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Walkthrough - "Xidia Gold"

Beneath Xidia

Map Author: Hourences and Mister Prophet
Weapons: Dispersion Pistol Powerup, Shock Rifle, Mining Tool, Sniper Rifle, Ripper, Flak Cannon, Eightball, Combat Assault Rifle.
Creatures: Skaarj Lord, Skaarj Harvester, Skaarj Berserker, Behemoth, Jaberwock, Spinner, Devilfish, Biterfish, Cave Manta.
Bosses: White Scorpion
Difficulty:

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).
Pass the first door and you'll find yourself in a cavern, found in the underground areas of Xidia. Proceed in this tunnel. On the right you should see two Nali Healing Fruit (NHPs).

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.
Their acid balls are very quick, but you can easily avoid them by strafing or dodging. They have a pretty large radius too, so watch out. When fighting Spinners, use the DP (secondary fire works always better), as any other weapon would be pretty a waste against these guys with such low health.
This one is easy, obviously, so take him out and don't worry if he tries to retreat (unless you let him walk for 100 metres). When he's dead, check the ground for five Flares.

Advance to the next archway and retreat. An earthquake occurs and creates various boulders that can damage or even kill you.
Now save your game and equip the Combat Assault Rifle (CAR). There are some tarydium crystals on the ceiling. Pass them and you'll see in the distance some tough Skaarj...


Strong Enemy Fight: Skaarj Harvester - Combat Assault Rifle
Health: 200
Difficulty:

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.
This is an example of weak Skaarj Harvester, but he has a CAR, and he seems to like the primary fire. As far as I know, there's no way to defeat him without being hit, unless you're lucky as hell. But the best thing to do is kill him before he can deplete a big amount of your health.
Here's what you have to do: run to him, see him, and then fill him with CAR's primary fire while you run backward.
The Skaarj will try to strafe to avoid your bullets, so watch out. When he's near death, he'll start to be stunned and so stop firing for a while.
When he's dead, get his CAR for some ammo and 3 CAR Grenades. Now restart your run through the cave.


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.
At the start it will be pretty confusing and you'll expect at least 100 enemies, but in reality there are only two.

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.
To deal with this bugger easily, use the Sniper Rifle to aim him precisely. Now switch to the DP and start to fire yellow bolts like mad (and in a ROW) to him (be sure to have lots of DP ammo before doing this). If done correctly, the Skaarj Harvester will eat all the projectiles you shot; after which, he will jump from the plank. Now be quick and switch to the Shock Rifle and finish him off with some Shock Bolts (maybe you can do that when he's still in air after the jump).
Less dangerous strategy as usual. Get his Shock Rifle of course when he dies.

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.
If you check the area on the right side, illuminated by the tarydium, you'll find two NHPs.

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.
You have two choice to beat this guy. The first one, the funnier, is just going behind the red crate on the left and see then the hidden Skaarj Harvester (try to stay far from him). Shoot him with the DP like mad. He seems not to move at first, as he's just stuck in some kind of map geometry error. He can still shoot though, but slowly and all the projectiles can be avoided with a bit of strafing. After a while though, he'll free himself up and will start the chase. He's still easy though, as he's pretty slow, plus he seems to have accuracy problems. He likes also to stop for nothing (lure him on that iron bridge which goes into the structure on the left) or just to use his shield. Just finish him with the DP and be sure to strafe. I highly recommend to make him move from his original position: otherwise, when he drops his Mining Tool and a Tarydium Ammo, they'll get stuck in the BSP error and you will be unable to retrieve them.
The second way to beat him is just going behind him, releasing a full BioBlob. Not recommended due to the aforementioned BSP problem.

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
Health: 320
Difficulty:

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.
To deal with this guy make sure you have a ready Shock Rifle (you should have 50 ammo by now... I think) and wait two/four seconds while you're on the elevator, ready to go down, and then, shoot a few secondary fire projectiles at the sleeping Skaarj.
He'll wake up abruptly and he'll take significant damage. Now he tries to run to you on the elevator, but if you waited long enough before the assault it will return you to the floor below. If it is still in the second floor, try to kick the Skaarj away with a few bolts (be sure not to waste more than 10 ammo in this battle).
Now you're on the lower floor and the Skaarj Lord will do one of the two following things, and you have to counter them:

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.
2) He'll remain on the upper floor: this case can be hard to solve, but fortunately it's rare. Try to go on the elevator to activate it but quickly get off again to remain on the lower floor. The Skaarj Lord will go on the lift and descend down. Now follow N�1.


