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Walkthrough - "Xidia Gold"

Xidia's Opposition

This is the last section of the walkthrough, which talks about any enemies you encounter in the game. Some of them appear only once. If so, I'll describe just how to pass that specific battle (Ice Skaarj is an example). For the rest, just general tips plus info about certain fights.

Sorry if most of the stuff is just ripped from the walkthrough, but there's no point in writing another enemy strategy if I have done already a good one in the level section. Boss fights are also covered at the end, using the same stuff written in the level walkthroughs.

Cannon

Health: 175/220
Difficulty:
Attacks: 1) Dispersion Pistol fire level 5 (75 health): Poweful Dispersion Pistol level 5 bolts. Find a spot in which you can hit the Cannon without being harmed by his lasers.
Found in: Outpost Pheonix (3), Return to Outpost Pheonix (1), Darklord (2 - Harmless).
Description: White turrets armed with powerful cannons. Always found attached to the ceilings, they are used as a security system for the Outpost. Now all of them have been hacked by the Skaarj to take any unwanted visitors down.

The three main things you need to know while fighting a Cannon are:
1) Avoid its projectiles.
2) The Dispersion Pistol is your best friend.
3) Shoot them from a safe spot.
In depth...
1) They are shooting you? Retreat away and find a good position to take cover from its bolts. Fortunately the Cannons never have enemies around that help them.
2) The Dispersion Pistol is just the best weapon against them as it allows you to avoid wasting other stuff against these losers. The secondary fire's splash damage is highly useful if you can't hit the Cannon directly from the safe spot.
3) Basically you need to stay somewhere in which you can shoot the Cannon (remember: see an inch of the turret? Use the secondary fire) where it can't hit you with the bolts. You just need to stay behind a wall, corner or just outside its view. Save the game before battling them and try to know the right position.
The Cannon in Return to Outpost Pheonix is activated if you the panel the wrong code. It appears over you. Just retreat from the panel nook to a place where the enemy can't hit you. Now kill it with the Dispersion Pistol's secondary fire from a safe spot.
The ones in Darklord don't attack you and are invulnerable, so ignore them.
Easy enemies, you just need to know the harmless spot.

Minigun Cannon

Health: 100/175
Difficulty:
Attacks:
1) Minigun (around 8 health per hit): Hitscan Minigun. Better hit the enemy without being spotted...
Found in: Outpost Pheonix (2), Beacon (4).
Description: Another type of defensive turrets. They are attached to the floor or over boxes and are armed with weak Miniguns. Hacked by the Skaarj, their bullets are harder to avoid.

These UT Minigun turrets are more annoying than the normal ones, for the fact that their Miniguns are hitscan. Stay more than a half of a second and they start already to pummel you. Bad.
There's only one way to prevent this: save the game always, advance, discover them and reload the game if you have been hit by 10 or so bullets.
In reality one of them is weak, but unfortunately, in Xidia you need to do the best to surviiiiiveeeee...
Okay, at least there aren't a lot of them. In Jones's game, they are in the second corridor after the Sniping area of Outpost Pheonix. In Spencer's game, there are two groups in the T-Junction of the corridor flooded with some water (plus that closed hole leading to the deadly sewers).
The situation is the same as you can just hide behind the corner, slowly advance towards them by walking. Then you see the black inch of their base. Use the Dispersion Pistol's secondary fire against them until they explode. You won the battle... just advance carefully and be sure you are in a spot in which THEY never see or hit you.

Tentacle

Health: 50
Difficulty:
Attacks: 1) Tentacle's teeth (12 health): White teeth coming from their middle tentacles. Simply strafe and think about killing the enemy quickly.
2) Tentacle Whip (0 health): Harmless melee attacks that will probably never happen.
Found in: Outpost Pheonix (5), Return to Outpost Pheonix (1).
Description: Black, native wild creatures of the planet that are always attached to the ceiling. They look like squids and have three tentacles that they use to fire their spores. Easy to kill as they don't move.

These well-known buggers from the original Unreal can be classified as turrets, and probably the easiest of that group. Their presence in Xidia is very rare and they are relatively easy to defeat.
What you need to do is stay distant from them in order to more easily avoid their teeth by strafing. While doing this, fill them with the Dispersion Pistol's bolts until they die.
If you want to kill them more quickly, a Ripper blade near the top of the body will kill them instantly.
No challenges here, sorry.

Fly

Health: 20
Difficulty:
Attacks:
1) Bite (15 health): Fly comes near you and if touches you, you get damaged. Run away and shoot...
Found in: Return to Outpost Pheonix (3).
Description: Native creatures of Xidia, resembling Earth's dragonflies. These oversized bugs exist to eat any type of meat they encounter. They fly fast, but die fast.

In Xidia three Unreal Flies can be encountered, near Jenkins's body. You are forced to fight them as you need Jenkins's code.
Unlike the Unreal version, these are somewhat smaller and faster, although they have less health.
Killing them is easy, just go near the dead body of Jenkins, and they'll probably spot you. Run backward (try not to swim in the water, or it will slow you down) while you shoot them with the Dispersion Pistol.
To make matters easier, don't let the Flies spot you and release a fully charged Dispersion Pistol bolt on Jenkins body. The result is a good initial damage to all the three of the buggers. In this way the the chase will end quickly and you'll have no worries about being hit.
The main priority is the Fly found nearest to you.
Zero challenge again.

Devilfish

Health: 70
Difficulty:
Attacks:
1) Bite (15 health): the Devilfish bites you. Simply swim away or stay on the surface.
2) Rip (25 health): the Devilfish roughly bites you. Stay away again. Both attacks are used randomly...
Found in: Beneath Xidia (3), Derelict Surface (3).
Description: Native Xidia's underwater monsters, similar to Earth's sharks (but smaller). They assault every living being in their water environment. They swim fast and can be dangerous.

Here we're talking about the normal Devilfish, not the bigger ones from Return to Outpost Pheonix's lake. Yes, those are still Devilfish but their differences made me create an entire new section for them...
Anyway, these guys are also losers. They are found in two of Jones' levels, and both fights are easy, not to mention the second which can be useful for something.
The three Devilfish in Beneath Xidia are in the waterfall area of the cave's big river, protecting a chest containing a Super Health. No worries, don't go in the water (otherwise you'll have to face with their new enhancement: incredible swimming speed) and stay on the surface near the waterfall.
From here you can freely shoot the three monsters with the Dispersion Pistol until they die. No reason to waste ammo for your other tools.
The ones in Derelict Surface are in the flooded area at the start of the level and they should be dealt with (with Dispersion Pistol bolts, I mean) after you beat the Skaarj Praetorian at the beginning. The Skaarj will stay always in the flooded area, and the Devilfish often become angry at him.
Results: Skaarj Praetorian VS Devilfish. Obviously if the Skaark kills them, the fish will still count in your score. But at least you have time to damage the big guy.
If that doesn't happen and the Devilfish are still in their original position, just try to shoot them by staying in map's first corridor (after you lured them towards you).
Nothing hard even here, let's pass.

Scorpion Shark

Health: 200
Difficulty:
Attacks:
1) Bite (45 health): Devilfish's bite. You should never be near the monster...
2) Rip (65 health): Read above
Found in: Return to Outpost Pheonix (3).
Description: A bigger version of the Devilfish, capable of dealing more damage with his bites. Found in the Outpost's dock lake.

They are just modified Devilfish, not a new class. These big Devilfish are easy, but what's hard, aside from the presence of two aggressive school of Devilfish protecting them, is finding them.
Trust me, you'll spend a lot of time searching for them in the big pool...
There are three of them, so let's do a small search. I assume you are on one of those wooden planks at the beginning of the level:
1) Watch the big hole at the bottom of the lake. Now look carefully over it until to the surface, by looking more on the left. You'll probably find it.
How to kill him: stay on the plank and bombard him with the Dispersion Pistol's bolts. When he's going to die, he'll start to swim. Use the Automags to finish him.
2) See that lone platform attached to the dock in front of you? Look at the left of the pillar supporting that place. Hard to see, use the Sniper Rifle's zoom.
How to kill him: like the first one.
3) Far from you, at the right hand side of the lake, near the part with Jenkins body. It's pretty easy to spot.
How to kill him: basically the same way again or go near Jenkins area and kill him from here (on the surface). Watch out for nearby Flies if you haven't killed them.
Let's go...

Cave Manta

Health: 50
Difficulty:
Attacks: 1) Sting (15 health): If the Manta touches you, you'll get instantly damaged. Then the Manta does the animation. Bah!
2) Whip (15 health): Same as above. Backtrack and kill the enemy.
Found in: Beneath Xidia (6).
Description: Another Xidia's native creature. Flying monsters that resemble stingrays exist to attack any unwanted presence with their spikey tail. Highly aggressive.

Another cameo appearance of an Unreal creature in Xidia. We're talking about the flying stingrays (evil animals really...) called Mantas. But they are the white and weak ones, Cave Mantas. These are complete pushovers.
They appear in two groups of three: the first one is in a narrow cavern, and the other is in the river area.
The strategy is simple. They see and chase you. Now run backward (watch out where you go, especially when you're fighting the first group in the narrow pathway) and shoot them with the Dispersion Pistol or the Combat Assault Rifle's primary fire until they die (and be sure to be quick too before they get you stuck in a dead-end). Aim always for the nearest one.
More or less is the same thing as the Xidia's Flies. Identical monster properties and strategy. Don't play Xidia if these guys are a problem for you.

Spinner

Health: 100
Difficulty:
Attacks:
1) Bite (20 health): Spinner tries to get close to you (or the opposite) and will constantly bite you until you die. Stay away and think about how kill the enemy quickly.
2) Acid Orb (30 health): Spinner's ranged attack. Throw, in an arc trajectory, a yellow orb full of acid which should land on or near your position. Has an annoying splash damage (not to mention the health dealt on you). Stay moving and dodge when needed.
Found in: Beneath Xidia (25), The Dead Mines (14).
Description: Native creatures of the planet. Oversized, yellow arachnids found in the caves beneath the Outpost. They are pretty numerous and can pose a threat in groups, not to mention calling intentionally the attention of other monsters. For attacking, they throw acid balls or just bite. It is said that their lair is protected by an enormous version of them.

