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Walkthrough - "Déjà Vu - Gryphon Revisited v2.01"

Fortress of K'etrith

Map Author: Mattias "Maekh" Ekh
Weapons: Automag, Stinger, ASMD, Flak Cannon, Rifle, Dispersion Pistol Power Up.
Creatures: Devilfish, Tentacles, Krall, Krall Elites, Nali, Nali Priest, Nali Cows, Baby Cows, Behemoths, Skaarj Scouts, Skaarj Warriors, Skaarj Assassin, Ice Skaarj, Skaarj Lords, Skaarj Berserkers, Skaarj Infantries, Skaarj Gunners, Skaarj Sniper, Skaarj Officers, Biterfishes.
Bosses: None.
Difficulty:

"Through heavy Skaarj defences..."

Damn, I hate this level! It can be as worse as Noork in no time! This is probably DV's second hardest map, just for the enormous quantity of Skaarj to fight. It has been hard writing a walkthrough for this. Follow my instructions and you should be safe (at least I hope you have a certain degree of skills - damn).
Pass through the last Skaarj room, where on the right you may find an Health Pack, behind the crate. Proceed outside and equip the DP. You'll be attacked by a Manta on the left. Kill it in the Skaarj room, running around it (it is fun). You should see a mad Skaarj Berserker shooting a Nali. Surprise him with a DP normal bolt and retreat to the start (he'll chase you), while shooting other two bolt at him. This will make the Skaarj change his opinions, in order to retreat from you. He'll probably get stuck or in the lake or beneath the mountains to the opposite side. Now the Skaarj-dodge-to-oblivion strategy with the DP is just the way to advance (I hope you remember what I'm talking about... if the Skaarj is beneath the rocks of course). Watch out also for another Manta coming from the right (over an archway); kill it quickly, as the Skaarj will just shoot you with incredible aim :P. After the Skaarj is dead, the door near the Nali opens, and behind it there's a Skaarj Assassin, not to mention that from the structure on the right (Novana's temple... behind that laser fence) a bigger Skaarj is coming. Both of them will chase you in your area, and the life of the Nali will be in serious danger, and there's quite no way to save it if the Nali doesn't escape somewhere. If there's something you have to do, is retreating in the Skaarj room after you kill the Skaarj Berserker. The Skaarj Assassin doesn't know where you are, but this is not the same case for the other guy...


Strong Enemy Fight: Ice Skaarj
Health: 300
Difficulty:

First of all, he's isn't as though as a Skaarj Berserker, and he isn't mad like a Skaarj Berserker.
In other words this guy is just a weakened version of the Ice Skaarj found in the storage area of Triskaden. Why he's more weak? Because his size is bigger and has less opportunities to avoid your attacks. As I said, return in the Skaarj room and wait for him, FlakCannon equipped. When he appears and start to descend the staircase by jumping, throw two Flak Shells at him. He'll retreat like the Skaarj Berserker did before. Finish him with the DP.


Time now to dispose of the Skaarj Assassin behind the archway. If he hasn't killed the Nali, then you're lucky as hell :) The Assassin tends to retreat if he fights you after the small doors, and in the same way as the previous Skaarj. If he fights you in the Nali area, he decides for a chase. If this happens, just run around the temple on the right or in the first room, using the trick of the Skaarj jump over a staircase (he'll be 100% vulnerable in this way). Automag is also a good must for him. When he's dead, you can finally explore the rest. Firstly, the Biterfishes in the lake are EVIL, so don't touch them. Behind the rock near the exit of the first room there's a Flak Cannon (don't get it if you have more than 42 ammo. You'll need it after), two Flak Shells and a message:

"Uhh... they killed John, and I will soon join him. I hope that Sarah and the others can get away to safety, but I don't rate her chances. There are Skaarj and Krall all over the place..."

There's another body near the big archway where the Skaarj Assassin came. It has an Automag and a message:

"It seems like there is no way out of here, the temple door is locked and so is the door to the mine."

Now go to the temple of Novana, where the Ice Skaarj appeared. There are two messages, but from what I see in the Editor the one on the right is put in a bad position. Here are both:

"Welcome to the temple of Novana, God of fertility and nature."

"Come and worship growth and nature within these sacred walls."

