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Walkthrough - "Xidia Gold"

Outpost Pheonix

Map Author: Will "Mister Prophet" Drekker
Weapons: Dispersion Pistol Powerup, Automag, BioRifle, Shock Rifle, Ripper, Flak Cannon, Eightball, Combat Assault Rifle, Machine Gun Turret.
Creatures: Pupae, Larvae, Brood, Tentacle, Lesser Brute, Brute, Behemoth, Jaberwock, Skaarj Assassin, Skaarj Gunner, Skaarj Lord, Skaarj Officer, Skaarj Sniper Elite, Skaarj Hunter, Runner Skaarj, Cannon, Minigun Cannon.
Bosses: Squidy, Praetorian Pack Leader
Difficulty:

This should be Xidia's most famous map. It was the one with the save bug and prevented many people from completing or replaying Jones' adventure. Hellscrag came to the rescue and fixed everything. Now the map is finally playable for good, but it still has the challenges...
You begin from the last room of the previous map, and here you have to return to its beginning (for now), but this time the situation changed from "desolation" to "OMG DIE!!!1".

After the earthquake, pass the door and get your first message:

"Mission Update: Jones......I don't know what you did, but several strange signals have popped up on our scanners. The dropship has been ordered to deploy the marines, but we've just lost contact with the dropship. Get back to the extraction zone!"

Now switch to the Automag. Magically, you have now two of them, a.k.a. Akimbo Automag or Double Automag. This is one of the most useful weapons you have in the arsenal.

On the left side there's a closed door, and behind it there's a Skaarj who will come out after a certain moment. Counter his ambush: run backward in the only accessible pathway by facing the door. When it opens, pummel the Skaarj behind it with your Automags. He's a Skaarj Assassin with a different skin, similar to the Ice Skaarj one but grey instead of blue. He also has 245 Health. Due to his durability, you may want to escape using the corridor in order to not let him melee you. But with the Automags his death will be pretty quick (I assume you have GOOD skills, so don't come to me saying "how do u shot web"). Remember, during the escape, to not to arrive at the second to last turn of the path, otherwise you'll probably get killed (later for this). Once this first Skaarj is dead, check his unlocked room. Inside it you'll find two Health Packs (NOTE: still assuming you're an experienced player, get these when you REALLY need them. Try to remember their position as well, or use the "Mutate Spyd00d" command and then "viewclass pickup"), two boxes of 50 Bullets (get both of these now) and a message from a corpse:

"Powell, Log: They came from the caverans, the mining team had begun probing that strange formation we found under there and then the next thing we know, these "things" attacked us. The fighting has lasted forever, and not many of us are left. Bueller emptied an entire clip into one of those "Behemoth" giant sentry creatures that came up a few days ago, the thing still killed him without missing a beat. I hope USM shows up soon. (dated 5/15 shiftcycle B-32, 10 Days ago)"

Now continue through the corridor. Before the second-to-last turn, right after the broken vent shaft on the right side, another Skaarj Assassin runs at you, coming from the end of the pathway. This one is identical to the previous guy you killed, only with 10 less points of health. When he appears, he'll run at you and then start to attack. During the running part, start pummelling him with Automags or even the Dispersion Pistol (DP). Use the same strategy of the first Skaarj; if you want to use the DP, you need good accuracy and use the old Anti-Skaarj DP trick: after he does a dodge, shoot immediately to the position he landed. The corridor is pretty narrow, and you shouldn't have a problem in taking him out. The choice of weapon is yours. After he's dead, proceed to the last part of the tunnel where another message can be read. Oh, go some steps back too!

"Mission Update: Jones, we're in code red! Just got a message from the dropship team, the dropship has just been taken out by the facility's autodefenses, seems somebody rigged the security system. Their in some sort of firefight down there, shots have been fired and we're losing transmission! Get back to the landing platform immediatly, and watch out for any drone guns on your way back, they are active and will shoot you. Take them out with your own gunfire, move it soldier!"

Why some steps back? If you read the messages, you'll now know that all the Cannons are all active and will shoot at YOU with power 5 Dispersion Pistol bolts; these things damage you badly and should be avoided at all costs. Yes, I force you to re-load the game if you are hit by these, because it's damn easy to trick them. I'll obviously cover their positions, that you should know from the previous map. The first one is just before the exit door of this corridor. To take him out, just put yourself in a position in which you can hit it and that you are safe from its bolts. The right spot is behind the interior corner, but far from it so you can shoot the turret (look the Screen below). Done? Now pull out your DP, shoot any kind of bolts you want until it's destroyed.

Enter the next room and save the game. This time the panel on the right side has a Skaarj, clearly an Officer one. As you can see, Skaarj Troopers in Xidia have the Officer skin turned to a grey colour. Pretty annoying, as they are now harder to see. But don't give up yet.
This Skaarj has less health than a normal Officer and has also a BioRifle, which will be really useful in this map. To kill him easily, equip the Automags, go in the second pathway on the right side and go behind him (by some centimetres, look the screen below). Now, use the Automags' secondary fire on his back until he's dead. The rate of fire will be high enough to kill him before he can do anything (which most of the time, is just retreating or jumping pointlessly).

Once he's dead, get his BioRifle. It's the same one of UT, and it is powerful as HELL. On the left side, you'll see two Bio Ammo after the broken vent shaft. Be careful, passing that hole and inside it a Pupae will appear (a sound should warn you about it even before the enemy pops out). Just do this: pass the vent shaft and retreat back. The Pupae will appear and you can shoot him in order to stop his ambush. Try to avoid his attacks (Save the game ALWAYS, the loss of health isn't advisable in Xidia!) and retreat if he gets too close. Once he's dead, you can check the panel where the Skaarj was working:

"Pump Control Room: Full fluid proccessor back online. Sector pump 8K through 8P ruptured. Coolant flooding detected in main Research Station."

Now enter the other vent shaft (now opened) which is found in front of the last door you used. After the first turn, you'll see on the ground a blood stain with a corpse on it and some other stuff. Pass on it and you'll hear some Pupae sounds... RETURN BACK! On the floor square before the one with the blood, falling from above, three Pupae will appear. If you are fast they'll not see you and remain in their position. Killing them is pretty tricky: equip the DP, walk in the tunnel and be some centimetres from the first turn. Now use the DP's secondary fire to damage them all. Now the Pupae will run towards you. Run backwards in the previous rooms and finish them with other DP shots (secondary ones work better). It's not hard, just tricky; you have a "Save Game" button here. As they are dead, proceed in their vent shaft and check the blood stain. There are three Bandages (get them if you want) and a message inside the book:

"Fredricks, Log book: There are so few of us left now, the ship moving into orbit will never reach us in time. We've split into two main teams, Commander Judd is leading his guys to the military compund up north, trying to salvage what they can find there. Our team is headed by Deckard. I'd rather be with Judd's guys then in here, but Deckard is a tough son of a bitch. If we just hold out, and keep up our 'sector-by-sector' warfare, we'll make it.(dated 5/23 shiftcycle L-12, 2 Days ago)"

Now proceed and take a look at the small tunnel's layout, especially on the left side. This path will be used for some escape route in the next battle, and when running away, 90% of the time you'll get stuck in the small space found at the left side during the second room. The general tip is: stay always near the inner wall and press always the "Right" button. Practice this for a while...

