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Walkthrough - "Xidia Gold"

Return to Outpost Pheonix

Map Author: Will "Mister Prophet" Drekker, base segment from AS-Frigate
Weapons: Chainsaw, Mining Tool, Sniper Rifle, Pulse Gun, Eightball, Machine Gun Turret.
Creatures: Biterfish, Scorpion Sharks, Tentacle, Pupae, Behemoth, Skaarj Lords, Skaarj Officers, Skaarj Infantry, Skaarj Gunners, Cannons.
Bosses: None
Difficulty:

The train finally arrives at destination... passing a station and so through a wall in front of it. Here the train makes a fly into a flooded environment, clearly a lake, found afterward. Spencer, with the luck he has, managed to survive the incident and now he's underwater, in the train's control cabin. Time to exit and seeing what's awaiting us... which is just none than the good old Outpost Pheonix.
Unlike Jones's one, this map is on the very easy side, short, plus we explore new parts of the human structure. Time to move.

You begin in the train's cabin, underwater. Now I don't know if this is a bug of mine, but at the start there's always a floating Eightball which you can get (6 rockets). After you get it, be sure to have fun with the chair by touching it (which moves) and go through the broken window.
You find yourself in a great lake in front of a cool human structure, Outpost Pheonix... the place reminds you of AS-Frigate (its segments have been used here. No ship though). You'll see on the surface wooden planks. Some are burning, some are intact. Land on one of these latter.
When you are over them, check the hole caused by the train for some explosions... and the start of the RTNP track Twilight.

Now look around: you're in the middle of this great lake. Your objective is to get to the dock in the distance, and enter Outpost Pheonix. Sounds easy, doesn't it...? Not really. The lake has three big, somewhat fast Devilfish called Scorpion Sharks and two schools of Biterfish, that unfortunately are aggressive and want to kill you.
You can avoid anything by swimming quickly on the surface, but if you want to kill at least the three Devilfish, then stand on the plank you're on. It's hard seeing them, as the lake is dark and their skin is grey/black:

1) The first one should be on the left side, but always near the big hole in the bottom. Just look down and search on the left.
2) The second one seems to be near the big underwater pillar you see in the distance, under the dock, left side.
3) The third one is on the extreme right side of the lake.

The Sniper Rifle is good for searching for them. Once you find a Devilfish, fill him with tons of Dispersion Pistol (DP) shots. After a while he'll try to escape. Now you just finish them with the Automags or you swim in the lake, making yourself visible. The Devilfish will chase you without dodging anything and you can finish them off with the DP.

When all three are killed, do a quick swim to the other side (just go to the first tree on the left). Watch out for those annoying Biterfish...

Once you finally arrive at destination, enjoy the echo here and check behind this tree for three Nali Healing Fruit. Now check on the right side. There's a metal slope leading to a higher ledge and another part leading under the buildings. Go into this part, clearly under the stone platform with the metal crates. You'll see a dead body surrounded by three, small Flies. These are smaller, quicker, but have lesser health.
As you see them, prepare your DP assault. Once they have spotted you, run backward and shoot them to death. No more than two hits are needed to kill one.

Once you free the body, you'll discover that it was the one of Jenkins, one of Spencer's best friends. There's a message with him:

"Jenkins, diary: Me and Fletcher retreated to the dock. We met Azriel along the way, but he was gone...something he saw freaked the shit outta him, and with that chainsaw in his hand we didn't want to mess with him. Anyway, the Outpost entry corridor was sealed off earlier when Dodd and the others got slaughtered, I locked them in to save the rest of us. I lost my code list so I don't remember which code goes where....i think it's either 602 or 451 or %c or 918."

It has a code for a panel you have to use later in the level... or FOUR codes. Only one of them is correct. As you can see from the message above, only the third one cannot be read. That's the one you have to use, the others are wrong. You'll think about that later. Now check the two wooden boxes on the right side for a Tarydium Ammo and a Super Health Pack. You may save it if your health is still higher than 100 after getting the previous map's Super Health Pack.

