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Walkthrough - "Xidia Gold"

The Dead Mines

Map Author: Mr. Prophet, reusing cave segments made by Hourences
Weapons: Automag, Shock Rifle, Mining Tool, Sniper Rifle, Flak Cannon, Eightball, Chaingun, Machine Gun Turret.
Creatures: Pupae, Brood, Larvae, Spinners, Biterfish, Behemoth, Skaarj Gunners.
Bosses: Red Nemesis, Gray Dragon and The Controller.
Difficulty:

Spencer has finally got away from the Outpost Pheonix and follows pretty much what Jones did during his visit to Xidia: entering the mining tarydium caves below the human compound. But here, Spencer will find more than that, by facing an entire squadron of Skaarj, meeting face to face with this Lt. Cray and discovering the truth about the grey humanoid. A big trip you say...
...and it's going to be firstly hard, and then laughably easy. The first section of the map is all about Skaarj battles, and this time they are finally using sneaky tricks to kill you (more or less). You'll breathe just after the first boss.

You begin the map in the corridor after the door found in the bottom of the elevator area you used before. And again (if that isn't a bug of mine) there's an Eightball in front of you. Get it and pass the next door.
You'll find yourself at the start of an incredibly long and enormous tunnel which just leads to the other side. Both ledges (like the one you're on right now) are connected with some kind of fast moving platform found in front of you. Below it there's just normal ground (and nothing aside for some explosive barrels) which you may use for fun, profit and some other things. If you fall here, just use the ladder found near the ledge from which you just fell (the other side has none).

Explore your balcony. On the left side, there are two wooden boxes with two Health Packs. On the right side there's a dead body with a Sniper Rifle and two boxes of Rifle Rounds. These are extremely useful for a forthcoming battle. If you don't need them, STAY AWAY.

Save the game now and proceed near the moving platform. There's a cool situation when you activate it, and it just revolves around the first though battle of the map. When you press the panel, not only the pod will start to move, but behind you, from those two square-shaped door found on the walls (side of the entrance door), two Skaarj vehicles (the same ones found during the train level) will appear (one per hole). Both ships have two Xidia Skaarj Gunners (four in total, same - and normal - health/speed properties), all with different weapons.

Vehicle coming from the wall on your left:
1) The Skaarj near the ship's tail has a Mining Tool. The less dangerous of the four.
2) The Skaarj near the ship's head has a Flak Cannon. Can be annoying.

Vehicle coming from the wall on your right:
3) The Skaarj near the ship's tail has a Sniper Rifle. This is the most dangerous, but the most useful (later about this).
4) The Skaarj near the ship's tail has a Pulse Gun. Generally annoying, but you shouldn't care about this one to much.

Staying on the platform (which moves to the other side after you pressed the panel) is NOT recommended. Both Skaarj vehicles move at the same speed, and the four Skaarj can just easily hit you, no matter what you try to do. In other words: GAME OVER.

There are two ways to become winners in this battle...

1) First way: don't let the Skaarj spot you until the end of their vehicle trips.
Advantages:
a) No real battle.
b) No damage to you.
c) No weapon shooting.
Disadvantages:
a) No points.
b) Dead Skaarj aren't counted in your Score Board.
This is the method made for those people that are afraid of dying, or fighting, against these four guys. You have to do nothing here, just waiting into a hiding place until the threat ends. If you don't get why it ends, I'll explain it now. The two Skaarj Vehicles never stop in their tracks, and the Skaarj don't move from their position unless you shoot them or... well, if you try to get a GAME OVER like explained above (this is rare though, shooting would be better. Otherwise, look the second method).
Both ships will end up somewhere. The one on the left will crash on a pipe found near the end of the tunnel. During the crash, it will create some explosions that will kill the Skaarj. Same thing for the ship on the right side, which just crashes on the wall at the opposite side of their start point. Even these Skaarj die. Congratulations player, you won a hard battle :P.
The way to make this happen is just pressing the panel, going back in the first corridor of the map and lastly crouching behind the pile of bricks you'll see here. Skaarj won't see you and they'll end up in fiery oblivion.
Unfortunately, no points or kills for you about the Score Board.