As you proceed in the vent shaft, you'll get another message from your boss:

"Mission Update: Listen up Jones, and listen good. We just lost complete contact with both teams. Which means your our only contact on the surface now. Orders are NOT to endanger more soldiers until the matter has gone through military intelligence, and that means we can't send you any support for now. If you wanna survive, you got to do exactly as I say. First...head back to the platform, there should be weapons and supplies for salvage, and perhaps a few of your fellow marines are still alive. Go there, and we'll contact you again, over and out."

Now save the game and proceed to the end of this small hallway. You end up in the room with the balcony leading to the broken lift. This time it has an Xidia Skaarj Gunner over the second floor, he's armed with a DP and he's doing some kind of work: going back and forth, repairing something. He can see you inside the shaft, so be careful. On the left side, you'll notice that behind the hangar door there are other two Xidia Skaarj Gunners: a stupid one having a DP, and an annoying one with a Ripper and more health (quite 200). The hangar door opens when you have killed the Skaarj on the balcony but, fortunately, the other two Skaarj like to patrol, leaving the area behind the big door empty. Empty = no danger after killing the working Xidia Skaarj Gunner.

So, let's see how to deal with this guy. First of all, he's doing some kind of work, going back and forth: he pauses in the middle of the ledge (near the broken shaft which you have used in the previous map to go to the previous room) to pick up something and then walk to the wall near the other shaft, by causing some kind of "thump" noise. It's after this noise that the Skaarj will return back to get another piece and will have a chance to see you. You have to take him by surprise when he's going to the second vent shaft. Equip the Automags, recharge them and go to the crates. Get over the first, brown-coloured one and crawl under the railings. Here the Skaarj cannot spot you; in the mean time, you can go some centimetres back to see what the Skaarj is doing (stay down).
Also, you can see from here what happens behind the hangar door. I recommend to go to the attack when there's no one behind it. When the Skaarj goes back and gets the metal piece, climb the crate-staircase and go on the ledge. Quickly aim to the Skaarj and shoot him with the Automags. He's pretty stupid (doesn't come to you directly), will die quickly and his DP shots are easy to avoid. Once he's dead, RUN with lightning speed to the vent shaft you used to enter this room. If you are fast enough, any Skaarj behind the hangar door (if there still are any in that area) will not see you and you'll have time to recharge your Automags. Don't worry about the balcony as there's nothing apart from the dead Skaarj.

Now the situation becomes harder thanks to the Xidia Skaarj Gunner with the Ripper. He uses it very well, by running at you and using Explosive Blades in every damn second. Now advance to the opened area and see...

What happens can be one of the following things:

1) The first Skaarj Gunner is the one with the DP. He's in the area behind the hangar door (now opened) and spots you. This guy is easy as hell, so use the Automags. TRY TO BEAT HIM IN THE ROOM WITH THE BALCONY BECAUSE THE GUY IN N°2 WILL OWN YOU!

2) No one in that area... and in the rest of it. This means that the two Xidia Skaarj Gunners are stuck in the bridge area, forever. Actually the room you're in has another annoyance: a grey Skaarj Assassin behind the big crate near the mine-style door. This one has 325 of Health and he's faster than any other normal Skaarj; like the previous Skaarj Assassin, is even bigger. To deal with this one: shoot a DP bolt in the wall after the crate. The Skaarj will come out by chasing you. Now retreat and charge a BioRifle Blob to max. Release the green slime to the incoming Skaarj (he'll not attempt to avoid it, unless you have sucky accuracy) and finish him with the Automags. If you don't manage to kill him with the pistols and you end up in the first shaft (ADVICE: Don't use the balcony where the Skaarj Gunner was working!), the Skaarj will still follow you in. Watch out for the tunnel layout (especially in the part near/before-in-this-case with the blood stain) and lure him into the previous room. Tricking him with the wall in the middle is easy, just kill him with the DP.

3) The incredibly annoying Xidia Skaarj Gunner with the Ripper. This guy is a bastard and likes to kill you ruthlessly. The fight here should be quick, and if the Skaarj Assassin is alive, you are forced to fight the Gunner in the "balcony" room (look N°1). Or by letting him spot you, or, unfortunately, after killing the working Skaarj (this is valid for N°1 too).

Here's how the deal with this:

a) He spotted you already as you're running inside the vent shaft. 90% of the time he tries to follow you, so use a Five-point (or even ten) charged Slime blob on him (he'll not dodge it). Now he will probably run away because his health is low. Finish him with the Automags or the CAR's primary fire.
b) He's in the area after the big doors. Follow (a) because there's still the Skaarj Assassin behind the crate.
c) He's in the bridge area. Kill the Skaarj Assassin and go for this one. Before opening the door, equip the CAR and beware a Lesser Brute that shoots from above the mountains, from the other side. The Skaarj can have is back turned at you or not. Anyway, as you see him, use the CAR on him and escape when you see stuff shot at you (the Lesser Brute spots you quickly). Don't let the Skaarj fall down into the water, because you need his Ripper!
When he arrives in the "balcony" area, use a fully charged blob and finish him with anything you have.
d) Both Skaarj Gunners are in the bridge area. Use the same strategy, but your priority is the one with the Ripper. The DP Skaarj rarely wants to run to you. If he does it, use the CAR. Most of the time only one Skaarj will follow you after the bridge room.
If he dies, get his stuff immediately: a Ripper and a pack of Razor Blades.

4) Both Skaarj Gunners are in the Skaarj Assassin room. This is really rare, but it's incredibly hard. Try to get the attention by one Skaarj (just hide yourself behind the wall and watch - and shoot - only one Skaarj) and use the strategies mentioned above:
For the DP Skaarj Gunner use the Automags.
For the Ripper Skaarj Gunner use a fully charged blob, then Automag or Combat Assault Rifle.

5) All the three Skaarj will spot you. Here's a tip: die. Only a n00b would allow himself to be discovered by them all.

6) A Skaarj Gunner + Skaarj Assassin. See N°5, this shouldn't happen!

Now as the three Skaarj are finally dead (and you get the Ripper), it's time to check the bridge area. Save the game.

The Bridge is guarded by two Lesser Brutes found over the mountains. They are very aggressive and act weirdly: every time they conclude a rocket assault, they'll "run" (yes running, not walking) to some other position (they also sometimes go away and never appear again - very rare, reload the game if this happens and restart the assault). You can't avoid two of them at the same time, so go near the Bridge's entrance and use DP on the first Lesser Brute you see (directly on the other side). When he shot rockets, go away and wait. Then restart the assault. Charged shots are useful too. The second Lesser Brute is found on the mountain, right side near the other palm. Use the same strategy. The most annoying thing is the door, as it's not fully controlled by you. Both Lesser Brutes have 180 health and fall quickly.
In this area there's nothing, except for that message you read in the previous map:

"Lewis, Log book: Had another one of the "squidys" in the pipes today. Damn things keep getting into the collant gates, I'm gonna have to speak with Judd again, hes not gonna be pleased. These things are nasty too, when we pull 'em out with the hooks, they thrash about, one of them almost ripped Reily's arm off! I'd hate to be in the water with those things. (dated 4/11 shiftcycle A-4, 2 months ago)"

Now return back and enter the next corridor, which contains the junction to that area closed by a small door. If you remember well, a Cannon is guarding it, found in the roof of that pathway leading to the door. Just be sure to see only his back so he doesn't shoot you, and pummel it with DP. Pathway is still locked, so proceed toward but WATCH OUT! From the small, broken vent shaft of the wall on the right side three Pupae will appear, one for one. Just stay away from the hole and use DP to terminate them.