Now return back and use the metal slope to go over the ledge. The first door on the left is closed, as you can read from the panel:

"Dock Security Panel: Platform door disabled, code clearance required. If you do not have clearance, you must override the system with a passcode."

Continue to proceed over this ledge. You'll pass a window where you can see a Xidia Skaarj Infantry working on a panel. It will not see you, but at least you there's a monster here. The door at the end is also locked as Spencer says ("It's locked...") and so the message:

"Dock Security Panel: Platform door disabled, code clearance required. If you do not have clearance, you must override the system with a passcode."

Return back and now proceed on the left side, the wooden part of the dock. The bridge here leads to a platform with some kind of machine which uses a battery similar to the Alice one you got in the first level. You can't do nothing here other than reading the message:

"Long Range Trans. Device, "Alice". Unit 1, " Eat Me" is set, awaiting Unit 2. Once Unit 2, "Drink Me" is set, please enter initiation code."

Now open the hangar-like door by pressing the switch and enter the structure. You find yourself in a big storage-themed chamber with lots of crates, a conveyor belt, a ledge leading somewhere etc...
Firstly go to the left side by facing the opposite wall to the entrance. Look on the roof where you'll see a Tentacle attacking you. Strafe to avoid his projectiles and finish him with the DP. You may also spot a crane-like thing near the monster. It's actually supposed to move, but there's no legal way to activate its Trigger.
Check the conveyor belt. It just has a message on its panel:

"Conveyor Control: Dockside conveyor out of service at the moment. Contact supervisor M. Reubens for tech support."

Near the middle of the area you see a pile of crates which you can climb thanks to the help of some steel boxes. Watch out though while jumping, as you may fall in the inner wall between the two metal crates and you won't be able to get out.
On the top of this pile, there's Azriel, the human who wrote that log which is now in your UT's Help folder. It has a message:

"Azriel, journal: I discovered another creature in some ancient formation underground. It wasn't part of the Derelict spacecraft, it was older. I saw him in there, this gray skinned humanoid with four arms. It was praying infront of an altar. I approached him but he flipped out, started mumbling all this gibberish, the next thing I know this giant "Thing" is after me, when I first saw it my mind screamed "Dragon". I tried to shoot it, but my bullets did nothing. I ran out of there as fast as I could."

Take note of this "grey skinned humanoid" and take the nearby Chainsaw. This weapon is infinite and obviously works only in close range combats. It's pretty much useless. Go down and check below the ledge for three wooden boxes containing a box of Rifle Rounds, a box of 50 Bullets and a can of Eightballs. Go above and go to the left side. You'll find another locked door and its message (on the red panel):

"Warehouse D-1, security Corridor: Corridor to Outpost Pheonix will unlock when Dock security system disabled."

Now go to the other door which you can open it. Proceed over this ledge (on the right side there's an opening to the dock) and equip the Mining Tool (plus save the game). When you arrive at the two metal crates, a cutscene appears showing that previously seen Xidia Skaarj Infantry activating quickly a cannon which destroys part of the wall behind you (fortunately nothing happens apart from the hole) and afterward, coming personally to you in the pathway you're in.
He will appear in front of you soon. Backtrack near the start of this corridor and stay on the right hand side, in order to make yourself invisible to anyone coming from the other side. When the Skaarj arrives near the two crates, start to fill him with Mining Tool's crystals. He has the same weapon, and as you may know, the Mining Tool's crystals are very strong (they deal 30 damage per hit).
Fortunately they seem to be slower and more visible thanks to their lighting, so you can avoid them easily by strafing.
Your Mining Tool should deal absurd damage to him, and don't try to shoot him when he activates the shield. For safety, you should defeat him quickly. He'll drop his Mining Tool and a Tarydium Ammo. Proceed now to his place and near the panel (on the right there's a previously locked door which leads to the dock). You'll get a message here:

"User: Jenkins. Passcode given to Jenkins and only Jenkins, no duplication of present code permitted."

On your right, there's a board which you can read:

"Outpost Pheonix, Area B supply Dock- Today's staff is: Lawrence, O'Neil, Philips, Kliest, Rivera, Taylor, Blythe, and Wier. Staff manager Jenkins will be given the list of clearance codes, come to him for any questions regarding a terminal that requires a code entry."