When the Skaarj Lord dies, be sure to get the Shock Core on the lower floor if you haven't got it already.
Return to the area above and check the board on the left side for a message:

"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.
Dealing with these two guys is pathetically easy. I assume you have 48 Eightball rockets by now (you should already have them from the previous map). Just waste 6 rockets for each Behemoth and finish them with the DP, by retreating to the previous areas of the level. They have more health though, 600 instead of 500. Once they are dead, check one of the two corpses for CAR grenades. Since you wasted 12 rockets, you may want to get the can of Eightballs behind that red crate if you haven't got it by now.

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.
DP is still good, but the Automags do the work even better. Just try not to let any of your bullets enter (or hit) the last part of the big cave area. Once the Spinner is dead, go back to that dead body which was having some problems with a now killed Spinner. No message, but three Seeds for you.

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.
There are two ways, then:

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.
For the second Skaarj with the Mining Tool, just start to run backward by charging 3 or 4 bombs. This one likes to use the secondary fire, which can easily kill you. But there's always a delay after that spread fire. And in that delay you'll stop, run for a step near him and release the bombs. You need some timing, experience and other stuff to do this one, but it will be easy.

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.
Now check the place behind the white crates, on the left side. Here you'll find a box of 50 bullets, a box of Flak shells and two Bio Ammo. There's also a message:

"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.
And now it's more sniping fun. See the area in front of you? Don't go into it, just remain in the middle of the cave near the crate part with the Sniper Rifle.
Use the zoom to see the area. On the right, near a white crate, there's another Skaarj Harvester with his back turned at you, plus he's FAR away. He has a Ripper, but you can stop him in seconds. Just aim with the Sniper Rifle in his head (nose level) and shoot three bullets on it. DEAD SKAARJ. He'll drop a Ripper, but it's useless so forget it.

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.
But unfortunately, his death trigger a Creature Factory, which creates another Jaberwock (with the Behemoth skin) coming from the metal bridge you have crossed. This guy can be hard as you have to kill him before he makes you retreat in that area where you have sniped the enemies.
If you have more than 42 Eightball ammo, just start to shoot him some rockets (arrive at 42). Then, or just if you don't have the Eightball requirements I said, shoot him with 8 Sniper Rifle bullets. If he still doesn't die, use the DP to finish him.

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.
Run and you'll find yourself in a medium-sized room. On the right side, you'll see a can of Eightballs and two boxes of 50 Bullets. Plus there's a weird window. Equip the Flak Cannon, SAVE THE GAME and advance in front of that glass...


Strong Enemy Fight: Skaarj Harvester - Flak Cannon
Health: 375
Difficulty:

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.
Anyway, as he breaks the window, just return near the room's entrance and shoot him with Flak Shells as soon as you see him. With the flak shells, you can stop him from passing the ledge (he jumps a lot, and when he's in air he needs to get hit), plus damaging him.
If he fires, pray for your skills and do a quick dodge on the right side.
If manages to pass the ledge, retreat back in the previous corridors. Flak Shells and Automags are the right choices now to finish him.
Remember always to dodge his stuff and try not to get damaged too much.


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.
There's also a message:

"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.
You should have the ScubaGear from the previous map, so don't worry about the O2. After passing this water tunnel, you'll be in a dead-end with two Bio Ammo and the TNT Bomb.

Now equip the DP and go back for another swim. This time the pool's start (outside the water though) has a Skaarj Berserker.
Fortunately he doesn't seem to follow you or avoid your DP bolts, so proceed for his death. Don't worry about the air and strafe to avoid his projectiles. After his death, exit out and plant the bomb... then RUN. The explosion is highly damaging and can kill you.

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.
Now check with the Sniper Rifle the cave on the left side. You should spot three Cave Mantas in its entrance. Just go here and kill them with the DP or CAR.

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.
He is the last one for now. Proceed back in the river area, go in the water and proceed to the left side, where the waterfall is. You may be annoyed by some Biterfish, but they are harmless.

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..).
At the end of this tunnel you'll see a vent shaft on the left side. Pass the harmless fan and use the DP to break the hole with the yellow cross.

"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
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.


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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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