Then there's just a door leading to a dead end. You may want to imitate the Ice Skaarj by closing the door :) The button is the small stone face on the right wall. It opens and closes the door of the exit.
Now go to the next area, clearly to the cave. You'll find a NHP along the way. Once you enter this latter place you'll spot a Skaarj Warrior escaping. Ignore him and take out the two Tentacles on the roof with the DP. Now is time to face the Warrior; he teams up with a Skaarj Gunner wielding a GBR. You can smash both by staying in the cave to a reasonable distance from them, using the GBR. The blobs will damage the two Skaarj in some seconds. Once they are dead, exit and take the dropped GBR. Go behind the rock in front of you to find a Stinger and a message:

"A Skaarj appeared from nowhere and killed John and Mitch, they didn't stand a chance. Anyway, it seems we are stuck. We will have to advance through that outpost, but the Skaarj are everywhere. We can only expect more casaulties from now on..."

Proceed now to the next outpost where a Krall will call with the lever his friend inside the base. They'll come some seconds later, so you have time to kill the first Krall. After a while, two Krall and an Elite one, alerted by the bell, will come for your death (a nitpicky thing I seen was the Krall Elite trying to attack the Krall who alerted them. Stupid scripted events). DP is always useful, just be sure not to underestimate them. Once they are all killed, check for a NHP near the lever (it does nothing) and enter the place. In the room at the right, you'll find a barrel with an ASMD Core. Next corridor has two rooms: the first one has a Stinger Ammo inside a box and a message:

"We have received reinforcements following the incident with the humans infiltrating the outpost. The intruders were dealt with quickly, but several of the guards were asleep when they attacked. This must not be allowed to happen again."

The other room has just another crate with a Stinger Ammo again.
The next corridor has on the right an Health Pack and an hidden Krall behind the boxes. Not hard of course, unless you forgot how to move. Save the game now. The next fights, right after this door, revolves around two Krall guarding the door and a Skaarj Scout patrolling a piece of earth toward it. As you saved the game, exit and see if the Skaarj has his back turned to you. If not, reload the game, wait and re-try. Equip also the Flak Cannon. Done? Now exit, make a run for the ramp in front of you, ignore the Krall and throw a Flak Shell on the Skaarj Scout's back. Continue the ramp until you arrive at a certain point where the Krall cannot hit you from their original position. Take care of the Skaarj. He probably jumps on the ramp and get stuck here just to shoot you. DP is good and kick his @ss quickly, avoiding also his projs by strafing. Now dispose of the two Krall that will come later near your place. Battles may ensue between the enemies (rarely though). Time now for stealing stuff. Near the exit of the outpost you passed there's a NHP. Now check the lake. Near it there are a NHP and an ASMD (as always, don't get the weapon - and this is valid for every situations like this - if you have full ammo or just a quantity that isn't below thirty-one. A normal ASMD gives you 20 ammo). Now look the lake. You see a small Devilfish (lol); kill him with splash shots of the DP. Now go on the ledge above, stay behind (right side also) the stone wall, and save the game again. Behind this piece of stone there's a Skaarj Sniper (on the left side) with a Rifle. He can kill you in no time. Walk/crouch slowly to see his left shoulder behind the wall, and throw at him a fully charged DP shots. Then retreat behind the lake and save the game, if anything gone correctly. The Skaarj Sniper is still alive, but he'll not follow you, just waiting you there (although he moves sometimes). Being near the lake again will make him forgot about you. Now go and see what he's doing (most of the time you will be killed here if you aren't quick) and retreat again. Now equip the Flak Cannon and throw a grenade on his body for the kill. You have to be extremely fast and also know where he is. Get his dropped Rifle and save the game again (don't let yourself being hit by the Skaarj. RECOMMENDED!). Go to the closed gate to finally fight a...


Strong Enemy Fight: Behemoth
Health: 500 - 30% resistance to Exploded damage
Difficulty:

A normal Behemoth, although it can kick you away very easily with his insane rockets. Throw at him various shells (don't let the quantity of your shells go below 40) and finish him with the DP. Hide behind the rocks to avoid his attacks and also confusing him by running around this latter environmental piece.


The Behemoth will drop a Rocket Can. Now go for the lake, where you'll find an Automag and the hole which leads to the Nali cave. The first room you'll see has a Nali, a barrel containing a ShellBox, an Armor, one Bandage, three Flares and two messages:

"There is nothing we can do to save him. We can only pray for his soul and a good afterlife."

"We had no choice but to run through the oupost, even though we didn't know what to expect on the other side. The Krall were too slow to stop us, but later we ran into the Skaarj. I was pushed into that little lake by a Trooper. I managed to swim through the underwater tunnel with the little strength I had left, but I'm so badly injured that I don't think I'll survive the night."