Now you should see on the floor of this room an opened vent shaft. Drop in it and save the game if you want. Some steps in it and you'll soon arrive in a T-Junction. On the left, you'll see a Pupae who is probably running at you. You can defeat him with the DP, or if you want to be cool, using the Chainsaw's decapitation attack. It works perfectly when the Pupae lands after his Lunge attack. One-hit kill.
Proceed to the part where you have seen the Pupae and check the book near the dead human:

"Kliest, Log: O'Neil and Rivera died a few minutes ago, that leaves me here alone. Azriel mumbled something about Fletcher and Jenkins coming through here earlier, but I didn't see either of them. Azriel freaks me out. He muttered somthing about Jenkins drowning after an attack, but I didn't find his body in the harbor....unless he was swept by the current. I hope hes ok, hes the only one who knows the code to the Outpost entry corridor."

On the left there's another tunnel, so proceed here. After the second turn, there's another Pupae, so watch out. Proceed to the end where you'll find a panel which you can activate. This unlocks those two doors found in the dock area...

"PANEL # 2173: Dock security wing access granted"

To return above, return at the junction where you saw the first Pupae and proceed to the other side. There's an elevator here, so ascend it, proceed and open your way through the vent shaft's exit. Now your next objective is to go outside the dock, go over the metal ledge (just use the door near the dead Xidia Skaarj Infantry area for a shortcut) and pass through the door at the end. Both door's panel messages seem to have changed:

"Dock Security Panel: override engaged, access to Platform control room granted."

Save the game and enter the room at the end of the ledge. It is empty, apart from the presence of a Machine Gun Turret near the door on the other side. If you never played Jones's adventure, the weapon is a stationary, incredibly strong minigun turret. You cannot take it though. It has 100 ammo and they are enough for the incoming battle.

When you arrive near the turret, the door in front of you opens, revealing in it two Xidia Skaarj Officers with the Mining Tool and a Skaarj Lord. Defeating them is very easy. As they are pretty nearby and quite near your turret, you can defeat them with the turret in seconds. If they manage to shoot, you can crouch behind the boxes to avoid the incoming projectiles.

When they die (the music should stop) get the two dropped Mining Tools and enter the room. On your right, there's a nook leading to a panel. This one requires a password, clearly the one in Jenkins's message.
As I said, the true code is the third one. If you use the other ones or just any wrong combination, behind you on the ceiling a door opens with a Cannon in it. If that happens, just retreat from this nook and defeat the Cannon in a position where it cannot hit you (use DP's secondary fire). It doesn't give you points though, so you can just use the right code to open the door in the storage area, over the ledge (first timers probably fail at this mini-game, and so facing the Cannon).

Return to the place shown in the cutscene. The panel near this door has now a different message:

" Warehouse D-1, security Corridor: Corridor to Outpost Pheonix, Area B, access granted. Severe security distorions detected in this area, procede with the aid of your nearest sector security guard. Have a nice day:)"

Advance in this large, but empty-apart-from-crates-and-bodies corridor. Arriving in the part with the two crates, you'll spot a speaker found on the wall on the left side, near the roof, and a conversation starts...

CRAY: Spencer? Sorry it took so long to speak to you under better cirumstances, this hallway is the only one with a working speaker.

The guy talking through the speaker is Lt. Cray, who contacted you in the previous level. The conversation continues....