Proceed and see how Skaarj are quick in repairing stuff: the pit leading to the sewers is now blocked by some planks and you won't fall anymore. Enter the engineering room and check the panel on the right side, after hearing some Starship noises...

"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."

Enter the long corridor with windows. Remember the one with broken glass? Walk some more and that part will be completely destroyed by an explosion (which can kill YOU). It's a failed attempt by a Skaarj Skimmer to destroy you. You can see it in the hole created by the missiles, flying above and away. But I don't think you have much of a time to see it peacefully, as the explosion destroyed the door leading to the left side. It contains a small room with a kind of Skaarj called Skaarj Hunter, and they are rare in Xidia (they only appear in this map). This guy you have to face has the Skaarj Assassin skin, is big but more fat than a normal Skaarj, it's faster, stronger in melee attacks, various other stuff enhanced. Only downside = 150 of health plus he's blocked in that small area because the door's hole is too small for him. So, he can't chase you, and you can defeat him easily from outside (don't stay in front of the door, just stay on your side and try not to fall in the pit of the giant hole) with the DP's secondary fire. He'll try to shoot you, but they are easily avoided with a dodge to the side. Once he's dead, check his room. It contains another closed door, two Shock Cores and a message...

"Jamal, log: Think I'm bleeding internally, my side hurts and I can't walk. It's difficult to breathe. I sealed myself in this small room, the electro-magnetic lock is set above the door to the Cooling station next to me. I doubt those creatures have any anti-electro weapons. I just hope they don't raid the weapons locker and discover the shock rifles. If they find out that the shock rifle's alternate mode can discharge electro-magnetic energy waves, they can disable our eletronic power boxes, even the armored ones like on the wall near me.(dated 5/21 shiftcycle L-27, 4 Days ago)"

If you check over the closed door, you'll see a metal box connected to the lamp here. You need a Shock Rifle to destroy the box, so go back and continue your journey to the beginning of the previous map. Before passing the next door, save the game because there's another annoying battle. Enter the corridor and you'll hear a marine being killed by some Ripper Blades. Already trying to annoy you, one of the Blades manages to pass through the corridor you're in, trying to HURT you. Return in the previous area try to avoid the flying thing. It has been shot from another Xidia Skaarj Gunner, who awaits you at the end of this corridor (near the entrance to the next area). This is another bastard, as it has lots of health (225) and he likes to chase you like a Skaarj Berserker. Plus the corridor is narrow and the 80% of the time you'll be hit by a blade (there's almost no strategy to avoid them, is luck...). Here are my possible strategy:

1) Go berserk against him without any strategy (by using the CAR and Automags and not avoiding his stuff). NOT RECOMMENDED.

2) Equip the Ripper and fire an explosive blade as soon as you see him. If you hit him correctly he'll jump for a while and you can retreat. Now switch to the BioRifle, charge a blob of five points and release it on him or on the ground, in the middle of the pathway where the Skaarj will probably pass (and get then damaged). Finish him with the Automags. Pretty hard, but it will cost less health...

3) Be sure to know how to headshot and use the Ripper. Start with an explosive blade and retreat. When he comes, try to use normal blades on his head. Two of them will be enough to kill him. Pray for luck, too.

Choose one of these or do one yourselves. I found the situation easier with the Ripper strategy. The Skaarj Gunner will drop his Ripper and a pack of Razor Blades. Get both of them, as you will use the Ripper only rarely from now on.

Now you can explore this corridor. Near its start, there's panel with a message:

"Area B upload station 8: Landing platform security systems have been activated. Target locked on at Landing pad on 5/25, at 16 hours, 31 minutes, 11 seconds. Target destroyed at 5/25, 16 hours, 31 minutes, 24 seconds. Energy discharges detected in Area B main atrium corridor."

Directly after it, there's a corpse with a Clip and a pair of Thigh Pads. I'll recommend to leavethe armour item for later.
Proceed and you'll see on the left a corpse with three Bandages. Get these if you want. Now the only accessible part is on the right side. Enter the second long corridor and stay near the start. Another cool present from the previous map: at the end of this hall, on the roof, there's a Cannon. Pummel it with the DP and try to stay at the start of the corridor. Once it is destroyed, check on the right side, after the crate, for a corpse having a CAR (absolutely don't get this one) and two CAR Clips (get these). If you have used the CAR correctly from the start of the game, you should have more than 200 bullets (quite 240, to be precise).

Equip the DP and make sure it's recharged well. Arriving in the middle of this tunnel and you'll get a nice surprise coming from above: a Brood. Broods are just bigger Pupae, so easier to hit, but they have any properties enhanced. Their melee strength is pretty high, so it's recommended to retreat from the outset, shooting at him with the DP until he dies. It's easy, though, as he doesn't last long. The door on the left side is still locked, so proceed to the balcony and equip the CAR, then save the game.

After passing the door, see the broken scenery, walk a little (arrive to the railings zone) and retreat into the previous corridor! The door will still be open and you'll see a Skaarj Assassin falling from another balcony above. This one is strong as a Skaarj Hunter, plus it has more health... but it's hell big! As he touches the ground, pummel him with the CAR. If done correctly, the Skaarj will be not capable of moving and you can kill him without being afraid of being hit.
If he doesn't fall from his ledge, then go in the balcony and look up. The Skaarj is just on the edge of his platform and will shoot you. It's accuracy is pretty bad and his projs can be avoided by strafing. Meanwhile, you can still pummel him with the CAR (be sure not to drop below 100 Bullets in the process). If you don't want to use the CAR, use Automags. If he falls down, you'll not get points, weirdly.

Anyway check this area and see the stuff falling (and disappearing) below. The explosions will harm you so watch out. On the left side, there's the sought-after Shock Rifle plus two Shock Cores (you can only get one now). There's a message about it...

"Weapon Data: ASMD Shockrifle- Heavy tarydium based energy rifle. Primary fire unleashes eletro-magnetic energy shock that deals devastating damage to soft targets. Aleternate mode is a projectile launcher, firing a heavy discharge that collects in spherecial form and bursts on impact. Use of this weapon restricted to level 3 military personel and possess uncharted electro-magnetic effects to eletrical devices."

Remember that if you use the Shock Rifle environment while you are swimming in water, you'll automatically DIE.

Check the other side for a CAR Grenade Ammo (3 grenades), two Health Packs (use them wisely...) and a Body Armor (later, PLEASE).
Now save the game and return back. You'll get a new message:

"Mission Update: Now that you've salvaged some supplies and weapons, your only option is meeting up with the second team's dropship, which landed in the Military base up north. The only problem is that the dropship isn't responding to transmissions. We suspect another attack, but at this point we have no way to send you any assistance, our Military Heads still object. The only way to reach the other compund is through the Mine in the OutPost."

Run through the corridor and something (apparently a Shock Bolt) makes the door of the room on the right side flying away. Now equip yourself the Shock Rifle and face a 255 health-wielder Xidia Skaarj Officer with the Shock thingy. The fight is kinda hard... Use a Shock Combo before he appears in your sight (he comes from the right side, right behind the pair of two crates), then finish him with Shock Bolts or Automags (even the CAR if you want, but only if you have a lot more than 100 bullets). When the threat is dead, get his Shock Rifle. He'll also drop a Shock Core, but you'll probably not need it (unless your ammo is still on the 40 or lower after getting his weapon).
Inside his room you'll find two Bio Ammo. If you get them (or actually touch their position), three Pupae will come from the holes on the walls. Easy as hell, use the DP and retreat.