2) Second way: Skaarj deaths mean points and kills for you. I wonder how to do it.
Advantages:
a) Points, kills...
Disadvantages:
a) It's damn hard.
b) You may waste Sniper Rifle bullets (unless the Skaarj with the Sniper Rifle jumps from the ship).
c) You may be heavily damaged.
d) It's entirely based on the luck factor. On your luck factor.
e) Anything I forgot to write above.
This is for those crazy veterans like me who want to kill everyone. I said that in Xidia is better not be rough killers, but I made some exceptions like this one.
This method is still about killing the four Skaarj, but this time by getting points and kills for your score. It's very hard and I'll not recommend it for people that are having already big problems in Xidia. I made this, so it's not impossible.
Basically, there's a strategy: none. Unfortunately this method requires 15% of your skill. The rest is just pure luck.
The four Skaarj still have to crash, but this time when they are just in "attack" mode. In other words, you have to make yourself spotted by all of them until the end of their ride. Sounds easy, but actually not as the Skaarj will just deal you heavy damage. Plus, chances are that they'll jump from the vehicles and come like mad below the ledge you're on (later about this too).
I just do this. Open the first door, wait a second, activate the panel and then go back to the map's beginning. Door closes, wait a little (a second after you hear the electric sound). Now exit again and you should see both vehicles. If done correctly, all the Skaarj should have seen you. If not, then in the "wait a little" step let pass a half-second.
Now the four Skaarj have seen you. Anything may happen now: all the four may shoot you like mad, you being heavily damaged by one with a Sniper Rifle, etc... Now the luck factor comes in. Or you just stay before the door to protect yourself, or you dodge like mad in the middle of your balcony. If all the Skaarj (on the vehicles) are still fully angry at you, the crash should kill them and you get points for your score. Sniping them would be also a option to make them angry if they ceased to bother you. Yep, it's possible that this may happen in a last moment and you lose the kill. That's the hardest thing to do (or to pray) here.
Of course, there are other problems. The Skaarj like to jump from the ship, falling down in the long tunnel:
a) One of them isn't a problem. Go below and kill them with the Sniper Rifle.
b) One of them, and if he's the one with the Flak Cannon can be a problem. Still use a Sniper Rifle and get his weapon (which you shouldn't have it now. You'll get it later though).
c) One of them, and if he's the one with the Sniper Rifle can be also a problem. Still use a Sniper Rifle. When he dies, get his one to refill your Sniper Rifle bullets to max.
d) Two of them (Mining Tool and Pulse Gun ones). A problem. Snipe one from above and finish the second normally.
The Pulse Gun's secondary fire can be avoided by staying far from the Skaarj. Strafe to one direction to avoid the green, crazy orbs.
e) Two of them (Mining Tool and Sniper Rifle). A problem. Snipe the one with the Rifle and finish the second normally. Be sure to get the dropped Sniper Rifle.
f) Two of them (Mining Tool and Flak Cannon). See "d". The dangerous guy is the Flak Cannon one. Never underestimate the Mining Tool one though.
g) Two of them (Flak Cannon and Sniper Rifle). The most problematic one. Your priority is the one who gives you more annoyance.
h) Two of them (Flak Cannon and Pulse Gun). Same as "f".
i) Two of them (Pulse Gun and Sniper Rifle). Same as "e".
j) Three of them. Any combination is incredibly hard. Snipe two of them from above and finish the last normally.
k) Four of them. Never happened, and it's better that it doesn't happen.
Obviously, you may want to pray about the Skaarj with the Sniper Rifle, which you may want to get if you wasted any ammunition. The more Skaarj YOU kill and the less health you lose, the better.
In short: it's not recommended. It's possible, but extremely frustrating. Just do the first method if you want.

Ok, all the Skaarj are dead and you didn't get a chance to grab a Flak Cannon and you didn't waste the Sniper Rifle's bullets? Recall the moving platform by pressing the panel again. When it returns to your position, press the thing again to go on the other side. I should warn you about a geometry bug which doesn't let you use the platform (it stops at the start and then returns back like nothing happened). This has to do with your character's collision. To bypass this, crouch when the platform is passing the problem spot. This happens mostly on the other side though.
Don't worry about the long tunnel below, it just has a group of explosive Tarydium Barrels. Now check this second ledge, opposite the beginning of the map. On the left side, there are two wooden boxes with two Health Packs.

Now enter the next chamber, which is just another short corridor. A few steps and Lt. Cray will contact you...

"Incoming Call: Spencer? I'm reading your signal at the Tram Station exit to the Mines. Your getting close to my region, but be careful! The area you are entering saw some serious Skaarj activity. Keep your eyes open and don't attract unwanted attention."

The message warns you about an upcoming battle. Proceed through this place...
Here you'll spot a dead Skaarj on the right side, with a Flak Cannon and Flak Ammo near him. Get these and proceed to the end of this pathway. Enjoy the female scream, but you may want to turn down the volume as it can actually scare people around you!
Pass the door... and you'll enter a massive area, which reminds you of the Dasa Mountain Pass' storage area in Unreal. This is pretty much the same, although here you have to pass a longer and tougher battle...