SPENCER: You're the guy on my transmitter?
CRAY: Yes, I'm with USM, my name is Lt. Cray. The rest of my team has been slaughtered. I know the second ship already left and won't be coming back, from where I am I can see the Outpost through some security monitors. My sector is sealed so I needed to contact someone who could help me out so we could escape. So far you are the only one I've been able to reach.
SPENCER: Escape? How? The other ship is gone!
CRAY: You know that device I told you to grab earlier?
SPENCER: Ya ya, the one with the lame 'Alice in Wonderland' line. I saw the beacon at the dock, but you didn't tell me to activate it yet so...
CRAY: Good, if you had put it in the device would have shut down, I was setting up the beacon before but got chased away by the Skaarj. It needs a DNA scan by ME or else it will shut down. Little failsafe I thought of, once my makeshift beacon is activated it will signal a USM dropship scouting orbit. Standard procedure to scout the area of an incident even after failure, but we only got a few hours before they peel away.
SPENCER: Ok.....but wait a second, the Skaarj?
CRAY: These "things" are called the Skaarj. Military kept them a secret for years. There was a incident some distant planet a few years ago about a prison ship crash. These things are a highly territorial, agressively war-like race with unlimited genetic technology. Anyway, thats not important, you need to come to me. I'm in your Mining area, you need to take the elevator from Area B near the Science Research section in order to get to my location.
SPENCER: Alright cool, I'll meet up with you in a few minutes then.
CRAY: Nooo, It's not that simple. The door to the elevator is locked, you need to reboot the system in the 2nd transformer room located in the engineering section. Once it's unlocked you can come to me.
SPENCER: Thats easier said than done! This area is probably crawling with those things, I'm just a miner I'm not a soldier, shit I can't believe I made it THIS far!
CRAY: Kid, you are our only shot. You're your only shot and you're my only shot. You just took on a train load of Skaarj warriors and Elite commandos not that long ago, not many marines I know can do that. Besides, Area B should mostly be cleared out by now, USM soldiers don't go down without a fight. At most there should be a small hunting party, the Commandos usually come in groups of 7, the Warriors in threes. Well, at least from what I've observed anyway.
SPENCER: Oh ten, why didn't you just say that..." Only ten Spence"...C'mon Cray are you kidding me!?
CRAY: Keep cool kid, you're doing good. Just a little more and we're both home free. I'll continue to contact you through transmitter, Good Luck!
SPENCER: Thanks Cray....I'm gonna need it.

If you can't stand the long conversation, type slomo 11 in the console.

Now proceed to the door at the end of this tunnel. Another one and you'll find yourself in the same part of Outpost Pheonix explored by Jones, in the corridor where a Skaarj killed a marine with some Ripper blades (don't remember? The place where you saw the first Skaarj Assassin in Jones's second level).
There are no items here, so proceed down the corridor in front of you. Here the door seems locked, as the nearby red panel says:

"Security Panel: Sector sealed down, Class A passcode OR override switch needed to continue to next sector."

Go back and go to the door at the left, which is now unlocked. In this empty room a cutscene is shown about a red button on the other side of the windows. You can't reach it yet, plus the room is empty. Go back and proceed to the pathway which should lead to the beginning of Jones's map 2, the balcony area. The corridor here is just empty, so proceed to the end and save the game.

The balcony area has an enemy, which uses the same kind of ambush like a Skaarj Assassin did in Jones's saga. There's a Xidia Skaarj Gunner on the ledge over the balcony. To counter his ambush, just advance near the edge of the balcony and quickly retreat. The Skaarj will jump down and follow you.
He's easy, even if he has an Eightball (rockets are easy to avoid with some strafing). Try to lure him into the long corridor before the balcony area and finish him with Automags or even the DP. Get his Eightball too.

Go to the balcony again. On the left side, there are four Pulse Cells that you should ignore for now. On the right side, there's a Pulse Gun, which is the Spencer adventure's replacement of the Ripper. Unlike the original UT version, this one has a crazier primary fire (the orbs move like crazy and deal more damage) and the beam is reflected every time you hit a wall, floor, roof... any normal brushes.
You have 60 ammo for it, but don't get the Pulse Cells behind you. Now return to the room with the red button behind the window. Another cutscene is shown where Spencer thinks about the Pulse Gun's reflecting beam to hit the button. Go to the broken window and use the secondary fire in the next room and find the right spot, which mainly depends on your position (try the white crates) to make your laser being reflected to the switch. It's pretty easy, and after you do it, you'll unlock the door leading to the corridor to the engineering rooms.

Go back to the balcony and get a Pulse Cell. As you can see, one of them recharged fully your Pulse Gun. And so even the other. You may want to play using this weapon for the whole level, but it's better save it for the harder fights.

