MARATHON: INFINITY: MONSTERS GUIDE by Wolf Feather/Jamie Stafford FEATHER7@IX.NETCOM.COM Initial Version Completed: September 11, 2002 FINAL VERSION Completed: September 30, 2002 ==================================== ==================================== ==================================== JOIN THE FEATHERGUIDES E-MAIL LIST: To be the first to know when my new and updated guides are released, join the FeatherGuides E-mail List. Go to http://www.coollist.com/group.cgi?l=featherguides for information about the list and to subscribe for free. ==================================== ==================================== ==================================== CONTENTS Spacing and Length Permissions Introduction Civilian Assimilated Civilian Crew Civilian Science Civilian Security Civilians (General) Compiler Invisible Major Compiler Invisible Minor Compiler Major Compiler Minor Cyborg Grenade Major Cyborg Grenade Minor Cyborg Major Cyborg Minor Defender Major Defender Minor Enforcer Major Enforcer Minor Fighter Major Fighter Minor Fighter Projectile Major Fighter Projectile Minor Hummer Big Major Hummer Big Minor Hummer Major Hummer Minor Hummer Possessed Hunter Major Hunter Minor Juggernaut Major Juggernaut Minor Mother Of All Cyborgs Mother Of All Hunters Tick Energy Tick Kamikaze Tick Oxygen Trooper Major Trooper Minor Yeti Lava Yeti Sewage Yeti Water Contact ==================================== 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 This guide is approximately 25 pages long in the Macintosh version of Word98 using single-spaced Courier 12 font. ==================================== 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, GameReactors.com, 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. ==================================== ==================================== ==================================== INTRODUCTION This guide is designed to benefit both players and mapmakers of Marathon: Infinity. I acquired this excellent game about a year ago, but it did not come with a manual, and I suspect that few copies still in circulation will have a manual. Therefore, this guide will present mapmakers with descriptions of the various monsters, and players with tactics for killing them >:-) An important note for mapmakers especially is that the designations 'Major' and 'Minor' do not necessarily mean that there are power or strength differences between aliens of these designations. In some cases, as with the Cyborgs, a Major character requires more shots to be killed. However, in other cases - such as the Fighters - the only difference between a Major character and a Minor character is the color. This latter, difference may be important to those wishing to provide a setting with a certain aesthetic look and feel; otherwise, the difference is simply one of visual variety. Please note that Marathon: Infinity treats any living non- player as a monster. This means that even the Civilian personnel (Civilian Science, Civilian Security, etc.) are considered monsters - although they will appear with blue triangles when designing maps and have green squares on the in-game scope. ==================================== ==================================== ==================================== CIVILIAN ASSIMILATED A Civilian Assimilated wears a green uniform (similar to the uniform worn by the Civilian Crew). However, this character tends to run toward players, never fire a weapon, and either laugh maniacally or say bizarre things - such as (maniacally) 'No!!! No!!!' or 'Kill me!!!' To this end, the Civilian Assimilated should be avoided to the extent possible, as this character truly spells nothing but extreme trouble. Also, when shot, the Civilian Assimilated character spews YELLOW blood, whereas all other Human characters will spew red blood. Killing a Civilian Assimilated is extremely easy: Two shots with the .44 will be sufficient, although a single shot well- placed can also kill this character. This character can also be eliminated with any type of contact - which also injures or kills the player unless the Invincibility Power-up is activated. ==================================== CIVILIAN CREW This character wears a green uniform, carries a .44 in the Ready position, and rarely speaks. Killing a Civilian Crew character is extremely easy: Two shots with the .44 will be sufficient, although a single shot well-placed can also kill this character. ==================================== CIVILIAN SCIENCE This character wears a blue uniform, carries a .44 in the Ready position, and rarely speaks. Killing a Civilian Science character is extremely easy: Two shots with the .44 will be sufficient, although a single shot well-placed can also kill this character. ==================================== CIVILIAN SECURITY This character wears a light brown uniform, carries a plasma pistol in the Ready position, and rarely speaks. Killing a Civilian Security character is extremely easy: Two shots with the .44 will be sufficient, although a single shot well-placed can also kill this character. ==================================== CIVILIANS (GENERAL) If unsure whether a particular Civilian is a Civilian Assimilated, shoot him with the .44 Magnum; a single shot will not normally kill him. If red blood emerges from