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Walkthrough - "Xidia Gold"

Beacon

Map Author: Will "Mister Prophet" Drekker
Weapons: Rifle, Pulse Gun, Flak Cannon, Eightball, Chaingun.
Creatures: Skaarj Praetorians, Skaarj Lords, Skaarj Officers, Skaarj Gunners, Cyborgs, Skaarj Hybrids, Minigun Cannons, Biterfish.
Bosses: Lt. Cray.
Difficulty:

After defeating the Skaarj Queen and using the green pod in her lair, you seem to be teleported somewhere... After the trip in the green vortex, you'll find yourself in a green force field, and the area around you is the Sniping Area of Outpost Pheonix, which is just after the Bridge area (if you played with Jones, then you'll know where you are).

The map starts with a cutscene with some humans over the bridge of this place. Parts of the bridge get destroyed and the humans die. It is a Skaarj Bomber which shot them, and now it flies away. You finally regain the control of Spencer and the force field disappears. Your objective is to search Cray and kill him. But there are some annoyances though. Don't worry about the Eightball over you at the beginning, there's no way to get it without flying or rocket-jumping.

Before proceeding, take the Chaingun in the opened crate. It's full of ammo and you need it for the first and final battle (plus more inbetween if there's anyone annoying you).
Advance now in this grassy area and you'll see a new pool of mud with a Xidia Skaarj Officer hiding (feign death) in it. He's armed with a Flak Cannon and he's highly dangerous. Kill him with the Chaingun (easy as hell, just try to never miss him) or with a bunch of charged Eightball grenades.

After he dies, get his weapon. Don't get alarmed when the music starts and go over the metal ledge on the left side.
There's nothing up here, so find the highly visible entrance to the elevator which takes you to the bridge above. Here you'll find Carlo's dead body and his message, which has also to do with the dear Cray...

"Carlo, journal: I led my team through the southern mines and into the access shaft. We managed to squeeze our way into the pump station but it was flooded. There are 12 of us, all we need to do is make it to the dock and catch that son of a bitch UMS traitor who shot Jenkins, use his beacon to radio help. All we can do is hope that somebody hears us over the frequency, cus I'm starting to think these creatures are done playing around.... we cannot survive another attack..."

Aside from the message, there's a Flak Cannon with 50 ammo. Better you save this for later. Then there are two Health Packs, two boxes of 50 Bullets and three Shock Cores.
You can't go to the other side of the bridge because... the gap is too big for you. Return down in the grassy area and go to the door behind the two crates. Before opening it, save the game.


Strong Enemy Fight: Two Skaarj Hybrids - Ripper and Pulse Gun
Health per enemy: 225
Difficulty:

The Skaarj Hybrids you have seen in the icy Skaarj base ("The Genome Warriors" map) are finally thrown in the field and they act like the ones you see in DM and other UT games.
But these ones are stronger: bigger and more health. They are still light though. The battle is easy by using a certain trick. Skaarj Hybrids come out only if you open the door. And you can give to them a surprise when you open the door for the first time. There are two kinds of surprise, and here's how to do them:

1) Equip the Shock Rifle, go to the right side of the boxes and open the door from that side (so you can see only one Skaarj Hybrid). As the door opens, run back and do a Shock Combo near the visible Skaarj Hybrid. It will fly away and when it lands (which should take a second) it will start to run outside the corridor he's in (going towards you). Do another Shock Combo right inside their area.
2) Open the door in the same way as above but this time use the Eightball and throw a group of spread rockets on the floor near the Skaarj Hybrids.

This is a good way to start damaging them. Now equip the Shock Rifle and go away from that door, just near the mud pool. The two Skaarj Hybrids come out. One has the Ripper and the other one has a Pulse Gun. Their stuff can be avoided by strafing and with good reflexes that you should have. While strafing, hit them with Shock Rifle bolts (and use only THESE). Hitscan + stun = very useful against these two until they die.
If they advance (which should hardly happen), retreat a little. It's not that hard, trust me.


The Skaarj Hybrid with the Pulse Gun will drop his Pulse Gun, while the Skaarj Hybrid with the Ripper will drop a can of Eightballs but NOT the weapon. No Ripper in Spencer's adventure, but you don't need anyway.