Return back, get finally the Combat Assault Rifle from the human carcass, save the game and proceed onward. The next corridor has a Brute in it. He's piss easy: just shoot him with the DP like crazy and retreat. He doesn't know how to open a door if he manages to go near your position, so open in and dodge backward to get some distance from him. Only 34 DP bolts are needed to defeat him. Now, if you want, get the Thigh Pads and the Body Armor.

Proceed in the next tunnel and you'll receive a new message from the bosses...

"Mission Update: Ok soldier, we're doing everything we can to get you outta there, USM does NOT leave it's people behind! We're gonna get you outta there, but you gotta do everything we say. You need to get to the mine, but the lift door near the Turbine room is locked. There is a security panel somewhere in the loading dock in the back of the facility, it controls the security disabler for that door. To get there, you need to drop the bridge, the controls in Turbine room 2, go through the Cooling System Control room, first door on your right, to reach it. Stay alert Jones."

Now that you have the Shock Rifle, go in the room with the metal box and shoot it with the secondary fire. Save the game and equip the BioRifle.

This room looks pretty complex... there are two nooks in the lateral walls: the one on the left leads to a Xidia Skaarj Gunner with a BioRifle; the one on the right is just the same only that the Skaarj Gunner here has a Ripper. In the area's centre there are three generators. The middle one has a sleeping Skaarj Lord over it with 355 of Health. The most annoying guy here is the Ripper Skaarj Gunner. Go to the right side and release a fully charged blob on that Skaarj to kill him. Now retreat like mad to the beginning and exit the room. Now the Skaarj Lord will probably have seen you and will probably want to rip you apart. But he is as big than a Skaarj Hunter, so even he cannot pass! He has a lot of health, so just throw some blobs, and then finish him with the DP or Automags. Easy as hell. For the Skaarj Gunner with the BioRifle, you can use the same strategy or fool him around the area by using the DP. After you kill him, get his BioRifle.

Now explore the area. The panel on the left side has this:

"Coolant Terminal 2: System rebooted, processing new data. Updating system>>>>-------
System ready, uploading new software."

The one on the right side has this instead:

"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."

Proceed to the end of the room and check what's inside the boxes here: a Health Pack, a Flare and a Clip. Now check the last part and you'll spot on the left side a crate containing three boxes of 50 Bullets. Get these when they're really NEEDED.

When going to the switch, you'll get a message:

"Mission Trans: Sorry for the delay, we had to wait till the room was secure. Listen Jones, the door ahead is locked, but we are gonna open it for you. Were using a new satalite decoder thing, gonna run a bypass of the network door control unit. It will take several minutes to run the cycle, but YOU MUST initiate the transer by touching the key pad. And activation command will open the port we need to unlock it. Hit the switch."

When you'll press the red switch, you have to beat various Skaarj by using (as a forced help) the Machine Gun Turret (MGT) credibly strong, capable of killing Skaarj with a few bullets. You just need good accuracy and reflexes. Hit the switch to start the feast and go behind the MGT to activate and make it yours for a while.


Strong Enemy fight: Ten Skaarj Hunters
Health: 150 each
Difficulty:

The start of Unreal4's action songsection will tell you that the enemies are going to appear. These Skaarj Assassin-type guys called Skaarj Hunters are your targets in this kind of mini-game. They appear from two holes from the roof.
The one on the left is directly under your control and you can kill any Skaarj falling from it by aiming in the direction of the middle of the lamp, but just below it. Some bullets are enough to take one down.
The other hole isn't in your view, but fortunately the Skaarj coming from it like to walk into your field of view. The ones that appear in the left side will try to ambush you by going on the right side, while the ones on the right side will do viceversa. At the end, they'll always by killed by your MGT because the Skaarj like just to run at you rather than shooting (if they do that, KILL THEM!).
It's not hard, you just need good reflexes. Kill what's moving. If you waste all your ammo, get away from a while because MGT will be recharged fully after some seconds.
When the music stops, everyone has been defeated... or not. There's always a remaining (or two) Skaarj Hunters around the area. Let them spot you, then return to the MGT and give them a good surprise.


When the battle is finally over, you'll get another message:

"Mission Trans: Good work Jones. We are uploading the bypass data, just sit tight."

Now the switch is activated and you can pass the door. Save the game and equip your DP. Ignore everything in your way and go to the last part to the tunnel, by stopping at the U-Turn. Now start to shoot the floor with the DP's secondary fire because some microscopic Pupae, called Larvae (not a real class) will attack you. It's a big group, but one blast and they are gibbed already. They do damage to you though, just one or two points of health.

Now you can check the stuff. The first group of crates have a dead body with an Automag and a message:

"Blythe, Log entry: Anna is dead, got her from behind, she never saw it coming. The four of us have to keep the barricade, but it's no use. Carter is hurt, and that turret won't last forever, even with Dallas behind it. Dawson has run back to make sure the bridge lock is sealed, I'm gonna stay in this corridor to cover him, but I don't see the purpose. Those "things" are probably already over there, got a gut feeling Deckard is dead. Fuck this planet, I should have been a painter. I think the gunfire is dying down, I can only pray Dallas is still standing... (dated 5/24 shiftcycle M-76, 1 Day ago)"

The second group of boxes contain two Shock Cores (get these when you really need them, again), two Health Packs and a Dispersion Pistol Powerup. Save the Powerup for later.

Proceed in the engineering room. Yep, it's the area behind those two vent shafts. On the right side there are four Larvae near a body, ignoring you. Charge a big shot in that group to kill them all. Check the body's message:

"Turbine Room operator, Dawson: We've been fighting for hours, but we're toast I think. Anna is dead, Carter is probably dead, and I think I hear Dallas dying now. Blythe is a tough bastard, he won't go down without a fight. I've locked out the bridge exit, we should buy Deckard and his guys some time on the other side, unless the creatures already took them out. Nomatter, Judd should have been here already with the military guys up north, but hes still a no show. I'm begining to think Judd didn't make it, but I'll keep my thoughts to myself for a little longer. Might as well let Blythe and the others die thinking they saved somebody. (dated 5/25 shiftcycle L-27, 5 hours ago)"

There's a lever here, but check the panel on the right firstly...

"Bridge Access: Control system LOCKED, entrance to Supply Depot sealed."

After you trigger the thing...

"Bridge Access: UNLOCKED, bridge access enabled."

Now the door in the Bridge area is unlocked. That's your next objective. Return back where you'll get another message:

"Mission Update: Excellent work Jones, you disabled the Bridge exit lock. You can now reach the other side of the compound, but be VERY cautious. Whatever they are, the enemy is obviously intelligent enough to be monitoring you as well. Cross the bridge and make your way to the Supply Depot."

Return to the previous corridor. At the end of it, a Brute awaits you. Pummel him with DP shots and retreat calmly. If you already running out of DP power, you can recharge it with the Dispersion Pistol Powerup if you have left it. In the longer hall, avoiding the rockets will be a joke and killing the Brute will even easier (use only DP).