the impact area, the character in question is not a Civilian Assimilated. If the blood spurting from the impact area is yellow, however, the character in question is indeed a Civilian Assimilated. All Civilians (including the Civilian Assimilated) carry a weapon. With the exception of the Civilian Assimilated, the Civilians are all rather protective of each other. This means that players must take care to not injure or kill Civilians (except Civilian Assimilated), especially when using explosive weapons aimed at aliens positioned around Civilians. Accidental 'targeting' of Civilians may also take place should the player fire a shot, and a Civilian teleport directly into the line of fire. Even if accidental, shooting at Civilians - especially if these shots result in several deaths in a short period of time - will cause the living Civilians to complain vehemently ('Hey!!! He's shooting at us!!!' or 'Get him!!! He's a traitor!!!' or - my personal favorite - 'Whose side are you on!?!?!?!?!') and turn their anger - and their weapons fire - toward the player; interestingly, this retaliation often takes place even if the Civilians are themselves in immediate danger of being injured or killed by aliens. Note that once the Civilians retaliate against the player, even those Civilians which walk or teleport into the area will instantly turn against the player; in essence, the Civilians apparently have some sort of communications link to which the player is not privy. Unfortunately, even if the player is routinely killing Civilians, the aliens (i.e., the game itself) are not smart enough to recognize this and STILL insist on destroying the player. However, Civilians (except Civilian Assimilated in this case) can be used to a player's advantage. Some Civilians will gladly follow a player, and occasionally lead the way down a corridor or through a small room. This can be extremely handy if a player believes an alien ambush or another dangerous situation or environment awaits ahead. On the other hand, in a narrow corridor, one or more Civilians may simply stand in one place and block the player (and all other characters) from passing by; in such instances, a single shot with the .44 should be more than enough incentive to cause a Civilian to not-so-kindly step aside. Civilians - like most other monsters - may teleport into and out of an area. Those teleporting into a situation will first shimmer in a glitter effect, similar to that used in the Star Trek series and films. Those teleporting out will generally first say something (such as 'See ya starside!' or 'Get me outta here!!!') before leaving using the aforementioned glitter effect in their former positions. Sometimes, when shot, the Civilian Assimilated will first move some distance in line with the trajectory of the shot before exploding. Carefully using this tactic can move a Civilian Assimilated into a position to explode and injure or kill enemies not easily accessible from the player's current vantage point. For example, if a Civilian Assimilated comes around a corner, the player can shoot that character and send him back around the corner to explode; this is a good tactic to clear away any enemies which may be lurking around the corner. 'Popcorn BOBs' can also be useful - as well as simply fun to watch. If there is a group of Civilian Assimilated, shooting one and causing him to explode will set off a chain reaction, effectively turning the group into popcorn. ==================================== COMPILER INVISIBLE MAJOR The Compiler Invisible Major is a tall, shadowy, semi- transparent alien; in bright environments, it is easy to spot at a distance, but in dark environments, it is unseen until it is directly in front of the player. When hit with weapons, the impact sounds like something hitting a Star Trek forcefield; this is the only sound the character 'makes.' When the center of the Compiler Invisible Major opens, it unleashes a green glow of energy. Unlike the Compiler Invisible Minor, this glow of energy then chases the intended target until the energy hits a barrier - i.e., another entity, a wall, a liquid, etc. Therefore, it is best to eliminate a Compiler Invisible Major as quickly as possible. Low-level weapons such as the .44 and the Assault Riffle will have little impact - numerous shots will be required to eliminate the Compiler Invisible Major, but not as many as the Compiler Invisible Major. It is best to use high-level weapons, primarily the Missile Launcher. ==================================== COMPILER INVISIBLE MINOR The Compiler Invisible Minor is a tall, shadowy, semi- transparent alien; in bright environments, it is easy to spot at a distance, but in dark environments, it is unseen until it is directly in front of the player. When hit with weapons, the impact sounds like something hitting a Star Trek forcefield; this is the only sound the character 'makes.' When the center of the Compiler Invisible Minor opens, it unleashes a yellow glow of energy. Fortunately, this glow of energy is unidirectional, and will fizzle out if it impacts a non-living barrier. Low-level weapons such as the .44 and the Assault Riffle will have little impact - numerous shots will be required to eliminate the Compiler Invisible Minor, but not as many