Now proceed in the corridor with the unlocked door. The panel is now green and has a different message:

"Security Panel: Override switch enabled. Access granted."

Proceed in the corridor and watch out at the crate on the right. When you pass near it, it will open revealing three aggressive Pupae. The DP is still the best choice.
The path leading to the engineering area on the right side is closed and empty, so proceed to the end of the corridor and enter the next room (which is the one with the two, big vent shafts on the right side...). Once you are in, you'll spot some "grey humanoid" beyond the broken door in front of you.
He'll run away after doing a monkey-like scream (Unreal sound stuff...). Is this the creature described by Azriel? You'll soon see...
The panel on the left has a message:

"Turbine Room monitor: Air regulation in this sector at minimum, Main turbines at 1/4 maximum. Turbine Shaft A non-funtioning, Turbine Shaft B requires maintainance."

You can't go to the room after the vent shafts of course, so proceed in the corridor after the broken door. Here there's nothing, and the small door at the end of the pathway on the right side is locked again. Proceed to the end of the corridor and enter the next room. The first door to the Bridge area is completely locked, so pass the hangar door.
Enter this chamber and start to climb the first steel box you see in front of you. You should do this because behind you, from a vent shaft, four Pupae assault you. Stay on the crates, and possibly not near the balcony on your right/left. The Pupae will just wait below, trying aimlessly to attack. Just use DP's primary fire to kill them.

Go now over the ledge. Here you'll find a Clip, two Rocket Cans and a message from the dead female...

"Nikita, diary: I found Deckard's body an hour ago. He was in the soil storage hold, the elevator had been destroyed. I managed to climb up the shaft and make it back to the main compound, but I lost my flashlight. I've been going around looking for survivors, but all I keep finding are bodies. I saw a USM officer walking around earlier on the security camera, I'm going to look for him..."

Descend now on the first floor and go inside the opened vent shaft you see (which leads to the rooms near the beginning of Outpost Pheonix).
Watch out after the second turn. If you played Jones's Outpost Phoenix map, you'll recall a blood stain and a body in this tunnel. In this version there are two Pupae in that position. Once you see them (and viceversa), retreat to the previous areas and kill them with the DP. The Pulse Gun's reflecting beam may work too.

Enter the next room and go on the left side. Check the panel for a message:

" Pump Control Room: All coolant flow through Area A-C in Outpost Pheonix is on stand-by due to security lock down."

Now check behind you (facing the side of the vent shaft you used now) to find another hole. You'll spot a body at the end, but when you arrive near it, a Pupae drops from above (go back and kill him with the DP). Return to the dead body. It has two normal Bandages and a message:

" Douglass, journal: I'm dying, my ribs are fractured and I can feel myself collapsing on the inside. I'm afraid for Kathryn, shes waiting for me in the mines, I told her I would met her there, but I can't go on. I promised...I promised that I would protect her, shes so fragile...I don't want to even think about what those creatures will do to her if they find her. The very thought makes my heart sink....I hope to God shes ok. Kathryn...if you find this journal...I'm sorry...."

Now return to the previous room and enter the big door found on the opposite side of the vent shaft used as an entrance.
The corridor here is just full of dead bodies and sound. When you pass the second turn, watch out for a Pupae coming from the small hole on the wall, left side. Arrive now at the end of this tunnel and enter the door to the room named "Transformer Room" (not the robots, another thing). Here you'll find two wooden boxes with two Health Packs. The panel here seems to be already activated...

"Power Room 1: Lighting and computer systems active and functional."