The second room has just a Nali Cow, his Baby cow and a NHP, while the third room another message on the tablet, near the meditating Nali:

"The spirits of our ancestors shall protect us from all evil"

Time to exit the cave by going through the hole leading to the fortress's secret entrance. Save the game before exiting the tunnel, and equip also the Eightball. In the next room, you're going to be attacked by a Krall and also by a Skaarj Gunner coming from the path leading upstairs. You should ignore the Krall ALL THE WAY and taking out the Skaarj Gunner with well aimed bombs (charge three or four of them. They'll not trigger the shield activation, unless you're aiming just him with the weapon for a long time: seeking tool count as an "attack"). The Skaarj is very skilled and can take you out in no time. You just hate to exit from the pool, run near the path with bombs charged (avoiding, if possible, the Skaarj's rockets) and throw stuff at him. This will stop him for a while and you shoot a rocket to finish him. Rest is your skills. Dispose also of the annoying Krall behind you with DP or rockets (be FAST!). Now quickly proceed to the next corridor (stay on the right in order to not be seen by Skaarj patrolling the outside part of the place), go to the first path at the right and charge three bombs to the Skaarj Lord patrolling here; pick up the dropped Eightball of the Skaarj Gunner killed before and then finish the Lord with DP. It's pretty hard and fun but you'll make it :) Now stay in a safe place and let the DP recharge. Now save the game and go where the Skaarj Lord was patrolling. Open the first door on the right and you'll see a Skaarj Berserker sleeping. Wake him up with the DP. He'll chase you now. Retreat to the first room of this part while shooting other two DP bolts at him (the orange ones as always). The Skaarj Berserker will enter "retreat mode". If you lured him in the first room, you can take advantage of the Skaarj being stuck on the ramps leading upstairs and finish him with the DP. Easy as hell. Return to his room now. There's a chest containing a Clip and a message, which is part of a funny series of them found in this level:

"Rraaarrr I'm so mad, they have stolen my pillow. I know the Nali are hiding down there, but no one believes me. I will get them sooner or later!"

The second room has a chest with a Razor Ammo (time to play) and another stupid message:

"Two more cows are missing. I need to get to the bottom of this."

Now exit and go at the end of this path, to the lift. It leads over the entrance of the fortress, which has the lever of the big doors found below. Two weak Krall are guarding it, so DP them. Open the gate and proceed in the next corridors until you arrive to a room with barrels containing two Seeds. Save the game and equip the Flak Cannon. Next room has a patrolling Skaarj Gunner with a FLAK CANNON! It's not hard. Just make yourself seen (shoot quickly a spread fire if you want to him) and then retreat to the seed room, in a way that you are in front of the ramp and where you can see the Skaarj Gunner head (he'll not see you there). Throw a grenade (or two if you haven't hit him before) for the kill. Save the game if everything gone correctly and forget about the dropped Flak Cannon. You'll see a door on the right, plus one on the left which leads outside. From here a Skaarj Gunner with the Eightball comes out. Kill him in lighting speed with two mortars, then enter the door on the right and do the same for a sleeping Skaarj Officer, before he has the time to use the RazorJack. Press also the panel here. Now go back getting the dropped Flak Cannon (the one of the Skaarj Gunner) and ignore the dropped Eightball. Use some rockets on the long balcony patrolled by the Skaarj Lord (outside area) to damage or kill some Skaarj Infantries coming from the doorway on the right (killing isn't obligatory, although it's better if you do it. Charge rockets to get better results). Now get the dropped Eightball end check the Skaarj Officer room. There's a Rifle and a message on the bed:

"It seems that the caves of this K'etrith Fortress are rich in Tarydium. The Warlord will be pleased to hear this."

Now return all the way back (with the road you used to come here) at the start of the fortress. Time to eviscerate the Skaarj guarding the courtyard of the fortress. Stay in the room in which you can see the balcony and let yourself spotted only by the Skaarj Lord. Retreat in the first room and decapitate him with the RazorJack here. Save the game and equip the Eightball. Before you go on that cursed balcony, charge some bombs. As you exit, turn right and drop the bombs when you see a Skaarj Infantry ascending the ramp. If the bombs don't kill him, reload the game. Now your next targets are a Skaarj Gunner and one (or two, depending if you have killed one with the last Eightball assault you did on the other part of the place) Skaarj Infantry. Use blades or ASMD (you can save ammo by getting the dropped ASMD from the Skaarj killed, after this battle). Never stay on the balcony as always. Now everyone should be dead, so get all the dropped stuff by the Skaarj. Now you should have seen a big reddish room on the left side, before the balcony. Enter it. You'll fight two Krall and a Krall Elite. Use RazorJack. Prize = Health Pack. Go now where all of those Skaarj appeared. Press the two consoles in the room at the left. There are message too:

"Ammo Depot and Cellar : Open"

This opens the door in the barn.