as the Compiler Invisible Major. It is best to use high-level weapons, primarily the Missile Launcher. ==================================== COMPILER MAJOR The Compiler Major is a tall, red, semi-transparent alien. When hit with weapons, the impact sounds like something hitting a forcefield in the Star Trek series or films; this is the only sound the character 'makes.' When the center of the Compiler Major opens, it unleashes a green glow of energy. Unlike the Compiler Minor, this glow of energy then chases the intended target until the energy hits a barrier - i.e., another entity, a wall, a liquid, etc. Therefore, it is best to eliminate a Compiler Major as quickly as possible. Low-level weapons such as the .44 and the Assault Riffle will have little impact - numerous shots will be required to eliminate the Compiler Major. It is best to use high-level weapons, primarily the Missile Launcher. Even if using grenades from the Assault Riffle, two grenades will be needed to destroy the Compiler Major. ==================================== COMPILER MINOR The Compiler Minor is a tall, orange, semi-transparent alien. When hit with weapons, the impact sounds like something hitting a Star Trek forcefield; this is the only sound the character 'makes.' When the center of the Compiler Minor opens, it unleashes a yellow glow of energy. Fortunately, this glow of energy is unidirectional, and will fizzle out if it impacts a non- living barrier. Low-level weapons such as the .44 and the Assault Riffle will have little impact - numerous shots will be required to eliminate the Compiler Minor, but not as many as the Compiler Major. It is best to use high-level weapons, primarily the Missile Launcher. ==================================== CYBORG GRENADE MAJOR The Cyborg Grenade Major is a silvery Human-like robot that rolls on conveyer-belt-style wheels like a traditional modern tank. However, this character CAN climb and descend steps, essentially by hopping, so simply rushing to a slightly higher or lower level is no protection from the advances of this character. The Cyborg Grenade Major fires grenades at opponents. These grenades will bounce around, chasing the intended target until they either fall into a liquid (which disarms the grenades) or impact with any vertical item or entity (i.e., walls and players). It is best to use high-level weapons to destroy the Cyborg Grenade Major. However, anything less than the Missile Launcher will require two or more shots to kill. ==================================== CYBORG GRENADE MINOR The Cyborg Grenade Minor is a silvery Human-like robot that rolls on conveyer-belt-style wheels like a traditional modern tank. However, this character CAN climb and descend steps, essentially by hopping, so simply rushing to a slightly higher or lower level is no protection from the advances of this character. The Cyborg Grenade Minor fires grenades at opponents. These grenades will bounce around, chasing the intended target until they either fall into a liquid (which disarms the grenades) or impact with any vertical item or entity (i.e., walls and players). It is best to use high-level weapons to destroy the Cyborg Grenade Minor. However, anything less than grenades from the Assault Riffle will require two or more shots to kill. ==================================== CYBORG MAJOR The Cyborg Major is a silvery Human-like robot that rolls on conveyer-belt-style wheels like a traditional modern tank. However, this character CAN climb and descend steps, essentially by hopping, so simply rushing to a slightly higher or lower level is no protection from the advances of this character. The Cyborg Major uses a flamethrower as a weapon. The range is fairly short, so it is easy to keep out of the reach of this character - which may be important when battling a large number of enemies at once. It is best to use high-level weapons to destroy the Cyborg Major. However, anything less than the Missile Launcher will require two or more shots to kill. ==================================== CYBORG MINOR The Cyborg Minor is a silvery Human-like robot that rolls on conveyer-belt-style wheels like a traditional modern tank. However, this character CAN climb and descend steps, essentially by hopping, so simply rushing to a slightly higher or lower level is no protection from the advances of this character. The Cyborg Minor uses a flamethrower as a weapon. The range is fairly short, so it is easy to keep out of the reach of this character - which may be important when battling a large number of enemies at once. It is best to use high-level weapons to destroy the Cyborg Minor. However, anything less than grenades from the Assault Riffle will require two or more shots to kill. ==================================== DEFENDER MAJOR This flying alien is roughly spherical in shape, with short red protrusions (located underneath a dark-tinted 'window') for firing its weaponry. When hit, a small forcefield momentarily surrounds the Defender Major. The Defender Major fires two green rotating discs aligned vertically. These discs have a fairly long range, but still move slowly enough that players should be able to see them and make moves to avoid them. Using the Plasma Pistol, four shots are required to bring down a Defender