Save the game again and proceed in the corridor where you encountered the two Skaarj Hybrids. Pass it and so the Bridge area and you'll be now in the room with the hangar-like door. Go near this one to see (from behind the door) a cool-looking group formed by a Skaarj Lord and two Xidia Skaarj Gunners (one with the Eightball and the other with a Shock Rifle).
Now go to the metal door on the right side. When you go near it, you'll spot that someone is cutting it from behind. He's a very powerful Cyborg. Return back now to the Bridge area (over the bridge) and be sure that the Skaarj behind the big door (which opens when the Cyborg starts to break its door) have seen you.

Equip the Shock Rifle and fire at the Skaarj you see, while retreating. Here anything can happen: Skaarj harming themselves with explosive weapons, you shooting them with bolts or Shock Combos or the Cyborg just annoying (or getting annoyed by) one of the Skaarj and battle ensues, etc...
You just need to wreak havoc firstly with the Shock Rifle when you see the three aliens arriving near the door to the bridge. When they start to be tough, retreat in the previous corridor and wait for them with a Flak Cannon, by watching also out for their projectiles. Both Xidia Skaarj Gunners drop their weapons. Avoid taking down the Cyborg at all costs. Oh well, if one of the Skaarj manages to kill him (it can happen), the Cyborg's self destruction may kill them all. Chances are rare though. As I said, anything can happen here. Just don't use the Chaingun against the Skaarj, it's biggest waste of bullets you can ever get.
Now, if the Cyborg is still living... that's the problem. This one is smaller and incredibly fast, plus he can kill you quickly with the Pulse Gun. My advice is to use the Shock Rifle, for it's hitscan feature and the ability to stun the enemy, or the Sniper Rifle (and headshots can be good too). You just need to stay FAR from it (on the bridge for example, or in the corridor before the bridge).
If all else fails, then use the Chaingun, but be careful to not waste much of it. Oh, and the Cyborg does the Redeemer blast too when he dies...

Get the robot's dropped Pulse Gun and go in the room on the left where the three Skaarj were. Here, on the right side, there are two Health Packs. On the ledge of the left side, the message about the lift is still here:

"Maintainance Lift: System error, contact section supervisor M. Reubens, or the nearest staff section comander."

Save the game now.


Easter Egg: "You're a HOMO".
Requirements: Ghosting

Save the game before doing them, as they can cause more harm than anything.

This Easter Egg requires Ghosting (plus lots of score which goes down at awesome speed). Stay in this room and go to the location of the two Health Packs you found here. You remember the vent shaft near them? The one that lead in that room next to the long corridor where Jones fought his first Skaarj? (you also passed it with Spencer in the third level).
Ghost here. Run through the vent shaft. The body here has a funny message:

"This really fucking sucks that I got killed in the vents. Of all the ways I could have died, gutted by a Skaarj, blown up by a jet fighter, crushed by big rocks, pounded by a big mother fucking monster... but I got killed in the god damn vents. So fucking ghey this is, when they were handing out ''Xidia death locations'' I was fucking wasted and got to the meeting late, so in a way it is my own goddamn fault for being a motard. *Sigh* Maybe I'll get a better spot in the sequel, until then I'm sitting here in this fucking vent watching my fucking dick grow smaller... fuck you!"

Proceed until the end of this tunnel. It's blocked, and there's a pic with a man who says to you "You're a Homo". There's also The Prophet's MagiTech Armor. It's a Kevlar Suit with 1000 points of armor which has high defence to attacks plus invulnerability to Corroded (slime stuff) and Exploded (Dispersion Pistol, Eightball, Shock Orbs, etc...) damage. Pretty cool for a cheat.
If you like finishing Xidia with this joke, then it's up to you. I don't do it, sorry.


Now go in the corridor where the first Cyborg appeared and go here. This lead to the T-Junction with the path to the small door (which was always locked and you had to open it). Don't pass the first turn, because the Junction is guarded by two Minigun Cannons over some boxes. The strategy is simple. Shoot them with the Dispersion Pistol (DP) from a position in which they cannot shot you (just stay behind the wall and walk to the right until you see the inch of the Caannon's base. Now shoot).

After these two, you'll encounter another pair in the pathway to the left. Same strategy.
The small door is once again locked, and for now, FOREVER. Proceed onward, to the engineering room. Save your game. The door in front of you is still locked, so you need to take again the vent shaft on the left side.

