Marathon: Infinity

Marathon: Infinity

14.10.2013 15:07:08
WEAPONS GUIDE for Macintosh
~B
MARATHON: INFINITY: WEAPONS GUIDE

by

Wolf Feather/Jamie Stafford
FEATHER7@IX.NETCOM.COM



Initial Version Completed: July 13, 2002
FINAL VERSION Completed: July 18, 2002

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CONTENTS
Spacing and Length
Permissions
Introduction
.44 Magnum
Alien Shotgun
Assault Riffle
Combat Shotgun
Fusion Pistol
Missile Launcher
Napalm Thrower
Submachine Gun
The Invincibility Powerup
Explosive BOBs
Contact

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SPACING AND LENGTH
For optimum readability, this driving guide should be
viewed/printed using a monowidth font, such as Courier.
Check for appropriate font setting by making sure the numbers
and letters below line up:

1234567890123456789012345678901234567890123456789012
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz

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PERMISSIONS
This guide may ONLY be posted on FeatherGuides, GameFAQs.com,
PSXCodez.com, F1Gamers, Cheatcc.com, Absolute-
PlayStation.com, InsidePS2Games.com, RedCoupe, gamesover.com,
CheatPlanet.com, The Cheat Empire, a2zweblinks.com, Gameguru,
cheatingplanet.com, vgstrategies.com, hellzgate, Games
Domain, RobsGaming.com, ps2fantasy.com, and neoseeker.com.

Permission is granted to download and print one copy of this
game guide for personal use.

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INTRODUCTION
The purpose of this guide is to provide information on the
various weapons available in Marathon: Infinity. Some of
these weapons are also available in Marathon and Marathon 2,
but I am using Marathon: Infinity as my base for this guide.
Tips on using these weapons are also included.

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.44 MAGNUM
The .44 Magnum Mega Class A1 is not a very effective weapon,
but many developer-created levels force the player to begin
with this weapon. This weapon only fires one shot at a time,
and a clip holds only eight bullets. Fortunately, a
character can use two of these weapons at once; however,
should one .44 become empty, the player will stop shooting
and reload the empty .44 with a new clip.

Because this is not a very effective weapon, it will require
several shots to kill most aliens. One of the few exceptions
are the floating robots, which will explode on a single shot.

Ammunition packs for the .44 are small yellow boxes.

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ALIEN SHOTGUN
The player's computer information (on the lower-right of the
screen) will list this as 'Unknown Weapon Class - System
Error 0xfded.' In short, players should theoretically not be
able to find and use the Alien Shotgun.

This is in essence a multidirectional flamethrower, but with
a much further range than the Napalm Thrower. Pressing the
main firing key will cause shots of flame to be expelled from
the main (forward) barrel of the Alien Shotgun; pressing the
secondary firing key will alternate shots between the left
and right barrels (each at an angle compared to the main
barrel). Pressing both firing buttons at once will cause
simultaneous firing out of all three barrels.

Unlike the Napalm Thrower, even the semi-transparent red and
yellow aliens can be destroyed with the Alien Shotgun,
although multiple shots will be required. This is a great
weapon to use if surrounded by or approaching a large group
of enemies; firing from all three barrels at once will help
to clear a path to a safer area.

There are no ammunition packs available for the Alien
Shotgun.

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ASSAULT RIFFLE
The MA-75B Assault Riffle/Grenade Launcher is a great weapon.
It fires semi-automatic rounds as well as small grenades
which explode upon impact with an object or a living being.
The semi-automatic rounds are not very effective at distance,
and tend to spray in an area-effect pattern.

The grenades can be launched a considerable distance,
although gravity (if any) will affect their trajectories, so
appropriate calculations are required. Any living being
within a short range of the area of impact will be either
instantly killed or severely injured; strategic targeting
therefore has the potential to kill several enemies at once.

For ammunition, look for the small red boxes for the semi-
automatic rounds, and the small brown clusters of seven
grenades.

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COMBAT SHOTGUN
The sawed-off WSTE-M Combat Shotgun is nice and powerful. It
has two barrels, each operated by a different firing key. A
single shell can pass through multiple beings, thus allowing
the player to kill several enemies at once if they are lined
up properly.

Ammunition for the Combat Shotgun is acquired per single red
shell. This is important to remember, as the weapon itself
contains two barrels.

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FUSION PISTOL
The Zeus-Class Fusion Pistol can be quite useful. Its main
usage is for single-shot firing of up to twenty shots per
power pack.

Pressing and holding the secondary firing button will cause a
power build-up in the weapon. Releasing the secondary firing
button will unleash all the built-up power at once, thus
providing a stronger effect upon the target; this is a good
tactic for the more-resilient enemies. However, if the
secondary firing button is held too long, the Fusion Pistol
will explode, and will either severely injure or kill the
player.

