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Unreal Beta Walkthrough

26. Cryox (Page 2 of 2)

Go back to the underwater hub and face the tunnel that you used to cross almost the entire ship just right now, but go inside the one on the left hand side.

You can completely ignore this pathway, but I'll talk about it just for the sake of completeness. It looks similar to the one in the middle. Swim through the first crossroads (which has the unexplored pathway in the pipe on the right hand side). After it, you'll encounter two metallic brushes that cover the entrance to one of the two red empty rooms, but the pathway is wide enough to let you pass beyond them. You'll pass through two other crossroads, the second red empty room (metallic brushes are there too) and a last crossroads, until you find a dead-end, the other side of the blocked part of the pipe. Due to a bug you'll "exit" from the water after passing through the last door.

Return to the main underwater hub and take the tunnel on the right hand side. It appears identical to the one on the opposite side, except the absence of the "exit from water" bug and of two metallic brushes near the first red empty room.

Finally, there's that unexplored tunnel in the first crossroads you swam through. Time to check it out.

This new tunnel is differently textured compared to the other ones. There's an unfinished scripted sequence related to the use of interpolation points (apparently a trigger is missing). This is good news though, as they would have taken you to a room full of Mercenaries. You need to swim through it normally.

The pathway is straightforward, and you'll also notice "water walls"... as I call them. Reminiscent of the teleport passages in the Mothership Lab. You'll then encounter a deviation from the main pathway, on the left hand side. I recommend taking this one, otherwise you'll end up in the Mercenaries' area that I previously mentioned.

You'll arrive inside a small pool, which is exactly found inside the room blocked with a force field (if you followed this description, it should have been already deactivated) near the beginning of the map.

Go on the surface and watch out for the patrolling Mercenary Elite. Take the nearby elevator.

You have to descend a set of elevators, and if you aren't careful there may be chances that you'll get stuck. You'll notice yellow lighting, that becomes red as you touch the triggers to activate the various moving platforms.

Start descending. There's a Health Pack below the first elevator but it will get deleted by the mover itself. Don't rush when passing from a lift to another, otherwise you'll be blocked by them.

You now enter a small cube room. There's a button to re-activate the elevators if you want to go back.

The next room is characterized by one of those "water" pipes, crossing throughout the walls. Also, finally some items. Behind the steel boxes there’s a hidden Health Pack, while in a corner there's a GES Bio Rifle and a can of Sludge. There's nothing near the steel barrels. Watch out for the Mercenary, then use the small lift inside the doorway to access the next area.

You'll descend into a small space. Past the steel barrels, there are two openings in the walls, containing a can of Eightballs and 80 Tarydium Shards.

Now you're inside the largest area of Cryox (sort of), which doesn't disappoint in build quality. Working with the two large panels is a Mercenary Elite you need to kill.

There's a useless steel barrel nearby, while on the opposite side there's a box of 50 bullets. Behind the two pillars where the Mercenary Elite was patrolling, you'll find on one side a box of Rifle Rounds, while on the one there's a Minigun.

The big doors cannot be opened, so proceed for the only accessible part. It's a room of two floors. Below there's a Mercenary, a can of Sludge, and the button (its texture is wrongly rotated) to unlock said big doors. Take the elevator to go above and enter the new area.

As you enter, do not let the water pipe, found near the roof, distract you, as there's a Mercenary and a Mercenary Elite found nearby. You can climb the ramps and hide behind the pillars to make the battle easier.

You'll then arrive in the Control Room, full of panels placed in a funky way. You'll notice a floating cylinder of water over a hole, but behind it there are your last enemies of the map: two Mercenaries and a Mercenary Elite. Flak Cannon and BioRifle are your friends here.

After you kill them, you can search behind the last two panels for an ASMD Core and a Rocket Can; there's nothing else then. You've been here only for a visit.

Regarding the hole in the middle, it leads to the tunnel you used to enter this part of Cryox (before the deviation), clearly where the interpolation points were supposed to be used. This was also the dangerous destination if that scripted sequence was working. Return to the main underwater hub.

I guess you now want to find the exit from this successful approach to creating mazes. Remember that you can do this from the first time you enter the underwater section.

There are three tunnels which lead to the exit. One is long, the second is very short and the third isn't that big either. Sounds of any kind are absent from all the three of them. I'll describe the three pathways in order.

First, start from the main underwater hub and go into the pipe directly below the elevator; then go in the vertical tunnel and swim through the door above. Swim further and you'll find the main pathway divided into two sides.

The one on the right hand side is the longest tunnel. Don't take it unless you're in God Mode.

What to do:

  • Take the right hand side as mentioned above. Before the first door that you’ll pass, there are two openings. Ignore these since they are simply put for additional detail.
  • Pass the first door.
  • Descend throughout the second door.
  • As you pass the second door, turn 180° quickly and continue swimming.
  • Ascend in this larger portion of the pipe.
  • You'll probably start to drown here.
  • Turn left, then right, descend and turn left. Pass throughout the next two doors.
  • Ascend.
  • Proceed throughout the next, darker door.
  • Turn left and right, then enter the door. The lighting before this mover is very dark.
  • Ascend, turn left and you'll arrive at your destination.

You arrive from a set of three holes. The one you used is, facing this whole set, the one on the left hand side. Let's check the other two ways.

Secondly, this is the safest and quickest way to arrive at the exit.

From the divided pathway, right before the long tunnel described above...

  • This time, take the left hand side.
  • Swim, ascend and turn 180° when you arrive at the top.
  • Some more swimming.

You already arrived. You're coming from the hole on the right hand side, facing the whole set of holes.

There's also a third way. Remember the triplet of areas with the pools in the middle? Check the underwater section below the last room, right before the underwater elevator. There should be a third door.

Pass through this door.

  • Swim, then ascend, and lastly pass the first door.
  • Turn left.
  • Ascend again and turn 180° at the top.
  • Swim until you arrive at destination.

You're coming from the hole in the middle. Now there's this last chamber...

...which looks unfinished.

This is supposed to be the engine room. In the middle you can find three rocket-shaped engines, together with default-textured, volumetric brushes as "effects". They are harmless and you can pass through them. These engines have Default-textured effect: lame volumetric brush with that white texture (translucent too). They are harmless and non-solid.

On both left and right hand side there are some big doors. The first one opens, leading you to a cube chamber with another, identical large door. Swim and...

...you'll finally finish this nightmarish maze of a map. Everyone is happy now. Where this exit will take us?

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Quick Links | Introduction
1. Vortex Rikers
2. NyLeve's Fall
3. Rrajigar Mine
4. Chizra
5. Dark Arena
6. Harobed Village
7. TerraLift
8. Terraniux
9. Noork's Elbow
10. Temple of Vandora
11. The Trench
12. ISV-Kran
13. ISVDeck1
14. The Sunspire
15. Sky Town
16. FHub4
17. Soledad
18. Morose
19. FHub5
20. Aztec
21. Nexus
22. NexusEnd
23. Foundry Tarydium Plant
24. Toxic
25. FHub6
26. Cryox
27. VeloraEnd
28. Bluff Eversmoking
29. DASA
30. NaliC
31. NaliLord
32. FHub7
33. ExtremeBeg
34. Extreme
35. ExtremeEnd
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