Strong Enemy Fight: Skaarj-Controlled storage area
Enemy list (the order is based on the priority of their death. Just read the strategy):

 Monster NameHealthWeaponItems dropped
1)Xidia Skaarj Gunner170Shock RifleNone
2)Xidia Skaarj Gunner170Shock RifleNone
3)Xidia Skaarj Gunner170Dispersion PistolNone
4)Xidia Skaarj Gunner170Mining ToolTarydium Ammo
5)Xidia Skaarj Gunner170AutomagNone
6)Xidia Skaarj Gunner170Sniper RifleNone
7)Xidia Skaarj Gunner190Flak CannonHealth Pack
8)Behemoth500Brute RocketsFlak Ammo

Difficulty:

For newbies, this battle seems to be pretty much impossible. But it's crap compared to method 2 of the previous fight, not to mention other stuff in Xidia. As you can see the enemy list, you should kill them in a certain order, which makes the trip easier and less frustrating.

First of all be sure to know the first part of the area you're in. The action takes mostly near the entrance doorway (the middle of the T-junction) which I call "Point T", and the corridor on your left (just at the entrance, turn left and you'll see this empty but long corridor) which I call "Path I".
Remember that I'll use the two names written above when it's needed, during the battle. Want to pass this mess now? Follow my advice.

Go into Path I and proceed until the turn. Here you have access to another corridor which leads to a ladder going over one of those red, long crates. Ascend it and stay on the left side and away from the edge in front of you. Save the game now and equip the Sniper Rifle. Now (staying always on the left side) go near the edge and look below. You should see the first Skaarj Gunner, armed with a Shock Rifle.
This guy, when he spots you, will try to run down the pathway leading to Point T (which is the one in front of the entrance, leading to the middle of the storage area). You must prevent him from doing that.
Be sure he hasn't spotted you and shoot him with the Sniper Rifle, possibly on the head (you'll find it weird to do from above. Aim over the middle of the head). Now he'll try to run to the left. Don't jump from the red crate and strafe instead to the right side to follow him. Quickly, shoot him before he escapes. You don't need headshots, just two bullets on the chest and you're done.
Remember that after the second hit the Skaarj will get angry and will decide to shoot you from the position he is in. Be sure not to miss him with the third bullet. It's recommended that he strafe to your right, as it's near a safe area. If he strafes to the left, either load or retreat back to the ladder. He may follow you below the crate and you can snipe him for the last time. You just need to be quick. It's better if you kill him near the pathway leading to Point T, though.

Once he's dead, he'll drop his Shock Rifle, a new weapon in your arsenal. Jump from the red crate for it. 100% possible that a cutscene is being shown about a red crate moving through the ceiling. Be sure to get the Shock Rifle and retreat to the middle of Point T. Save your game and be sure to have the Sniper Rifle still equipped.

Remember the red crate that you climbed right now to kill the first Skaarj Gunner? It will now open, and from it two further Skaarj Gunners come out, the ones with a Shock Rifle and a Dispersion Pistol. Stay in Point T with the Sniper Rifle's Zoom on and face the middle of the area middle, but more to the left side. After a while, the two Skaarj arrive, running towards you. Shoot one of them (be sure to hit. Never underestimate anticipated damage) and retreat in Path I, facing Point T. The two Skaarj will now arrive Point T and you have to kill them with the Sniper Rifle. They like to advance to you pretty slowly, but the main priority is the Skaarj who wields the Shock Rifle. Kill this ONE firstly. The one with the DP has just more health and his bolts can be easily avoided with strafing. Retreat near the end of Path I if they are coming too close to you and be sure to land more headshots for quick kills (highly recommended).

Now save the game again. Your next battle is against a Skaarj Gunner with a Mining Tool. Killing him is easy, what's harder is seeing him. It's possible that 25% of the time he tries to walk far from Point T's main pathway. To spot him, go to this pathway, stay near the crates on the left and look for any moving Skaarj. Fortunately, it will not make any other Skaarj spot you. Plus most of the time it just comes near Point T. Use the same method of the two previous Skaarj to kill this one. If you don't want to expend Sniper Rifle Bullets, your Mining Tool works well too (do this only in Path I!).
He'll drop his Mining Tool and additional Tarydium Ammo.

Your next target is a Skaarj Gunner with the Automag, found on the second pile of crates on the left hand side. Stay in Point T and snipe him from here. He'll not see you, luckily. One headshot and two normal hits are as always necessary.

