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Walkthrough - "Xidia Gold"Beneath XidiaMap Author: Hourences and Mister Prophet Jones' fourth map is fortunately easier than the previous one, Outpost Pheonix. You'll find here some tough battles, but they are easily beatable with the appropriate strategies and, obviously, patience. You start in the last room of the previous level. There's nothing here, so advance and equip the Dispersion Pistol (DP). Now advance and descend the ramp, DP equipped. When you'll see a group of Flares on the ground, be careful: behind the archway found before those items a Spinner is crawling. Fortunately he'll drop down before you pass through that position. Spinners can be pretty annoying sometimes: they like to retreat in unexplored area and lure you to more monsters. It won't happen this time as there's no one behind him for a while, but there will be cases like that. Advance to the next archway and retreat. An earthquake occurs and creates various boulders that can damage or even kill you. Strong Enemy Fight: Skaarj Harvester - Combat Assault Rifle The Skaarj Harvester is another type of Xidia Skaarj Trooper. Some of them are very strong, while the rest are weak. They also have dangerous weapons. Before the next ramp, another Spinner will fall from above. This one is pretty stupid but don't let him escape into the next, enormous area. After killing it, enter this latter place. The first enemy is a Behemoth patrolling around the crates you see on the right side. Just wait for him at the entrance because he'll pass quite near you. When he's visible, shoot him with the DP and start to retreat in the previous cave. The usual chase will begin. Run backward through the tunnel while you shoot the big guy constantly, strafing in order to avoid his rockets (they shouldn't be a threat if the Jaberwock's ones were easy for you); be careful not to get stuck in the metal archways. Some well-aimed DP bolts will make him fall before you arrive at the beginning of the map. His death will reward you with CAR grenades. Now you should have 15 grenades if you have got every CAR grenade ammo pickup so far. Return to the giant area and save your game once again. Now, see the passage on the left side, which leads to a mine cart tunnel? Go there by running near the wall. As you arrive, turn to face the big area near the enormous entrance to the next one. You should spot two planks on the top. Check them with the Sniper Rifle and you'll see that over the second one there's another weak Skaarj Harvester, found on the right hand side. This one has the Shock Rifle... in other words, just as annoying as the first one you fought. Remember to check the mine cart tunnel you used as cover to kill this Skaarj, because it has a Tarydium Ammo of 20 crystals. Why not forty you say? Explore the area around the pile of crates that were protected by the Behemoth. Here you'll find a Mining Tool, which is just a Stinger capable of shooting more powerful crystals than the original version. Unfortunately you can only have a max of 100 ammo, and any Tarydium Ammo is worth 20 of them. Be sure to use this weapon wisely, and now you should have 40 ammo of it. Now enter the second area and see a Skaarj Skimmer flying away, through the hole in the roof. This place tries again to makes you believe that you'll be soon surrounded by GIANT WAVES of enemies. In reality: not really. There's only one monster: a Skaarj Harvester hidden in one of those red, long crates after the heliport part. He's behind the second one on the right side and he's facing the left side, clearly the area behind the other nearby red crate. This one has the Mining Tool, and one of its projectiles deal a good amount of damage. Fortunately this one seems to be completely dumb. Once he's dead, get his stuff and check what's behind the red crate on the left, which you have used to scare the Skaarj Harvester in the Point N�1 mentioned above. There are two Flak Ammo and two Cans of Eightballs. Time to enter the building found on the left side. Here you'll find a Body Armor and a Shock Core. Now save the game, equip the Shock Rifle and use the lift to go up to the second floor. Strong Enemy Fight: Skaarj Lord In the middle of this second floor (which is a normal, small room), you'll see in the middle this sleeping Skaarj Lord with that grey skin seen on various Skaarj Assassins and Skaarj Hunters in the previous map. 1) He'll jump down from his area to chase you: use further bolts (not more than ten ammo, please...) and finish him with the DP or Automags, as he entered the "coward" mode. Dodge to avoid his projectiles. When the Skaarj Lord dies, be sure to get the Shock Core on the lower floor if you haven't got it already. "NOTICE: As of April 10th, all miners working in Sector 19 will not procede without nearby military presence. No Miner is permitted to approach, explore, or tamper with any part of the Derelict Space ship. If a Miner discovers buried debris or any non-human artifacts, you are ordered to report your findings to the nearest command post." Now press the red switch found in the room. This open the door in the other side of the cave area, which leads to the next part of the map. Descend and go for it. You'll discover that, from the unlocked door, two Behemoths are coming out. Save the game, equip DP and advance in the new tunnel. Behind the second archway you pass there's a Spinner. Kill this one quickly and don't let him retreat. There's a second one on the right side, near a dead body. Use the Searchlight to illuminate him and go for the assault. Now ignore the corpse and proceed onward to find a third Spinner. Be careful with this one: the spider will try his best to retreat in the unexplored area behind him, and he'll mostly succeed if you don't manage to kill him. Now advance, save the game, equip the Eightball and proceed in this new area. This is a tricky part: once you arrive near the first two set of pillars, two Skaarj Harvesters will appear after the second set, one from the left side and the second from the right one. The Skaarj on the left has a Mining Tool, and the Skaarj on the right has an Eightball. Seems hard at first, but in reality they are dumb. After doing the run to the centre of the place (you can use the save/load trick to see what are their right destinations), they'll stop for 2.5 seconds, seemingly doing nothing. During this moment they are completely vulnerable and you have the time kill one of them using Eightball grenades. 