Major. Two grenades from the Assault Riffle will be required. The best weapon is definitely the Missile Launcher. Note that unlike most other aliens, when the Defender Major is destroyed, it simply disappears, as if imploding upon itself before vanishing from this existence. ==================================== DEFENDER MINOR This flying alien is roughly spherical in shape, with short blue protrusions (located underneath a dark-tinted 'window') for firing its weaponry. When hit, a small forcefield momentarily surrounds the Defender Minor. The Defender Minor fires two green rotating discs aligned vertically. These discs have a fairly long range, but still move slowly enough that players should be able to see them and make moves to avoid them. Using the Plasma Pistol, four shots are required to bring down a Defender Minor. Two grenades from the Assault Riffle will be required. The best weapon is definitely the Missile Launcher. Note that unlike most other aliens, when the Defender Minor is destroyed, it simply disappears, as if imploding upon itself before vanishing from this existence. ==================================== ENFORCER MAJOR The Enforcer Major wears a long blue cloak and strolls along carrying an Alien Shotgun; when killed, the Alien Shotgun remains, thus providing a player with a 'bonus' weapon to use. Often, the Enforce Major makes a sound similar to that of a platform being activated. The Enforcer Major carries an Alien Shotgun as its weapon. While the Alien Shotgun can fire bursts of flame in three directions (straight ahead, forty-five degrees to the left, and forty-five degrees to the right), the Enforcer Major only fires its weapon straight ahead. The bursts of flame issued by the Alien Shotgun tend to travel rather quickly, so it is not always possible for a player to see the incoming flames and still be able to move aside quickly to avoid being burned. If using a .44, three shots will be required to kill the Enforcer Major. Players with their own Alien Shotguns can certainly use this weapon, although six shots will be needed to eliminate this alien; despite carrying an Alien Shotgun, an Enforcer Major is not immune to its effects. ==================================== ENFORCER MINOR The Enforcer Minor wears a long green cloak and strolls along carrying an Alien Shotgun; when killed, the Alien Shotgun remains, thus providing a player with a 'bonus' weapon to use. Often, the Enforce Minor makes a sound similar to that of a platform being activated. The Enforcer Minor carries an Alien Shotgun as its weapon. While the Alien Shotgun can fire bursts of flame in three directions (straight ahead, forty-five degrees to the left, and forty-five degrees to the right), the Enforcer Minor only fires its weapon straight ahead. The bursts of flame issued by the Alien Shotgun tend to travel rather quickly, so it is not always possible for a player to see the incoming flames and still be able to move aside quickly to avoid being burned. If using a .44, three shots will be required to kill the Enforcer Minor. Players with their own Alien Shotguns can certainly use this weapon, although six shots will be needed to eliminate this alien; despite carrying an Alien Shotgun, an Enforcer Minor is not immune to its effects. ==================================== FIGHTER MAJOR This noisy alien looks like a light-purple, tall, pencil-thin bug carrying a staff (its weapon). The Fighter Major can run around randomly, and will often come toward the player. The Fighter Major uses its staff as its weapon, beating the player occasionally. The weapon of choice is the Flamethrower. A quick burst with the Flamethrower will easily kill a Fighter Major; if several such enemies are clustered together, this quick burst of the Flamethrower will kill several at once - a longer burst may be needed to destroy more at once. If using the .44, two well-placed shots at the center of the torso will kill the Fighter Major; this is far better than the Flamethrower for targeting at a distance. ==================================== FIGHTER MINOR This noisy alien looks like a green, tall, pencil-thin bug carrying a staff (its weapon). The Fighter Minor can run around randomly, and will often come toward the player. The Fighter Minor uses its staff as its weapon, beating the player occasionally. The weapon of choice is the Flamethrower. A quick burst with the Flamethrower will easily kill a Fighter Minor; if several such enemies are clustered together, this quick burst of the Flamethrower will kill several at once - a longer burst may be needed to destroy more at once. If using the .44, two well-placed shots at the center of the torso will kill the Fighter Minor; this is far better than the Flamethrower for targeting at a distance. ==================================== FIGHTER PROJECTILE MAJOR This noisy alien looks like a blue, tall, pencil-thin bug carrying a staff (its weapon). The Fighter Projectile Major can run around randomly, and will often come toward the player. The Fighter Projectile Major fires a small orange ball of energy as its weapon. This energy ball moves fairly slowly, so it is quite easy to see this attack coming and step aside to avoid being struck. The weapon of choice is the Flamethrower. A quick burst with the