This time there's another bad Cyborg, found in the chamber after the pipe (as you exit from it, on your right side, near the wall). Dealing with this guy is easier than the first one. Walk carefully in the pipe while seeing the right side of the next chamber. When you see the grey inch of the Cyborg's body, throw a Flak Shell near it (it will damage him, plus cause him to spot you).
Now retreat to the previous engineering room and equip the Sniper Rifle. Stay to the left so that you are covered by the walls near the pipe. The Cyborg will chase you by going inside the vent shaft. When he enters it, stop him with the Sniper Rifle, shooting him in the head. You have to kill him before he goes near you (he has a Flak Cannon and he can use it very well).
Shock Rifle also does the work but with less damage, plus you need more accuracy as you have to hit him always. Chaingun still remains the last choice.

One time though the Cyborg didn't enter the pipe and went near the panel of his chamber. I was capable of shooting him always and he did just nothing, other than being hit. After tons of headshots, he was still alive. I went near him and he had lost the weapon. Still living like a bot in his position where I hit him various times there were various Health Packs. Then I finally realised: I just killed the Cyborg two times (he drops a Health Pack as well as the Flal Cannon) and a bug meant that he was still alive. While he was moving, I defeated him with the Chainsaw (as he was harmless) and he finally activated the Self-destruction and dropped the weapon and another Health Pack.
It's cool yes, but it's a waste of Sniper Rifle bullets if you still think that he's REALLY still alive...

After this battle ended, get anything he dropped and check the small panel near the lever on the left side:

"Area C Bridge access granted. Door # 2-1B system stable."

Proceed now to the next area, which is the large corridor connecting the room you're in to the area with the Machine Gun Turret used by Jones to kill tons of Skaarj.
In this tunnel, you'll encounter a Health Pack during the turn (plus an earthquake. Be sure not to advance when this is happening) and at the end of it, a new friend.


Strong Enemy Fight: Skaarj Praetorian
Health: 500
Difficulty:

This red, modified Skaarj Berserker (that's why I wrote one in the Monster list) is just a pushover.

Equip the Flak Cannon and throw a Flak Shell when you see him. Usual chase: he runs to you while shooting, while you go backward, throwing more Flak Shells on him.
His projectiles are easy to avoid thanks to his size (the distance between the stars is too big for you).
If he manages to get close enough to you for a melee, shoot him with the Flak Cannon's primary fire, side-dodge, run behind him, back-dodge and resume the escape by going on the other side.
The Anti-Skaarj Berserker trick also works. He doesn't have a lot of health. Another option is to use six Eightball grenades when you see him, and then finish him off with the Flak Cannon.
Easy...


Advance in the next room. It's empty once again, but when you arrive near its end, one of three machines in the middle (the one near the exit of this area) explodes. It can damage you heavily so watch out. A cutscene shows who did that: a Skaarj Bomber. Notice in the corridor the presence of some Skaarj Hybrids.

Terminal on the left side has this:

"<<System Error>>"

Terminal on the right side has this:

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

Now save the game. The small path which connects your room to the next corridor has two flaming planks. Touching them will make you lose health, so watch out. It's really recommended actually, as you have to stay in this small room in order to kill the Skaarj Hybrids roaming the next corridor.

There are three of them: one is on the left side of the hole (you should be already aware of him if you seen the previous cutscene) and he's armed with a Flak Cannon. This is the hardest to kill, so advance in this small room while facing the left side of the hole until you see his body.
Equip the Chaingun and take him out quickly. If he goes to the left, then reload the game. If he goes to the right, near the hole, then shoot him more until he dies. Now equip the Sniper Rifle and save the game if anything gone correctly.

The other two Skaarj Hybrids are on the right side. One of the them, which carries a Pulse Gun, likes to run near your position if you try to enter the corridor. Just wait him until he comes and use the Sniper Rifle's bullets on his head. When you appear, the Pulse Gun Skaarj Hybrid will return back to the third one, which has a Ripper. Just make sure you're visible by only one of them and go back and forth between the corridor and the small room to fool the Pulse Gun Skaarj Hybrid who comes always near you to taunt (he comes, you shoot, he retreats. Go back and forth, repeat the process).

Killing the third Skaarj Hybrid is easy, as long as you can avoid his Ripper's blades. Shock Rifle works perfectly here. He'll stay near his position, so do the same by going the left side of the corridor. If all the three Skaarj are down, save the game. None of them drop anything useful, but be sure to get at least the dropped Pulse Gun.

Now you should know the road to return at the dock. Proceed in the corridor after the door on the left side.