1) The first to die like an idiot is the Skaarj with the Eightball, then facing the second in a real battle: this is the method I mostly use. The Skaarj with the Eightball, coming from the right side, is more easy to kill to begin with as he's closer to you. Just as you see both Skaarj appearing, charge 4 or 5 grenades (he actually has more health... 280) and throw them at this first Skaarj... at his BACK. Yep, just advance on the left side to see it and release. If done correctly and if the bombs fly well, the Skaarj will die. 2) The first to die like an idiot is the Skaarj with the Mining Tool, then facing the second in a real battle: this one is harder, as he's somewhat further from you. Just charge 4 grenades, run towards him (he should face you unlike the other one) and release. Fast kill yeah, but there's now Mr. Eightball Skaarj who can get you easily, as you are in a bad position. Just after the first Skaarj is dead, dodge backward and start to charge more bombs. Run backward, strafe or dodge to avoid the rockets and release (4 or 5 grenades do the work). I don't know perfectly the details of this, as I never tried this method. The main rule though is: BE QUICK! You do not want to lose any dropped weapons. Get the Mining Tool and the Eightball (don't worry how many ammo of it you have wasted, they should be at least 45 if you have used them correctly). The same Skaarj with the Eightball also drops a CAR Clip. "Markus, Journal: The Derelict ship was dead, no life signs, nothing to give us any reason to think there was any lifeforms inside. But when a team of guys from the military outpost up north came down here to do a search, they triggered some sort of alarm. It seems only the outer shell of the ship was dead, Once those guys went in, they were attacked. Minutes later, a legion of those creatures emerged and began attacking miners and command sectors all over the caverans. We should not have messed with that ship. ( Dated 4/29, Shiftcylce A-J60)" Now save the game and proceed in the next cave. After ascending the ramp and the archway at the end of it, retreat back, as a Spinner falls from above. Easy battle and don't worry about the place where he goes... which is a metal bridge over an impressive flooded cave. You'll get here soon... Now cross the bridge and you'll see two wooden boxes on the right side. Get near them and a Spinner will appear in the entrance of the next tunnel, so watch out. The two boxes have a CAR Clip and a Shock Core. Advance toward until you spot on the right a dead body with a Sniper Rifle and a box of Rifle rounds. Save the game. I don't know how many Sniper Rifle ammo you have, but by following the walkthrough you should have 50 of them. There's also a Jaberwock patrolling the place after the dead Skaarj Harvester, with 600 health and resistance against Nailed stuff... I don't know what weapon causes this damage, but it's a good thing as the DP will deal full damage on the big guy. Just shoot his head with the Sniper Rifle seven times (or as many as you want) and finish him with DP bolts. He'll die easily. Get the Sniper Rifle stuff that you have left near the white crates and advance in the new area. Here you'll find near the red crate at the end two boxes of Flak shells. If you have 45 Flak shells in your inventory, don't get them... you'll soon know why. Behind this red crate there's a powerful Skaarj Harvester with 365 health. And it has a Flak Cannon, which will be your real next batch of ammo for yours. It's hard, and the only way to defeat him without being damaged is releasing six grenades of Eightball on his back. He's facing the left side, so go to the right one. Before the turn, start to charge your bombs. When the ammo counter is near the number 36, advance, see the back of the Skaarj, release all the six grenades on him = DEAD SKAARJ. Plus Flak Cannon and a Tarydium Ammo. There are also two NHPs and a Body Armor. Now if you left that can of Eightballs in the heliport area, go get it. Return to the last area and enter the new corridor. Strong Enemy Fight: Skaarj Harvester - Flak Cannon Once you run near the window it will break and the Skaarj inside it will probably (100% chance) shoot a Flak Shell. If your luck sucks, then you'll get in the face and that would be a waste of health. But it seems to shoot always in the wrong direction. When he dies, get his Flak Cannon and go in that small room in which he was hiding. Here you'll find a wooden box with the second Dispersion Pistol Powerup (third level by now) and a message on the board... "NOTICE: Team 22 reported serveral sightings of the Spinners. Use the torch team to clear out any arachids in your sector, do not attempt to engage the things yourselves, you all remember what happened to Davis." Now climb the staircase and use the DP's primary fire to break the blocked hole with the cross on it. Pass it, enter the cave, and see on the right side a Warlord teleporting away. Don't try to run towards him, though... or you'll DIE for whatever