Now exit and go through the second door (Engine Power Core Control). Run in this chamber, go through the door on the right side and press the panel here. This will open a door in the Science Research Lab's intro room, found in the corridor which leads to the balcony where you killed the last Xidia Skaarj Gunner (or maybe, the beginning of Jones's second level).
Of course, as you can hear from the music, some monsters have appeared in the complex, waiting to kill you. Save the game and watch out. Exit the Engine Power Core Control room and proceed back in the corridor. BUT, near the two doors that you walked through before, you'll see an opened hole on the ceiling. Players of The Xidia Incident remember perfectly that vent shaft, where the first battle of the game took place (an enhanced Skaarj Assassin came from it).
Here it's pretty much the same. Equip the Pulse Gun and go through the corridor by running backward, facing that hole. Once you pass it (continue to run) a Skaarj Lord drops from it and will chase you. Just when he's going to land on the ground, shoot him with the Pulse Gun's primary fire until he starts to move for real (and still run backward in the meantime). Skaarj can dodge the Pulse Gun's orbs, so when he chases you, use the beam (lower damage, but quite perfect hit rate) on him. While going backward, be crazy by strafing in both direction to confuse the Skaarj (sometimes he shoot the projectiles to bad directions). He'll then enter "coward" mode and stop chasing you. Finish him with the Pulse Gun's beam or DP. If anything else fail, use the anti-Skaarj Berserker trick with the Mining Tool's spread fire. Charged Eightball grenades released just when he appears works too.

Make your way back to the room next to the locked Bridge area, where you'll encounter a Behemoth. He's easy, just twelve Eightball grenades and he's dead. Be sure not to get stuck by him, or you're pretty dead... Get the can of Eightballs on the ledge near that dead female body if you haven't got it now.
Proceed back in the corridor after the room to the Bridge Area. Now the small locked door in the pathway can be opened again. Inside it you'll find... what else, a Skaarj Lord. You can play with him by going around the rock in the middle of the area, damaging him with the Pulse Gun's beam, Automags or Mining Tool. After you kill him, check this cave area.
There's a dead body with two boxes of Bullets, two boxes of Rifle Rounds and a message:

" McCaleb, Journal: I was by the dock earlier, I found Jenkins. He musta been dead for only a day, but the water had gotten to him. Insects had begun making a home in him, it was awful. But I noticed the gun shot wound, I remember enough from my medical studies to know that the gunshot wound was older then all his other wounds, and it probably was what killed him. Who would shoot Jenkins? I must find Fletcher, but it won't be easy...with Deckard dead all of us are scattered..."

Near the crate on the other side there are three Tarydium Ammo, two Nali Healing Fruit and a Body Armor. Get the armour.

Now return back and go in the engineering room with the vent shafts, Mining Tool equipped. The door on the other side seems to be locked, but the working vent shaft is blown up by a Xidia Skaarj Gunner with an Eightball. There are two ways to defeat him. The first one is just standing in front of the exploded hole (not too far, not too close) and damaging the Skaarj with your Mining Tool's primary fire. Avoiding his rockets is just easy, plus he's more intentioned to jump out from the shaft. If he does this, throw at him a well-placed Mining Tool Spread Fire. It should kill him if you did some damage before with the same weapon.
The second way is just to release four Eightball grenades on him when he's still in the shaft. You have to do this before he comes out. If that happens, retreat to the previous corridor. He'll chase you, but not aggressively. Any weapon (avoid the Sniper Rifle though) works.
When he dies, get his Eightball and proceed in the room beyond the broken vent shaft, as the second door has been locked by the Skaarj. In this room there's a small panel on the left...

"Area C Bridge access granted. Access foor 2-1B currently down, system trying rebooting procedures..."

On the right hand side, near the exit, there's a dead body with a box of Rifle Rounds and four loose Rifle Rounds. You may want to save the boxed ammo for later, as you have to use the Sniper Rifle now... WISELY.
Proceed in the next two corridors and save the game. In this large tunnel you'll spot two piles of crates near the walls. Once you advance near them, two Xidia Skaarj Gunners come out from the piles in order to take you out. One has a Sniper Rifle and other a Mining Tool. Equip the Sniper Rifle and try to kill firstly the sniper Skaarj, as he has more chances to hit you, and kill you. Two headshots and one normal hit (maybe even two headshots, I'm not really sure) take a Skaarj down. Don't use it when the Skaarj uses his Shield. You may even want to shot the Skaarj with the Mining Tool (strafe to avoid them, at least those projectiles aren't hitscan) once for making him go back from the field, but your main priority is the Sniper Rifle one. It may be hard but you can do it. Try not to waste too Sniper Rifle ammo. If the Sniper Skaarj has been killed, destroy the other one with the DP's bolts or with your Mining Tool. Get both dropped weapons and advance in the next area.