Next Skaarj to kill: this is the hardest one. He's found in the red crate found over the pathway of Point T, but it's opened only on the side facing the centre of the area centre. To kill him, go below the entrance of the crate whilst aiming upwards, inside it. Now walk backward until your crosshair becomes red. This means that the Skaarj Gunner is just under your control... for now. He'll not see you obviously.
Now fill him with DP shots until he dies (the crosshair should turn white). Unfortunately, it's possible that he can jump from the crate and kill you easily. If that happens, try to kill him quickly with the Sniper Rifle (headshots aren't really optional). He has incredible accuracy so watch out. Killing him in this way rewards you with a Sniper Rifle (if you have about 34 bullets before fighting this Skaarj, it's pretty useless). The DP method, which works most of the time, just makes you safe from anything, but no Sniper Rifle. Once this bugger is dead, save the game and proceed in the middle of the storage, but on the left side.

Be sure to check the right side for a nook which leads to a red crate with a hole. Over it there's your last Skaarj, armed with a Flak Cannon. Staying distant (further to the left in other words) allows you to shoot his head before he spots you. Take advantage of this opportunity. He'll then jump from its original position to chase you. Simply snipe him to death. He'll drop a Health Pack and a Flak Cannon (if you're lucky, this will have 10 ammo. If you want, you could retry until that happens). Be sure to be fast when getting them. The position where he died (probably...) is visible under the eyes of your last target, a normal Behemoth with 30% resistance to Exploded damage (DP bolts, Rockets, Flak Shells). Get firstly the dropped items (especially the Flak Cannon) and retreat away to Point T; his rockets are easy to avoid.

Killing this guy is easy. Just fill him sith DP bolts and a Sniper Rifle bullet in the head. The Mining Tool or Eightball also work well. The Behemoth drops Flak Ammo for you, so get it.

Mission finished finally!


You probably got hurt during this long fight. Now you have to explore this area. Be sure to have fun by shooting the Tarydium Barrels found near the centre and then save the game. See the hangar door found directly at the opposite side of the entrance? Do NOT go near that door. Go on the right hand side instead.
Follow the corridor and you should enter the broken red crate. It has a Machine Gun Turret which you are going to use shortly. Pass this red crate and continue. You'll spot on the right hand side an opened grey box with two Tarydium Ammo, two cans of Eightballs and one Flak Ammo (by now your Flak Cannon has maximum ammo, if the dropped one by the last Skaarj Gunner gave you ten shells) and two Health Packs
. Save the game and go near that big door I told you to avoid...


Incredible Boss Battle: Red Nemesis
Health: 1603
Difficulty:
Attacks:
1) Skaarj Projectiles (16 health per hit): normal Skaarj Warrior's ranged attack. Is the same as any other normal Skaarj Warrior-based enemies found in Xidia. Don't worry about these ones.
2) Claw Attack (?/20 health per hit): Slow and double melee attack. You'll never see it in this battle.
3) Lunge (55 health): Skaarj's well-known lunge. Even this is nonexistent from the battle.
4) Spin Attack (?/20 health per hit): Skaarj Spin. Forget it here.
Description:
Red Nemesis are the highest echelon of the "warrior" class Skaarj and are recognized as the most ferocious breed. Their limited numbers are usually sent to protect areas or items of great interest to the Skaarj. This one is known for his impressive intelligence. Trust me.

This guy is an idiot.
You may find the DarkLord easy, and the normal Skaarj Praetorians were true threats. But this one just beat them all, even the Red Nemesis fought by Jones in Outpost Pheonix.
Well, let's just see how to beat this feared boss without using one of your weapons and without being damaged.
See the cutscene where the Red Nemesis is shown, coming from a lift from the middle of the storage area. Unfortunately he doesn't use the tank below him. As you regain your control, quickly run to the Machine Gun Turret by using your running speed and side-dodges. Take control of the Machine Gun Turret and wait.
If you were fast enough to run to this big weapon, you already have already won the battle. You should see the Red Nemesis coming from the right hand side. Shoot him like a mad with the Turret until he hides to the left. Now exit from the red crate you're in (right side) and wait 4 or 5 seconds.
Return to the Turret. Same thing happens, shoot the moving Red Nemesis again. None of his projectiles will hit you while you use the Turret, plus he'll never try to melee you. He'll go again to the left side.
You know what to do now. Repeat the same process until he dies. Congrats! Red Nemesis defeated!


Now that the Red Nemesis is dead you can finally breathe. No more Skaarj Gunners / Warriors for the rest of the level.

