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 ==================================== ==================================== ==================================== 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 .44 Magnum Alien Shotgun Assault Riffle Combat Shotgun Fusion Pistol Missile Launcher Napalm Thrower Submachine Gun The Invincibility Powerup Explosive BOBs 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 ==================================== 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. ==================================== ==================================== ==================================== 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. ==================================== ==================================== ==================================== .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. ==================================== 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. ==================================== 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. ==================================== 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. ==================================== 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. ==================================== 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. ==================================== 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. ==================================== 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. ==================================== 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. ==================================== 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. ==================================== ==================================== ==================================== 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_ =======================================================================