Now you enter the engineering room where Jones made messes against Skaarj Hunters with a Machine Gun Turret. Now it doesn't work, plus there's nothing in this room. You can read the messages on both panel found near the middle though.
The left one...

"Coolant Terminal 1: Coolant back up reported in Main Research wing, massive flooding in progress. Drainage Gate 17 disabled by unknown command entry. Unable to drain flooded area. Attempting to re-route drainage network to Gate 18."

The right one...

"Coolant Terminal 2: Rerouting flow to compensate for sector flooding. Pump pressure increasing in all areas, leaks detected in all major pumping ways."

Save the game and proceed near the door at the end. Open it but don't enter the next corridor. Now outside the hole (in the tunnel) created by that bomber in Jones's Outpost Pheonix map there's another one of those Skaarj vehicles found in the previous map. This one has two health-weakened (200-25=175) Xidia Skaarj Officers. Prepare for the "hardest" battle of this level...

The setting is the same: one with the Sniper Rifle and the other with the Mining Tool. This time though you should firstly kill the one with the Stinger-like weapon. Stay on the left side of the room so only the latter Skaarj can see you... or not. It's possible that this Skaarj is already walking though the vehicle, going away from you. If you want to kill him with your stuff (if he falls down, he dies but no points for you), just release on him a full set of six Eightball rockets. If you hit him correctly, he'll get gibbed up; otherwise, he'll fall down.
You may want to try more times if you don't manage to do it, but as Xidia is already somewhat hard, better forget it.
If he's facing you, use the Sniper Rifle and hit him on the head. Shouldn't be too difficult to avoid his crystals. The Skaarj with the Sniper Rifle is harder obviously. When he sees you, he'll jump from the ship to the corridor and will escape to the right side, near the locked door leading to the engineering area. Now don't advance to him and snipe him from far. He likes to use the Shield to make you lose the patience. Try not to lose it or you'll eat his sudden assault of Sniper Rifle's bullets. It's just like the previous battle, luck and accuracy are needed.
It's possible that both Skaarj (mainly the one with the Mining Tool) don't manage to make their jump from the ship perfectly, falling down to their doom. This is good for those people that don't care about having a great score and a complete Kill Count.
Your main aim of this battle is to avoid wasting many Sniper Rifle bullets, as you NEED them in the next map. Plus, you should kill the Skaarj with the Sniper gun when he's in the corridor. You can't jump on the Skaarj vehicle as it is way too far from the hole. The Skaarj with the Sniper Rifle drops also a can of Eightballs, while the guy with the Mining Tool drops a Tarydium Ammo.

There aren't anymore enemies after these two guys, so pick up anything you left in the map that you should (really) need.

Now advance in the corridor leading to the balcony (a.k.a. Jones's level 2 beginning) and take the deviation to the Science Research Lab tunnel. Pass the first door, and you'll see the second one in front of you, where someone, found behind it, is pulling a dead body away. The door will then close.
You don't know who did that... and you thought that was something which humans mainly do. There's a book here though...

"Anderson, log: The Mines are in ruins...that explosion at the Northern Peak facility caused several of the caverans to collapse. Only the southern end is left untouched...but I don't know how the quakes will effect that large underground waterfall. Another reason to stay out of there is the new wave of those creatures that are emerging.....these things are pissed! ( No Date)"

Go near the door on the right side. When you touch it, a light turns in the room after barrier. It's actually an elevator. Wait a little, then go inside. When the lift arrives to destination, the map will end.

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Quick Links | Introduction
The Xidia Incident
1. Orbit
2. Landing
3. Outpost Pheonix
4. Beneath Xidia
5. Derelict Underground
6. Derelict Surface
7. Darklord
8. Xidia - Exodus
Xidia: The Escape
0. Spencer's Awakening
1. Self-Destruct
2. Underground Railroad
3. Return to Outpost Pheonix
4. The Dead Mines
5. The Genome Warriors
6. Black Widow
7. Beacon
8. Spencer's Escape
Inventory | Opposition | Conclusion