Flamethrower will easily kill a Fighter Projectile Major; if several such enemies are clustered together, this quick burst of the Flamethrower will kill several at once - a longer burst may be needed to destroy more at once. If using the .44, two well-placed shots at the center of the torso will kill the Fighter Projectile Major; this is far better than the Flamethrower for targeting at a distance. ==================================== FIGHTER PROJECTILE MINOR This noisy alien looks like an orange, tall, pencil-thin bug carrying a staff (its weapon). The Fighter Projectile Minor can run around randomly, and will often come toward the player. The Fighter Projectile Minor fires a small orange ball of energy as its weapon. This energy ball moves fairly slowly, so it is quite easy to see this attack coming and step aside to avoid being struck. The weapon of choice is the Flamethrower. A quick burst with the Flamethrower will easily kill a Fighter Projectile Minor; if several such enemies are clustered together, this quick burst of the Flamethrower will kill several at once - a longer burst may be needed to destroy more at once. If using the .44, two well-placed shots at the center of the torso will kill the Fighter Projectile Minor; this is far better than the Flamethrower for targeting at a distance. ==================================== HUMMER BIG MAJOR This character looks like a large floating head. While it does have a weapon, it tends to simply float around in the air. The Hummer Big Major has no limitations on height, but generally will not pursue a target into a liquid. The Hummer Big Major can fire green energy blasts. Several more shots will be required to destroy the Hummer Big Major compared to the Hummer Big Minor. ==================================== HUMMER BIG MINOR This character looks like a small floating head. While it does have a weapon, it tends to simply float around in the air. The Hummer Big Minor has no limitations on height, but generally will not pursue a target into a liquid. The Hummer Big Minor can fire green energy blasts. Normally, just a two or three shots with a .44 should be enough to destroy the Hummer Big Minor. The use of any other weapon is extreme overkill. ==================================== HUMMER MAJOR This character looks like a small floating head. While it does have a weapon, it tends to simply float around in the air. The Hummer Major has no limitations on height, but generally will not pursue a target into a liquid. The Hummer Major can fire green energy blasts. Several more shots will be required to destroy the Hummer Major compared to the Hummer Minor. ==================================== HUMMER MINOR This character looks like a small floating head. While it does have a weapon, it tends to simply float around in the air. The Hummer Minor has no limitations on height, but generally will not pursue a target into a liquid. The Hummer Minor can fire green energy blasts. Normally, just a single shot with a .44 should be enough to destroy the Hummer Minor. The use of any other weapon is extreme overkill. ==================================== HUMMER POSSESSED This character looks like a small floating head with green 'eyes' and yellow eyes. While it does have a weapon, it tends to simply float around in the air - and quite randomly at that, with no apparent purpose in its electronic mind. The Hummer Possessed has no limitations on height, but generally will not pursue a target into a liquid. I have yet to see a Hummer Possessed fire a weapon. Normally, just a single shot with a .44 should be enough to destroy the Hummer Possessed. The use of any other weapon is extreme overkill. ==================================== HUNTER MAJOR This is a light blue entity which looks like a tall shelled bug with sky-blue internal organs. The Hunter Major is somewhat slow to move. The Hunter Major fires small green balls of energy, two at a time. These energy balls are generally fired in a scatter pattern, so that should the target move to avoid one energy ball, there is a greater chance that the second energy ball will achieve its attended impact. Using a .44, a player will need six well-placed shots at the torso of the Hunter Major to destroy it. Unlike the Mother of All Hunters, the Hunter Major does not injure living entities around it when it is destroyed. ==================================== HUNTER MINOR This is a light brown entity which looks like a tall shelled bug with yellow internal organs. The Hunter Minor is somewhat slow to move. The Hunter Minor fires small green balls of energy, two at a time. These energy balls are generally fired in a scatter pattern, so that should the target move to avoid one energy ball, there is a greater chance that the second energy ball will achieve its attended impact. Using a .44, a player will need four well-placed shots at the torso of the Hunter Minor to destroy it. Unlike the Mother of All Hunters, the Hunter Minor does not injure living entities around it when it is destroyed. ==================================== JUGGERNAUT MAJOR The dark-blue Juggernaut Major is one of the largest entities in Marathon: Infinity. It is essentially a massive tank which fires a pair of missiles and flame bursts, and has the ability to fly. Mapmakers