reasons. Advance to his side of the area and you'll be in a dead-end with a Spinner and two packs of CAR Grenades. There's also a CAR Clip here, and if you haven't used the weapon since the Red Nemesis fight, you should have it complete. Not to mention there's even a full Combat Assault Rifle here with 300 ammo (so don't get it if you have low ammo of CAR - I don't think you should have used it), so you may have fun with it in this last part of the map (before the boss) which is pretty fun. "Wallace, Journal: I've been inside the Derelict ship. It must be massive, a mile in diameter maybe. Most of it is buried, or broken apart and seperated by rock. When we first began mining, we found traces of a strange metal in our ore deposits, we should have known then that there was something here. Where ever it came from, it's sure as hell older than our mining facility, alot older. ( 5/11, no shift cyclce listed)" Return back and advance to the other side, where a Spinner will welcome you. Run some more and you'll see a dead Cave Manta. Pass over it and you'll hear one of their scream. After it, there's a large cave room, and from the doorway on the right three Cave Mantas will come out. These guys are easy, just retreat back and shoot them with the DP or CAR. Return in the last room visited (be sure to enjoy the awesomeness of the Call sounds) and proceed in the tunnel in front of you. You'll find here another Spinner to be killed. On the left side, a body with a message: "Deigo, Log: The hole leading to the underground river exit has been sealed with a thick plate of metal, standard explosives won't blast through it so me and Wallace made a homemade bomb. The bomb has a 4 second timer and needs a detenator to activate. I marked the plate with a "Red X". I hope those creatures don't find us before we blast through. ( Dated 5/15)" Check the dead-end to get the bomb's detonator, two Flares and a Tarydium Ammo. As you read from the last message, you need some kind of bomb. Return in the previous room, but retreat again as an earthquake occurs, creating lots of large, dangerous boulders. Proceed on the left side and enter the tunnel. Every archway found after a ramp has a Spinner behind it. Two ramps = two Spinners. Proceed some more and you'll encounter two other Spinners on the ground. Now on the left side you'll see the closed hole with the red cross. Still no bomb, but there's a flooded cave to explore, right in front of you. Now equip the DP and go back for another swim. This time the pool's start (outside the water though) has a Skaarj Berserker. After the show ended, pass the hole and you'll find yourself in that nice cave with the river, seen from that metal bridge. The place looks confusing, but in reality there's little to find here. On the right side, near the closed door, there are four NHPs. Enter this cave and check the right side for a body and its message: "Rike, log: There was an explosion....the cave collapsed and I lost my entire team. I'm messed up pretty bad here, broken bones and internal bleeding. All I can hear is the sound of water flowing from the underground waterfall. I'll be alright though, just need to take a little rest. (No date)" After this corpse there's an archway. Guess who use it as a hiding place... kill the Spinner coming from above. Once you arrive at the waterfall, stay on the land and see what's below the water. Three Devilfish are protecting a chest. Kill them (from the surface, they are fast as hell) with the DP and check what's inside that chest. It's a treasure... it's a useful Superhealth. Before getting it, be sure to have 100 health. The more health you have, the easier will be the game (and the next maps are pretty annoying). Now return in that cave where you killed the last Spinner, and BE SURE to have got anything you left in the course of this level (namely health, vests, Combat Assault Rifles, Ammo etc..). "White Scorpion" You'll enter a nice room with two NHPs and a Tarydium Ammo. There's a hole in the middle leading to a pit, and fortunately there's even a rope which slows your fall in the hole. Save the game before entering it... Boss Battle: White Scorpion + 10 Spinners 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. HOW TO MAKE THE WHITE SCORPION'S HEALTH TOUCH THE NUMBER ZERO: 1) DP Green bolts until they become blue, then switch... 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. Don't forgot the Shock Rifle and the two Bandages in the middle of the field. Near the dark nook there's a human body with an Eightball Gun, a can of Eightballs and two Bandages. The corpses in the illuminated area have a Health Pack and a Bandage. I highly doubt you would lose 100 health in this battle though... I recommend to try and try until to the point of having a great amount of health after the death of all the Spinners. Now climb the only accessible hole (now unlocked after the death of the White Scorpion) and proceed in this human-themed corridor. On the right side there are two wooden boxes containing a Health Pack and a pair of Thigh Pads. Run to the end of this corridor where your boss finally contacts you: "Mission Update: Jones! We don't have a lock on you, but we are detecting your signal in the old Flow tunnel network. Those tunnels support the massive branch of underground fluid pumping for the mining complex and the above Facility. 80% of those tunnels haven't been used in a decade. I don't know how you got down there, but follow the tunnel to one of the old exits into the uncharted caverans. Your gonna have to find a different route to the Military base. We'll contact you again when we have a fix on your signal." Open the last circular door and enter it to finish the level.
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