Before doing anything, NEVER, and I say it again, NEVER open the big door which should lead to the next area (now unlocked after the death of the Red Nemesis. More details below) before you have finished with this first part of the map. You may want to go in the junction with this door and go to the left side. Here you'll find a Body Armor and three Bandages.
Now be sure to have picked up anything you left (especially the Sniper Rifle stuff near the beginning of the level) and return in the storage area...


Map Bug - READ HERE - Possibilities of a new Xidia Patch

I discovered it the last time I played the map. Actually, you read above that you should never open the door if you have to get something you left behind. Yeah, if you go into the next corridor the door closes, but forever.
Not a problem you say. There's another one. You can open the door ONLY ONE TIME. This mean that after you opened it, you must enter the next corridor.
Don't do it and you'll remain stuck in the storage area forever, forcing you to ghost, and so losing points, to go to the other side.

Solution: Open the door only when you have to pass through it.


Enter the corridor now and let the door close behind you for good. Now the map is a funny piece of cake until the end, so don't worry about any big dangers.
Proceed to the end of this tunnel where another locked door can be found. On the right side, a red panel:

"Door Panel: System lcoked down. Passcard required in slot 1 in order to bypass."

Go back and search for a door which leads to the Crew Berth. Open it and see what's beyond it. You'll see the grey humanoid again (is just a grey Nali if you haven't got it) escaping away. Follow him and enjoy his scream coming from afar.

This place is pretty much in chaos. The cabins in front of you are all empty, except one which contains a Clip. Proceed to the broken door and when you pass it, run backward. A Pupae drops from the ceiling directly after the doorway, trying to kill you. Use DP and kill him. Proceed in the next room and go near the pathway on the left side. You'll see a weird metal brick on the floor moving. A hidden elevator comes from it with something...


Strong Enemy Fight: Brood
Health: 125
Difficulty:

In reality an oversized Pupae (not a real Brood enemy). It's very easy. Just run backward to the beginning of the crew berths while you shoot him with the DP. You need to be careful when you are trying to pass the broken doorway. A wrong direction and you're stuck in a corner... and dead.


Check now the part of the cabins after the squashed body. You should find a box of Bullets near the small wardrobe containing a... porn picture.
Go in the pathway where you found the oversized Pupae. There's a body here (probably of the woman who screamed before you entered the storage area). She has the Pass Card which you should get and a message:

"Kathryn, diary: It's quiet now, the screaming has stopped. I hope Doug comes back for me soon, I know he will but I just wish it would be sooner rather than later. I just want to go home, I don't want to be here anymore. I served my rotation, I did all the things they told me to do after college....but look where it's gotten me. For all my computer and math skills....what good is it doing me now? God, I just want Doug to come and together we'll get away from this place..."

Now that you got the Card, return to that locked door seen previously and use it on the panel...

"Door Panel: Card accepted, welcome to the compound Kathryn Biggs."

You'll find yourself in a pretty familiar area passed by Jones: the mining compound. If you played as Jones, this is the room where you fought the Skaarj Harvester with the Flak Cannon and also the last chamber before the cave where you saw the Warlord.
Use the barrels to climb over the window on the left side. Here you'll find a Shock Rifle and two Shock Cores. You may want to save the latter two thing for some fun that you're going to get later...
The board has the message again. It's weirdly changed from the last time you seen it with Jones though:

"NOTICE: Team 46 report- Recent quakes uncovered a nest of Arachnids, we don't know where their source is but Bravo team is working hard to eliminate it. If you contact any of the larger arachnids, do not attempt to engage the creature by your own personal means. Instead, abandon your post and retreat to the nearest sector leader. The Arachnids can be very dangerous and may contain certain poisons we aren't aware of. Safety is our primary concern."

Go back and clearly in the doorway at the opposite side of the entrance. Unfortunately the exit here is blocked by boulders fallen for an earthquake. There's a wooden box with a pair of Thigh Pads though. Return back, go over the metal ledge and pass the hole here to enter the caves... Save your game too.

Go to the right side and see what's here now. At the dead-end you'll find two Spinners. They are easy to kill, so use the DP and strafe (correctly) to avoid their acid orbs. Have fun even with the Shock Rifle if you left the ammo in the previous room. Aside them, you'll find three Seeds and a new weapon, the Chaingun. It's the replacement of the Combat Assault Rifle in Spencer's chapter. It has 100 bullets and it's incredibly strong (best weapon of Xidia). But you can hardly move with it equipped. Have fun using it here if you want, as you lose it in the next map.