"Vengeance"

Before using the road that only Spencer passed through it in Xidia, go in the room where you did the Pulse Gun puzzle (about a button) in the third level. Here you'll find four boxes of 50 Bullets, a pair of Thigh Pads and three Health Packs, plus a message:

"Staff leader, C. Bleszinski's journal: I raided the last ammo crate and made my way back up to the Outpost, but the USM traitor ambushed and shot me. He must have thought I was dead, but it will take more than a stomach wound to kill the Grand Master Ice Shaft. I stopped the bleeding but the wound is infected. Mr. Unhelpful Willard never showed up, I guess I'm left here by myself. I'm not afraid, my only regret is not taking that USM bastard down when I had the chance."

Now go back and go to the tunnel leading to the dock, where Cray used the speaker. He'll do it once again...

CRAY: You just can't do it can you....you just can't die!
SPENCER: What did I tell you in the mines Cray? I told you I'd be seeing you soon.
CRAY: You ARROGANT little shit! Killing these creatures is one thing, but your not up to this... I have killed braver, better, and tougher men than you kid. Your effort is noted, but you don't stand a chance! I applaud your cunning, dammit Spence I didn't want to have to kill you, but your leaving me with little options.
SPENCER: Your not walking out of here... I won't let you get away with what You've done... I've never been anything but a screw up, but I have enough Honor in me NOT to let you summon that ship and leave. You shot Jenkins and you probably killed Fletch and God knows who else of my friends... you let your entire team die, for what... for profit... Your not going anywhere Cray!
CRAY: Your going to stop me? YOU? a punk Miner... Spence... you don't really think you can win... do you?
SPENCER: ...Cray... One of us dies today...
CRAY: I see... very well... Let's dance!

Cray destroyed his radio and the conversation finally ends. Proceed at the end of the corridor and be sure to get the Health Pack at the end, on the left hand side.
You're in the storage area of the dock, it's here where you'll beat Cray. Save the game and go on the floor below. See that raised brick near the pile of crates with Azriel on the top?
Go over here by facing the middle of the door in the conveyor belt.


Final Boss: Lt. Cray - Combat Assault Rifle
Health: 688
Difficulty:
Attacks:
1) Combat Assault Rifle's primary fire: hitscan stuff to you. It's hard to avoid, but there's a trick.
2) CAR Grenades (100 health): CAR's secondary fire. Cray likes to use these more. Not really hard to avoid, though you die if some of these hit you.
Description:
A corrupted USM Marine who killed part of the Outpost population, letting his team mates die, for the sole purpose of having more money. After betraying Spencer, he wants to escape. But firstly he has to beat the miner...

Your super-bot with tons of health and a hitscan weapon called the Combat Assault Rifle (CAR). He can be hard or not. There are two strategies, the easy one and the normal one.

1) Do what I said immediately before this boss battle window. Equip the Chaingun and as soon as you regain Spencer's control after the small cutscene, shoot Cray to death. Stay in one position, be sure to hit always Cray. The more you hit him, the more he gets stunned. The more he gets stunned, the less he shoots.
If he's still living and you have finished your Chaingun ammo (this happens rarely), finish him with the Pulse Gun's beam fire.

2) This is the normal strategy if you don't want to fight Cray with the Chaingun. When the battle starts, equip your Automags and fire at Cray. If he's still on the conveyor belt, retreat back to the metal ledge and shoot him from here. Cray is pretty stupid, he likes to throw grenades a lot without thinking if the stuff he throws will hit you.
When Cray jumps from the belt, equip the Pulse Gun and jump on the floor below. Now fill the boss with the Pulse Gun's beam. This weapon's secondary fire is highly effective against Cray (and so other bot-like enemies) as it continuously hit the enemy with a fair and good damage. By hitting him continuously, he'll have serious difficulties in shooting anything (quite nothing in reality, which makes you SAFE). You know how you can win the battle: you're just battling a powerful bot with an infinite CAR, so strafe, dodge and hit him always with the Pulse Gun's secondary fire.
If you hit him always, then say goodbye to his CAR's primary fire (he'll never manage to use it in this way). For the grenades, he can still throw them (not to mention he likes them more). It can be hard to avoid, just stay away from the position at which they have been thrown and stay moving while using the Pulse Gun on the boss.

He'll die eventually. Be happy now with his death. He'll not drop anything.


Now exit from the storage and go to the dock. Proceed on the bridge which leads to the panel with the batteries. As you approach it, Spencer will work on it and after a while, the level and the game itself 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