RTNP's Spinners finally. And FINALLY, these wild creatures can pose a threat if you aren't careful to their attacks.
Your first objective is killing them quickly. There are two reasons for this: the first one is that some of them (the Spinners of Beneath Xidia found in the areas populated by Skaarj) like to retreat in places where you never explored.
Every one of them wi;; do this while fighting, but NO one wants them go in new rooms patrolled by Skaarj Harvesters armed with the Eightball Gun or Mining Tool. You have to kill them before they leave their original location.
The second reason is their acid balls, and this counts for the ones in the White Scorpion's lair. In that place you'll truly find out how annoying a big group of Spinners, bombarding you with acid without a break, can be.
Yes, you can just move around like crazy by strafing and dodging. Until a certain point. Acid balls really make you tired as the Spinners throw them cleverly, in positions that you are heading towards. Go for example to the right and you will encounter acid right on your head. In other words, they drive you mad after a while, depleting your health slowly but effectively.
The only way to counter these two challenges is to kill the Spinners quickly. Players with great accuracy can just go with the Dispersion Pistol, or if you have serious eye problems go for the Automags or Combat Assault Rifle.
With the bullet weapons I don't think an explanation is needed: just move constantly and CORRECTLY to avoid their projectile and shoot them, using your best accuracy (the Automag is probably better, but it's easier to miss the target).
If you go for the Dispersion Pistol, the situation is pretty much the same, but you don't have the benefits of a hitscan weapon. Secondary fire if it moves and primary fire (this is mostly the case of Jones though) if they are stuck somewhere or they just stopped moving.
Yeah, you may even want to make them retreat into a wall. Just put yourself in a position that makes the Spinner's back face a dead-end. You just need to be quick, and you're set. The ones in The Dead Mines are serious losers, so don't worry.

Pupae

Health: 65
Difficulty:
Attacks: 1) Bite (10 health): This is what the Pupae does when he's directly by you. Biting or using his claws. Just stay always away from the Pupae and shoot him.
2) Lunge (20 health): Pupae will suddenly assault you with this Skaarj-eseque move. You should always retreat or dodge backward.
Found in: Outpost Pheonix (7), Derelict Underground (1), Derelict Surface (13), Darklord (3), Self-Destruct (3), Underground Railroad (1), Return to Outpost Pheonix (13), The Dead Mines (4), Black Widow (28).
Description: Green, weird-looking aliens that are in reality the normal children of the Skaarj. Various classes are present. Very aggressive and capable of killing in no time any prey with their melee attacks, these buggers tend most of the time to ambush from inside vent systems.

One of the most common creatures in Xidia. If you thought that the Pupae were annoying in Unreal, here they'll be worse.
First of all, you find them pretty much in every level. It's impossible for me give to you a strategy for every single one, apart from some tips, that the first one is obviously "don't be afraid of them because they are some pretty cool pushovers abusing vent shafts".
50% of the Pupae encountered are just inside vent shafts, and appear when you do something (like entering a room, passing their vent, picking up ammo, etc...). To counter this, you must use your ears. Pupae sounds always play every time they discover you or just appear from nowhere. Sometimes the vent's grating gets broken because they are inside it.
Watch out as they can appear over your head, especially if you're passing over something important...
The battle starts? What you have to do is just to retreat into safe areas that you have CONTROLLED, COMPLETED and DOMINATED and lure them towards you. Revolution, is a chase. Small buggers running at you.
While you run backward without stopping (except in moments when you are completely safe or you just know what you're doing - I hope) you can bombard them with Dispersion Pistol bolts. If there's just one Pupae, feel free to use the primary fire (Jones only, as he gets the Dispersion Pistol Powerups). If there are more of them, it's time to use the secondary fire's splash damage. All of them get damaged until they die.
As they don't have too much health, the Dispersion Pistol is the the only weapon worth using against these guys (unless you want to use the Chainsaw's slash on some single ones... Wait until they lunge. Now before they land be sure you're near them and do a slash. HEADSHOT! Not recommended though).
And the rest of the fights are just like this. Obviously there's another thing which you may remember when fighting Pupae. They don't attack you if you are in a higher place position than them. They just look at you, screaming, and you are free to kill them. Always comes in handy, so be sure to do that when it's possible.
The hardest fight against the Pupae is the one in The Dead Mines right after Cray's ambush. There's a vent system full of Pupae (plus Larvae) that assault you without stopping. This is written in the walkthrough, but I remind you here that Eightball bombs are useful thanks to their bouncing ability, capable of making the grenades travel inside the tunnels and so damaging who's inside.
That's all about these creatures, it's just run and shoot. If you are stuck, go for the Ripper's explosive blades (hey, they are useful somewhere!) or just the Shock Rifle (like, still no Ripper then...).

Larvae

Health: 5/35
Difficulty:
Attacks:
1) Bite (1/5 health): OMG! They run at you and bite! Weak but it's hard to see them.
2) Lunge (2/5 health): OMG! They lunge at you! Weak again but it's hard to see them...
Found in: Outpost Pheonix (8), The Dead Mines (6), Self-Destruct (7 - harmless).
Description: Microscopic Pupae that have just been born. Some attack you and some are harmless. Hard to kill due to their size, but anything can be done with splash damage.

Micro-Pupae, annoying because they are too small and fast. Hard to kill but it's unlikely that they will kill you. They die easily.
You'll encounter them, in true battles, only twice. The first one is in Outpost Pheonix, at the end of the tunnel after the engineering room with the Machine Gun Turret. These four are easy. You hear their steps? They are attacking.
Simply use the Dispersion Pistol's secondary fire and shoot at anything that moves on the floor. Some bolts and they are already dead, it's not so hard. DON'T USE ANY OTHER WEAPONS! They are sooooo easy.
If they are near you, just use the same Pupae strategy, although they are faster than you... The second battle is in The Dead Mines, in the vent shaft after Cray's ambush. These are stronger (see enhanced properties) and should be killed in the same way as I mentioned in the walkthrough and briefly in the Pupae strategy. Don't fall in the hole and fill it of well-aimed Eightball bombs that should go inside the tunnel.
Do this a lot until you hear lots of sounds about flying gibs. Done? Jump below and shoot a rocket at anything which moves. Easy hopefully.
The other groups in Outpost Pheonix and Self-Destruct are harmless. The ones in Jones's third level can be easily killed with a charged Dispersion Pistol shot in the middle of their group. DEAD. The ones in Spencer's first map cannot be killed in any way.

Brood

Health: 125
Difficulty:
Attacks: 1) Bite (25/45 health): Same as a Pupae, more damage.
2) Lunge (45/50 health): Same as a Pupae, more damage and better range.
Found in: Outpost Pheonix (2), The Dead Mines (1).
Description: Grown Pupae. Has a somewhat different voice, bigger, stronger and faster. Found always alone.

Bigger version of the Pupae. They are rare and found in only two levels. Both of the fights are relatively easy, you just need to avoid their attacks.
Pupae strategy works perfectly, but you just need more bolts and some backward dodges to escape the monster.
Not a real threat, just watch out at their ambushes.

Biterfish

Health: 5 - 90% resistance to Exploded damage type
Difficulty:
Attacks: 1) Bite (2 health): Every time you touch (in any case) an aggressive Biterfish you get hurt. Stay away from these award-winning annoyances.
Found in: Beneath Xidia (1 school), Derelict Underground (1 aggressive school), Return to Outpost Pheonix (2 aggressive schools), The Dead Mines (1 school), Beacon (2 aggressive schools).
Description: Normal fish roaming water environments of Xidia. Only some groups are aggressive. To be avoided at all costs.

I just want to have fun with these guys in this section. Biterfish... the ones you have to avoid are in the lake of the dock area crossed by Spencer. Don't kill them, just escape always and everything will go fine.
The other schools don't assault you, unless you count Derelict Underground's evil river. Jump in it and you'll end up in a dead-end together with them and you instantly die. That's all, let's proceed.

Lesser Brute

Health: 180
Difficulty:
Attacks:
1) Rockets (30 health per perfect hit): Lesser Brute shoots lots of rockets from his guns. Go away from them and wait the end of his assault.
2) Running: The Lesser Brute runs without any reason to a certain spot. Another good moment to attack the monster.
3) Complete Retreat: The Lesser Brute will just run in a position which makes it not visible. And he'll stand here forever...
Found in: Outpost Pheonix (2).
Description: Engineered creatures created by the Skaarj. Loyal to their masters, they are armed with two pistols that shoot easy-to-use but weak rockets. Can be dangerous. Lesser Brutes are found guarding the Bridge area.

Basically there's only one fight against them, in the Bridge area of Outpost Pheonix. These two Lesser Brutes from Unreal seem to be somewhat crazy and tricky to kill.
Before starting the fight, be sure to save. If they already spotted you because some Skaarj Troopers of doom are just gone on the bridge and you have to kill them, be sure to finish the fight against the enemies of doom and see if the Lesser Brutes are still visible on the cliff. It's possible that they'll retreat away and won't return anymore.
Saved the game? Lesser Brutes are visible? Ok.
Equip the Dispersion Pistol and open the door to see what's over the opposite door, on the cliff (look more to the left though). There's a Lesser Brute.
What he basically does, is shoot lots of rockets and suddenly run in some spots, then repeat the process. Shoot him when he isn't attacking or when he's running by using the Dispersion Pistol. MOVE AROUND THE PLACE BEFORE THE DOORWAY. If he fires, go away from the doorway for some seconds. When rockets aren't seen anymore, return to assault the Lesser Brute.
When the first is dead, go kill the second one found at the right hand side. Just go in the Bridge area (stay always near the doorway) and look on your right and over the cliff. TADA second Lesser Brute.
The strategy is the same, but you need to have better reflexes as he's closer to you... so rockets are harder to avoid. A dodge inside the previous room wouldn't hurt.
The battle just needs patience. The third enemy here is the door, which isn't fully controlled by you. Once you open it you have only some seconds before it closes... and be sure it closes when you are in the hub room, otherwise you're dead meat by the LesserBrutes' projectiles.

Brute

Health: 340 - 30% of resistance against Exploded damage type
Difficulty:
Attacks:
1) Pistol Whips (20 health): Brute's melee attack, fast and somewhat damaging. Stay away from the Brute and watch out for his rockets.
2) Walking rockets (30 health per perfect hit): The Brute shoots his rockets slowly, while walking. Strafing to left and right, plus going backward seems to be a nice tip to avoid them. Shoot the bad guy.
3) Rocket fury (30 health per perfect hit): Brute stands still and shoots you with both guns at an awesome rate of fire. Strafe again and use cover if you feel overwhelmed. Should happen more when his health is close to 0.
4) Tricky rockets (30 health per perfect hit): This happens when you try to surpass the Brute. He uses one pistol to shoot you various rockets. Shouldn't happen though if you fight them in the right way.
5) Berserk: When the Brute is going to die, it gets angry and start to run at you for some melees. Finish him off.
Found in: Outpost Pheonix (2).
Description: Engineered creatures created by the Skaarj. Loyal to their masters, they are armed with two pistols that shoot easy-to-use but weak rockets. Can be dangerous. They aren't a real threat and only two are found, protecting the Outpost for the Skaarj.