looking for an enemy character which can instantly strike fear in the hearts of players should strongly consider using the Juggernaut Major. The Juggernaut Major uses pairs of missiles as its most destructive weaponry; these missiles are larger than those used by a player with the Missile Launcher. The Juggernaut Major can also fire multiple bursts of flame from two ports; essentially, this acts like a pair of Alien Shotguns, but on a larger scale. The only viable weapon to use against a Juggernaut Major is the Missile Launcher. However, TEN missiles will be required to bring down this massive beast. Due to its size, mapmakers must be careful to only use the Juggernaut Major in large, semi-open spaces. Areas with tall ceilings (at least five World Units high) are best. In order for a player to truly have a chance at destroying the Juggernaut Major, a large number of missiles should be prepared nearby. ==================================== JUGGERNAUT MINOR The dark-blue Juggernaut Minor is one of the largest entities in Marathon: Infinity. It is essentially a massive tank which fires a pair of missiles and has the ability to fly. Mapmakers looking for an enemy character which can instantly strike fear in the hearts of players should strongly consider using the Juggernaut Minor. The Juggernaut Minor uses pairs of missiles as its weaponry. These missiles are larger than those used by a player with the Missile Launcher. The only viable weapon to use against a Juggernaut Minor is the Missile Launcher. However, six missiles will be required to bring down this massive beast. Due to its size, mapmakers must be careful to only use the Juggernaut Minor in large, semi-open spaces. Areas with tall ceilings (at least five World Units high) are best. In order for a player to truly have a chance at destroying the Juggernaut Minor, a large number of missiles should be prepared nearby. ==================================== MOTHER OF ALL CYBORGS The Mother of All Cyborgs is a little taller than the average Cyborg, and has all the same movement characteristics as its smaller counterparts. The Mother of All Cyborgs uses a flamethrower as its weapon. The range is fairly short, so it is easy to keep out of the reach of this character - which may be important when battling a large number of enemies at once. It is best to use high-level weapons to destroy the Mother of All Cyborgs; the Missile Launcher is definitely best. If a player only has a .44 to use, it will require THIRTY-TWO SHOTS to destroy the Mother of All Cyborgs - and its destruction will injure the player if in its immediate presence. ==================================== MOTHER OF ALL HUNTERS This is a dark blue entity which looks like a really tall shelled bug. The Mother of All Hunters is fairly slow to move, and its destruction injures or kills any living entity in the area. The Mother of All Hunters fires green balls of energy, two at a time. These energy balls are generally fired in a scatter pattern, so that should the target move to avoid one energy ball, there is a greater chance that the second energy ball will achieve its attended impact. The ONLY weapon which should be used against the Mother of All Hunters is the Missile Launcher; even then, THREE missiles will be required to destroy this nasty alien. It is best to stay FAR away from this creature when it explodes, as its radius of impact is the largest of any alien in the game. ==================================== TICK ENERGY This brownish creature has a round body with wings, and flies around at whim. Contact with the Tick Energy does not cause any harm; it instead simply impedes the player's progress in that direction unless the entity is killed. The Tick Energy does not have a weapon. Instead, it will occasionally block players from passing by. That, however, can allow other monsters to come and attack the player. The destruction of the Tick Energy can be done with a single shot from a .44, or with a fist. ==================================== TICK KAMIKAZE This brownish creature has a round body with wings, and flies around at whim. Any contact with this creature causes it to explode, injuring or killing any living being in its immediate presence; therefore, it is best to keep one's distance from the Tick Kamikaze. The Tick Kamikaze does not have a weapon. Instead, it will occasionally chase players, exploding upon impact. Should the Tick Kamikaze stop, hover in midair, and show its internal organs, it is especially explosive and musts be either avoided or destroyed from a distance. The destruction of the Tick Kamikaze can be done with as few as two shots from a .44, but players need to keep some modicum of distance between themselves and the Tick Kamikaze to avoid being injured or killed by the creature's explosive demise. The Tick Kamikaze tends to fly lower than the player's normal weapon elevation when it has decided to take on a suicide mission, so players will need to aim slightly downward to hit the Tick Kamikaze in this instance. ==================================== TICK OXYGEN This brownish creature has a round body with wings, and flies around at whim. Contact with the Tick Oxygen does not cause any harm; it instead simply impedes the player's progress in that direction unless