Time to go all the way back to the Bridge area. What you have to be careful of is the appearance of a Runner Skaarj, who is present in the pathway leading to the small locked door, once having a Cannon protecting it (it's the junction after the hole to the sewers).
Defeating him seems to be pretty hard, but the Shock Rifle's bolts do the work well (retreat in the meanwhile).
Go in the bridge area and save the game before passing the unlocked door here.
In this corridor you are supposed to fight a Skaarj Hunter, but he's now somewhere where he cannot see you (and viceversa).

After the next door, you'll be outside again, in a large area full of crates and other stuff. Directly in front of you there's a Sniper Rifle (it has 8 bullets), three boxes of Rifle Rounds (remember that the UT ones have 10 ammo rather than eight) and a message from the corpse, advising you about this area's danger...

"Jackson, Log: Bastards got me through my armor, blew off Gus and Jerry's head before I realized we were being ambushed. Snipers, don't know how many, but they can't hit me from behind this crate here. Been here forever, can't show myself or they shoot, I tested with a stick and they blew it apart in my hand. Must be waiting for days, there might be no more than 5 of them, but theres no way to walk through the canyon unless they are taken out, and I've never been a good sniper.(dated 5/24 shiftcycle P-12, 24 hours ago)"

The message explains pretty much everything about the situation: this place is controlled by four Skaarj Sniper Elites.


Strong Enemy fight: Four Skaarj Sniper Elites
Health: 75 each
Difficulty:

These types of Skaarj are just normal Snipers with the black skin, but bigger and stronger. These have the exception of having 75 points of health unlike the other Elite ones. They are hidden in the area and, if you try to run through the field, you are automatically DEAD (500 damage as punishment, in other words).
You have to counter them with your Sniper Rifle... and doing some headshots. One headshot is needed to kill each Skaarj. And you have lots of ammo too, so stay calm and don't worry...

Start to run to the right side, as it's time to kill the first annoyance. He's found in the roof of the wall behind you. Just do a 180° turn and aim up. You should see three windows, and the one on the left is opened. Inside it there's a Skaarj. Now walk (no running or crawling, WALK!) backward until you see the full face (plus the neck) of the Skaarj.
Aim for the part between his nose and mouth, and shoot. If done correctly, he should die for good. One is gone, now the other three are remaining. Do another 180° turn and face the other part of the area you're in.
You should see the three Skaarj hanging in some positions (they are all after the bridge you see):

1) One is found over the pile of two crates.
2) One is found over the wall, behind the crane.
3) One is found over the top of the crane's tower.

There's no order, but I strongly recommend to kill the Skaarj over the crates as the last one, because his Sniper Rifle is the only which you can get (it falls from the crates luckily). Just stay in the position you're on (move to the left or right if necessary), aim for their noses, shoot and one less Skaarj. You have to kill THEM ALL before passing.

Not hard, really...


Once they are all dead, do a run for the dropped Sniper Rifle of the Skaarj Sniper Elite found over the crates. Equip the Automags, too, because at the end of this place there's a door where that previously mentioned Skaarj Hunter is now found. Yes, he walked all the way from his start to the door you have here. He has low health but he's incredibly fast. Your pistols, plus good accuracy, should take him out. A easier way to defeat him is going over the ledge on the right side, start shooting him and retreat by running backward on the balcony you're on; then, when he's near you, dodge to the left, by falling from on the ground below. Now the Skaarj will lose time by jumping from the ledge, and at that point he's already dead. You must be quick though, the Skaarj Hunter runs very fast.

Time for the exploration. In the middle of the field, there are two dead humans (the snipers...) having a Shock Rifle and an Automag. Get the pistol if you want (probably) but DON'T get the ASMD weapon if you have more than 40 ammo (the Shock Rifle has 20 points of energy as always)... and you'll have to shoot various Shock bolts later.
Proceeding in your way and you'll find three Nali Healing Fruit plants (NHPs from now and on... and they are still Nali evidently). Now go near the end, to the door, and turn left. There's an opened crate with a Shock Core and a pack of Razor Blades; as always, get these only when needed. You have to save stuff for the next parts of the map.
Now go over the metal ledge and proceed to the extreme left. At the end of the road, behind the crate, you'll find some wooden boxes. One of them contains a Body Armor. Unless you have a lot of armor points (on 40 or higher), get it.

Now go to the other side of the ledge. Here you'll find a vent shaft. In front of you is closed, but there's a turn leading to the left. It contains a Tentacle. To defeat it without difficulty, stay away from the hole and use DP's secondary fire. Once it's dead, check the nook for a box of Rifle Rounds and a message from the female body:

"Hall, Log: I shouldn't be on this God forsaken planet. The only reason I'm even here is for the plant research, on those healing fruit plants that have been growing around since the mining started. I can tell you all about how they were normal fruit plants till some sort of genetic mutation caused by Tarydium gave them a vast natural healing potential. But I don't see how it's worth my life. I didn't drill a hole into these monster's lair, I just came here to study fucking plants. And now It's going to kill me. If my father could see me now... (dated 5/25 shiftcycle R-65, 6 hours ago)"

Now return back on the ledge and find the entrance to the elevator. It leads to the bridge above. Cross it, enter the cave and walk in the corridor on the left. You'll find another body, with a message:

"Reily, Journal: Deckard and the rest of the guys are loaded up inside the Depot, he made me his second in command and told me to bring my team into the research wing and use the locking mechanism to lock the Depot. But one of those "things" got in here with us, there was an explosion and all I remember was the coolant water bursting inward in the tons. Managed to climb out, but my legs are broke and I'm exhausted. I think one of the "Squidys" got lose during the flood, I doubt anyone else made it. (dated 5/15 shiftcycle A-90, 10 days ago)"

The message says something about a strong creature you're going to fight... get the SearchLight and the Scuba Gear... which is contains an incredible amount of Oxygen compared to the normal one (75 times longer through my calculations).

Enter the pool. Don't worry, you'll not find monsters here... but another kind of hell. Various dead bodies makes the water red of blood. Slick really, plus it's really all destroyed here. The vent shaft is closed, so go above and land on the big ledge, NOT on the planks! Because there's a Tentacle annoying you on the roof. You'll probably be hit by his teeth if you mess with the planks. Once on the ledge, kill the annoyance.
Check the illuminated area. You'll find four Flares and a message:

"Andrews, Journal: I've been up here for days, my ribs and arm are broken and my rations are used up. I expect the end soon. I remember being relieved when the water stopped rising, but now I regret it. Maybe drowning ain't so bad. At least I won't die in vain, I shut the shutter to the next room so that damn "squidy" can't get loose. Damn, I hate the waiting...(dated 5/22 shiftcycle B-19, 3 days ago)"

Now press the red switch found on the wall near you. It will open the shaft below. Save the game and swim inside the new room, which is similar to the engineering one. Check the second, broken vent shaft on the right side...


Boss Battle: Squidy
Health: 435
Difficulty:
Attacks:
1) Tentacle Slap (55 health): the Squidy will slap you with his tentacles. You should avoid this at all costs, like any other attack coming from him.
2) Thrust (65 health): the Squidy will take you with his tentacles and then does something to hurt you BADLY. Better escape.
3) Black Oil: the Squidy will throw harmless, black bags of oil to annoy you. Fortunately your sight is way too powerful to fall against these jokes. Plus, the engine betrays the Squid with not-so heavy effects.
4) Vortex: the Squidy will start turning on himself at lightning speed. Harmless, but he tries to confuse you, plus moving into weird direction to avoid your stuff.
Description:
A mad squid of the Xidia planet. It ended up in the Outpost after some flooding accident. He's very fast and strong.

