycle pump, mars
hopper, and respirator. Also, he should have read the note from Ben Gunn (it may be
a good idea to bring it with you, just in case.) Go into the director's room (for
the millionth time, right?), blast the zombie, and open up the drawer with the desk
key you got from Matlock (weird, looks like a dresser to me). Grab the bell out and
now head over to the director's corpse (plugging him if he decides to dance with you),
and now open the locked door with your yellow tag. Enter this next area. You will want
to use your respirator immediatly!

You have 3 minutes before your run out of air (again). Work fast!

Head over to the hole and use the mars hopper and bicycle pump with it. If that
doesn't fix the hole, try use the in it then the hopper. If that doesn't work, use
the pump with the hopper, then use that on the hole (not sure on exact order here,
I paniced, sorry). You should be able to fix it with about a minute or two to spare.

Head into the MOOD room and talk to MOOD. She's going to sass you a bit, being based
upon an old actress (I'm guessing from around 1950 ;). Talk to her about everything,
gaining two passwords and being told to find the password for getting into bulkhead
control system. (This password is PARK LANE, as told by Ben Gunn. I can tell you this
cuz it's one of the few you have to find to use.) Talk to MOOD about bulkheads twice
to give her the password. Now you can use the infomesh chair!

Get into the infomesh chair, and you will enter MOOD. Use the bell with the guitar to
open the door. Now go out and use the rock. Select one bulkhead to open them all up.
Finally, now we can really start exploring. Unfortunatly this is the end of what I know
so far!

- -  END WALKTHROUGH - -

Well, I have 3 dorm tags now, along with some other junk (I found a scarab, but not sure
if I should have it already). I've started exploring the new areas, but I'm none to sure
on the exact next step. Stand by for an update by Tuesday or Wednesday!

Also, is it just me or does the game go into an endless loop if you have Karne use his
bioscanner near the canteens (right next to where he starts), finally running itself to
crashing? There are some circumstances leading to this I believe, and maybe it's me jumping
the gun. . .

Oh well, as usually, all questions and comments can go to me at thewatchfull@hotmail.com.
Also, the place to always get the newest edition of this FAQ is:
http://orion.spaceports.com/~purefxp/FAQs/index.html