Unreal's Brutes. These guys are easy, even more than the Lesser Brutes battle. They appear only twice in Xidia, in the Outpost Pheonix map (surprise surprise!).
They spawn from nowhere in two positions after you did something.
The first one is found in the corridor where you killed the Skaarj who did the Ripper ambush, while the second is in the tunnel where you receive an attack by Larvae.
Killing both is easy. You need some reflexes for avoid their rockets. The Dispersion Pistol is the best and least wasteful tool against them. Given their resistance to Exploded stuff, 34 Dispersion Pistol blue bolts are needed to kill one.
Chase. He follows and shoots you, you run backward and shoot him. Just strafe to avoid the rockets and shoot until he dies. The end.

Behemoth

Health: 500 - 30% resistance to Exploded damage type
Difficulty:
Attacks: 1) Pistol whips (35 health): Behemoth's melee attacks. The rule is to always stay away from the monster...
2) Walking rockets (30 health per perfect hit): The Behemoth shoots his rockets slowly, while walking. Strafing to left and right, plus going backward seems to be a nice tip to avoid them. Shoot the bad guy.
3) Rocket fury (30 health per perfect hit): Behemoth stands still and shoots you with both guns at an awesome rate of fire. Strafe again and use cover if you feel overwhelmed. It's pretty rare though.
4) Tricky rockets (30 health per perfect hit): This happens when you try to surpass the Behemoth. He uses one pistol to shoot you various rockets. Shouldn't happen if you fight him correctly.
Found in: Outpost Pheonix (2), Beneath Xidia (3), Return to Outpost Pheonix (1), The Dead Mines (1).
Description: Engineered creatures created by the Skaarj. Loyal to their masters, they are armed with two pistols that shoot easy-to-use but weak rockets. Can be dangerous. Bigger than the Brutes and generally more powerful and common, these should be defeated with heavy weaponry.

A step up from the normal Brutes in every field, basically what Behemoths have always been in Unreal... except for actually being more numerous in Xidia.
Oh yeah, they have still the resistance to explosions and have more health... These guys need something of a change of strategy to be defeated. Or not.
If you are skilled, you should basically use the same strategy done against the Brutes: running backward while shooting constantly the Behemoth with the Dispersion Pistol. 50 blue bolts are needed to kill him, so be sure not to miss and fire only when your bolt is going to hit the target 100%.
If you can't do it, then use any weapon in your arsenal... the Ripper's normal blades come in handy, as you can have easy headshots. The Biorifle, Mining Tool and Flak Cannon are other good choices too.
Eightball and Combat Assault Rifle grenades are also great damage dealers against these enemies. For the CAR's grenades, just stay away and shoot. For the Eightball, the thing will be pretty tricky: you need to stay near the Behemoth while charging your bombs. After three of four grenades charged (I don't recommend charging six because it's too risky), release them on the monster's body.
Now you can do the same thing or just finish them off with the Dispersion Pistol. Not a hard enemy at all.

Jaberwock

Health: 600 - 30% resistance to Exploded damage type
Difficulty:
Attacks:
1) Pistol WHIP (80 health): Jaberwock's melee attack. Stay away. If you are hit, or you're dead or you'll just need to load the game.
2) Walking seeking rockets (75 health per perfect hit): The Jaberwock shoots his rockets slowly, while walking. Strafing to left and right, plus going backward seems to be a nice tip to avoid them. Oh, I did forgot something: THESE ROCKETS ARE THE UT ONES FROM THE ROCKET LAUNCHER! They are really powerful and should be avoided at costs. Not to mention the annoying splash damage.
3) Super-Rocket fury (75 health per perfect hit): Jaberwock stands still and shoots you with both guns at an awesome rate of fire. Strafe again and use cover if you feel overhelmed. You need to retreat if the does this.
4) Tricky seeking rockets (75 health per perfect hit): This happens when you try to surpass the Brute. He uses one pistol to shoot you various rockets. You should stay FAR away from him.
Found in: Outpost Pheonix (2), Beneath Xidia (2).
Description: Engineered creatures created by the Skaarj. Loyal to their masters, they are armed with upgraded rockets that more fast, stronger and still easy to use. They are rare and have a skin similar to the Behemoths.

A new varation of the Behemoths found only in Xidia, specifivally in Jones's third and fourth level.
They look like Behemoths, although their skin looks somewhat rusted. But the main difference isn't this or their powerful melee damage which you should ABSOLUTELY avoid... but their UT rocket launcher's rockets.
Two, three or four of these and you are already dead. Fortunately strafing still works like wonder, but you need to be quicker (as the rockets are faster) and far from the position in which the rockets hit (great splash damage...).
After you have fully met these requirements, you need to learn the second and last step: killing them.
The Dispersion Pistol still works if you are skilled, but you have to use too many bolts and you may lose the patience then, which makes you easily vulnerable. So it's better using some other weapons...
Anyway: in Outpost Pheonix there are two of them and they appear in the same area. Your main objective is luring only one and killing that one. The first is probably the one who patrols the first area in the place with the third and fourth terminal, over the ledge after the staircase entrance. DON'T ADVANCE NEAR THE EDGE of this part you're on, otherwise the second Jaberwock will see you from below.
The first will come soon. A fully charged Biorifle blob + retreat while shooting his head with blades + retreat fully in the previous room is the best start. Now you basically play with him like you did with the Lesser Brutes: pop yourself up and shoot him with the Dispersion Pistol until he dies. DODGE...
The second Jaberwock is easy as you have all the area free and you run around it while shooting the pursuing Jaberwock with the Dispersion Pistol.
The ones in Beneath Xidia are somewhat trickier, at least the second one.
The first one, seen in a certain part of the level can be easily killed with the Sniper Rifle + headshots (it's highly recommended to kill the visible Skaarj Harvester near the crate). After the Jaberwock is dead, a second one will come from the iron bridge behind you. He has the normal Behemoth skin and 500 health, but his rockets are still dangerous. Sniper Rifle, Eightball rockets and Dispersion Pistol come in handy against this guy before he pushes you too far into unexplored areas.
Patience is needed against these big monsters.

Skaarj Hybrid

Health: 225
Difficulty:
Attacks:
1) Dodge: Skaarj Hybrids dodge projectiles that AIs avoid... like rockets, Dispersion Pistol bolts, Shock Orbs etc...
2) Weapon: Skaarj Hybrids have Pulse Guns or Rippers. Only one has the Flak Cannon. The latter should be killed quickly with the Chaingun while the others are just a hard dodge & shoot game.
Found in: Beacon (5)
Description: Artificial Skaarj creatures that resemble more the humans. They are fast, aggressive and use normal weapons. If these experiments are successful, they'll will replace the Brutes.

You know them from UT, the Skaarj Hybrids from the bonus pack. These are one of those rare bot-enemies you see in a Single Player pack, and unfortunately you'll encounter them in Xidia (at least only in Spencer's last level).
These Skaarj Hybrids (that look like Baetal, Pharoh or Berserker) are bigger and have more health than the UT bot versions. Bot-enemies are always hard in SP maps due to their insane dodging ability, speed and crazy weapon use. SP isn't DM where you can respawn, but it's a game where you need to survive, trying to avoid all the incoming attacks in the best way possible.
Luckily, Skaarj Hybrids are encountered only in groups, without the help of anyone else; also, no hitscan weapons in their hands. Yep, there's one with the Flak Cannon, and we'll think about his defeat later.
The first fight against the Skaarj Hybrids is just at the beginning of Beacon. See the door leading to the next corridor? (and then to the bridge area?) Two are directly after it. Prepare your Eightball and charge some spread rockets; quickly open the door (from a side, not when you are in front of it) and release your rockets (four are enough) on the floor near the visible legs of the Skaarj Hybrids.
Done? Retreat back to the middle of the Sniping area and equip the Shock Rifle. Skaarj Hybrids will pop up, running slowly towards you and shooting like mad.
Strafe in one direction and then in the other while you hit them with the Shock Rifle's bolts. They get stunned every time you hit them. This will make them vulnerable for a moment, plus stop shooting.
You may want to alternate targets in this battle, but you just need good accuracy. Be sure not to push yourself at the start of the map or you're screwed.
The second and last battle is in the corridor with the big hole made by a bomber. Here the fight gets harder because the small room connecting the tunnel with the engineering room has two burning planks. Just run in the middle or near the walls of this small pathway.
Equip the Chaingun and slowly advance to the doorway in front of you, looking at the left side. You'll see a Skaarj Hybrid with the Flak Cannon. Oh oh! Nope, just make yourself visible and pummel him with the Chaingun until he dies. If he retreats on the left side, return to the engineering room and wait until he go back for you again. So shoot and kill him.
The other two Skaarj Hybrids are on the right side. One has the Pulse Gun and likes to run in the middle of the corridor when you pass through the doorway (to this part), while the second has the Ripper and annoys you when you enter their area.
If you don't plan using the Chaingun on Lt. Cray, then use it on these two idiots. Very simple, accuracy = win.
Don't want to use the Chaingun? Use the Sniper Rifle. The Skaarj Hybrid with the Pulse Gun will run near your position as you go through the broken door. Headshots on him, use the walls as cover and watch out for the burning planks. He'll retreat after some seconds, but he'll return in the same way you made it come. Repeat the process until he dies. The third one is easy, you just need to pray your dodging skills for avoiding his Ripper's blades. Stay away from him (he doesn't like chase you) and use the Sniper Rifle.
The key for winning godlike bots are always hitscan weapons, and so here... Pulse Gun's secondary beam stops them from firing (only a little), but it's not a good idea using it as you have already the right strategies.

Cyborg

Health: 190/220/280
Difficulty:
Attacks:
1) Weapons: As any bot-enemies, they use Unreal weapons. Cyborg are seen with Flak Cannons and Pulse Guns and are highly dangerous...
2) Dodge: Cyborg's dodges. Same as the Skaarj Hybrids. Use hitscan weapons or Pulse Gun's beam.
3) Self-Destruct (1000 health): Some of the Cyborgs use this instead of the usual dying animations. When their health touches the zero, they'll suddenly crouch and then create a Redeemer-like explosion. Stay away or use cover. Otherwise you're dead.
Found in: The Genome Warriors (4), Beacon (2).
Description: Another Skaarj experiment. Robotic troopers that are supposed to be threats like humans. They are very skilful and can self-destruct before they die.