When submerged (in water, sewage, lava, etc.), it is
imperative to refrain from firing the Fusion Pistol. Using
this weapon when submerged will instead cause its effects to
stay in the area of the weapon/player, thus injuring or
killing the player.

Power packs for the Fusion Pistol are gray and yellow, in
roughly the same shape as the ammunition boxes for the .44
and other weapons.

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MISSILE LAUNCHER
The SPNKR-X18 SSM Launcher is perhaps the best weapon in
Marathon: Infinity. The Missile Launcher can hold two
missiles at once. Once launched, missiles keep a linear line
of fire independent of the effects of gravity (if any) until
they impact anything - living or inanimate.

Like the grenades, strategic targeting can kill numerous
enemies at once. However, the range of effect is much
greater than for the grenades.

Missiles are acquired in pairs, and look like short white
rockets with red highlights.

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NAPALM THROWER
The TOZT-7 Backpack Napalm Unit can be used like a
traditional flamethrower, and will incinerate most living
beings instantly. It has a short range of effect, but its
effect within that short range is comparable to the Missile
Launcher.

The Napalm Thrower can be refilled by collecting new
canisters, which come in pairs and are dark gray in color.

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SUBMACHINE GUN
The KKV-7 10mm Flechette SMG is a nice strafing weapon.
However, it is very easy to unload an entire clip into an
enemy; careful rationing will allow for up to four enemies to
be killed per clip. Even when targeting at a distance, the
Submachine Gun is still rather effective.

Ammunition can be found in small blue boxes.

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THE INVINCIBILITY POWERUP
While not a weapon, the Invincibility Powerup (a silver
sparkling spherical object) can be a player's best friend
when used in conjunction with actual weapons. In general,
this will allow players to survive almost any situation
encountered in Marathon: Infinity or in player-created levels
(many of which are available on the Internet). However, the
Invincibility Powerup will NOT protect against shots from the
Fusion Pistol, so care must be taken not to fire the Fusion
Pistol when under water or when other marines are firing
Fusion Pistols in the area.

The Invincibility Powerup can be put to good use to help
maneuver the player. For example, if there is a need to jump
up to a raised platform and the Invincibility Powerup is in
use, the player can simply back up against the platform,
point down with a Grenade Launcher or Missile Launcher
(depending on the height of the platform), and fire to get
raised into the air. Doing this WITHOUT an active
Invincibility Powerup results in severe injury or death.

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EXPLOSIVE BOBS
Some of the marines in Marathon: Infinity are suicidal and
explosive. These BOBs are generally identified by their
penchant for constantly moving toward the player, or staying
within a particular area and essentially pacing back and
forth. Explosive BOBs also say bizarre things such as "Kill
me!" or let out a maniacal laugh.

If unsure whether a particular marine is an explosive BOB,
shoot him with the .44 Magnum; a single shot will not kill
the marine. If red blood emerges from the impact area, the
marine in question is not an explosive BOB; if the blood
spurting from the impact area is yellow, however, the marine
in question is indeed an explosive BOB.

Explosive BOBs can be deadly or useful. If an Invincibility
Powerup is not active, the player will be severely injured or
killed if touched by an explosive BOB or is an explosive BOB
explodes nearby; if the Invincibility Powerup IS in use, the
player has nothing to fear. However, if there is an
explosive BOB in or near a group of enemies, shooting the
explosive BOB with a sizeable weapon (virtually anything
OTHER than a .44 Magnum) will cause him to explode, generally
killing or at least severely injuring the enemies in the
area.

'Popcorn BOBs' can also be useful. If there is a group of
explosive BOBs, shooting one and causing him to explode will
set off a chain reaction, effectively turning the group into
popcorn.

Sometimes, when shot, explosive BOBs will first move some
distance in line with the trajectory of the shot before
exploding. Carefully using this tactic can move an explosive
BOB into a position to explode and injure or kill enemies not
easily accessible from the player's current vantage point.
For example, if an explosive BOB comes around a corner, the
player can shoot the explosive BOB and send him back around
the corner to explode; this is a good tactic to clear away
any enemies around the corner.

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CONTACT
For rants, raves, etc., contact me at FEATHER7@IX.NETCOM.COM;
also, if you have enjoyed this guide and feel that it has
been helpful to you, I would certainly appreciate a small
donation via PayPal (http://www.paypal.com/) using the above
e-mail address.

To find the latest version of this and all my other PSX/PS2
game guides, visit FeatherGuides at
http://www.angelcities.com/members/feathersites/

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=======================================================================
Wolf Feather Jamie Stafford
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Just as there are many parts needed to make a human a human, there's a
remarkable number of things needed to make an individual what they are.
- Major Kusanagi, _Ghost in the Shell_
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What isn't remembered never happened. - _Serial Experiments Lain_
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