"Game over! You killed 23 humans."

This... opens the door leading to the end of the level.
Now go to the corridor here and check the two rooms. The first one has a Skaarj Scout (DP him, he'll stay on the bed) with a chest containing Stinger Ammo. The second room just has a Flak Box inside a chest. Now exit and go in the courtyard. There's a flowerbed with two NHPs, and also a door leading to the barn (under the wooden hut-like structure). Save the game and proceed here, with the Flak Cannon. As you enter the second room, retreat. Now wait with 10 loaded shells two Krall and a Skaarj Officer. An error and the Skaarj will sue you. Now go in the room for barrels containing an Health Pack, a Stinger Ammo and a Flak Box. On the second floor, behind the crates, there's the last DPPUp of DV. You done everything here... now go refill all your ammo/health you left in the map if you need it. Now go in the hole of the courtyard, proceed and save before the door... it's time for the map's two hardest battles. As you enter the next door, turn right and follow the Skaarj Scout escaping in the middle of the prison area. Equip DP and go in this place. With him you'll find two Krall Elite and a normal Ice Skaarj with 300 health; in the meanwhile, try to harm the Skaarj Scout with the DP. The four guys are in group, but most of the time a wrong shot make trouble... Skaarj vs Krall. Take profit of this and try to end the life of the Skaarj Scout, then of the Krall Elites and lastly the Ice Skaarj. Just stay away and help someone until his victim is dead. It is pretty hard for ones who want score, but with practice and various tries you'll win. Now check the body near the entrance of the prison. He has an Health Pack and a message:

"Miller and I got captured by the Skaarj. The others were probably killed. Not too long ago they took Miller out of his prison cell; I'm pretty sure they will kill him and then kill me. But I won't be killed that easy..."

Check also the messages of the various prison cells...

"Empty"
"Nali Priest, captured in the temple of Novana."
"Human, captured outside the outpost. Transport him to the research area. Harmless."
"Nali, captured in the caves."
"Human, captured at the gates. To be killed - very dangerous!"
"Empty"

Go in the next room and turn to the left. There's an area with two rooms. The first one has a sleeping Skaarj Warrior. Use DP as he just stays on the bed. Near him you'll find a Searchlight (be sure not to fall behind the crates... fly for this) and a chest containing a Rifle Ammo. The other room has another Skaarj Warrior (same situation), two Flares, an ASMD Core, an Automag (don't get it now!) and the last funny message:

"Oh yes, I'm probably the first Krall to have a human weapon!"

Go back to the hub and proceed to the last area. You'll fight here an easy Krall, guarding some boxes containing a Clip and two Health Packs. Go to the ramp on the right and save the game... time for the hardest battle by now. It consist facing a Krall, a Krall Elite and two Skaarj Infantries with Stinger. There also two Tentacles and a Behemoth. What you have to do is attack the Krall Elite in the middle, then retreat in the previous corridor. The Skaarj Infantries patrol the entire area, so alert them along with the Krall. Now you have to hope that they'll be nearby in order to provoke another Skaarj vs Krall battle (let yourself visible to high the chances). When luck finally hit you, see the battles and watch out for any flying projectiles and the Tentacles. Throw an ASMD Combo in the middle of the battle to the thing quicker. Once it ends, finish who remains with other ASMD Shots (be sure not to waste more than ten ammo, including the combo) and Stinger (be sure to get the dropped ones by the Skaarj). This situation is very hard and unfair, so don't give up at the third try. Be sure also to not lose as much health as possible. Once they are all dead, get the ASMD Core in the previous room and kill the two Tentacles (one DP bolt level 5 kill them) and pass at the Behemoth. This guy is incredibly strong here: use 40 bullets of the Automag and finish him with DP; retreat in the previous corridor if you fell overwhelmed by his rockets (which happens when HE STARTS to shoot. He'll walk a while before this though). Dead? Now pick up the Clip and Automag that you left in previous areas (if you haven't got them). Also any Health Packs too. Plant a Seed if you want, you should have over 20 now. Go to the exit to finally finish this map :)

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Quick Links | Introduction
1. Back Again
2. E'Nara Town
3. Cellars of E'Nara
4. Temple of Somana
5. Valley of Shia'dorle
6. Catacombs of Shia'dorle
7. Shia'dorle Refuge
8. Nd'defel's Defeat
9. Palace of Chizra
10. Temple of Novana
11. Entry to Triskaden
12. Triskaden Station
13. Nuk'Ratha Pass
14. Fortress of K'etrith
15. Kra'Filnish Valley
16. Location Z-14
Boss Strategies | Easter Eggs | Conclusion