Cyborgs are UT Binus Pack 4's Xan Mk2 models with the white skins. Most of them are bigger, more healthy and slow, while some have just more health. What's new is their Self-destruct skill...
Fighting them is also hard, fortunately they appear only in two Spencer levels.
The ones in Beacon are truly dangerous, but let's go in order. Strategies for all the battles!
1) Single Cyborg in The Genome Warriors. This is big and has 280 health.
He's inside a small room in that corridor before the tunnel with the two Ice Skaarj. It's the second one at the right side, and it will open (and forever) when you go near it.
The Cyborg is in it and he'll not move until you make yourself visible. Start to charge your Eightball's grenades (six of them). Now run and release them at the Cyborg found in the small room. He's in the middle of it, and you have to release the bombs a nanosecond after you see the enemy.
If done correctly, you should deal heavy damage to the Cyborg (three grenades are good enough). The enemy is still living though. Go back at the start of the chamber you're in and wait him; equip the Shock Rifle too.
Now when you see him, be crazy and plant all the Shock Rifle's bolts on his body. All the hits will stun him (and make him fly for a while) and you have all the time to kill him without having the fear of being damage. Good accuracy is needed. After he "dies", he'll assume the crouch position. This means that he's going to explode. Run away from him as the blast can outright kill you.
2) Cyborg team in The Genome Warriors. These are big and have 220 health.
One of these can Self-destruct and another one has a Flak Cannon.
When you exit from the last doors of the lab end then enter the hub, charge some Eightball rockets and release them when you see the legs of the Cyborgs when their door is opening. Be sure to use the spread version of the rocket fire.
Your stuff damaged them? Ok, throw another batch of rockets in that doorway when you ESCAPE in the corridor on the left side. Now equip the Shock Rifle and try to do a Shock Combo near that door (the Cyborgs probably already managed to enter the hub, but still do it).
You should have started the battle well by damaging all the three guys abruptly. Retreat carefully through the corridor (by backtracking) while you hit the visible enemies with Shock Bolts. If they start to fire too many projectiles, retreat and wait for them to arrive (maybe another Shock Combo works too).
The Cyborg with the Flak Cannon should be disposed of quickly, but there's another strategy. The Self-Destruction can kill not only you but even the other Cyborgs. Unfortunately, the one who can do it (the other robots die normally when killed) has a Pulse Gun... and there are two of them that have the Pulse Gun.
It's up to you to choose the robot you have to fire with the Shock Bolts.
In reality, if you followed well the main part of the battle you should then deal with weakened enemies that can be killed with Shock bolts (plus good accuracy), backtracking in the corridor when it is needed.
3) First Cyborg in Beacon. Like a normal bot, but with 190 health.
This guy is very tough. If you are way too lucky, he may be killed by the three Skaarj roaming near them if they got annoyed at the robot (guilty for damaging the Skaarj).
If that doesn't happen, then YOU are the one to kill him. Stay away from him (in the bridge area) while pummelling him with Shock Bolts or Sniper Rifle's bullets (on the head). He's very fast too.
Pulse Gun's secondary fire will work perfectly in the battle, as long as you hit him always (otherwise go for the hitscan weapons).
If anything else fails, use the Chaingun.
4) Last Cyborg in Beacon (engineering room). Like a normal bot, but with 190 health.
Dealing with this guy is easier than the first one (of Beacon). Walk carefully in the pipe by 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 in the previous engineering room and equip the Sniper Rifle. Stay to the left side to make yourself 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, by 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 remain the last choice.
Have patience against these two latter Cyborgs. With these advices maybe you'll pass it more easily.

Skaarj Gunner

Health: 170
Difficulty:
Attacks: 1) Claw attack (10 health per hit): Skaarj's double melee attack. Slow, and the creature should already be dead before that happens.
2) Spin (15 health per hit): This spin is just like a enhanced version of the Claw attack, as it is faster plus the Skaarj can move during it. But the Skaarj Gunner is dead by then.
3) Lunge (20 health): Skaarj Gunner's lunge. Stay away and kill the weakling.
4) Dodge: Normal Skaarj dodge. Works like the bot-enemies' one.
5) Shield: The Skaarj Gunner uses the blue shield. Don't attack when he has it on and be ready for his surprise attacks.
6) Eightball rockets (85 health per perfect hit): Skaarj Gunners use only Eightballs. Rockets are easy to avoid, just strafe when you're pummelling the Skaarj. He can load more rockets, but rarely.
7) Eightball bombs (100 health per perfect hit): Eightball's secondary fire is more dangerous. Kill the Skaarj before he has the random chance to do this!
Found in: Outpost Pheonix (2), Derelict Surface (2).
Description: Normal Skaarj Gunners. They have a blue or yellow armor and are supposed to be scouts or troopers for quick emergencies. They wield Eightballs. Very rare and not that skilled.

The next cameo appearance from Unreal is the Skaarj Gunner with the good ol' yellow armor and blue skin.
Two of them appear in Xidia's most famous level, Outpost Pheonix. They are unfortunately pushovers, and spawn after you unlocked the small doors leading to the Praetorian Pack Leader boss (Red Nemesis...). The second group appears in the cylindrical area of Derelict Surface, when you activate the working elevator's panel.
No need for a long strategy here: the first one appears in the pathway before the staircase leading to the Runner Skaarj's ledge (basically at the start of the area which contains the three terminals). Be sure to have the Eightball.
The Skaarj may or may not have his back to you. If he doesn't spot you, release three grenades on his body. Done correctly, he should be dead, so get his Eightball.
He spotted you? Go around the area. He doesn't really like chasing you, but be sure he'll not ambush you from somewhere. Eightball's bombs or even the Dispersion Pistol are good in this battle. He'll die easily.
The second one is in the room after the Bridge area (assuming you're returning back), on the left hand side. This one doesn't chase you and can be easily disposed with the Eightball or even the Dispersion Pistol.
The team in Derelict Surface isn't challenging at all. You just need to stay far from them, while you attack with Dispersion Pistol (trust me, it's easy to hit them) or Eightball bombs. Stay away also from the walls to avoid splash damage from the rockets (that hit the wall near you).
The difficulty of the Skaarj wielding an Eightball is highly overrated, as you just need to strafe away from the rocket or bomb... THIS COUNTS IN THE BATTLE.

Skaarj Ice Trooper

Health: 170
Difficulty:
Attacks:
1) Claw attack (10 health per hit): Skaarj's double claw attack...
2) Spin (15 health per hit): Skaarj's spin attack...
3) Lunge (20 health per hit): Skaarj's lunge... basically you'll never see them in this battle.
4) Dodge: Skaarj dodge. What else, rare here though.
5) Shield: Skaarj Trooper's shield. Highly irritating here at times.
6) Pulse Gun and Sniper Rifle: Their weapons of choice. The one with the Sniper Rifle has good aim.
Found in: The Genome Warriors (2).
Description: A rare class of Skaarj Infantries. They are similar to the Officers, but with a blue-ish skin rather than pink. They are found guarding the icy Skaarj base.

A new Xidia monster. In reality modified Skaarj Infantries present in The Genome Warriors. This team is present in the first icy cave of the level.
Basically you just need to equip the Sniper Rifle and advance carefully in the cave. Once you see something like a Skaarj Officer, shoot him, and clearly on the head. He'll spot you and the second one joins him.
You must firstly defeat the Skaarj with the Sniper Rifle. This one can hit you at any moment and there's no real strategy for avoiding his hitscan bullets. Not to mention their incredibly high damage.
One headshot and two normal hits are needed to kill a Skaarj Ice Trooper. If they advance, run backward and be sure that they don't get you stuck in a dead-end.
Kill them quickly and be patient.

Skaarj Commando

Health: Around 200
Difficulty:
Attacks:
Basically the same ones as the Skaarj Gunners / Skaarj Ice Troopers. Skaarj Commandos have their weapons and you should always fight them from a good distance.
Found in: Outpost Pheonix (12), Derelict Underground (3), Derelict Surface (1), Underground Railroad (7), Return to Outpost Pheonix (9), The Dead Mines (11), Beacon (2).
Description: The most common troopers of the Skaarj army in Xidia. They are Skaarj soldiers wielding weapons and a black armor, useful for hiding in the darkness. They are highly skilled and should be never undestimated.

Basically your main Xidia nemesis throughout the maps of the pack. We're actually talking about all of those Skaarj Troopers, Infantries, Gunners, Snipers and Officers with the black armor skin. Skaarj Commandos are just a name to call them instead of Xidia Skaarj Trooper etc...
Also, Skaarj Sniper Elites and Skaarj Harvesters aren't counted here (look below...). This section is about general tips for fighting these Commandos, that are moderately hard, not to mention found pretty much everywhere.
Skaarj Commandos act like normal troopers, although they are a little harder to find in the darkness (don't use the Searchlight or Flashlight if you're going for a surprise attack). That's the only difference.
For some reason, they are hard in Xidia thanks for the environment around you, the low amount of health and are generally annoying as they are found most of the time in groups.
Here's a list of what you should do against Skaarj Commandos wielding the various weapons, plus the priority to kill them...
1) Dispersion Pistol - Priority = Lowest
These are the easiest, probably. Dispersion Pistol Skaarj Commandos never chase you, with the exception of one (the one in Underground Railroad, appearing in Car0003. Fun and hard chase). The best weapon to use is just the Dispersion Pistol.
Shoot them like mad and avoid their bolts by strafing. Don't charge any shots, but normal secondary fire's bolts are also accepted. If you're struggling, go for the Automags or Combat Assault Rifle.
If he likes to dodge the Dispersion Pistol Bolts instead of using the shield, here's a tip: see the position of the Skaarj after he lands from the dodge? You have to shoot that correct position in a way that the bolt should hit the dodging Skaarj's body. Wait too much and the enemy will dodge also the second shot.
2) Automag - Priority = High
These are rare. Automags are hitscan weapons that should not be underestimated in the hands of an enemy. Counter them with your hitscan stuff, mainly Automags, Sniper Rifle and Shock Rifle. Moving isn't really useful against instant-speed bullets... it's a factor about luck.
3) Shock Rifle - Priority = High
Lots of them can be found in Xidia wielding the Shock Rifle. Basically, the Shock Rifle's primary fire (plus Shock Combos when you have the chance) and the Sniper Rifle are the only good weapons against these.
You need to move here though, as the Shock Orbs aren't hitscan... watch out when you're using the Shock Rifle against him. You don't want to hit a Shock Orb of him with a bolt right near you. Cool suicide though!
4) Mining Tool - Priority = Medium
The Mining Tool's Tarydium crystals glow much more when they are shot. This makes the strafing part of the battle easier. But one crystal and you're pretty screwed. Never go close to the Skaarj or he'll quickly kill you instantly with the Mining Tool's spread fire.
Here any weapon is good (the Mining Tool is actually one of the best, not to mention the Sniper Rifle as always), but these guys like to use the Shield, so watch out.
5) Sniper Rifle - Priority = Highest
The most dangerous. Some hitscan bullets and you're dead. These guys are the ones that need to be killed before anything. Otherwise, you're dead.
The Sniper Rifle is the best tool with which to counter them. Most of the time, one headshot and two or three hits are enough to kill a Skaarj Commando with around 200 health (those with 170 die with one headshot and two bullets at the chest). Moving isn't really useful, it's just your accuracy and speed that are important. They like to use the shield too, which is a bad joke. Never play with them and try always to snipe them from afar.
6) Ripper - Priority = Medium
Their difficulty depends on the environment. Some of them are really annoying, especially the Outpost Pheonix one who does the blade ambush (a fully charged BioRifle blob is good enough to kill him).
They can decapitate you, plus blades bounce too much in a way which makes you fully unsafe. Flak Cannon and Sniper Rifle are the best here.
7) Pulse Gun - Priority = Medium
These ones are rare too, and shouldn't give you too many problems. Stay away to be safe from the Pulse Gun's beam and strafe to avoid the orbs. Any weapon is good as long as your accuracy rocks.
8) Flak Cannon - Priority = High
Aside from the Sniper Rifle ones, these are probably the most aggressive. Each one of them likes to run at you and then finish you with Flak stuff.
There are two strategies... the first one is sniping him from afar. Not hard. But what if he's near you? Run away and go for Eightball bombs, a fully charged BioRifle blob or the Flak Cannon's shells. Shooting with other weapons can make him stop, as he'll probably dodge or use the shield. Take this opportunity to retreat and so using Shock Rifle's bolts or the Sniper Rifle.
9) Eightball Gun - Priority = Low
Unlike most people say, the Skaarj with the Eightball are simple, as rockets/bombs can be easily avoided by some good strafing. Be sure to stay away from solid structures. Any weapon is good, even the Dispersion Pistol. Otherwise go for the Eightball Gun and its grenades.
10) Combat Assault Rifle - Priority = High
Extremely rare, but it's more about Harvesters and Sniper Elites. If they have lots of health, hide behind a corner and wait for them while shooting Flak Shells or Eightball grenades. For weak ones, the CAR's primary fire is the best choice.
11) BioRifle - Priority = Low
Pushovers. Stay away and shoot them with the Dispersion Pistol. They like to chase you though. That's all, these stuff are good even if you are fighting small groups of them. There are a lot of strategies.
Some fights need another approaching though, like the ones in The Dead Mines. Tricks about them are in the level walkthrough.
Surprise attacks and damaging them during they do something is also another good idea. Most important note: get their dropped weapons and be sure to avoid the most stuff possible.