This battle seems to be amusing, but this small Squid is actually capable of killing you without any question. Try to fight him in the water and he'll be so fast to get near you and kill you in seconds thanks to his uber-powerful melee attacks. You might try to use Automags, the Sniper Rifle or the CAR, but you'll fail because in Xidia bullet-type weapons don't work in water. Try to use the Shock Rifle and you'll basically have an instant GAME OVER. And for the Ripper and BioRifle? Pretty much a useless (more for the BioRifle) waste of ammo.
But, fortunately, the Squid is a water-only creature. The way to win this battle to lure him into the previous room so that you can go onto the ledge and use your DP to take him out.

Start the battle by making yourself visible. A nanosecond later, swim to middle of the previous room. Now see if the Squid passes through the vent shaft. If that doesn't happen, make yourself visible again, because at that point he's just dancing around his area (this Squid acts weird, because it uses the "HUMAN" brain instead of the "REPTILE" one).
Once he finally passes through the hole, swim to the surface, landing on the ledge. Not the planks again please, and stay away from them. The Squid is capable of hitting you (rarely though, but better avoiding any danger) if you are over those iron bridges, so it's better to stay on the large one where you have more space to escape (plus the Squid doesn't seem to attack you, even if you are on the platform's edge).
Now you have all the time to fill him of DP bolts (using other weapons = Waste). He's kind of having tons of health, but a few seconds' patience, he will die for good.


Now that Mr. Dancing Squid is dead, check his area and trigger the red button below the banner "CONTROL". This opens the door that the last Skaarj Hunter was trying to pass, in the previous outside area. Go there and enter that place.

You'll find yourself in a corridor. Your boss will give you a new message about what you have to do... and it will be pretty hard:

"Mission Update: That took longer than expected, but you did good Jones, you made it to the Depot. Our sensors show that the security systems are activated around the control room, you'll need to deactivate 4 seperate computer terminals in this sector to unlock the barriers to the control room."

After the first turn, retreat. You probably heard some robotic sounds. In reality, it's just two Minigun Cannons found at the end of pathway after the turn. These are armed with, what else, Miniguns. To defeat them without being hit, do the usual thing: use DP's secondary fire, walk until you see an inch of their metal body and start to shoot them (or near them, depends on what you see). Many bolts and they are dead.

Proceed through the corridor and you should see another metal box vulnerable to Shock stuff. Ignore it as it seems to be useless (stuff from the old version of Xidia...). Ignore the big door on the right side and proceed to the staircase you see in front of you. Save the game now.
Equip your Automags and climb the staircase. On the right side there's a very, very nice guy...


Strong Enemy Fight: Runner Skaarj
Health: 200
Difficulty:

This Skaarj can be annoying. It's just an enhanced Skaarj Hunter with more health. Fortunately, he's sleeping, giving you a few seconds of free shooting before he wakes up.
With your Automags, use the secondary fire on his body, while staying right near him. Before he wakes up, his health should already be down to around 60 points.
He will be fast, though, as he will make a small jump when he has finished sleeping. When this happens, dodge and run backward, finishing him with a few more bullets.
He's very fast, but he will fall easily at that point. There's no need of using the BioRifle here in my opinion.


The Runner Skaarj's ledge has a pack of CAR Grenades, a Clip and a can of Eightballs.

Time to save the game again and go to that large door you left in the previous corridor. It contains one of the four terminals but an annoying battle against a Skaarj Officer and two, real Skaarj Sniper Elites. These latter two are just like the ones you fought in the Sniper area, but here you'll fight then normally like any other Skaarj. You see them also better: they are big, fast at running and with lots of health (300). One of them has the BioRifle (the one who you shouldn't fear), while the second has the Shock Rifle (this one is the principal annoyance).

How do you deal with the situation behind the door? Here's the briefing: the two Skaarj Sniper Elites are over two planks found near the roof. Confused? Picture this: as you open the door, look over your head and there are two planks, one on each side. The Skaarj are over these, near the wall containing the entrance door. On the left plank, there's the Skaarj with the BioRifle; on the right one, there's the annoying guy with the Shock Rifle. The room has also a Skaarj Officer, but he's behind some crates found in middle of the area, so ignore him (although he's another bastard, and you'll know why soon).

You firstly need to beat the Shock Rifle Skaarj. Make sure you saved the game and equipped the Shock Rifle.
Now open the door using the switch and stay on the left side, WITHOUT entering the room. You can see (barely because it's pretty dark, but fortunately your crosshair will be red when you aim an enemy) the Skaarj Sniper Elite with the Shock Rifle over the plank. Unfortunately he can do the same with you. So, once you see him, quickly shoot him with a Shock bolt. He'll fall down without causing any trouble, allowing you to escape before he does anything bad. Retreat to the previous corridors and equip the BioRifle. 90% of the time the Skaarj Sniper Elite will chase to your position, and you can use the time to charge a full BioBlob. When you see the damn Skaarj, release the blob on his cursed body. It can be hard as he is fast in everything, even in shooting. If he's still alive, finish him with the Shock Rifle.

When he dies, get his Shock Rifle and return to that room (and save the game if you want). Now it's possible that the second Skaarj Sniper Elite with the BioRifle jumped from the plank and he's going around the room, not to mention the Skaarj Officer who has now realized your presence and he's patrolling the place. This latter Skaarj is another priority as his weapon is the Automag. The only way to defeat him easily is this: release a full blob on him if he has his back turned to you (automatic kill), or fight with honour with Automags or Shock Rifle (I recommend the Automags though). I say to use the BioRifle in this case (remember to get his Automag for ammo). For the BioRifle Skaarj, he's dumb. Just use the DP and shoot him by retreating like mad in the previous areas. It can take a while before he dies. After it, get his BioRifle (you should have it recharged at this point if you followed the walkthrough... and maybe even the Shock Rifle).

Now enter that cursed room and explore it. On the right side there are some wooden boxes containing one Bio Ammo, two Shock Cores and a Health Pack. You can also climb the crates in the middle to get finally the Flak Cannon - the UT version. It doesn't have any changes here.
Now go to the Terminal N°1 and deactivate it.
Return back and proceed in the Runner Skaarj area. Instead of going to the staircase, go to the left or right side (I say the right one though!). The hub rooms connecting the corridors has some pipes that if shot will create smoke. Nothing really special though, just environment interaction.
There's a message in the corridor on the right:

"Kristoph, Log: Judd never came, so we had to fight them ourselves. There are 9 of us, including Deckard. The guy has solid brass ones, if I was still in the military I would have followed Deckard into battle any day. Pity this ain't much like war, sure were fighting for our lives, but it's all for survival and I don't think we're gonna have backup. Well I drank the last of my vodka so I guess theres nothing left to do but face the music. Let's rock you ugly fuckers! (no date)"

Proceed and you'll enter the area that you seen from the ledge at the top of the staircase. On the right side there's a corridor, while on the left there's another one, but with a Xidia Skaarj Gunner toting a Shock Rifle. This time is easy as he has his back turned to you. A fully charged blob means "instant win".