the entity is killed. The Tick Oxygen does not have a weapon. Instead, it will occasionally block players from passing by. That, however, can allow other monsters to come and attack the player. The destruction of the Tick Oxygen can be done with a single shot from a .44 or with a fist. However, when destroyed, the Tick Oxygen will injure or kill those in its immediate presence. ==================================== TROOPER MAJOR This purple beetle-like alien strolls around with an Assault Riffle. While this alien has an Assault Riffle, the Trooper Major primarily fires grenades. Even then, it generally holds the weapon for a period of time before firing, even when blocking the progress of the player. If using the .44, four shots will be required to kill the Trooper Major. A better weapon would be the grenades from the Assault Riffle. ==================================== TROOPER MINOR This green beetle-like alien strolls around with an Assault Riffle. While this alien has an Assault Riffle, the Trooper Minor primarily fires clips. Even then, it generally holds the weapon for a period of time before firing, even when blocking the progress of the player. The .44 is a good weapon to use against the Trooper Minor, as only two shots are needed for the kill. ==================================== YETI LAVA This light brown creature is more-or-less reminiscent of the Yeti of lore. Its natural environment is lava, therefore, the Alien Shotgun, Flamethrower, and Plasma Pistol have NO effect on the Yeti Lava. When out of lava and in the open air, the Yeti Lava's weapon is a ball of fiery lava (a part of the entity itself???) thrown at its intended target. This projectile moves fairly slowly through the air, so a player can easily see the Yeti Lava's wind-up and make moves to avoid the incoming lava. If a player is in the immediate presence of a Yeti Lava, the alien will claw and injure the player; this is done either in the open air or (especially) in lava. The Yeti Lava is a fairly strong and robust entity. As mentioned above, due to lava being its natural habitat, the Alien Shotgun, Flamethrower, and Plasma Pistol have NO effect on this creature. When in the open air, grenades from the Assault Riffle are a good choice, but two grenades will be needed (the first will simply knock the Yeti Lava backward); the Missile Launcher is the best choice, especially if there are several Yeti Lava in close proximity to each other. When in lava, the ONLY weapon to use is the Submachine Gun; a full clip of ammunition will be required, although this has the benefit that some of the ammunition will pass through on Yeti Lava to injure or kill any others behind it. ==================================== YETI SEWAGE This green creature is more-or-less reminiscent of the Yeti of lore. Its natural environment is sewage. When out of sewage and in the open air, the Yeti Sewage's weapon is a ball of green sewage (a part of the entity itself???) thrown at its intended target. This projectile moves fairly slowly through the air, so a player can easily see the Yeti Sewage's wind-up and make moves to avoid the incoming sewage. If a player is in the immediate presence of a Yeti Sewage, the alien will claw and injure the player; this is done either in the open air or (especially) in sewage. The Yeti Sewage is a fairly strong and robust entity. When in the open air, grenades from the Assault Riffle are a good choice, but two grenades will be needed (the first will simply knock the Yeti Sewage backward); the Missile Launcher is the best choice, especially if there are several Yeti Sewage in close proximity to each other. When in sewage, the ONLY weapon to use is the Submachine Gun; a full clip of ammunition will be required, although this has the benefit that some of the ammunition will pass through on Yeti Sewage to injure or kill any others behind it. ==================================== YETI WATER This blue creature is more-or-less reminiscent of the Yeti of lore. Its natural environment is water. If a player is in the immediate presence of a Yeti Water, the alien will claw and injure the player. This is done either in the open air or (especially) in water. The Yeti Water is a fairly weak entity. When in the open air, grenades from the Assault Riffle are a good choice, and only one should be required. When in water, the ONLY weapon to use is the Submachine Gun; 1/3 of a clip of ammunition will be required, although this has the benefit that some of the ammunition will pass through on Yeti Water to injure or kill any others behind it. ==================================== ==================================== ==================================== 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/ ==================================== ==================================== ==================================== ======================================================================= Wolf Feather Jamie Stafford ======================================================================= 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_ ======================================================================= What isn't remembered never happened. - _Serial Experiments Lain_ =======================================================================