Skaarj Harvester

Health: 200/375
Difficulty:
Attacks:
Same as the Skaarj Commandos.
Found in: Beneath Xidia (8).
Description: A special group of Skaarj Commandos found in the mining caves below the Outpost. They are dangerous and are mostly seen wielding Flak Cannons and Mining Tools. Skilled at ambushing.

A variation of the Skaarj Commandos found entirely in Beneath Xidia. Skaarj Harvesters don't have any real differences from the normal ones. I just cleared it up!
The strategy is basically the same, although you must never underestimate them. Especially the last two wielding Flak Cannons (that have around 360 health unlike the other ones).
The first one (behind the red crate in the Jaberwock area) should be killed by releasing six grenades on his back in a row. He'll die before spotting even you (be quick!). The second one is in the last room before the real cave, inside the chamber covered by the window. When the ambush is activated, go back near the area's entrance. Fill him with Flak Shells every time he tries to exit from his cove.
For the other guys, check the Beneath Xidia's walkthrough. Sniper Rifle, Mining Tool and all the strategies written in the Skaarj Commando description will work.
They are nothing compared to the enemies described below...

Skaarj Sniper Elite

Health: Around 335
Difficulty:
Attacks:
Again the same, although all the melee attacks do 35 damage per hit. Skaarj Sniper Elites like to kill you with the weapons before using their melee skills...
Found in: Outpost Pheonix (8), Derelict Surface (4).
Description: The most feared class of Skaarj Troopers. The Skaarj Sniper Elites like to wield dangerous weapon and are generally stronger. To make themselves tougher, they join in groups.

These are Xidia's worst threats, aside from the Skaarj Praetorians... Skaarj Sniper Elites are enhanced versions of any other Skaarj Trooper found in the game: somewhat bigger, faster, with more health and great weapons. These enemies show how annoying Skaarj Troopers can be. Every fight with them is a nightmare and you should mainly save the game before fighting them.
These guys appear in Outpost Pheonix and Derelict Surface. In the first map, they don't seem to cause terrible problems. The first four are basically the snipers that need to be killed in the Sniper Rifle's mini game. You just need a headshot for a kill. Check the walkthrough about that cool battle.
The other ones have: Shock Rifle, BioRifle, Flak Cannon and Eightball. The ones with the Rocket launcher weapon and the slime gun are basically easy: stay away and use the Dispersion Pistol or another weak weapon while you run away (VS BioRifle guy) or strafing + going slowly backwards (VS the Eightball one - check the Skaarj Commando strategies about these).
For the one with the Shock Rifle, he needs to be awakened with a shock bolt and then awaited in a previous corridor. As soon as you see him, release a fully charged BioRifle blob on his body. Still alive? Finish him with the Shock Rifle (you should kill this one first, then the BioRifle Skaarj). Skaarj Sniper Elites with the Flak Cannon should be lured on the ledge patrolled by the first Jaberwock and killed with Shock bolts or Sniper Rifle's bullets.
Ok, that's Outpost Pheonix. Now in Derelict Surface the situation is worse. Nope, it's not the one about the two Skaarj Sniper Elites with the Shock Rifle in the cylindrical area (use the Shock Rifle against them, from the balcony of the area, at its beginning), but the group in the first part of the level, second floor. They are helped by a Skaarj Commando with the Eightball, although he doesn't give you problems.
The best weapons are Eightball bombs and Flak Shells. Be sure they lure you through the floor's corridor and retreat away while using these fire modes. You should fight them one for one though, because it's impossible to avoid the Flak stuff and CAR bullets. For more information, use the walkthrough.
These are the Skaarj Sniper Elites. Sniper Rifle, Flak Cannon, Shock Rifle and Eightball bombs are the most useful weapons to take them down. Retreat always and use cover a lot.

Skaarj Warrior

Health: 210
Difficulty:
Attacks:
1) Claw attack (14 health per hit): Skaarj's double melee attack. Stay away and shoot the weakling.
2) Spin (16 health per hit): Skaarj's spin. Faster, plus the enemy can move during it. Stay away again.
3) Lunge (30 health): Skaarj's well-known lunge. Stay away again.
4) Skaarj Projectiles (16 health per hit): Skaarj Warrior's ranged attack. In Xidia, the more they travel, the faster they become. Run backward and strafe crazily. Dodging is also an option.
5) Dodge: Basically what Skaarj do: dodging avoidable attacks, as their AI says to do.
Found in: Derelict Underground (4).
Description: Normal Skaarj Warriors. They have a green body and are very rare. Not really powerful at all, but they can be still a threat for unskilled fighters.

The green Skaarj Warriors from Unreal return in Derelict Underground. Four of them: a group of two and two lone ones. The first three are found in the big tunnel after the two Skaarj Praetorians, while the last one in a secret ledge of the broken elevator area. The enemy presents no changes and are basically pushovers if fought in the right way. Let's go in order... Most of the stuff is taken from the walkthrough.
1) Skaarj Warriors duo...
Go into the enormous corridor and pass the first turn. Now be careful when you see a red vent shaft on the left side, because if you walk some steps after it, two Skaarj Warriors will ambush you on both sides... or one. At least this happens to me when I face the vent shaft side. In this way, both Skaarj will appear in the opposite wall... in other words behind you. But you have time to escape as you can hear their sounds when they appear.
When this happens, retreat back and start shooting BOTH with the Dispersion Pistol's secondary fire. This will make them dodge and obviously slow them down. Strafe to avoid their projectiles, as in Xidia they are generally faster (the longer they are in the field, the quicker they become). Alternatively, you can charge a full blob before the ambush, and then release it one of the Skaarj for a first quick kill. Nothing compared to the Skaarj Praetorian team.
2) Lone Skaarj in the big tunnel...
This one is found after the team described above (just look always on the left hand side, near the end of the corridor). This one is another pushover, just use the Dispersion Pistol strategy mentioned above and run backwards.
Automags or the Combat Assault Rifle are also good choices.
3) Lone Skaarj in the elevator ledge...
Be sure to put yourself on the other side of the hole, by facing the elevator room's entrance. Now look down to the ledge found in the middle of the pit. The enemy is hidden here and you can spot an inch of his shadow.
Start to annoy him by shooting Dispersion Pistol's secondary fire bolts. If done correctly, you'll damage him and will become aware of your presence.
After a while of fun, jump in the pool below (be sure to go in the water, not on the flooded, white ledge). The Skaarj Warrior will manage to see you during the fall, and will try to damage you by shooting projectiles at the edge of the floor.
In that position, you can clearly see him and shoot him to death, and his projectiles cannot even hit you if you are in the right position.
That's all. The same level has a Skaarj Warrior who always escapes from you. The last time you'll encounter him is in the elevator area. If you are quick, you can kill him with the Flak Cannon before he suicides himself up.

Ice Skaarj

Health: 210/320 - Immunity to Frozen damage type
Difficulty:
Attacks: The same as the Skaarj Warrior.
Found in: The Genome Warriors (2).
Description: Alternate version of the Skaarj Warrior. Having a blue skin and a yellow-ish armor. They are superior to the normal Skaarj Warriors for the immunity to Frozen attacks.

The next cameo appearance in Xidia is by the cool Ice Skaarj. Two of them appear in The Genome Warriors, right in the small corridor after the first Cyborg.
The first one is a true Ice Skaarj, while the second is just a Skaarj Lord with the blue skin. Both are easy and can be defeated with this small strategy (taken from the walkthrough)...
Enter the mentioned corridor but don't walk in it (pass only the doorway). Now wait for the door behind you to close and check the corridor's layout. See those sets of lights on the ground? Take note of the space between the second and third set. Now face the door you just entered, and run backward. When you pass through the second set of lights, charge your Eightball with grenades. Run some more and the door you're facing will open, revealing an Ice Skaarj. He'll chase you into the corridor, so when he's quite near you, release the grenades. Three of them kill the Skaarj, and you have to do it in a row. Dodge backward after you released the bombs, to avoid their splash damage when they explode on the Skaarj's body. If he didn't die, reload the game and try again. Flak Shells may be useful too. Now go near the door at the end of the corridor. Behind it there's a Skaarj Lord (it has an Ice Skaarj skin, don't get confused). Start to charge up to five grenades, open the door, retreat back, Skaarj Lord will spot and chase you, release the five bombs to kill him. You can do it just when he pass through the door in front of him. Flak Shells are as always optional. Difficult? I think not.

Skaarj Berserker

Health: 235/320
Difficulty:
Attacks:
1) Skaarj Projectiles (16 health per hit): The usual ranged attacks. Skaarj Berserkers like to run madly at you though while shooting, so watch out. The speed acquisition of the projectiles (as they travel) works also.
2) Claw attack (20 health per hit): Slow double melee attack. Run backward.
3) Spin (40 health per hit): AVOID THIS! Dodging backward (be sure not to fall from somewhere...) is your best bet, if it's a moving spin. Otherwise, it's just the same as the Claw attack.
4) Lunge (40 health): Run backward to avoid this deadly roll. It can push you outside the train too.
5) Dodge: You know it.
Found in: Beneath Xidia (1), Underground Railroad (1).
Description: A powerful class of Skaarj Warriors. Their presence in Xidia is somewhat non-existant, probably due to their aggressive attitude to everyone.