Return back and go to the other side. Proceed and watch out for a Spinner hidden behind one of those metal archways. Proceed in the next cave area. There are four Spinners here: one near the path in front of you, another one more on the right side and two on the third pathway (right side again). Enter the path where the first Spinner was. The dead-end here contain another Spinner, Chaingun Ammo (25 bullets here, no 50) and a message from the body here:

"Deigo, log page 43: Me and Wallace got seperated from Azriel, he wandered off somewhere deep into the mine and we never saw him again. The spider-scorpions have grown restless, and when we aren't dealing with them, we have the Derelict creatures hunting us. Carlo's team was supposed to meet us yesterday with a new batch of supplies and ammo, but they never showed. Wallace thinks they are taking the long route, but I think they got sidetracked and headed through the southern mines... (Dated 5/12)"


Map Bug - READ HERE - Xidia Patch?

Probably everyone has noticed it. A geometry bug prevents you from reading a message near the dead body, like a invisible wall protect it. It says this, and it's about some person...

"Cooper, Journal: I followed him down into the mine, the USM guy who shot Jenkins. He seems to be trained well, I've watched him kill two warriors at seperate occasions. Hes a true professional, which is why I'm keeping my distance. I think he is heading for the power shed, I'll ambush him there."

Solution: Use the Unreal Editor to read it.


Go back and pass through the hole to enter the cool and impressive cavern (never seems to fail at impressing people). Big area, only a few things to explore. Check the right side, near the structure, for four Nali Healing Fruit.

The river doesn't contain anything apart from friendly Biterfish, so go in the cave found on the left hand side.
Be sure to use the Flashlight to find on the right side a body with cans of Eightballs (you have to save these for an incoming thing...) and a message:

"Rike, log page 21: Azriel was right, I've seen it too. Gray humanoid, I only saw it for a second and then it ran. I chased it around the corner but I ran into a collapsed hallway. Dead end, there was NO WAY that thing could have gotten out that way....it was like it vanished into thin air. (No date)"

Proceed to the end of this tunnel where you'll find two Spinners. Unfortunately, nothing useful seems to be here.
Return to the beginning of this area and enter the structure, which is, unlike in Jones's quest, unlocked. In this new area, Lt. Cray will contact you again:

"Incoming Call: Ok Spencer, to your right you'll see an unlocked conveyor, place the battery on it and let the machine close and run a cycle. After you do that, I'll open the door for you and you can help me outta here."

Notice the "help me" in the message. Put the battery on the hole on the right side and stay away from it (you'll get killed otherwise). After the conveyor belt closes, advance to the next room where you'll see finally Lt. Cray face to face... and his real intentions.

CRAY: Hmmm, I'm glad you made it Spencer. I underestimated you, I didn't think you'd be able to bring me my device intact AND clear me a path straight to the beacon. Too bad you won't be joining me, though, I'm real sorry it won't work out for you, but there's alot of money in this for me... I need to go back alone... No survivors!
SPENCER: What? ...you can't leave me here you bastard... I came all this way to help you, let me out of here!
CRAY: I truly am sorry Spencer, but it's business, nothing personal. I kinda like you, your a survivor. You would've made a great soldier. Now I'm sure you can find your own way out of here, shit maybe you'll find a way to live here for the next few months until USM comes back to launch a second offensive.
SPENCER: Goddammit Cray!... how much, huh? How much is Liandri promising you... can't be much more than they promised me! Fortune, glory... set me up for life, they promised me... and Look now... they landed me on a rock loaded with these creatures... these Skaarj! Do you think they really care about you? Probably just throw you away when they get whatever it is your snatching for them... what is it, Tarydium? What!
CRAY: Information. I was sent here to study the Skaarj and record data on their technology. I also have recorded battle statistics showing the power of the Skaarj over a meager little outpost and even USM marines. And that alone is worth something to them, and they need it... they need it if they ever plan to recover from this disaster! I got them by the balls and they will be more than willing to set ME up for life for just a taste of what I know.
SPENCER: You worthless piece of shit, Cray... you sold your own marines out for the dollar bill.
CRAY: Don't get choked up about it Spence, you couldn't have seen this coming. I only wish you luck and maybe a quick death... although I don't think you'll go out that way... you're not man enough to eat your own bullet and your certainly not gonna let them rip you apart. It will probably be slow, their commander is dead and so is a large number of their warriors... they will need somebody to punish... WELL, with that I'm off... Godspeed Spencer.
SPENCER: ... Hey... Cray.
CRAY: Yes, my boy?
SPENCER: ... I'll be seeing you soon.
CRAY ... You're brave, kid... but you're only a kid. Farewell.