Return to the large area and see what's below the balcony with the fan shaft. There are two holes connected with a vent shaft. It contains three Seeds and a Translator Event:

"Coby, Log: I'm such a coward, I grabbed the last of those healing seeds and hid from the fighting. I can't see much of whats going on now, but I did see the end of the fight. Deckard and Hobbes were the last two to go down. They killed Hobbes and injured Deckard, but still he fought them. I was gonna go help him....till that "big" thing came in, it looked like one of the clawed ones only it had red skin and was huge. Deckard ran out of ammo and tried to take it on hand to hand. What happened next was ......(message ends abruptly)"

Now proceed in that other corridor which you didn't step in. You'll see a panel in front of you, so check its message:

"Control Terminal A: System registry invalid, Unknown data proccessed. Running new command code. Security units Alpha through Omega overidden. Consoles and connecting systems in Area B and C reprogrammed to follow new system operational input. Locate Commander M. Deckard for more information."

Go to the staircase on the left and equip your DP. After going on the second floor, you can spot a hole on the roof with pipes and chains. Hidden in this shaft there's a Brood, who will try to ambush you after you press the terminal. As the monster is already visible, shoot him with the DP and retreat. He'll chase you like a faster Pupae. Nothing hard really then. Return to this position and deactivate the Terminal N°2.

Return in the room where you have killed the last Xidia Skaarj Gunner and save the game. Go over the staircase on the right side and proceed in the next corridor. Aside other pipes to get destroyed for useless smoke, a new kind of creature is patrolling this place.

FIRST OF ALL, don't stay near the edge found on your right, and use the two pipes to hide. Second, wait for someone. This "someone" is a Jaberwock, an enhanced Behemoth with a rusty skin and armed with the UT Rocket Launcher's rockets. And those hurt you bad and should be avoided at all costs. Fortunately the Jaberwock's durability is the same as the Behemoth one. If you are patient, you can kill him only with DP. There are two of them, though, and for the first one you will not have a lot of space. If you have 90 ammo of the BioRifle now (10 were wasted for the last Skaarj), use 15 blobs on the patrolling Jaberwock (maybe a fully charged shot and 5 normal slime balls). This will hurt him badly to the point you can easily finish him with the DP. Remember that his rockets are very hard to avoid, so retreat to the previous chamber instead of playing the hero. When the first Jaberwock is dead, kill the second. Remember when I said not to go near the edge of the new area's ledge? Because the second one was just below it, but in the other side inside a narrow passage. Have fun with this one: use DP always and trick him. He uses the same way of the first Jaberwock, but this time you can escape to other places, by going in the floor below and then on the other side. Just stay calm and avoid all of his rockets... and DON'T DEACTIVATE ANY TERMINALS YET.

Once the big guy/game is dead, you can explore. The first area guarded by the second Jaberwock has an opened crate with 10 Flares. By going on the ledges above, you can arrive over a crate with a Shock Core. From here, jump on the other ledge on the left side. There's a vent shaft here other than the continuation of the passage, which contains two packs of Razor Blades and a message:

"Gideon, Log: The bastards fought their way in. Re-programmed the system and turned our security defenses against us. The big red one, Deckard nicknamed it "Praetorian", we think maybe like a Commander or Pack leader like some sort of military ranking. Don't know if he is the big boss, but Richie said something about three ugly, winged demon things before he died of fright. Anyway, the "Praetorian" took Deckard with him, dunno where, the rest of the creatures are making sure everyone else is dead....( no date)"

Now go in the passage found on this ledge. There's nothing aside an easy Tentacle. Now enter the second big area on the left, which has am opened crate with three Health Packs.
You got everything at this point. Equip the Shock Rifle and go in the terminal room in the middle of the two areas. Deactivate Terminal N°3 and 4 and SAVE THE GAME!
Because after deactivating all the terminals, the laser barrier in the second area will be deactivated... and from the hole found on the bridge over that area, a threat appears who already chases to your position. Time for another hard fight...


Strong Enemy Fight: Skaarj Sniper Elite - Flak Cannon
Health: 300
Difficulty:

Finally a mini-boss which tries to be hard. It's another of those Skaarj Sniper Elites, but this one just beat them all with his ludicrous use of Flak Cannon.
He's with another Skaarj Sniper Elite with the Eightball, but unlike the main mini-boss, he doesn't chase you from the start, and it is a good thing.
This Flak Skaarj already know where you are, so after you deactivate both terminals, go in the first area, climb the crates on the right side and go to in the area in which you have waited for the first Jaberwock (check the screen below for the correct position).
The Skaarj Sniper Elite will use the ramp on the opposite side to go versus you. With your Shock Rifle's bolts and good accuracy, you can kick and kill the Skaarj before he uses his Flak Cannon. Use only bolts! If he manages to shoot, pray and try to strafe to avoid it, but with the Shock Rifle he shouldn't even do that.
If he gets close to you, re-load the game as there are no hopes for a flawless victory.


Once the threat is dead, get his Flak Cannon. The Skaarj Sniper Elite with the Eightball is probably patrolling the ledge on the opposite side. Make yourself visible and he'll do the same as the Flak Cannon Skaarj. This is one is stupid though, as rockets are easier to avoid. You can even use only the DP to take out this bugger. His death will reward you with the Eightball and another can of Eightballs.

Now save the game and equip the Shock Rifle again. Now as the laser barrier is gone, you pass through the corridor here, which has a box of Flak Shells.
But when you enter the corridor, you'll hear a window being broken. You can see you a Runner Skaarj falling from above, outside this tunnel.
To defeat him easily, continue to the lift and ascend to the second floor. Now on your left there should be a passage leading to the previous area (which was used by the Eightball-wielding Skaarj). Now you can face the Runner Skaarj from above (easy as well too). Five shock bolts and the guy is dead.
Now return back and get the Flak ammo if you didn't get it.

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


Easter Egg: Pirates again.
Requirements: Searchlight, area cleared from enemies

During the last Runner Skaarj fight you used a passage from the second floor to return in the area before the laser barrier.
This area has a mid-floor between the two staircases. You'll notice on the wall a vent shaft near the ground. Crouch and use the Searchlight to illuminate it. You'll see another banner about the pirates of Na Pali. This EE shouldn't cause you any harm.


Easter Egg: IllegalEntryMutherF***er
Requirements: area cleared from enemies, SAVE YOUR GAME, good skills in Rocket Jumping.

I don't remember this one clearly, if it works or not. But you may have noticed that on the ceiling of the two areas some hole covered with grates. These grates are false and you can pass through them using Rocketjumping (good skills are needed).
If you manage to surpass the grate, you'll die for a SpecialEvent causing 555555 exploded damage on you = DEATH.
This doesn't happen if you fly or ghost over it, as you are invulnerable during that state.


The second floor has a tunnel leading to the bridge used by the Flak Cannon Skaarj to ambush you. You cross it to arrive to a balcony with a Super Health Pack. Get it and return back to the panel you found on this floor. There's a message:

"Mine Lift Control: Area B Mine lift access denied."

Trigger the lever and a new message appears:

"Mine Lift Control: Area B Mine Lift access granted."

Now that small locked door which was protected once a time with a Cannon (the junction area with the flooded corridors and Pupae) is now opened. That's your objective.