Another rare enemy in Xidia, Skaarj Berserkers. Known in Unreal for their frenzied attitude of attacking anyone (apart from Pupae) on sight, they'll be also here to ruin your run.
There will only one case of Skaarj Berserker vs Someone, and that "someone" is YOU. And two times.
The hardest fight is in Underground Railroad, just as Spencer's first fight in the game. You'll see this guy (it has a Skaarj Assassin skin) trying to launch a crate at you, but he fails.
Afterwards, he'll move to the right and jump down, near you. This is the best moment to shoot him with a fully charged Dispersion Pistol bolt.
Now retreat back at the start of the map while shooting him with the Dispersion Pistol. Here comes the hard part: fooling the Skaarj in order to change to retreat in the parts where you have encountered him.
The best thing to do is to lure him into the large part found at the train's tail, going near to him to trigger a melee attack (if it's the Claw version, you're even safer). Now the Skaarj will waste his time and you can dodge to the path which leads forward (in the meantime, you can still shoot him).
Now you can easily retreat this way while finishing him (always with the Dispersion Pistol).
The battle in Beneath Xidia in the cave, after you get the bomb is easier and laughable. Stay underwater (you have a Scuba Gear) and shoot the Skaarj Berserker with the Dispersion Pistol. He'll not dodge the bolts, plus he'll only shoot you with projectiles and never chase you. Anti-Skaarj Berserker trick has no use here... it's needed against Skaarj Lords, Praetorians and Red Nemesis.
No hard enemies. Let's see the next ones...

Skaarj Hunter

Health: 150/200
Difficulty:
Attacks: 1) Skaarj Projectile (16 health per hit): The same projectile used by the other Skaarj Warriors. Combined with (some) Skaarj Hunters' running speed, avoiding the projs will be more annoying. Run backward and never stop doing it.
2) Claw attack (20 health per hit): Powerful double claw attack. If the Skaarj Hunter manages to do it, dodge backward.
3) Spin (35 health per hit): Powerful spin, dodge backward. If it's moving, a side-dodge will be more suitable.
4) Lunge (45 health): The Skaarj Hunter's lunge is stronger than the Berserker one. Fortunately it's rare. Running backward while shooting the monster is the best idea.
5) Dodge: The Skaarj Hunter does a faster dodge which covers more centimetres.
Found in: Outpost Pheonix (14).
Description: Caste of Skaarj Assassins protecting the Outpost Pheonix. Skaarj Hunters are known for their melee strength and incredible running speed, although their durability is very low. Most of them like to do ambushes.

One of Xidia's new race of Skaarj Assassins, found in Outpost Pheonix. Like the Skaarj Harvesters, you'll encounter them numerous times.
The first thing you need to learn is not to confuse them with Skaarj Assassins. Skaarj Hunters use their skin or the new grey one and have some noticeable differences. The running speed and the melee strength is much higher, but they die easily as their health is pretty low.
You'll find them alone, except for the fight in the engineering room, where you have to kill 10 spawning Skaarj Hunters coming from the ceiling. That battle doesn't do their power justice, as you can pratically kill them all with the Machine Gun Turret without even moving. Now for the single Skaarj Hunter fights. Their speed is just over the top, as they can run up to you in just a few seconds while shooting uber-fast projectiles.
For quick guys, the best weapons will be probably the hitscan ones... or only one, the Akimbo Automags. I don't recommend the Combat Assault Rifle because the moment of the bullets make the Skaarj do weird, instant movements that aren't helpful at all.
When you want to start a fight, be sure to stay metres far from him. Now you can start shooting him with Automag's primary fire. A chase will start. Do anything to escape from him by running backward, using a Dispersion Pistol bolt for make him dodge or the environment around (a Skaarj Hunter jumps always - vulnerable at this point - from a tall ledge).
If the Skaarj Hunter is just right next to you (and this is the case of the two Runner Skaarj - they fall in this category - found near the end of the level), go for the Automag's secondary fire. It will be hard for them to survive, especially if they're sleeping.
Not really hard, but what's difficult is avoiding their projectiles... this is why I recommend using the environments as your advantage: more jumps = less enemy attacks.

Skaarj Assassin

Health: 220/325
Difficulty:
Attacks: The same as a Skaarj Warrior.
Found in: Landing (1), Outpost Pheonix (4), The Genome Warriors (3).
Description: A common, yet strong class of Skaarj Warriors. Mostly seen patrolling the Outpost Pheonix, they are always the first to ambush unwanted presence. Some are generally stronger and downright dangerous.

The innovative Skaarj Warrior class from Unreal returns in Xidia, in order to do themselves justice. And actually they quite succeed.
Skaarj Assassins are still rarer than the vicious Skaarj Lords, but they are no longer pushovers. You don't believe me? Go play Outpost Pheonix, or Landing. Yeah, there are also some in The Genome Warriors, but they don't have any enhancements and can be easily killed with the Flak Shells and right use of strafing and accuracy.
The ones in Jones's 2nd and 3rd level are another story, not with many changes though. They even got a new skin too! (grey Ice Skaarj...).
The main rule is: not to confuse them with the Skaarj Hunters. They have the same skins, but the Assassins are much bigger, like a Skaarj Berserker. You'll probably recognize them already though with all the punishment they need before they will go down.
For the first one in the Landing (the first enemy to kill in the game), there isn't really anything you can do apart from running backward while firing with the Combat Assault Rifle's bullets right on his body and strafing (or dodging) his projectiles.
Then we have the four guys found in the next level. Two are right at the start and are simply killed by running backward through the corridor and using the Automags. Pretty much the same strategy used for the Skaarj Hunters work here.
The third Skaarj Assassin is found in the room (hidden behind a crate) near the Bridge area. This one is the strongest. My best suggestion is giving him a fully charged blob and using any weapon to finish him. Watch out at the environment as you can get stuck somewhere... especially in a vent shaft.
The fourth one is probably the easiest. He's on a ledge over the balcony in which you'll get the Shock Rifle for the first time. Enter the balcony (pass the railing level) and go back, Combat Assault Rifle equipped. If done correctly, the Skaarj Assassin will fall down. When he lands, fill him with the CAR's primary fire. He'll not even move, thus dying. If he manages to react against you, retreat and use the Ripper's blades to decapitate him.
Some of them have more health and run faster, but not as quick as the Hunters...
Classic Unreal fights that need more skill. That's all.

Skaarj Lord

Health: Usually 320
Difficulty:
Attacks: Same as the Skaarj Warrior. Although the melee damage is higher: 20 for Claw attack, 35 for Spin and Lunge.
Found in: Outpost Pheonix (1), Beneath Xidia (1), Underground Railroad (2), Return to Outpost Pheonix (3), Beacon (1).
Description: Well-known Skaarj Warrior caste in the Xidia planet. Inferior only to the Praetorians and Warlords, Skaarj Lords posssess prodigious strength and are feared among the Derelict army.

The most common Skaarj Warrior class in Xidia (Praetorians are still more numerous though). Fortunately, they aren't a big threat, as they don't have any enhancements from the original version (except some health modification). The strategy basically remains the same so, but who knows, people may have difficulties against them. My opinion? Nothing like a Skaarj Commando.
There are various ways to take a Skaarj Lord down. One of them is the anti-Skaarj Berserker trick.
Yes, in Xidia it works perfectly for the Lords. Basically equip yourself with a Flak Cannon or Mining Tool; the strategy is good for Skaarj Lord inside narrow environments or are just are near you.
Go near the Skaarj Lord in order to make him trigger an attack. Now shoot with the Flak Cannon's primary fire or Mining Tool's secondary one. This will roughly damage the enemy. Now retreat and re-advance again to the Lord when he finishes the last melee attack. You can then retreat the process until he dies. Four or five Flak Cannon shots are needed for the kill, otherwise three of the Mining Tool's spread fires. Just your choice, but I recommend mostly the Mining Tool, as the Flak Cannon is needed for stronger guys like Praetorians and bosses. The other strategies are basically long-ranged, which is mostly my choice. Shock Rifle's bolt (the orbs are useful for the sleeping ones until they finally react to you), Flak Shells, Sniper Rifle and even Dispersion Pistol bolts (the Dispersion Pistol anti-dodge trick is good, but too many shots are needed) are the best choices. Charged blobs and Eightball bombs are useful too, especially for the ones that haven't realized your position.
Test your skills against these guys, because they aren't the real nightmares of Xidia. One is the Skaarj Sniper Elite, and the other one is the...

Skaarj Praetorian

Health: Around 500
Difficulty:
Attacks: 1) Dodge: Skaarj Hunter-style dodge. Long, fast and annoying.
2) Skaarj Projectiles (16 health per hit): Unlike the ones from the other Skaarj, these are even faster from the moment they have been shot.
3) Claw attack (17 health per hit): Dodge backward as always to avoid this and keep retreating to stay "away" from the enemy. The damage seems to be actually low.
4) Spin (20 health per hit): Side-dodge for this if it's a moving spin. Not really that strong...
5) Lunge (60 health): A damaging Lunge which kicks you kilometres away. Somewhat rare.
Found in: Derelict Underground (3), Derelict Surface (7), Underground Railroad (1 - BOSS), Beacon (1).
Description: The highest caste of Skaarj Warriors in Xidia. Red-skinned Skaarj that are incredibly fast and rough. Their extreme violence makes them unstoppable. Commanded by even more powerful leaders known as Red Nemesis, Skaarj Praetorians populate mostly the Derelict ship.