If you don't want to waste time or Cray is just way too annoying for you, use the Slomo 10 command. During the conversation you can always fire up DP bolts and Chainsaw.

The cutscene ends and you seems to be doomed again. Or not. Stay away from the metal square in the middle because after a while it opens, leading to a vent shaft, which is unfortunately full of Pupae creatures.

The first one is just at the beginning of the hole, below you. A well-placed rocket and he's dead. There's more though inside the tunnels here: two other Pupae and six aggressive Larvae. The Larvae are quick, aggressive and generally hard. I don't recommend falling in the hole: try to throw lots of Eightball grenades in it, and be sure that they bounce near the middle of the T-junction you see and on the left side. 14 or so grenades is a fair assault, and be sure to hear any Pupae death cries (death cry = Pupae dead). Once you are bored of it, drop in the vent shaft and watch out for any other small spiders. If you see something moving, shoot it with a rocket and possibly in a position far from you. The bigger Pupae are mostly in the lateral corridors. Once you finish shooting, use the lift to return to the room before the one where you encountered Cray.

Now the hard thing to do is discovering where you have to go next. Go back in the large cave. The entrance hole has been now blocked with a force field (probably by Cray), so your only option is the cave. Enter it again and be sure to have lots of health (if you spent rockets in the previous Pupae battle, you may want to get the three cans of Eightballs found here near the body).
When you pass the dead female body, an opening appears on the left side (highly visible for the lighting and various other effects). It's a weird looking pipe leading somewhere. You'll find a Bandage (10 health) and a long hole leading down. It's closed, but it will open once you fall near it. Unfortunately, this long fall will damage you. There's no way to arrive below flawlessly, so you have to find a way to get the softest landing available.
Spotted that circular, narrow ledge which surrounds the hole? Try to jump on it. Face the north-west side of the circle. Now don't jump and fall directly here, by going into that position. You may be lucky exploiting a game glitch where the character stops during a fall by going near a wall, but that's uncommon here.
Anyway, by going in that direction, Spencer will touch the opening in the bottom, getting some damage, and then fall into the new cave without getting harmed again. Question of luck, in other words.
If you are satisfied with the results, save the game when you arrive in the new area. It's pretty damn cool and scary. It has temple-like columns and a lava pool in the middle. If you fall, you're obviously dead. Below the hole from which you fell there are two Nali Healing Fruit.

Your main danger here is the presence of four Spinners. They are hidden well and can be pretty annoying if they join in a big group. It would be better to fighting them from afar, so you have more chances to avoid their acid balls. DP is always your best weapon here, as they die easily. And you have to do it FAST. Spinner positions are these:

1) The first one is on the left side, after the plant coming from the wall. Stay on the left of the big boulder in the middle and advance to him if he retreats, staying always on the left side.
2) The second one comes directly after the first. See the archway after the first Spinner? The one with two pillars connected with a ledge? The Spinner is just attached to the first column. Stay always on the left side.
3) The third Spinner is found over the big pillar that you should see after the archway mentioned above (we're going pretty much clockwise). He'll drop down so you can attack him. He likes going near the lava lake or join the fourth Spinner. Take all the space found far from the temple entrance you see from afar.
4) The fourth Spinner is found near the temple entrance. The easiest of the bunch as he likes to get stuck inside the doorway. Sometimes he has the help of the third Spinner. Or viceversa.

When all the four Spinners are dead, look for a Nali Healing Fruit found in the area between the archway and the big column (should be illuminated by a tarydium crystal) and a Pulse Cell found behind the broken pillar base, which is put on the right side of the cave.
Near the temple entrance, check the rocky wall on the left side (under the tarydium crystal). Use the Flashlight to find a tablet with a message:

"'The Controller's inner Sanctum is protected by the Gray Dragon's unholy fury. Their hearts beat as one, for the Dragon lives as a mere puppet dancing to the Controller's every desire. No mortal weapon can harm the dark beast while under the spell, as long as the 8 Prophets channel their power into the The Controller's soul, his defenses are unmatched.'"

Take note of this message and proceed inside the temple here...

"Gray Dragon"

Proceed in this white corridor. Watch out as there's a pit in the middle of it. Jump between the gap on the left side. Run until the end where you'll see a door. Enter it and you'll find yourself in the gargantuan Sanctum, as the message said. Walk some more and a cutscene is shown. You see the grey humanoid, The Controller, inside an electric, insurmountable force field. Then, the roof is shown, with eight glowing faces found over the pillars of the area.
Save the game and proceed near the square in the centre of the temple...