Don't let the Unreal4's action music fool you: only a few additional monsters have appeared in the place. What you have to do is returning back. The first enemy appeared is a normal Unreal Skaarj Gunner with an Eightball. He's found in the area with the staircase where you faced the first Runner Skaarj. You can defeat him with the DP (go around the area to fool him, best choice), Shock Rifle or Ripper. He's easy unless you strafe poorly against his rockets. Before the Sniper area, you'll get a new message:

"Mission Update: Jones, you've done excellent soldier. Mine Lift in Area B is ready and waiting, get your ass back there and follow the lift downward to the mine."

Enter the Sniper area. It's guarded by two Behemoths, one found over the ledge in front of you, while the second is at the area's real entrance. Both are extremely easy and can be defeated with the DP and some Ripper Blades on their heads. For the first Behemoth, use the pile of crates near the ramp (the pile used by one of those Skaarj Sniper Elites during the sniper battle). The second one is sooooo far that you can defeat him even by standing still.

Once both are dead, cross the Bridge area and exit it. Turn quickly to the left side and you should see a new Skaarj Gunner. Eightball bombs are good against this guy, otherwise lure him into the previous corridors and do battle using the DP. Once this last Skaarj Gunner is dead, that's all the creatures taken care of, and you can get all the items you left behind in the map.

Once you are sure to have everything to max, go in the small door, now unlocked. You find yourself in a cave area. Be sure to take out with the DP the two Tentacles on the ceiling, then explore the room for a Body Armor and two NHPs.
Now enter the only remaining door and proceed in the tunnel...

"Red Nemesis"

During your run, you'll see a message on the floor about the danger that awaits you...

"Deckard, Journal: I did my best, I did everything they told me to do in the army, but they beat me anyway. There were too many of them and I did not have enough resources. Oh well, at least I'm not afraid, I did what I could to save my men...my friends. The last ten years here may have been hard, but I got to know these guys. They became my brothers, and now they are all dead. Except me. The Praetorian speaks to me now, with our own language translators. He thinks I'm the leader and wants to engage in some sort of duel, the freak is letting me prepare now, but all I can do is wait. I have two rounds left, but I won't use them. I'll use my hands, my worn, tired hands. I have lost everything, but at least I can die like a man. (no date)"

The tunnel to the boss fight reminds you of the final part of Bounds of Foundry from Unreal: Return to Na Pali. Use the first lift, have fun with the big screams and enter the new tunnel with alarm lights. You'll end up at another lift. Use it and you'll realize it's actually broken. It will work for a while and then stop. Then, it will start descending down to a higher speed and lastly it will self-destruct into nothingness and you'll fall down to the ground below, taking some damage. There's no way to avoid this, unfortunately. But I'll advise you something: NEVER GO ON THE LEDGE WITH THE DOOR WHEN THE LIFT TEMPORARILY STOPS! Falling from that ledge will cost you even more health.

You'll now be in a large, empty room with a door on the other side, a closed hole in the ceiling and a dead body on the right side...

"Dog tags read: " Commander M. Deckard, first officer to Area B and C, proccessing & storage sector.""

Save your game. See the hole on the ceiling? It's from here that the boss will appear.

Equip the Flak Cannon and go for the small door, running backward in order to see the centre, and so the enemy...


Boss Battle: Praetorian Pack Leader
Health: 1850
Difficulty:
Attacks:
1) Claw Attacks (35 health per hit): normal Skaarj's double melee attack. Just stay away and if he's going to hit you, dodge somewhere (right, left or back). You can also run even backward.
2) Lunge (45 health per hit): a barrel roll right to you. When he does this, dodge somewhere far from it. The boss strats below shouldn't make the boss using this move.
3) Spin (?/20 health per hit): the Skaarj spin, which can be used even while moving. It seems that it's not true the massive damage said by the properties. Dodge to the right or left.
4) Skaarj Projectiles (16 health per star): Skaarj's ranged attack. Strafe and dodge to avoid, and try to stay away from the enemy.
Description:
A powerful Skaarj Warrior, who acts as a leader for the Skaarj forces found in Xidia. This one has a red blooded skin and possesses incredible strength. This is the one who killed Deckard. Praetorian Pack Leaders are mostly known as Red Nemesis.

This guy is a pushover. Okay, he's strong, extremely fast and have incredible physical power and durability. But like any other (possible-to-kill) enemies, there's a strategy to use against this Red Nemesis... and you'll know that he is, in reality, just a loser.

First of all, be sure to have your Flak Cannon equipped. It should have fully 29 shells by now if you haven't used it (it would have been a TRUE waste using it against the previous Skaarj/Brutes etc.).

Now it's time to use an old trick: the Praetorian fights like a Skaarj Berserker. When he has lots of health, he just tries to run at you (shooting too, and without trying to strafe... you know, berserk, people, isn't it?) in order to kill you with strong melee attacks (the boss here seems to do it fast unfortunately). Then when the health is low, he tries to retreat like a coward, trying to finish you with Skaarj Projectiles. Skaarj Berserker were easily put in that status using the following way: running near them, using a strong weapon, running backward to avoid the melee attack, repeat. Every time you ran near the Skaarj, he attacks and you can retreat back by running, and then you were able to return to him by redoing the same thing. Add the damage part caused by you and the Skaarj was already near death and in "coward" status. But it doesn't always work, as the Skaarj Berserker sometimes like to do a moving spin, which hurts.
Yeah, you got it right, you have to do the same thing here. Luckily, it seems that the Red Nemesis is pretty dumb by disliking the moving spin. Here's the strat:

1) Have the Flak Cannon in your hands.
2) Run near the PPP.
3) Shoot him with the FC's primary fire. He will not avoid it, plus he's pretty big to avoid all the shredded stuff.
4) By running near him, he triggers a melee attack (Claw or Spin).
5) Run backward. If it is actually a moving spin, dodge to the left or right. Then run quickly near him again.
6) Repeat the process until your FC Ammo touch the number "15".

Now it's time to do a quick thing (you must be very fast). Switch to the CAR. The Praetorian is still in berserk status, but you can fool him by running around in circles and with some dodging (to avoid his projectiles). Now fill the boss with CAR's primary fire. The fast rate of fire will make the Skaarj going at lightning speed for no apparent reasons. But continue to shoot at him by strafing in circles.

Obviously, after some seconds of shooting, the Skaarj will finally enter the "coward" status. He will retreat like a pushover while shooting stuff that is easy to avoid.
While trying to retreat, it's possible that the Skaarj will get stuck himself in one of the nook's raised floors.
Here there's no strategy. Just strafe to left and right to avoid the projectiles and finish him with the CAR or, if you are skilled, with the DP.


When he's dead, you can finally pause for breath. The door leading to the final area is opened. Enter the tunnel and you'll get the final message of the map:

"Mission Trans: Ok Jones, your at the proccessor hatch to the alternate Mine Lift. Once you reach a certain depth we'll loose radio contact and our tracker lock on your life signs. There should be a fresh caveran at the other side of the mine which will take you to a lift that will lead to the Military compound's Second strut. Good luck Soldier."

Now enter the elevator and save your game, as there's still something to do. Once the lift is activated, turn 180° and look the wall after the edge, by looking down. You'll spot a hole leading somewhere. Jump in it when you are near it. It contains only a pack of CAR Grenades. Now return back and you see the lift to the pit below. Too high if you jump. But if you keep walking around the hole it may be activated again.
It will go up so you can get on it. Re-trigger it by jumping on it (when it reached the top) to go down again. Here a door awaits you. Pass it, take a few steps and you have finally ended the map!

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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