Xidia's main nightmares. These guys are even worse than the Skaarj Sniper Elites: as fast as Skaarj Hunters, faster projectiles, extremely aggressive like a Berserker, somewhat annoying lunge skill, impossible to stun, work sometimes in team and lastly, they are damn cool with that red skin. Yes, they impress you, and in the meanwhile you are already dead because you don't know what to do.
Derelict Surface is basically their home, and that makes it the most hard level of Xidia. Other maps also have Skaarj Praetorians like Derelict Underground, but not every Praetorian is really tough.
First of all, if you aim a strategy against the duo of Skaarj Praetorians in both Derelict levels, check the walkthrough. Those are basically exceptions that tend to be worse and like to be defeated with some bad game trick. Now for the others...
Skaarj Praetorians have too much health and they never get stunned/stopped in their tracks. This is a bad thing, as you'll not kill them in time, before they get near you for a quick kill (using long-ranged melee attacks... If the Skaarj Praetorian is actually fighting someone else, like a Devilfish, STAY AWAY FROM HIM!! The melee attacks damage even who's around him). The best weapons against them are obviously the Flak Cannon, Eightball, BioRifle's charged blobs and Mining Tool's spread fire; if you are good with the Ripper's blades, you can try to decapitate them, but it's only good in narrow areas, plus the Praetorians will have more time to hit you with their projectiles...
Before I forget about it, the Skaarj Praetorian's size makes you harder to hit by their shooting stuff, simply because the distance between the two projs is bigger and you have more chances to pass through. It's sometimes luck though, but with skills it's possible too.
The main highlight is: RUN BACKWARD ALWAYS. Yes, you must do it plus fooling the Praetorian by going around him (if you can), etc... Stay always in movement while you shoot him. The Flak Cannon is the gun which makes the fight always easier. Just retreat back, and shoot Flak Shells. Crates and other type of environment stuff is great for playing with the Praetorian, trying a way to find you.
Anti-Skaarj Berserker trick, which mostly works with ONE Red Nemesis, is also very useful, especially in short corridors. The strategy is written pretty much everywhere (Skaarj Lord description, walkthrough, etc...). You should be careful against his moving spin. Not really damaging, but it's fast plus you'll probably lose the concentration about the fight. Mining Tool's Spread fire is a good alternative to the Flak Cannon's primary fire if you have a good amount of Tarydium Ammo.
BioRifle's charged blobs and Eightball's bombs are used only as support weapons. When a Skaarj Praetorian is falling from somewhere, jumping from a ledge or running in a certain direction (even yours) you can start the battle with this.
Throw the stuff in the moment when he's fully vulnerable and then you can pass to the Flak Cannon. Eightball's bombs are stronger than the BioRifle's full orbs though, especially if you are launching six grenades.
If the Skaarj Praetorian is very far from you, the Sniper Rifle would be also a good idea, although it's better shooting him in the head.
More than this, I cannot give more. Rest of the strategies are written in the walkthrough and you must use your skills. Do not let these real enemies stopping you. If you can defeat these (and so the Skaarj Sniper Elites), consider yourself God of Xidia.

Jones' Bosses

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.

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.

Boss Battle: White Scorpion + 10 Spinners
Health: 5519
Difficulty:
Attacks:
1)Bite (80 health): Spinner boss does this when you are near him. Avoid this absolutely by dodging backward.
2)Acid Orb (30 health): usual acid ball which works like a catapult. Hard to avoid, just run backward and dodge sometimes. You have to deal also with the other acid orbs thrown by the Spinners in the area.
Description:
A giant spider creature living in the Xidia caves below Outpost Pheonix. Responsible of the death of various miners, this monster seems to be indestructible and equipped with very strong mandibles. He's accompanied by a group of Spinners and he uses the cobwebs to distract their prey.

Now this is a real boss, and an annoying one too. There's no way to pass this fight without getting hit. Heh, you must be a god to avoid a small rain of acid balls with a high radius blast... Well, not to mention the mouth of this giant Spinner who chases you like mad.

The situation is like this: you are in this big cave area full of cobwebs that obstruct your vision. There are two pillars in the field, and they have a purpose: they just serve as safe lines. Go in the areas beyond these two columns and the Spinners in the nook will have an easier time to bombard you. So stick in the area between the two iron pillars, which has in the middle some corpses with a Shock Rifle and two Bandages. Stay away from this part if you don't want to get the weapon when your Shock Rifle has still 50 ammo.

You have to deal now with the bigger spider, the White Scorpion. He likes to run at you like mad for a bite, but at a certain point he stops in order to throw some Acid Orbs at you. He then restart the chase. It seems to be impossible at first to dodge all the stuff, plus the acid balls coming from the small Spinners.
The best way I found to counter that is to run back and forth in the middle area, going to one side to another in order to escape the White Scorpion (who sometimes like to stop) and most of the acid from the small Spinners. Obviously there's no way to avoid 100% anything here, but if you are always moving, you'll save a lot of health. When the White Scorpion starts chasing you when you are in one the two sides, go to the opposite one by running backward (face him in this case) and do the occasional back-dodge (or more easier, face one side - choose the intelligent one - and side-dodge) to keep your distance from the boss and avoid his Acid Orbs.
During the phase of going to one side to another you have the best chances to damage the boss. Main problems is that he got TONS of health (he's the most healthy boss of Xidia) and you have to waste a lot of time and ammo to take him out. And you have to do it quick otherwise you may get too many orbs on your head.

HOW TO MAKE THE WHITE SCORPION'S HEALTH TOUCH THE NUMBER ZERO:

1) DP Green bolts until they become blue, then switch...
2) 20 Shock bolts.
3) 20 Flak stuff (any type).
4) 24 Eightball grenades (be sure to be far from the boss when using these).
5) Four Mining Tool's spread fires.
6) Finish him with the DP.

He should be dead now. With practice, you can do that without losing too much health. In the meanwhile, get the Shock Rifle in the middle of the field to regenerate your SR to max (if you have 30 of them after using the weapon against the boss). Save the game too is everything gone alright as you expected (LOTS OF HEALTH!).

Now only ten problems are remaining: the damn Spinners. They can be as annoying as the main boss if your strafing skills are poor.
I'd recommend starting defeating the ones in the illuminated nook. There are only four of them here and are all on the ground. Use DP to beat them, strafe and dodge to avoid the orbs and make use of the crosshair's red feature to beat the cobwebs annoyance. DP's secondary fire works best as usual, but primary fire is good for stuck Spinners.
For the dark nook, you have to use the Searchlight to illuminate it. Five Spinners are on the ground, while a sixth one is on the hole in the wall. This latter should be the last to kill, as his projectiles are the slowest and can be easily avoided. If the cobwebs are still annoying you, then use a Flare to make better light in the area. Once they are all dead, breathe. Everyone in the map has been defeated.

Boss Fight: Demon's Left Hand and Demon's Right Hand
Health of both Warlords: 1305
Difficulty:
Attacks:
1) Strike (40 health per hit): usual insta-hit Melee Attack of the Warlords, that can be done only on the ground. Just stay away from them, and dodge if necessary.
2) Normal Rockets (45 health per perfect hit): unlike normal Warlords, these ones use a more damaging version of the Brute rockets. They are very slow and easily avoidable by moving and occasional dodging.
3) Flying dodge: every time you shoot certain projectiles, the Warlord will attempt to fly-dodge them, and succeed most of the time. When they are on ground, the fly-dodge will make them activate the "Fly" mode.
Description:
These are the two Warlord servants of the presumed leader of the Skaarj forces that landed on Xidia. They are more weak than a normal Warlord, by having less health and weaker rockets. After one of them discovered you in the caves, they now want to seek your death after the mess you left in the Derelict ship.

Probably the "hardest" fight of this map or not... these two Warlords coming from above will try to smack you down with their Artificial Intelligence or most of the time, Artificial Idiocy. They are easy, but it's possible that you may die. First of all they don't have so much health, so it's better not to waste explosive weapons in order to save them for the "real" boss of this final part of the game.

The Shock Rifle's bolts, Automags, the CAR's primary fire and the Sniper Rifle are perfect for this fight, as they are instant hit weapons. Warlords aren't capable of dodging them like they would do always with Rockets or Dispersion Pistol (DP) bolts.
I just recommend to run around the arena (mainly the exterior part as you can use the crates both for cover and as the Warlords will be fully vulnerable thanks to the narrow passage) going either clockwise or anti-clockwise. It's unlikely that a Warlord will get you from behind unless you stop running (but even then it's still rare).
Be sure to not to waste to much ammo for either the Shock Rifle or the Sniper Rifle, as you will need them later. Be mad with the other two weapons, though, especially with the CAR, as you'll recharge its ammo to max after this and another battle. Just keep hitting them as you run backward around the place.
The rockets are easy to avoid, mostly because of their bad accuracy and small explosion radius. Plus you have TONS of armor points.
Sometimes one of the two Warlords will get stuck behind a crate found in the lateral parts of the chamber. If this happens, take that as an advantage by staying away from that position and dealing with the Warlord who still annoys you.

My experiments revealed that Shock bolts does actually sometimes cause the Warlords to dodge, but after you hit them/shoot near them. By dodging, the Warlord will slow down his chase and you have more time to retreat (they damage you more easily at close range).
Bullet weapons tend to cause them to do some super-quick move to one side, but only by a centimetre so you're not going to miss with the next shots. This means that when you use the CAR or the Automags and shoot them continuously, they'll just do some fast, mad movements that will make them go far or NEAR you. So watch out.
Last advise: never stop and KEEP SHOOTING AT ALL TIMES.

Easy battle, nothing really to hard...

Boss Battle: DarkLord
Health: 2320 Difficulty:
Attacks:
1) DarkLord's rockets (60 health per perfect hit): DarkLord's rockets he shoots are the same as the normal Warlord ones. They are just only faster.
2) Dark Strike (165 health): DarkLord's melee attack like any other Warlord would do. This one is very strong and you NEED TO AVOID IT! Just stay away, run around crates and dodge to avoid this happening.
3) Flying Dodge: normal Warlord dodge. Works exactly in the same way.
Description:
An enormous blue, yeti-like Warlord who seems to be the leader of the Skaarj forces landed on Xidia, after he survived the Derelict crash. He's somewhat big, has incredible strength and wants all of the humans to be killed, especially you.

If there's something that the DarkLord manages to do, is making himself look extremely cool. In reality he's a pushover, as are any other Warlords when you fight them with strong weaponry. Plus the environment here is so cramped that he'll have difficulties taking you down. This time, you can finally use the power of Eightball's grenades and the Flak Cannon in order to kill this cool monster.

The strategy for killing the DarkLord is just the same one used for the Warlords faced before. Just an identical fight, but here you have to face a stronger Warlord rather than two weak ones. I actually found the big boss's servant to be tougher, as they managed to hit me more times.
There are some things though that you may want to know, just tips to make the fight easy:

1) Unlike the previous fight, there's only one monster to face this time. You move to any position you want, obviously away from the boss.
2) Before the fight, I said to you to put yourself into one of the two sides that contain a door, clearly the one leading to the unexplored area. It has a pile of crates which you can use to hide until the beginning of the fight, so the boss will still not see you. Now go on the right side of these crates and you should see the DarkLord in the middle (awaiting for you) with his back turned at you.
Anything you shoot will make him spot you. Now if your luck is high and the boss's AI is dumb enough, the DarkLord will try to get closer to you. But there should be a railing in front of him, and if he tries to walk through it, he'll stop just to fire rockets.
He'll not move, and you can waste all your time by throwing Eightball grenades at his body (he can still dodge if you use rockets, DP, CAR grenades etc...). You can simply strafe to avoid the incoming rockets while you can damage him until he decides to move.
After that, start to use the strategy of the previous fight.
3) When you use the Flak Cannon, be sure to use the Flak Shells. DarkLord and Warlords dodge well the primary fire if you shoot it from far.
The Flak Shells should be thrown when he starts to become slower during moving, while primary fire should be used when he's close to you.
4) Never attempt to use Eightball grenades when he's near you or you'll just harm yourself for nothing.
5) Spam CAR if you have still any bullets left.
6) Shock Bolts don't seem to make him dodge...
7) Sometimes the DarkLord can destroy several crates through the arena. Less stuff to use as cover, but the battle still remains easy.