Boss Fight: Gray Dragon and The Controller

1) Minion Health: 2610 - Invulnerable to any attack
Attacks:
a) Boulder throwing (quite fatal): what Titans always do. Throwing tons of insta-kill boulders at you. Avoid these ABSOLUTELY and use the pillars as temporary protection.
b) Punch (200 health): go near the Minion - highly unlikely - to die.
c) Slap (140 health): see the Punch attack. You probably still die.
d) Heavy step: every time a Minion do a step it creates a small earthquake.
e) Minion Earthquake: the Minion does stronger earthquakes (it's not actually the creature but whatever). Not only they make you jump if you are near the creature, but they make a real earthquake which annoys everyone in the area. Watch out.
Description:
An incredible, strong creature named Gray Dragon. Capable of doing easily quakes and possessing heavy strength, he defends the Sanctum from any unwanted presence. It's invulnerable to any attack and the only way to make him die is killing The Controller.

2) The Controller
Health: 95
Attacks:
a) Forcefield: The Controller summon this electric barrier which makes him invulnerable. Harmless.
Description:
Yhe grey humanoid seen by various miners and believed to be an illusion. He's a native of Xidia and with the help of the Grey Dragon, he'll kill any unwanted person who try to desecrate his home. He uses the power of the 8 Prophets and most importantly, he's not a NALI!

Difficulty:

BOOM. The face picture on the floor gets broken into pieces and this Titan-like creature, the Minion, appears on it. He's just like a Titan, but he's dark brown-coloured, has insta-kill melee attacks and better earthquakes. And on top of all, he's invulnerable to every attack.
The Minion is indestructible. Go to The Controller. He has a force field. He's invincible too. So what you have to do now?

This is one of those rare battles of Unreal that you don't have to pass by using violence, dodge, shoot, etc... but with the head. It's a puzzle boss in other words.
Remember that message on the tablet? The Controller uses his power only when he has the help of the Eight Prophets. Where have you seen something which has to do with "eight" in this room? If you have seen the cutscene showing the Sanctum when you entered it, you spotted eight glowing tablets. All of them have a face. Think for a while.
Don't you get it? Those are the prophets that give the power to The Controller, and you have to stop them. As always, in Unreal quite anything can be done with the weapons, and even here. See the glowing face over the eight pillars? Shot all of them (in their centre), with a DP bolt.

Obviously it is not really easy as you have to deal with the Minion who likes to throw boulders. Luckily, the eight columns protect you from them. Every time a pillar has been hit by a boulder, it explodes into pieces (pretty cool). This is mostly an environment effect than anything, as you can still use the indestructible bases of the column to protect yourself. Remember that you don't need to make the Minion destroy all the pillars! The Prophet faces are vulnerable from the start of the Minion battle!

Here's a quick solution: make the Minion appear and go behind the first column (either side, your choice) by using it as a cover for his boulders. Now shots the faces above. When a thunderclap can be heard and the white glow disappears from the tablet, this means that you shot it correctly and you have to think about the other Prophets. Be sure to move around the arena and, most importantly, away from the Minion. You may be lucky sometimes as the Minion seems to get stuck near the broken column bases. Happens rarely though.

When all the eight prophets have been hit, The Controller's force field disappears and you can finally hit the Nali who isn't actually a Nali (as the author states). Just be sure the Minion is far from you and shoot continuously The Controller with your DP. Many shots and he dies, and so the Minion. Cool battle is won! It is incredibly easy, plus very quick. It's hard getting damaged here unless you don't know how to fool a Titan (the Minion is pretty stupid most of the time).

Nali and Titans are counted in your Score Board.


When the fight ends, be sure to check the right side of the arena, on the part with the soil. There's a Nali Healing Fruir here. Behind the dead Controller, there's a book which you can read, at the altar...

""...And one day the Fiery Bird fell from the stars and struck our world with great fury. Our temples blackened with ash, the surface sank beneath the ground. Only this great temple remains, since it was built here on top the Sun Mountain. The Star Gazer grants me his power and the Dragon's rage burns in my veins. I will not let any outsiders make our once great temple impure.""

Now you should see on the left side (facing the wall of the altar), a doorway leading to an icy cavern. Enter it.
Pass the frozen body and run until you find a Skaarj-type building, which looks abandoned. On your right, you should spot a panel. It activates the lights and the doors to the structure. Enter it and run through this empty corridor.
You should spot on your left a broken vent shaft in which you can pass through. Don't worry about the Pupae, it's just frozen so break it into pieces.

Oops, another long hole! But this time it leads to end of the map, so you're safe.
Fall into it. Map ends.

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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