The rest of the fight should be pretty basic and easy.

Final Boss: DarkLord
Health: 3190
Difficulty:
Attacks: Same as before.
Description: The Skaarj leader is still alive and he's enjoying the blood on his skin after laughing at the death of his enemies. He seeks the death of any of his enemies. Give your anger to him and let his body disappear after the explosion of the base.

First of all, there's no counter to death. The bomb will automatically explode only in the last cutscene, so don't worry about that. And do the same against this loser, who still looks awesome but he has no chance of beating you with all of the health and armor (plus weapons) that you collected.
The boss is incredibly easy to kill, just run around the arena and shoot him with these weapons:

1) Charged BioRifle blobs if the boss is near you (not recommended).
2) Automags (Primary fire works better of course).
3) Shock Rifle (Primary fire).
4) Sniper Rifle.
5) Flak Cannon.
6) Eightball grenades.
7) Combat Assault Rifle (Primary fire).

Stay away and use the various piles of crates to confuse him, so you can retreat to a safe distance and avoid any chance of being literally kicked by his strikes. Dodge the rockets of course.

During the fight, you may encounter three Pupae that are found around the area. Easy to kill, of course, but they can be even more annoying than the boss.

The boss acts like he did before (plus his weird tactics, easy to counter), even by breaking some crates found across the area.
If there's one thing which you should be careful, is one of the two cranes found on the top of the area (it should be the one found the entrance lift). During the battle, it will drop a crate which can kill anything found below it. Just stay away from that position... and don't try to lure the DarkLord in that position, as he's pretty mad.

If you need help, you can find behind some crates two boxes of Flak Shells, two packs of CAR Grenades and a pair of Thigh Pads. One of the easiest battles of the Xidia Map Pack.

Spencer's Bosses

Boss Fight: Skaarj Praetorian
Health: 725
Difficulty:
Attacks:
1) Skaarj Projectile (16 health per proj): classic Skaarj projectile. Very fast, and become even more quicker during its flight.
2) Claw attack (?/20 per hit): slow Skaarj's double melee attack. Just dodge or run backward.
3) Spin attack (?/20 per hit): the fast Skaarj's double melee attack. Dodge or run backward. If the Skaarj does a moving spin, side-dodge would be a better choice.
4) Lunge (45 health per hit): Skaarj's lunge. It's very rare in this fight.
Description:
A red-skinned Skaarj Berserker, who is part of this strong warrior class named Praetorian. They are known for their ability and their violence. They are rare and mostly semi-leaders of Skaarj troops.

This is a Skaarj Berserker with the Skaarj Praetorian properties. Unlike the ones found in Jones's adventure, this one has more health and it's actually smaller (probably for making it fit the environment). There are two strategies to kill this guy, and they mostly revolve around experience and PATIENCE. Try to lure him away from the cabin first of all...

1) Run backward around the first pillar of the Car with the Skaarj chasing you, while you shoot him with the DP or Mining Tool's spread fire. Watch out as he likes to change direction, or stop in order to fool you.
2) Easy strategy: use the invisible wall glitch. Be sure to get him stuck in the side with the opening (actually, the Skaarj will just stop near the doorway). He can't go to your side, but you can go to his by running near the tank in the middle of the area. Watch out, though, as the Skaarj uses every chance he gets to attack you when you aren't protected by the invisible barrier (he uses lunges - that fail - and Skaarj projs - that work).

What you have to do, is keep shooting him with the DP (primary fire preferably) in the position where he can shoot you. This will not damage him, it will make him dodge, directly through the nearby opening and away (MAY not happen, though) from the train. In other words: DEAD SKAARJ plus points for you of course.
It's pretty much the usual Skaarj battle inside cramped environment, but against a faster and more healthy one. The glitch above doesn't always work, but if you try (and re-try) it, you can defeat this boss flawlessly, without any damage for you.

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!

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.

Boss Battle: Skaarj Queen
Health: 3625
Difficulty:
Attacks:
1) Queen Projectiles (16 health per hit): the Queen's most common ranged attack. Eight star-like orbs. Avoided by an intelligent use of strafing. Luck is useful too.
2) Claw Attack (65 health): Queen's weak melee attack. I highly recommend to stay away from the Queen. Dodge backward when she's near you.
3) Stab Attack (500 health): Queen's melee attack made with those two claws near the belly. Just like above, but this one should be absolutely avoided. Look at the damage.
4) Defensive Shield: the Queen does this when you use certain weapons/types of attack. The shield is impenetrable, but unlike the Skaarj Troopers, you can still do full damage on the Queen when you hit any part of her body.
5) Scream: a different sound this time. Does an annoying earthquakes that ruin your accuracy for a few seconds.
6) Teleport: what Queens always do. Teleport insta-kill you if you are in the position where the boss appears, and those are only certain points, no random destination. Be sure to stay always in the middle of a ledge section. She likes a lot teleporting on your right side.
Description:
Skaarj Queen found in the depths of Xidia. Her role is creating new warriors for the Skaarj forces that invaded Xidia. The lady is highly aggressive.

In my opinion, this is Xidia's hardest battle (unless you count fighting Spencer's last boss without using a Chaingun). She's only a Queen, but her speed, the absence of Jumpboots and the small amount of health and armor available (in comparison to the Unreal version) makes this one a real bruiser.
There are two rules that you may want to know before the battle:

a) The ledge going around the place is your personal arena. It's divided in four section (the pillars separate them) and you should always stay near the middle. In Unreal difficulty there are no Jumpboots here. So, falling down in the pit means that you're STUCK forever and you have to load the game.
b) Before beginning the battle, stay always near the pod found on your ledge section.

Ready? Ok. In the pit there are Pupae. They annoy you only if you go down. But you should never jump in that pit. Shooting a Pupae will awake the Queen, but you aren't facing the Queen at the moment. So shoot a DP bolt at the boss and equip the Sniper Rifle immediately. Zoom to the max and aim at the boss.
The Skaarj Queen will awake and the cocoon will be destroyed. Now one of these two things may happen:

1) The Queen will still remain on her platform instead of teleporting near you. When she's over the pod, she shoots or she just screams (the latter is better has you don't need to move at all). If she uses the projectiles, be calm and strafe (intelligent strafe. The Queen shoots her stuff in various directions and you have to move through them). In the meantime, shoot her head (from her eyes to the possible top) with the Sniper Rifle. Do this until she teleports to you. It's also possible that she'll use the Defensive Shield, but you can easily hit her visible head. In this way you can already deal a good amount of damage to the Queen.
2) She'll just teleport directly to you.

Here the battle becomes hard. The Queen likes to run to you at awesome speed and melee you with her awesome strength or just stay in a position and shoot her so-frickin-hard-to-avoid projectiles.
What you must learn first of all, is the positions that the Queen use as destination for her teleports. If you stay on the ledge (obviously you should always do this), she'll teleport on THAT ledge. Or more clearly, ledge section.
Yes, you must take profit of these ledge sections. There are four of them and you must stay near the middle. The Queen likes to teleport near the ends of the sections (near those pillars) and then run at you. There are eight spots, two for every section: one found near the pillar on the left and the second one is obvious, near the pillar on the right.
The Queen tends to teleport a lot near the pillar on the right side (my personal experience). So if there's a side that you should face the 95% of the time is the right one. If you stay near the pillar on the left, she'll use the destination on the left of the ledge section. Which should be 75% of the time always on your right because that spot has been already passed.
The Queen firstly teleports to the opposite ledge and then returns to yours, mostly on your right side. If you don't see her for a few seconds, this means that she's on your left. This happens more rarely though. Try to practice around her mad teleporting.

Now there's another problem: how to defeat her. To avoid her run and then melee: run backward and when she's near you, dodge backward. I should say that you're forced to do it unless you want to avopid losing 65 points of health, not to mention 500 of them. This attack can be hard to avoid when the Queen does the teleport joke (appearing behind you/Left side). Her projectiles are also another, royal annoyance. Dodge isn't good. Intelligent strafe still works. It's up to your skill. The Queen's style of attack is just chosen randomly, but there's also the Defensive Shield, with the help of which you're going to defeat the Queen.

The best weapons for this battle are the Sniper Rifle and the Flak Cannon. Here's a list of when these two toys need to be used during the fight.

Sniper Rifle:
1) Damage her head (headshots are possible, just shoot the middle of her brain) during the part when she's still on top of the platform (the optional intro to the fight that she may use before the real nightmare). THIS IS THE ONLY POINT ABOUT FIGHTING THE BOSS WHEN SHE'S STILL ON THE MIDDLE POD.
2) Force her to use the Defensive Shield. Headshots are optional.
3) Bypass her shield defences by shooting her in the visible head.

Flak Cannon:
1) Your personal weapon for damaging the Queen (Flak Shells when you're far from her). But tricks are better than senseless shooting.
2) The Primary fire can be used when the boss accidentally jumps when she go over the teleport thingy (later on this).
3) Primary fire forces her to use the Shield.
4) Flak Shells to bomb the Queen when she's losing time with the shield.

About the teleport thingy, is found in the first ledge section, when you enter the Queen's lair. Stay on that ledge section and awake the Queen. She'll probably teleport to your right side (immediately or after Point 1). Run backwards while facing at her, staying near the middle. The Queen may accidentally step on that raised pod and her AI will make her do a big jump. Be sure to land on her lots of Flak primary fire until she lands. Bonus damage...

Now the main trick is making her use the defensive shield. When she uses it, she'll remain stood in one position for some seconds and you have all the time to damage her. The best way to activate the shield is by using the Sniper Rifle if the Queen is far from you (damaging her head if possible) or the Flak Cannon's primary fire if she's running like a mad towards you (she also stops in this way).
Now she's using the shield and you have some free seconds to damage her. If the distance between you and her is neither particularly big nor particularly small, then the situation is easier. Flak Shells do more damage than the Sniper Rifle (which is more useful if the distance is big). If you're too near the Queen retreat or if you want to be a hero, side-dodge to see her body for a while and shoot her with a Flak Shell. With the shield trick you can easily damage her and you can also lower her chances of attacking. After deactivating the shield she'll most likely run towards you (melee are easier to avoid). If you are too far away, then you'll have to deal with the projectiles. Remember that she can scream if she has the shield activated (after a while though, as always). If that happens, use Flak Shells plus good accuracy.

Be sure to use a good quantity of ammo for each weapon (I used 26 Sniper Rifle bullets and 20 or more Flak Shells). The rest is up to your skills. Maybe after various deaths and game reloads, you'll get the hang of taking her down. I even managed to beat her without being damaged, so don't be afraid of this seemingly omnipotent Skaarj Queen.

Last note is: WATCH OUT AT HER TELEFRAGS AND NEVER DROP INTO THE PIT!!!!

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.

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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